• Pokémon Ragdoll Thread: 4th Generation
    1,246 replies, posted
[QUOTE=Mattwo;45855369]Would people please stop calling themselves noobs when they don't understand technobabble? Firmware is basically a layer of software that makes hardware work. Such as the bios(boot up screen stuff and the menu when you press F8 while booting up) on a computer. It's basically the first bit of software run when using any piece of digital hardware.[/QUOTE] I see. Well I like to warn people when I'm about to ask something that may sound stupid.
How does not knowing words that a lot of people don't know make you sound stupid? You can't just assume you're supposed to know these things.
[QUOTE=Mattwo;45855405]How does not knowing words that a lot of people don't know make you sound stupid? You can't just assume you're supposed to know these things.[/QUOTE] Well in this case you're right :/ Anyway, how can one downgrade firmware if possible? Not planning to just asking
If it were possible, don't you think he would have done it by now?
So it's not possible. Well, there has to be someone in this thread with an old firmware 3DS :/
Even if they did(as insanely unlikely as that is in itself), they'd need the proper tools and know-how. All we can do is wait.
[img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-MegaAmpharos.png[/img] This is a thing now. I'm currently working on writing my own MaxScript for these models, so I can get the bone structures and rigging information and whatnot. [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-AggronTextured.png[/img] And this too, infinitely better than the PBR model. And also the primary reason why I didn't want to work with Battle Revolution models.
Not sure if I'm more hype for ORAS or this.
Can't wait for Meloetta and a better Gardevoir (the Wii version looked kinda ugly)!
[QUOTE=CyanYoshi;45889675]Can't wait for Meloetta and a better Gardevoir (the Wii version looked kinda ugly)![/QUOTE] [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Gardevoir.png[/img] The model for Gardevior is certainly a lot smoother overall (5774 polygons as opposed to 1198).
The textures on that Gardevoir look like they need some touching up. I don't know if it's just the angle that the screenshot was taken or not, but those lines seem a bit jagged on the textures.
[QUOTE=Katra804;45891336]The textures on that Gardevoir look like they need some touching up. I don't know if it's just the angle that the screenshot was taken or not, but those lines seem a bit jagged on the textures.[/QUOTE]I have texture smoothing turned off in 3DS Max. Helps find texture seams in models more easily. [t]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-GardevoirRender.png[/t] This render should show it off better. Either way, the textures are only 256x256 (128x256 for the eyes/mouth). Which is actually the same as the average PokéPark model.
[QUOTE=RTB;45891973]I have texture smoothing turned off in 3DS Max. Helps find texture seams in models more easily. [t]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-GardevoirRender.png[/t] This render should show it off better. Either way, the textures are only 256x256 (128x256 for the eyes/mouth). Which is actually the same as the average PokéPark model.[/QUOTE] RTB How did you extract the models from Pokémon X & Y? Can you take screenshots of Dialga, Giratina, & Palkia 3D models from it?
[QUOTE=E-scope12;45894231]RTB How did you extract the models from Pokémon X & Y? Can you take screenshots of Dialga, Giratina, & Palkia 3D models from it?[/QUOTE]There was a tool that was released onto the internet that allows people to do so, and a friend of mine sent them to me. Anyway... [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Dialga.png]Dialga[/url], [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Palkia.png]Palkia[/url], [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Giratina.png]Giratina[/url] and [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-GiratinaOrigin.png]Giratina (Origin Form)[/url].
Wait, you can extract Pokemon X & Y models? Does this mean we'll see Gen 6 pokemon soon?
[QUOTE=RTB;45894414]There was a tool that was released onto the internet that allows people to do so, and a friend of mine sent them to me. Anyway... [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Dialga.png]Dialga[/url], [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Palkia.png]Palkia[/url], [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Giratina.png]Giratina[/url] and [url=http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-GiratinaOrigin.png]Giratina (Origin Form)[/url].[/QUOTE] What is the name of this tool & where can I download it?
[QUOTE=E-scope12;45895185]What is the name of this tool & where can I download it?[/QUOTE]Don't think I'm allowed to mention what it's named here, but you need a 3DS with an older firmware in order to use it in the first place. Anyway, I found some rigging information. Now I just need to find bone positions and then automate this whole process*... [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-UnownExRigging.png[/img] *This part is gonna take the longest -- I'll need to make sure it can import everything with the bone structures, rigging, texturing, et cetera without crashing. Which means I'll need to test it on almost 1000 models.
Well at the least you could probably just skip bones for ones like the unown, manganite, and bronzor to save time as you've been doing...
[QUOTE=Mattwo;45895643]Well at the least you could probably just skip bones for ones like the unown, manganite, and bronzor to save time as you've been doing...[/QUOTE]Not really. The Unowns all have parts that wiggle around, therefore even then I need to figure out the rigging for them. Main reason I'm starting off with the ! Unown is because it's a small file, therefore I don't have to sift through as much information to import its model successfully.
I wonder how the textures would look upscaled with a smoothing filter (xBR/z or a non-realtime equivalent). They all seem to have relatively simple textures, so an intelligent smoothing pass might not have any noticeable drawbacks, and they'd look much sharper as a result.
[QUOTE=RTB;45895357]Don't think I'm allowed to mention what it's named here, but you need a 3DS with an older firmware in order to use it in the first place. Anyway, I found some rigging information. Now I just need to find bone positions and then automate this whole process*... [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-UnownExRigging.png[/img] *This part is gonna take the longest -- I'll need to make sure it can import everything with the bone structures, rigging, texturing, et cetera without crashing. Which means I'll need to test it on almost 1000 models.[/QUOTE] What about the animations & stuff?
[QUOTE=E-scope12;45896055]What about the animations & stuff?[/QUOTE]Don't have any plans for animation support -- I don't even know how to set those up in MaxScripts. Just the rigged models and bone structures are important right now.
RTB Is it alright if I import these Pokémon X & Y Models into Super Smash Bros. Brawl like Dialga, Giratina, Palkia, Arceus, Reshiram, Kyurem, Zekrom, Xerneas, Zygarde, & Yveltal?
If you can get these how about the trainer's models? Being able to mess around with those would be the most amusing thing ever. especially if it's both the world models and the trainer card models
I actually have to wonder how the player character models are handled, considering their customizable nature.
By layering various separate meshes over a base model probably. There was a small error in a trailer before the game came out where the player's glasses didn't follow the animation of swinging on the vines in that one gym. Also trying to up-res the textures via algorithm may not look so good since they have little bits of shadows baked in along with the flat colors and the fact its' so low res you get massive splotches where it uspcales the antialiasing around outlines.
[QUOTE=The100MegaShock;45899177]By layering various separate meshes over a base model probably. There was a small error in a trailer before the game came out where the player's glasses didn't follow the animation of swinging on the vines in that one gym.[/QUOTE] Yeah I remember that XD. Seeing the glasses float all of sudden. Also, are there any Gen. 6 Pokemon converted yet? Just asking.
[QUOTE=The100MegaShock;45899177]Also trying to up-res the textures via algorithm may not look so good since they have little bits of shadows baked in along with the flat colors and the fact its' so low res you get massive splotches where it uspcales the antialiasing around outlines.[/QUOTE] Well, it's worth seeing how they look at least, right? They're going to get all sorts of close-ups in stuff like Garry's Mod and SFM, not having blurry faces and features would benefit that. Besides, pixel smoothing algorithms are a lot better these days. [IMG]http://i.imgur.com/LPSMZCf.png[/IMG]
ok sure here's XBRZ 3x scale pixel art is a lot different to textures that look like they were made with the pen tool or a vector program though [IMG]http://i.imgur.com/tsigC7n.png[/IMG][IMG]http://i.imgur.com/eMcgvS1.png[/IMG] You could use Inkscape or Illustrator to make very faithful higher res textures without much effort at all. Here you're sort of trading off low-res blocky/blurry textures for technically high-res but indistinct and fuzzy looking models
Taking the xBRZ eyes and applying radius 10 / delta 30/40/50 selective gaussian resulted in these: [t]http://i.imgur.com/DI4lSUO.png[/t] [t]http://i.imgur.com/wO6mrst.png[/t] [t]http://i.imgur.com/yH0UQA0.png[/t] Looks better than the base pixels, but I agree, simply redrawing for select cases would yield better results.
Sorry, you need to Log In to post a reply to this thread.