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Pokémon Model Ripping Project
Can Victini be added in, too, please?
The future of things to come...
NID - LDEJRuff
3DS FC - 1349-9258-6921
Switch FC - SW-6321-5752-9422
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(02-11-2017, 11:51 PM)jugol Wrote:
(01-29-2017, 05:26 PM)magikstar Wrote: Can someone upload the map models, or where i can find the files for them?

The maps are in 0/8/2, but it's not picking and extracting - the files inside that archive are in groups of 11, organized this way:

0 no idea
1 an archive containing the map and textures
2 no idea
3 models for NPCs appearing in that map
4 models for objects in the map (dropped items, berries, signs, doors etc)
5 no idea
6 a texture whose purpose I don't know (shade?)
7-10 no idea

11-21 is the same as 0-10 for the next map and so on.

Inside 1 there is (I haven't researched exhaustively, but that's what I've seen):
0 textures
1 a bunch of small files, sometimes a readable map model
2-3 no idea
4 an archive containing only the map model - you have to extract it and extract it again to read it, despite there's a single file. It's confusing.
5-6 no idea

I have all the files organized but uploading would take some time and my upload speed is awful, besides I don't know if I'm allowed.

Still, the texturing is weird as ingame the maps seem to have multiple textures superimposed with transparencies, but at least in Ohana3DS only one texture is showing in a determined surface, which makes the maps look bad. Maybe someone already figured all of this during the time I was attending other stuff (I haven't been here for a while) and fixed that.

EDIT: Just remembered. After re-organizing all the map files, the first six correspond to overworld Melemele, the next few correspond to inner zones in Melemele (the trial site, cemetery, etc. NOT inside houses, all houses are in a different archive I don't remember where). Then there's an amount of maps with textures and all but not models, and after these model-less maps comes overworld Akala and so on.

Can you send me the files. I don't want to hack my 3ds or homebrew it. Or could you find a place where I can download the files?
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Been checking the first post of the project, but I noticed that my current request, Victini, isn't listed yet.
The future of things to come...
NID - LDEJRuff
3DS FC - 1349-9258-6921
Switch FC - SW-6321-5752-9422
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(03-04-2017, 11:38 PM)LDEJRuff Wrote: Been checking the first post of the project, but I noticed that my current request, Victini, isn't listed yet.

[Image: 1488736056.png]

I've been working on exporting a couple pokemon for my own entertainment and I've successfully exported all the starters and legendaries, I'll soon upload them to the main website! (at least the missing ones, that is)

[Image: iB70MJt.gif][Image: 1aMBHQO.gif]

And yes, they are animated! (or at least I did include the animations in a sub-folder) (the outlines were added in post via photoshop, it's actually kinda hard to do them in 3DSMax)

[Image: aENiQLZ.gif][Image: VuHbuig.gif]
A little bonus Tongue (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)
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(03-05-2017, 12:51 PM)TehSe7en Wrote:
(03-04-2017, 11:38 PM)LDEJRuff Wrote: Been checking the first post of the project, but I noticed that my current request, Victini, isn't listed yet.

[Image: 1488736056.png]

I've been working on exporting a couple pokemon for my own entertainment and I've successfully exported all the starters and legendaries, I'll soon upload them to the main website! (at least the missing ones, that is)

[Image: iB70MJt.gif][Image: 1aMBHQO.gif]

And yes, they are animated! (or at least I did include the animations in a sub-folder) (the outlines were added in post via photoshop, it's actually kinda hard to do them in 3DSMax)

[Image: aENiQLZ.gif][Image: VuHbuig.gif]
A little bonus Tongue (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)

How did you do the starry face of Solgaleo and Lunala?
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(03-05-2017, 05:07 PM)magikstar Wrote: How did you do the starry face of Solgaleo and Lunala?

It's a texture scrolling upwards, nothing too fancy, not sure how to do it in blender, but in 3DSMax all I did was apply the star texture to one of the head glass thingy models (it has several if I recall correctly) and animate it scrolling along, like so: 

[Image: uc?id=0BwZMeX3tE_2_bzVjZmNEVmVzQkU] [Image: uc?id=0BwZMeX3tE_2_UWE0aXhYNGlIWnM]
They were really feint, so I increased the brightness by about 500% (yes they were really transparent and would come out nearly invisible on the renders)
[Image: uc?id=0BwZMeX3tE_2_bFo3VC1odWhCbzQ]
Clicky for a better and lightweight video instead of a very heavy gif
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(03-05-2017, 05:41 PM)TehSe7en Wrote:
(03-05-2017, 05:07 PM)magikstar Wrote: How did you do the starry face of Solgaleo and Lunala?

It's a texture scrolling upwards, nothing too fancy, not sure how to do it in blender, but in 3DSMax all I did was apply the star texture to one of the head glass thingy models (it has several if I recall correctly) and animate it scrolling along, like so: 

[Image: uc?id=0BwZMeX3tE_2_bzVjZmNEVmVzQkU] [Image: uc?id=0BwZMeX3tE_2_UWE0aXhYNGlIWnM]
They were really feint, so I increased the brightness by about 500% (yes they were really transparent and would come out nearly invisible on the renders)
[Image: uc?id=0BwZMeX3tE_2_bFo3VC1odWhCbzQ]
Clicky for a better and lightweight video instead of a very heavy gif

Thanks, I just thought those were just pure black textures that were useless. Thanks man!
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(03-05-2017, 06:48 PM)magikstar Wrote:
(03-05-2017, 05:41 PM)TehSe7en Wrote:
(03-05-2017, 05:07 PM)magikstar Wrote: How did you do the starry face of Solgaleo and Lunala?

It's a texture scrolling upwards, nothing too fancy, not sure how to do it in blender, but in 3DSMax all I did was apply the star texture to one of the head glass thingy models (it has several if I recall correctly) and animate it scrolling along, like so: 


They were really feint, so I increased the brightness by about 500% (yes they were really transparent and would come out nearly invisible on the renders)

Clicky for a better and lightweight video instead of a very heavy gif

Thanks, I just thought those were just pure black textures that were useless. Thanks man!

No problem, always a pleasure to help!
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(03-05-2017, 12:51 PM)TehSe7en Wrote: A little bonus Tongue (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)
Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell.
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(03-05-2017, 09:04 PM)gdkchan Wrote:
(03-05-2017, 12:51 PM)TehSe7en Wrote: A little bonus Tongue (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)
Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell.

Yeah I had to use some workarounds, I did export the animations using SPICA to DAE and used a software called Neosis to convert to FBX, from there I can import the models exported as SMD to Max and just update the animation using FBX (it doesn't crash this way, it still does crash if I import the DAE directly), it's a not so clever trick, but it works! hehe, thanks for everything tho, both SPICA and Ohana3ds are excelent programs! I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE, FBX is ok tho, but since I usually work with the Source engine, and SMD is such a versatile format, it's mostly my go to format for both models and animations. It just so happened that I didn't know how to get the DAE files to work with 3DSMax, so for that solgaleo I used a very old Ohana3ds version, but even with the latest commit the animations are still somewhat jerky Unsure

venusaur's jerky legs


and it's totally fixed in SPICA, even tho the camera is a little hard to maneuver, but no big deal!
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(03-06-2017, 03:31 AM)TehSe7en Wrote:
(03-05-2017, 09:04 PM)gdkchan Wrote:
(03-05-2017, 12:51 PM)TehSe7en Wrote: A little bonus Tongue (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)
Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell.

Yeah I had to use some workarounds, I did export the animations using SPICA to DAE and used a software called Neosis to convert to FBX, from there I can import the models exported as SMD to Max and just update the animation using FBX (it doesn't crash this way, it still does crash if I import the DAE directly), it's a not so clever trick, but it works! hehe, thanks for everything tho, both SPICA and Ohana3ds are excelent programs! I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE, FBX is ok tho, but since I usually work with the Source engine, and SMD is such a versatile format, it's mostly my go to format for both models and animations. It just so happened that I didn't know how to get the DAE files to work with 3DSMax, so for that solgaleo I used a very old Ohana3ds version, but even with the latest commit the animations are still somewhat jerky Unsure

venusaur's jerky legs


and it's totally fixed in SPICA, even tho the camera is a little hard to maneuver, but no big deal!
Where do you find SPICA?

(11-22-2016, 03:14 PM)gdkchan Wrote: I've been working on a new tool to view/export and (at some point) import models from/to all the 3ds Pokémon model formats. It is already better than Ohana3DS in some parts (more accurate rendering, material animation support for Sun/Moon, more smooth animations, and other issues are fixed aswell).

This is an animation of Plumeria playing on it:
Since this is a lot of work to do, I would love some help from anyone with a bit of knowledge in programming/C#, stuff like a GUI and exporters/importes needs to be done etc. And I'm already losing the motivation to work on it (always happen when I work on a project for some time). So if anyone is willing to help, this is the repo: https://github.com/gdkchan/SPICA

Also sorry RTB if this isn't the right place for this, but I guess it's ok since the thread is about Pokémon model ripping and since everyone here wants to get the models ripped I guess its the best place to try getting contributors too!

Can you make a tutorial on how to use SPICA? or link me to one
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(03-06-2017, 05:21 AM)magikstar Wrote:
(03-06-2017, 03:31 AM)TehSe7en Wrote:
(03-05-2017, 09:04 PM)gdkchan Wrote: Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell.

Yeah I had to use some workarounds, I did export the animations using SPICA to DAE and used a software called Neosis to convert to FBX, from there I can import the models exported as SMD to Max and just update the animation using FBX (it doesn't crash this way, it still does crash if I import the DAE directly), it's a not so clever trick, but it works! hehe, thanks for everything tho, both SPICA and Ohana3ds are excelent programs! I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE, FBX is ok tho, but since I usually work with the Source engine, and SMD is such a versatile format, it's mostly my go to format for both models and animations. It just so happened that I didn't know how to get the DAE files to work with 3DSMax, so for that solgaleo I used a very old Ohana3ds version, but even with the latest commit the animations are still somewhat jerky Unsure
Where do you find SPICA?

(11-22-2016, 03:14 PM)gdkchan Wrote: I've been working on a new tool to view/export and (at some point) import models from/to all the 3ds Pokémon model formats. It is already better than Ohana3DS in some parts (more accurate rendering, material animation support for Sun/Moon, more smooth animations, and other issues are fixed aswell).

This is an animation of Plumeria playing on it:
Since this is a lot of work to do, I would love some help from anyone with a bit of knowledge in programming/C#, stuff like a GUI and exporters/importes needs to be done etc. And I'm already losing the motivation to work on it (always happen when I work on a project for some time). So if anyone is willing to help, this is the repo: https://github.com/gdkchan/SPICA

Also sorry RTB if this isn't the right place for this, but I guess it's ok since the thread is about Pokémon model ripping and since everyone here wants to get the models ripped I guess its the best place to try getting contributors too!

Can you make a tutorial on how to use SPICA? or link me to one

It's pretty much explained on the github (SPICA's github) how to compile it, although some codding skills may be required because some of the components needed are not widely available, such as openTK (which is broken on the nuget package control), I'm not so sure I can link the compile version, as it's gdkchan's program.
[Image: I4pPWHM.gif][Image: rayquaza-mega.gif]
Mega Rayquaza, cus this mega fug is just soo damn awesome Smile (it's funny to compare my renders to the real deal hehe)
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(03-06-2017, 03:31 AM)TehSe7en Wrote: I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE
While I do plan to add a option to export the animations as SMD aswell, SMD doesn't support Scale animation so some animations wouldn't look totally correct with it (through most animations doesn't change Scales, I think...)

I still don't know why it doesn't work with Max and Maya, and the only way to fix would be installing the program myself and trying to figure out by trial and error, the major issue is that it's a paid program, through maybe they offer some free trial that I could use, I'll take a look later.

(03-06-2017, 06:56 AM)TehSe7en Wrote: I'm not so sure I can link the compile version, as it's gdkchan's program.
Well I don't mind, that's why I added a public domain equivalent license to the project, which pretty much allow source/binary modifications and distribution without restriction. So if you want to share binaries feel free Smile
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(03-06-2017, 10:14 AM)gdkchan Wrote:
(03-06-2017, 03:31 AM)TehSe7en Wrote: I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE
While I do plan to add a option to export the animations as SMD aswell, SMD doesn't support Scale animation so some animations wouldn't look totally correct with it (through most animations doesn't change Scales, I think...)

I still don't know why it doesn't work with Max and Maya, and the only way to fix would be installing the program myself and trying to figure out by trial and error, the major issue is that it's a paid program, through maybe they offer some free trial that I could use, I'll take a look later.

(03-06-2017, 06:56 AM)TehSe7en Wrote: I'm not so sure I can link the compile version, as it's gdkchan's program.
Well I don't mind, that's why I added a public domain equivalent license to the project, which pretty much allow source/binary modifications and distribution without restriction. So if you want to share binaries feel free Smile

You're awesome! That's all haha, yeah smd doesn't support scaling, which is easily recreated with simple enough animations, alternatively, fbx, which is very versatile as well and works regardless of which program you use, unlike smd, which either requires wallworms's crude implementation of an smd script (which still handles vertex welding and smoothing groups poorly) or a very old 3dsmax version that has smd plugins (which work flawlessly)

btw, here's a SPICA build from today (2017-06-03): https://drive.google.com/uc?id=0BwZMeX3t...lY3c1V3WnM
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What exactly are the tex models?
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