• Pokémon Ragdoll Thread: 4th Generation
    1,246 replies, posted
I know it's just the way that the textures are set up, but those eyes seem kind of derpy. :v:
[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] Maybe, but I wasn't talking about the overworld ones...
[QUOTE=Mattwo;45900185]Maybe, but I wasn't talking about the overworld ones...[/QUOTE] Well it must be the same thing for the bigger trainer models too.
I think he means specifically the pre-battle intro models for the Flare leaders, friend characters, etc.
[QUOTE=Everything;45900246]I think he means specifically the pre-battle intro models for the Flare leaders, friend characters, etc.[/QUOTE] And these models. If they're not separate meshes on a base model, then they could be separate meshes on separate files, which are set to appear at certain places on the base model, something like dummies. In GTA III and Vice City games, the wheel models are separated from the cars, and the cars has specific dummies which are where the wheels go. (If you didn't understand what I said, don't be afraid to ask for a rephrase, although what I said may be completely irrelevant to what we're talking about ._.)
[QUOTE=Itauske Roken;45896367]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[/QUOTE]Yes, it is. [t]https://dl.dropboxusercontent.com/u/27874399/PokemonX-Bryony.png[/t] [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-Serena.png[/img] Though this is just a pre-built one from the NPC files and not one set up using some of the hundreds of trainer-specific model files. ...I should really get back to writing the MaxScript and not dabbling around with the BCH2OBJ converter.
[QUOTE=RTB;45900338]Yes, it is. Though this is just a pre-built one from the NPC files and not one set up using some of the[B] hundreds of trainer-specific model files[/B].[/QUOTE] Wait, you mean every single trainer combination is a separate file?
I'm hoping with this new script there'll be more Gen I and II Pokemon available. Sure the texture quality may slightly differ from the rest but hey, it's still worth a shot.
[QUOTE=Bisharp;45900456]Wait, you mean every single trainer combination is a separate file?[/QUOTE]No, every individual piece is a separate file, and they all load up over a base model to create the combinations seen in-game. No "Mario Kart Wii" levels of reduncancy here (where every character/vehicle combination was a separate file). :v: [QUOTE=FunnyStarRunner;45900544]I'm hoping with this new script there'll be more Gen I and II Pokemon available. Sure the texture quality may slightly differ from the rest but hey, it's still worth a shot.[/QUOTE]The texture resolutions ain't any higher than the ones I've been porting from PokéPark all this time -- it's still at 256x256. It's just that the models themselves are a lot smoother (> 5,000 polygons each as opposed to ~1,500). Needless to say, the models are completely different than PokéPark's, so I'm wondering if I should continue to add them to my existing packs (which are a mix of that and Battle Revolution) or if I should just start a new one for the X/Y models.
I vote you should phase the old packs out by replacing the contained models with the X/Y ones over time. It'll be a lot less messy than two sets of packs, and people will certainly notice and appreciate the upgrade. Once they're comprised solely of X/Y models, then focus on adding new ones (and making a gen 6 pack)
[QUOTE=RTB;45900701]No, every individual piece is a separate file, and they all load up over a base model to create the combinations seen in-game. No "Mario Kart Wii" levels of reduncancy here (where every character/vehicle combination was a separate file). :v: [/QUOTE] I see. It's kinda like what I said above.
Maybe we'll get lucky and ORAS will be New-3DS enhanced to use more video memory for larger texture sizes. and not lag when the camera zooms right in on pokemon probably not
[QUOTE=Everything;45900723]I vote you should phase the old packs out by replacing the contained models with the X/Y ones over time. It'll be a lot less messy than two sets of packs, and people will certainly notice and appreciate the upgrade. Once they're comprised solely of X/Y models, then focus on adding new ones (and making a gen 6 pack)[/QUOTE]I have no plans to [i]replace[/i] the older models. They'll still be around, if anything I'll tag the newer models with "_XY" at the end. And, you know, some people may still want the PokéPark models so I'll leave that as an option.
I'd say merge them into the mega pack, but add the "_XY" tag on the newer models like you were thinking.
Fair enough, but the older models will likely fall into disuse anyway, judging by how much better the X/Y ones look. The only area I see the pokepark models being more favorable is in the expressions they have, and even then, those could probably be added to the X/Y versions without much trouble.
[QUOTE=Everything;45900841]The only area I see the pokepark models being more favorable is in the expressions they have, and even then, those could probably be added to the X/Y versions without much trouble.[/QUOTE]For the most part, X/Y already has the basic 7 eye textures that the ones in PokéPark had, so this shouldn't really be a problem. Oh, and eyeposing. A good chunk of the X/Y models are capable of eyeposing, as they have separated pupil textures and eye layer transparencies and such. I'll be sure to take advantage of that for any of 'em that I port for GMod/SFM. (EDIT: Here's an example from Fennekin's textures. The right side is flipped due to the way the X/Y models are, mirroring the textures for both the left and right edges.) [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/pm0717_00_Eye1.png[/img] [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/pm0717_00_Iris1.png[/img]
[QUOTE=RTB;45900960]For the most part, X/Y already has the basic 7 eye textures that the ones in PokéPark had, so this shouldn't really be a problem. Oh, and eyeposing. A good chunk of the X/Y models are capable of eyeposing, as they have separated pupil textures and eye layer transparencies and such. I'll be sure to take advantage of that for any of 'em that I port for GMod/SFM. (EDIT: Here's an example from Fennekin's textures. The right side is flipped due to the way the X/Y models are, mirroring the textures for both the left and right edges.) [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/pm0717_00_Eye1.png[/img] [img]http://img.photobucket.com/albums/v336/RandomTalkingBush/pm0717_00_Iris1.png[/img][/QUOTE] Good luck with all the porting stuff! Me personally, I can't wait to see both Meowstics :D
So how different is the models from X/Y to 3D Pokedex?
[QUOTE=Vipes;45902383]So how different is the models from X/Y to 3D Pokedex?[/QUOTE] Just eyeballing these renders compared to Pokedex 3D, I'm guessing the only meaningful difference is normal maps and higher-res textures.
[QUOTE=Vipes;45902383]So how different is the models from X/Y to 3D Pokedex?[/QUOTE]Almost completely different. The models in Pokédex 3D are more like the ones from PokéPark (though I can't verify that until I can decompress those model files!) while Pokémon X/Y has more "cartoony" details on the models. And even the proportions aren't even the same between the two.
[QUOTE=RTB;45900701]Needless to say, the models are completely different than PokéPark's, so I'm wondering if I should continue to add them to my existing packs (which are a mix of that and Battle Revolution) or if I should just start a new one for the X/Y models.[/QUOTE] My vote is start with pokemon you haven't released yet and find the answer yourself as you go along.
XY Models are FINALLY available?! Why don't you just shift all of the PBR and Brawl Models to a different folder and have the PPWii and XY Models together?
My urge to take a more in depth look at those trainer models is now going to drive me up a wall, if I got a hold of those I could probably make pokemon special trainers so much easier :v: I can wait until RTB manages to find the bone data though.
at least i can finish this soon before it gets ripped out of the real game come november [URL=http://i.imgur.com/TfE0L4o.png][IMG]http://i.imgur.com/TfE0L4ol.png[/IMG][/URL]
That reminds me, has anyone successfully ported The100MegaShock's Zangoose yet? It's been about three months since Prawn offered to, and he's released two or three other model packs since then. I feel like he might've either forgotten or decided not to.
[QUOTE=Everything;45927850]That reminds me, has anyone successfully ported The100MegaShock's Zangoose yet? It's been about three months since Prawn offered to, and he's released two or three other model packs since then. I feel like he might've either forgotten or decided not to.[/QUOTE] I've more or less been sidetracked, that's all... I might do the Zangoose model soon-ish.
[QUOTE=RTB;45887358][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.[/QUOTE] delicious
[img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-BulbasaurBoneStructure.png[/img] Now that's more like it! Now I need to figure out how to automate the script, and import the rigging correctly, and then I can begin.
[QUOTE=RTB;45938608][img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-BulbasaurBoneStructure.png[/img] Now that's more like it! Now I need to figure out how to automate the script, and import the rigging correctly, and then I can begin.[/QUOTE] It's GLORIOUS
[QUOTE=RTB;45938608][img]http://img.photobucket.com/albums/v336/RandomTalkingBush/PokemonX-BulbasaurBoneStructure.png[/img] Now that's more like it! Now I need to figure out how to automate the script, and import the rigging correctly, and then I can begin.[/QUOTE] Is that the bone data?
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