The first thing you probably said was "Pokemon!?? @#$%%(&!?" with more expletives.
On a side note; It was useful to decode the LZSS varient used in these games; It offers a serial form of compression that is very good at packed redundant data, and is byte driven instead of bitwise like a huffman. It seems to get pretty decent compression ratios for sparse or repetitive data; and is general & lossless. Also, learning more block compression schemes for pixel data is useful, PVRTC is the only one I care about at the moment, but STC3 and some others are handy for my own projects. Do they have a normal map compression scheme yet? hm.
On the actual note; I'm not sure if finding out how pokemon are made is useful; But it does show me just how crappy textures can be if you use shaders properly.
And, why would they use vertex keyframe animation? Makes it really really hard to integrate into any other system; Might explain the lack of Digimon/Monster Rancher type games. Oh well. Only theories.
Here's some random pokemon in Blender; No credence given since I never played the games:
-Z
7 comments:
But... how did you extracted the models from the fsys file? I just used a program called quick bms, and i get 2 new files, how did you get the models in the default position? can you mail-me?
Wow this is tremendous work !
Could you please share how you achieved ripping those models/textures ?
I'm currently stuck at the 2-files-analysis-part and cannot go further :(
Great blog btw, I learned a lot about reverse-engineering !
Can you send me the Giratina model from Pokemon battle Revolution & with shiny textures too?
Imaginary Z can you send me the giratina model from pokemon battle revolution for blender & shiny giratina for download please?
The Python file you have is designed for Blender 2.49. Can you develop the same Python file, only this time, for Blender 2.6, please? Thanks.
Never mind. I got it figured out. Thanks anyway. ;)
Anonymous can you send me the download link to the pokemon battle revolution blender python script?
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