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Pokémon GO models and sounds
#16
Sounds are up from me superflomm and struggle. Onto models
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#17
So I was doing a bit more digging into some of the methods people have used for the mappers. It appears people have figured out how to communicate with the api and have also figured out the file location for the pokemon on the google api server. The only challenge is figuring out how to actually get google api authorization to download the files.

File link:
https://storage.googleapis.com/cloud_ass...oid/pm0016

Link to a Pokemom Dev reddit with a massive list of tools for reverse engineering the game:
https://www.reddit.com/r/pokemongodev/co...h=ac0ea5e0

Probably the best methods of getting the model files:
https://github.com/rastapasta/pokemon-go-mitm-node
https://github.com/AeonLucid/POGOProtos
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#18
i have a pmxxxx file but it isn't a unity file , i can't open it .
there is only 1 thing that stays the same in all the pmxxxx files and that is the 0x01 in hex at the beginning.
this is the link to the file , hope you guys can find some way to open it.
https://mega.nz/#!xtxSiAYD!njn_TnhRMECB_...aaKhaXdPfU
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#19
(08-06-2016, 10:02 AM)Dial Wrote: i have a pmxxxx file but it isn't a unity file , i can't open it .
there is only 1 thing that stays the same in all the pmxxxx files and that is the 0x01 in hex at the beginning.
this is the link to the file , hope you guys can find some way to open it.
https://mega.nz/#!xtxSiAYD!njn_TnhRMECB_...aaKhaXdPfU

How did you find it? Are they stored on a server like we originally thought or is the game like miitomo where it downloads its files on some other part of the system?

Side note: maybe this is a texture?

Side Side Note: I was messing around in HxD and I changed the Charset to EBCDIC and then right after the 0x01 at the beginning it says v6.1 (maybe it could be version 6.1 or just a coincidence)
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#20
(08-07-2016, 02:52 PM)Ariss Wrote: How did you find it? Are they stored on a server like we originally thought or is the game like miitomo where it downloads its files on some other part of the system?

Side note: maybe this is a texture?

Side Side Note: I was messing around in HxD and I changed the Charset to EBCDIC and then right after the 0x01 at the beginning  it says v6.1 (maybe it could be version 6.1 or just a coincidence)

Scroll up to my previous post, the game stores them on the google play server and pulls them as they are requested.
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#21
(08-07-2016, 02:52 PM)Ariss Wrote:
(08-06-2016, 10:02 AM)Dial Wrote: i have a pmxxxx file but it isn't a unity file , i can't open it .
there is only 1 thing that stays the same in all the pmxxxx files and that is the 0x01 in hex at the beginning.
this is the link to the file , hope you guys can find some way to open it.
https://mega.nz/#!xtxSiAYD!njn_TnhRMECB_...aaKhaXdPfU

How did you find it? Are they stored on a server like we originally thought or is the game like miitomo where it downloads its files on some other part of the system?

Side note: maybe this is a texture?

Side Side Note: I was messing around in HxD and I changed the Charset to EBCDIC and then right after the 0x01 at the beginning  it says v6.1 (maybe it could be version 6.1 or just a coincidence)
it is a link like
storage.googleapis.com/cloud_assets_pgorelease/bundles/android/pmxxxx
with variables , signature , timestamp , ...

i think it is 3dmodel+textures+animation+?sound?

and thnx that is maybe a way ,
now find a program that can open files in Charset EBCDIC , notepad and sublime text doesn't have that
EDIT: can you send the converted file with v6.1?
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#22
[Image: ffRez6U.png]

rip with NOX emulator and ninja ripper, model has no uv
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#23
(08-08-2016, 07:53 AM)Trishty Wrote: rip with NOX emulator and ninja ripper, model has no uv

how did you get ninja ripper to rip the models from nox? doesn't seem to work for me, what settings and version are you using?
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#24
nox default settings is opengl you have to change to directx, it seem the emulator use dx10 or dx11 so 3dripperdx not work. I'll try 3dvia and glripper.
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#25
I didn't get it working 100% but I did manage to rip a Caterpie texture file with some color distortion. From what I can see, the Pokemon Go textures are a lot higher resolution but they look basically the same. If the textures and the models are the same as Pokemon X/Y there really isn't any point in ripping the Pokemon Go files.

[Image: ew8HURz.png]
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#26
Looks to me like, if colored correctly, the only change in the textures is the removal of painted on shading - since the app uses real time lighting unlike Pokemon X/Y
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
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#27
Managed to find a better converter. Downsized the texture and put it on an XY model. The Go texture was twice the size of the XY texture.

[Image: ohmGoy4.png]

The only problem with ripping them with Nox/Ninja Ripper is that it can only rip the models/textures that the game actually renders (as far as I know).
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#28
Wartortle

[Image: 2bIrPdo.png][Image: USh3F62.png]
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#29
I managed to get the character texture working, but how exactly are you converting the .rip files into a mesh? All of the methods I've tried are separating the mouths and eyes from the body and end up looking like this...


[Image: N4c6K8M.png]
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#30
(08-10-2016, 10:29 AM)xHighx Wrote: I managed to get the character texture working, but how exactly are you converting the .rip files into a mesh? All of the methods I've tried are separating the mouths and eyes from the body and end up looking like this...

I don't know, I think rip pokemon on the map will have eyes and rip in view detail they are missing or messing up. How do you managed to get uv and texture correctly?
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