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  • (PSMD Only) Model Mod

    This mod lets you modify the models and animations.

    This only supports Pokémon Super Mystery Dungeon for now, but can support Gates to Infinity with some more work. Leave feedback in this GitHub issue if you're interested, and I'll prioritize it accordingly.

    Instructions

    1. On the New Project window, choose "Model Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK.
      image.png
    2. Wait for the loading to complete.
    3. The portraits are in (Solution Directory)/(Project Directory)/Models, in various sub-directories (ignore the "Raw Files" directory). 

    Remarks

    This project will not substitute missing animations. The Starter Mod will take care of that for you.

    You can use SPICA or Ohana 3DS to view the models and animations. Editing them is outside the scope of this guide.



    User Feedback

    Recommended Comments

    After creating a model mod, can I open the files right away or do I have to do something before opening them in spica or ohana? Because I did the mod and tried opening the files in both programs and it said unsupported file or something like that. 

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    19 hours ago, Volcano said:

    After creating a model mod, can I open the files right away or do I have to do something before opening them in spica or ohana? Because I did the mod and tried opening the files in both programs and it said unsupported file or something like that. 

    You shouldn't have to do anything more. Just be sure you're opening the correct files. Spica and Ohana won't be able to read the BGRS files, but they can read the BCH files. After opening a BCH, you can then import the BCHSKALA and BCHMATA (or whatever they were) files, which are animations for the BCH. You can mix and match models and animations for extra fun.

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    Hello,

     

    So I seem to have an issue when exporting the models and animations from PKMN Super Mystery Dungeon. For the most part, everything gets extracted perfectly fine and I can view almost all of the PKMN's models and animations. But for some reason, some PKMN like Gastly/Chandelure/Gengar (there's probably more I've missed, those are just ones I instantly noticed) are missing animations like wait, walk, or sleep. Do they perhaps use a "default" skeletal animation from another PKMN or am I just missing some files...? And how would a PKMN like Gastly use the sleep skeletal animation for the starter mod if it doesn't have one? In the end I don't really think i'm missing anything since, again, for most PKMN everything extracts fine but i'm curious what you think nonetheless!

     

    Thank you!

    example.png

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    On 8/8/2019 at 10:43 PM, malicesynn said:

    But for some reason, some PKMN like Gastly/Chandelure/Gengar (there's probably more I've missed, those are just ones I instantly noticed) are missing animations like wait, walk, or sleep. Do they perhaps use a "default" skeletal animation from another PKMN or am I just missing some files...?

    Each Pokémon has their own individual model, but most of the animations for those models are shared among similar body types. Which animation comes from where is defined in the BGRS file corresponding to the model, but unfortunately, there's no UI for that right now. However, there is a UI for another file that can help: /BaseRom/Raw Files/RomFS/pokemon_graphics_database.bin. Open that in Sky Editor using File -> Open, and type in the name of the BGRS: 

    image.png

    In this example, the generic body type is "float_body_00", so if you look in that folder in the model project, you'll see a bunch of generic animations:

    image.png

    These can be imported into your choice of modeling program such as SPICA or Ohana.

    On 8/8/2019 at 10:43 PM, malicesynn said:

    And how would a PKMN like Gastly use the sleep skeletal animation for the starter mod if it doesn't have one?

    Each of the generic animation sets contains an animation for sleeping in a dungeon. The starter mod will independently copy those over to apply to the overworld.

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