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using 3d models instead of sprites?

m1lfr3d

Starting Trainer
does anyone think that the makers of the game might switch to 3d models at some point?

i mean they could be like pokemon stadium style models
 

Tornado9797

Content Developer
P3D Developer
Global Moderator
does anyone think that the makers of the game might switch to 3d models at some point?

i mean they could be like pokemon stadium style models
We once used models, but we lost our lead modeler, so they're not coming back for a long time (unless a very, very willing modeler comes around again).

That, and the models didn't really fit the retro-like setting of the game.

You can add them back externally using my Content Pack: Pokémon Models Pack, enabling it, then turning on the option in the Options menu in-game.
 

dylanwicorek

Active Member
models were in the game at one point, but were removed due to lack of compatibility with the battle system and the modellers quitting
 

m1lfr3d

Starting Trainer
We once used models, but we lost our lead modeler, so they're not coming back for a long time (unless a very, very willing modeler comes around again).

That, and the models didn't really fit the retro-like setting of the game.

You can add them back externally using my Content Pack: Pokémon Models Pack, enabling it, then turning on the option in the Options menu in-game.
can you give me a tutorial on doing this?
 

Tornado9797

Content Developer
P3D Developer
Global Moderator
can you give me a tutorial on doing this?
Download the pack first. Take the folder out of the .zip and place it in your ContentPacks folder. When you go to the title screen, select the Poké Ball icon, it should appear there. Enable it, and then do as I said earlier with the Options menu.
 

m1lfr3d

Starting Trainer
Download the pack first. Take the folder out of the .zip and place it in your ContentPacks folder. When you go to the title screen, select the Poké Ball icon, it should appear there. Enable it, and then do as I said earlier with the Options menu.
thank you kind sir.

ive added them and noticed a lack of animations. and a lack of player/NPC models. i know a moderate amount about how to model and animate. i was wondering if you knew how i would be able to contact the maker of this about possibly making some new models for the player/NPC's or maing animations for the models already in the game?
 

Darkfire

Administrator
Administrator
P3D Developer
I will talk to nilllzz about getting animations working
we have other priorities and from what we have spoken about before model animations will be extremely difficult to get working in out current setup but it might be possible
Dont expect it anytime soon though :p
what might be possible is for us to put in a system for loading models instead of sprites
obviously with no animations these sprites wouldnt look good(hovering much?) but maybe?
 

C4st1gator

Trainer
I still have the models from an earlier version. I really like some of them, due to their great look. The Feraligatr model, for instance looks more intimidating than the sprite, even though it has a low texture resolution and is in default position with no animation. If I were to model and animate the pokemon, I'd start with the starters and work on single models until they're flawless, then moving on to the next one.
This way, each pokemon with a model doesn't need to be completely overhauled at a later stage, provided the texture resulution and polycount are final.
To get the best reult, the work could be split between one or two modelers, one animator and someone, who does the visual effects for the attacks. The problem is, that this is a huge amount of work, so if I were talented enough to fill the modeler vacuum, I'd need to have plan of which pokemon to model first.
The other problem with this gargantuan task is, that not everyone has the time to help out on a voluntary basis. I would do some models, if I knew how to make a good model and how to wrap a texture around the wireframe. Maybe there could be some kind of tutorial, that allowed the community to provide models for different pokemon. Some form of contest, where the one, who provided the model can gain the unevolved pokemon at level 1?
There are advantages and disadvantages to both approaches, having a dedicated team leave due to real life related issues, can halt the entire progress, but a community of so many different individuals is almost guaranteed to produce models of vastly different quality. Bringing all those into a unified look can take more time and work due to regualar model reworks.
Not all models will take the same time, Voltorb and Electrode for instance, are perfectly spherical rigid bodies with differences in size and texture. Their animation isn't that hard either, they can rotate and translate.
Magnemite, Magneton and Magnezone are solid steel bodies, that float above the ground, so while their model is a step of complexity above Voltorb, their animation still consists of rotation and translation.
One step above are simple bodies, like Meganium, who do not sport that many details, yet require actual animation.
Then, there are pokemon like Deoxys, who have multiple, rather complex forms. I would do these when I have completed all the important ones and there is much time left.
Then, there's the issue of animation of the pokemon, or their moves. In my opinion the most sensible approach is to let the models have a looping idle animation and let each move have its own, or is some cases very similar, if not identical animations. Moves like Tackle, or Body Slam are similar in execution, while moves like Cut, Scratch, Slash or Chip Away are almost identical.
 
J

jianmingyong

Guest
I still have the models from an earlier version. I really like some of them, due to their great look. The Feraligatr model, for instance looks more intimidating than the sprite, even though it has a low texture resolution and is in default position with no animation. If I were to model and animate the pokemon, I'd start with the starters and work on single models until they're flawless, then moving on to the next one.
This way, each pokemon with a model doesn't need to be completely overhauled at a later stage, provided the texture resulution and polycount are final.
To get the best reult, the work could be split between one or two modelers, one animator and someone, who does the visual effects for the attacks. The problem is, that this is a huge amount of work, so if I were talented enough to fill the modeler vacuum, I'd need to have plan of which pokemon to model first.
The other problem with this gargantuan task is, that not everyone has the time to help out on a voluntary basis. I would do some models, if I knew how to make a good model and how to wrap a texture around the wireframe. Maybe there could be some kind of tutorial, that allowed the community to provide models for different pokemon. Some form of contest, where the one, who provided the model can gain the unevolved pokemon at level 1?
There are advantages and disadvantages to both approaches, having a dedicated team leave due to real life related issues, can halt the entire progress, but a community of so many different individuals is almost guaranteed to produce models of vastly different quality. Bringing all those into a unified look can take more time and work due to regualar model reworks.
Not all models will take the same time, Voltorb and Electrode for instance, are perfectly spherical rigid bodies with differences in size and texture. Their animation isn't that hard either, they can rotate and translate.
Magnemite, Magneton and Magnezone are solid steel bodies, that float above the ground, so while their model is a step of complexity above Voltorb, their animation still consists of rotation and translation.
One step above are simple bodies, like Meganium, who do not sport that many details, yet require actual animation.
Then, there are pokemon like Deoxys, who have multiple, rather complex forms. I would do these when I have completed all the important ones and there is much time left.
Then, there's the issue of animation of the pokemon, or their moves. In my opinion the most sensible approach is to let the models have a looping idle animation and let each move have its own, or is some cases very similar, if not identical animations. Moves like Tackle, or Body Slam are similar in execution, while moves like Cut, Scratch, Slash or Chip Away are almost identical.
I must say that 3D model do not support animations yet and it will not implement until we had a succesful content pack that contain all pokemon which currently we only had 60 of them from my pack.

The dev team will only consider adding support when there are all pokemon model being modeled and more people use it with high demand.
 
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