Visuals

From BDSPedia
This page or section contains undocumented information.
Please ensure all of the info is complete!

This page is for documenting all things relating to the visuals within BDSP, as well as how to edit, add, extract, or otherwise modify them to any degree.

Importing


Textures

  • Open UABEA.
  • Hit File --> Open on the AssetBundle you want to edit.
  • When prompted, click Memory.
  • Click Info to bring up the Info window, then select the file you want to replace.
  • Click Plugins, Edit Texture, then Load.
  • Select your newly edited Texture and click Save.
  • Click File --> Save and then close the Info window.
  • Hit File --> Save in the main UABEA window.

Battle Environments

This details every Battle Environment in the game, which are typically used when the game sheds its chibi artstyle. While some of them exist but go unused in the final game, a great deal of them are considered "missing", and crash when the game attempts to load them.

ArenaID Filename Image Use
0 g001 Western Sinnoh
1 g002 Fuego Ironworks
2 g004 Flower Paradise
3 g005 Lake Verity
Lake Valor
Sendoff Spring
????
4 g006 Oreburgh Gate
Oreburgh Mine
Ravaged Path
Wayward Cave
Mt. Coronet
Solaceon Ruins
Maniac Tunnel
Iron Island
Victory Road
Stark Mountain
5 g007 (Surfing)
Oreburgh Gate
Ravaged Path
Wayward Cave
Mt. Coronet
Victory Road
6 g008
7 g009 (Surfing)
8 g010 (Surfing)
Route 213
Route 219
Route 220
Route 222
Route 226
9 g012 Route 213
Route 219
Route 220
Route 222
Route 226
10 g013 (Unused)
Verity Cavern
11 g013 Valor Cavern
12 g014 Acuity Cavern
13 g015 Trainers' School
14 g016 Jubilife TV
15 g017 Route 216
Route 217
Acuity Lakefront
Lake Acuity
Mt. Coronet Peak
16 g018 Snowpoint Temple
17 g020 Great Marsh
18 g021 Old Chateau
19 g022 Lost Tower
20 g023 Sticker
Preview
21 g024 VS Roark
22 g025 VS Gardenia
23 g026 VS Maylene
24 g027 VS Crasher Wake
25 g028 VS Fantina
26 g029 VS Byron
27 g030 VS Candice
28 g031 VS Volkner
29 g032 VS Team Galactic Grunts
VS Team Galactic Scientists
30 g033 VS Mars
31 g034 VS Jupiter
32 g035 VS Saturn
33 g036 VS Cyrus
34 g037 VS Palkia
35 g038 VS Aaron
36 g039 VS Bertha
37 g040 VS Flint
38 g041 VS Lucian
39 g042 VS Cynthia
40 g043 Battle Tower
41 g044 Pure Space
42 g045 Strange Space
43 g046 Union Room
44 g047 Spatious Cave
45 g048 Grassland Cave
46 g049 Fountainspring Cave
47 g050 Rocky Cave
48 g051 Volcanic Cave
49 g052 Dazzling Cave
50 g053 Swampy Cave
51 g054 Whiteout Cave
52 g055 Icy Cave
53 g056 (Unused)
Celestic Ruins
54 g057 Missing
55 g058 New Moon Island
56 g059 Oreburgh Gym
57 g060 Eterna Gym
58 g061 Veilstone Gym
59 g062 Pastoria Gym
60 g063 Hearthome Gym
61 g064 Canalave Gym
62 g065 Snowpoint Gym
63 g066 Sunyshore Gym
64 g067 Western Sinnoh
65 g068 (Unused)
Forest
66 g069 VS Dialga
67 g070 (Unused)
Cave
68 g071 Hearthome City
69 g072 Canalave City
70 g073 Pastoria City
71 g074 House
72 g075 Seven Stars Restaurant
73 g076 Hotel Grand Lake Lobby
74 g077 Café Cabin
75 g078 Pokémon League
76 g079 Missing
77 g080 Missing
78 g081 Global Wonder Station
79 g082 (Unused)
Credits
80 g083 (Unused)
Credits
81 g084 (Unused)
Credits
82 g085 Missing
83 g086 Missing
84 g087 Missing
85 g088 Missing
86 g089 Missing
87 g090 Missing
88 g091 Missing
89 g092 Missing
90 g093 Missing
91 g094 Missing
92 g095 Missing
93 g096 Opening
(Pearl)
94 g097 Opening
(Diamond)
95 g098 Evolution
Egg Hatch
96 g099 Starter Pokémon
97 g0100 Hall of Fame
98 g101 Mystery Gift
99 g102 Trading
100 g103 Contest Stage
(Rank 1)
101 g104 Contest Stage
(Rank 2)
102 g105 Contest Stage
(Rank 3)
103 g106 Contest Stage
(Rank 4)
104 g107 Hall of Origin
(Diamond)
105 g108 Hall of Origin
(Pearl)


Character Models

Main article: Character Models

Simply referred to as persons, each character can have multiple model files, being separated into battle and field folders to denote character models for in-battle and the overworld respectively.

CloudShadow

CloudShadow refers to the file that determines how the clouds look when cast across the ground in the overworld.


digfossilcontroller

digfossilcontroller refers to the file that contains the all information for the Grand Underground's mining minigame.


sactx-1024x1024-DXT5-dig_buildup_atlas-207693c8.png
The background overlaid dirt texture for the minigame.


sactx-1024x2048-DXT5-dig_texture_atlas-411759dc.png
Some rewards found in the minigame, including unbreakable blocks.


sactx-2048x2048-DXT5-dig_texture_atlas-411759dc.png
Some rewards found in the minigame, including statue boxes, plates and fossils.


sactx-2048x1024-DXT5-dig_ui_atlas-1d76a3ee.png
The UI around the side of the screen, as well as the hammer and pickaxe graphics.


sactx-2048x2048-DXT5-dig_result_items_atlas-c9d59541.png
All of the reward images after a minigame is completed.

dlp_sprite_font

The dlp_sprite_font refers to the special characters that are sparingly used throughout the game, such as the Unown in the Solaceon Ruins.

Encounter Sequences

Main article: FieldEncoutTable

This details every Encounter Sequence in the game, where a specific Pokémon will play an animation prior to their battle, known as an encSeq. These can be found, added, and edited towards the end of the FieldEncoutTable, located in gamesettings within the Filesystem. They will only work provided that the isFixedEncSeq for that species is also set to 1.

Setting the encSeq to tokushu09 or higher will crash the game. Strangely, Mew and Celebi cannot be found in the wild, but have predetermined Encounter Sequences for their species, sharing them with all Pokémon found at Ramanas Park.

encSeq Animation Used by
tokushu
tokushu01
tokushu02
tokushu03
tokushu04
tokushu05
tokushu06
tokushu07
tokushu08

Facial Animation

Main article: Scripting

As called in various scripts using AC_FACE_INDEX with a designated number, characters are able to display a series of pre-set facial animations. Some characters may not have access to the full range of facial animations by default.

Script Command Name Example
(Player)
Example
(NPC)
AC_FACE_INDEX_0 Default
AC_FACE_INDEX_1 Happy
AC_FACE_INDEX_2 Angry
AC_FACE_INDEX_3 Sad
AC_FACE_INDEX_4 Relieved
AC_FACE_INDEX_5 Shocked


Gimmick Objects

This page or section contains undocumented information.
Please ensure all of the info is complete!

Gimmick Objects, referred to as a gimmick internally, are important overworld objects that the player can interact with, and in many cases, influence. This identifies and details the models of each gimmick, so they may be edited.

Name Gimmick
UNKNOWN Berry Tree File:Kino001.png
kino001
UNKNOWN Berry Tree File:Kino002.png
kino002
UNKNOWN Berry Tree File:Kino003.png
kino003
UNKNOWN Berry Tree File:Kino004.png
kino004
UNKNOWN Berry Tree File:Kino005.png
kino005
UNKNOWN Berry Tree File:Kino006.png
kino006
UNKNOWN Berry Tree File:Kino007.png
kino007
UNKNOWN Berry Tree File:Kino008.png
kino008
UNKNOWN Berry Tree File:Kino009.png
kino009
UNKNOWN Berry Tree File:Kino010.png
kino010
UNKNOWN Berry Tree File:Kino011.png
kino011
UNKNOWN Berry Tree File:Kino012.png
kino012
UNKNOWN Berry Tree File:Kino013.png
kino013
UNKNOWN Berry Tree File:Kino014.png
kino014
UNKNOWN Berry Tree File:Kino015.png
kino015
UNKNOWN Berry Tree File:Kino016.png
kino016
UNKNOWN Berry Tree File:Kino017.png
kino017
UNKNOWN Berry Tree File:Kino018.png
kino018
UNKNOWN Berry Tree File:Kino019.png
kino019
UNKNOWN Berry Tree File:Kino020.png
kino020
UNKNOWN Berry Tree File:Kino021.png
kino021
UNKNOWN Berry Tree File:Kino022.png
kino022
UNKNOWN Berry Tree File:Kino023.png
kino023
UNKNOWN Berry Tree File:Kino024.png
kino024
UNKNOWN Berry Tree File:Kino025.png
kino025
UNKNOWN Berry Tree File:Kino026.png
kino026
UNKNOWN Berry Tree File:Kino027.png
kino027
UNKNOWN Berry Tree File:Kino028.png
kino028
UNKNOWN Berry Tree File:Kino029.png
kino029
UNKNOWN Berry Tree File:Kino030.png
kino030
UNKNOWN Berry Tree File:Kino031.png
kino031
UNKNOWN Berry Tree File:Kino032.png
kino032
UNKNOWN Berry Tree File:Kino033.png
kino033
UNKNOWN Berry Tree File:Kino034.png
kino034
UNKNOWN Berry Tree File:Kino035.png
kino035
UNKNOWN Berry Tree File:Kino036.png
kino036
UNKNOWN Berry Tree File:Kino037.png
kino037
UNKNOWN Berry Tree File:Kino038.png
kino038
UNKNOWN Berry Tree File:Kino039.png
kino039
UNKNOWN Berry Tree File:Kino040.png
kino040
UNKNOWN Berry Tree File:Kino041.png
kino041
UNKNOWN Berry Tree File:Kino042.png
kino042
UNKNOWN Berry Tree File:Kino043.png
kino043
UNKNOWN Berry Tree File:Kino044.png
kino044
UNKNOWN Berry Tree File:Kino045.png
kino045
UNKNOWN Berry Tree File:Kino046.png
kino046
UNKNOWN Berry Tree File:Kino047.png
kino047
UNKNOWN Berry Tree File:Kino048.png
kino048
UNKNOWN Berry Tree File:Kino049.png
kino049
UNKNOWN Berry Tree File:Kino050.png
kino050
UNKNOWN Berry Tree File:Kino051.png
kino051
UNKNOWN Berry Tree File:Kino052.png
kino052
UNKNOWN Berry Tree File:Kino053.png
kino053
UNKNOWN Berry Tree File:Kino054.png
kino054
UNKNOWN Berry Tree File:Kino055.png
kino055
UNKNOWN Berry Tree File:Kino056.png
kino056
UNKNOWN Berry Tree File:Kino057.png
kino057
UNKNOWN Berry Tree File:Kino058.png
kino058
UNKNOWN Berry Tree File:Kino059.png
kino059
UNKNOWN Berry Tree File:Kino060.png
kino060
UNKNOWN Berry Tree File:Kino061.png
kino061
UNKNOWN Berry Tree File:Kino062.png
kino062
UNKNOWN Berry Tree File:Kino063.png
kino063
UNKNOWN Berry Tree File:Kino064.png
kino064
UNKNOWN Berry Tree File:Kino065.png
kino065
UNKNOWN Berry Tree Asset File:Kinomori.png
kinomori
UNKNOWN Berry Tree Asset File:Kinoseeding.png
kinoseeding
UNKNOWN Berry Tree Asset File:Kinowet.png
kinowet
Rock Smash rock
obj0001_00
Cut tree
obj0002_00
Honey Tree File:Obj0003 00.png
obj0003_00
Snowpoint Gym snowball
obj0004_00
Team Galactic Eterna Building Rotom Room Wall
obj0005_00
Strength boulder File:Obj0006 00.png
obj0006_00
Briefcase Poké Ball File:Obj0007 00.png
obj0007_00
Briefcase (Closed) File:Obj0008 00.png
obj0008_00
Briefcase File:Obj0008 01.png
obj0008_01
Spring Path trees
obj0009_00

Loading Icons

Loading Icons refer to the animated silhouettes of Turtwig, Chimchar and Piplup that appear when the game loads after fading to black.

In earlier updates, these were located in texturesmass, but were moved to globalgamemanagers at some point.

Filenames Image
Start_cmn_load_icon_01
Start_cmn_load_icon_02
Start_cmn_load_icon_03

Setup Effects

Main article: FieldEncoutTable

This details all known Setup Effects in the game, where a specific Pokémon will play a camera animation as their battle begins, known as a setupEffect. These can be found, added, and edited towards the end of the FieldEncoutTable, located in gamesettings within the Filesystem. They will only work provided that the isFixedSetupEffect for that species is also set to 1.

The default Setup Effect for all Pokémon appears to be 0 or 1. Anything that isn't 0, 1, or the numbers in the table below will crash the game.

setupEffect Animation Used by
84
86

ugasset

ugasset refers to the model and textures used for the Secret Base door in the Grand Underground.

Object Graphics

Main article: PlaceDatas

Also known as the ObjectGraphicIndex, (and referred to as OGI, for the purposes of this article) Object Graphics refer to the ID of an object when called by the game, such as within a PlaceData file as a part of the masterdatas bundle. Each ID corresponds to a particular model.

Pokémon

Pokémon are called differently than the other Object Graphics. Instead of calling a specific ID, a combination of IDs must be combined to yield different results, with some examples in the table below. In order, they are the Pokémon's National Pokédex number, Form, (as per the names of the field models in the Filesystem) Gender, (0 = Male, 10 = Female) and Shiny status (0 = Regular, 1 = Shiny).


Dex No. FormID Gender Shiny Status Resulting OGI
489 00 0 0
4890000
442 00 0 1
4420001
450 0 10 0 File:Female Hippowdon Overworld Screenshot.png
4500100
351 11 0 0
3511100
386 11 0 1
3861101


Others

This page or section contains undocumented information.
Please ensure all of the info is complete!
All of them.


The skin tone, eye color, and (occasionally) hair color of certain Object Graphics may be changed by editing their ColorIndex parameter in a PlaceData file, a full list of which can be found here.

-1 equates to nothing, used for invisible items, interactable map geometry (bookcases, etc.)

Character OGI
Lucas
0
CRASHES File:Object Graphic 1.png
1
Youngster
2
Youngster
3
Professor's assistant
(is the one opposite
to player's gender)

4
CRASHES File:Object Graphic 5.png
5
Youngster
6
Youngster
7
Barry
8
Professor Rowan
(Jacket)

9
Professor Rowan
10
Professor Oak
11
Johanna
12
Barry's Mom
13
Roark
14
Gardenia
15
Maylene
16
Crasher Wake
17
Fantina
18
Byron
19
Candice
20
Volkner
21
Mars
22
Jupiter
23
Saturn
24
Cyrus
25
Aaron
26
Bertha
27
Flint
28
Lucian
29
Cynthia
30
Idol
31
Aroma Lady
32
Ruin Maniac
33
Waiter
34
Waitress
35
Tuber (F)
36
Tuber (M)
37
Ace Trainer (M)
38
Ace Trainer (F)
39
Ace Trainer (North) (M)
40
Ace Trainer (North) (F)
41
Lady
42
Beauty
43
Rich Boy
44
Policeman
45
Swimmer M
46
Cowgirl
47
Cameraman
48
Black Belt
49
Guitarist
50
Camper
51
PI
52
Team Galactic Grunt (M)
53
Team Galactic Grunt (F)
54
Artist
55
Scientist
56
Psychic (M)
57
Psychic (F)
58
Cyclist (M)
59
Cyclist (F)
60
Worker
61
Gentleman
62
School Kid (M)
63
School Kid (F)
64
Jogger
65
Skier (M)
66
Skier (F)
67
Roughneck
68
Poké Fan (M)
69
Poké Kid (M)
70
Poké Fan (F)
71
Youngster
72
Fisher
73
Dragon Tamer
74
Bird Keeper
75
Ninja Boy
76
Battle Girl
77
Parasol Lady
78
Clown
79
Swimmer (F)
80
Picnicker
81
Twin
82
Twin
83
Sailor
84
Veteran
85
Rancher
86
Poké Kid (F)
87
Collector
88
Pokémon Breeder (M)
89
Pokémon Breeder (F)
90
Pokémon Ranger (M)
91
Pokémon Ranger (F)
92
Madame
93
Lass
94
Bug Catcher
95
Maid
96
Hiker
97
Young Couple (M)
98
Young Couple (F)
99
Reporter
100
Big Guy
129
Old Man
134
Woman
135
Poké Ball
500
Cut bush
501
Rock Smash rock
502
Strength boulder File:Object Graphic 503.png
503
Briefcase File:Object Graphic 504.png
504
Honey Tree File:Object Graphic 505.png
505
Snowpoint Gym
Snowball

506
Team Galactic
Eterna Building
Rotom Room Wall

507
Briefcase
508
Spring Path trees
509
Stump
510

Object Models

Simply referred to as objects, (not to be confused with the Object Graphics Index) these are the model filenames for a variety of objects throughout the game. In many instances, they contain multiple meshes; with ob0008_00 containing the ribbon and box for the Mystery Gift, for example.

Name Object
Mystery Gift
ob0008_00
Master Ball File:Ob0201 00.png
ob0201_00
Ultra Ball
ob0202_00
Great Ball File:Ob0203 00.png
ob0203_00
Poké Ball
ob0204_00
Safari Ball
ob0205_00
Net Ball File:Ob0206 00.png
ob0206_00
Dive Ball File:Ob0207 00.png
ob0207_00
Nest Ball File:Ob0208 00.png
ob0208_00
Repeat Ball File:Ob0209 00.png
ob0209_00
Timer Ball File:Ob0210 00.png
ob0210_00
Luxury Ball File:Ob0211 00.png
ob0211_00
Premier Ball File:Ob0212 00.png
ob0212_00
Dusk Ball
ob0213_00
Heal Ball File:Ob0214 00.png
ob0214_00
Quick Ball
ob0215_00
Cherish Ball File:Ob0216 00.png
ob0216_00
Fast Ball File:Ob0217 00.png
ob0217_00
Level Ball File:Ob0218 00.png
ob0218_00
Lure Ball File:Ob0219 00.png
ob0219_00
Heavy Ball File:Ob0220 00.png
ob0220_00
Love Ball File:Ob0221 00.png
ob0221_00
Friend Ball File:Ob0222 00.png
ob0222_00
Moon Ball File:Ob0223 00.png
ob0223_00
Sport Ball File:Ob0224 00.png
ob0224_00
Dream Ball File:Ob0225 00.png
ob0225_00
Beast Ball File:Ob0226 00.png
ob0226_00
Mud File:Ob0230 00.png
ob0230_00
Bait File:Ob0231 00.png
ob0231_00
Strange Ball File:Ob0299 00.png
ob0299_00
Substitute Doll File:Ob0301 00.png
ob0301_00
Briefcase
(Opening)

ob1001_00
Briefcase
(Overworld)

ob1001_01
Bike
(???)
File:Ob1003 00.png
ob1003_00
Bike
(???)
File:Ob1004 00.png
ob1004_00
Old Rod File:Ob1005 00.png
ob1005_00
Good Rod File:Ob1006 00.png
ob1006_00
Super Rod File:Ob1007 00.png
ob1007_00
Manaphy Egg File:Ob1008 00.png
ob1008_00
Badge Case
(English)
File:Ob1009 00.png
ob1009_00
Badge Case
(???)
File:Ob1009 01.png
ob1009_01
Badge Case
(???)
File:Ob1009 02.png
ob1009_02
Badge Case
(???)
File:Ob1009 03.png
ob1009_03
Badge Case
(???)
File:Ob1009 04.png
ob1009_04
Badge Case
(???)
File:Ob1009 05.png
ob1009_05
Badge Case
(???)
File:Ob1009 06.png
ob1009_06
Badge Case
(???)
File:Ob1009 07.png
ob1009_07
Badge Case
(???)
File:Ob1009 08.png
ob1009_08
Badge Case
(???)
File:Ob1009 09.png
ob1009_09
Egg
ob1010_00
Bike
(Cyclist?)
File:Ob1012 00.png
ob1012_00
Sprayduck File:Ob1013 00.png
ob1013_00
Poffin Making Machine File:Ob1014 00.png
ob1014_00
Poffin Making Machine liquid File:Ob1014 01.png
ob1014_01
Sticker Capsule File:Ob1015 00.png
ob1015_00
Sticker Skin File:Ob1015 01.png
ob1015_01
Canister ??? File:Ob1016 00.png
ob1016_00
HM
(Bibarel)
File:Ob1017 00.png
ob1017_00
HM
(Staraptor)
File:Ob1018 00.png
ob1018_00
Dialga's Diamond
(Unused???)
File:Ob1019 00.png
ob1019_00
Palkia's Pearls
(Unused???)
File:Ob1020 00.png
ob1020_00
Pretty Stone Box
(Blank)
File:Ob2000 00.png
ob2000_00
Pretty Stone Box
(Normal)

ob2001_00
Pretty Stone Box
(Fighting)

ob2001_01
Pretty Stone Box
(Flying)
File:Ob2001 02.png
ob2001_02
Pretty Stone Box
(Poison)

ob2001_03
Pretty Stone Box
(Ground)

ob2001_04
Pretty Stone Box
(Rock)
File:Ob2001 05.png
ob2001_05
Pretty Stone Box
(Bug)

ob2001_06
Pretty Stone Box
(Ghost)

ob2001_07
Pretty Stone Box
(Steel)

ob2001_08
Pretty Stone Box
(Fire)

ob2001_09
Pretty Stone Box
(Water)

ob2001_10
Pretty Stone Box
(Grass)

ob2001_11
Pretty Stone Box
(Electric)

ob2001_12
Pretty Stone Box
(Psychic)

ob2001_13
Pretty Stone Box
(Ice)

ob2001_14
Pretty Stone Box
(Dragon)

ob2001_15
Pretty Stone Box
(Dark)

ob2001_16
Pretty Stone Box
(Fairy)

ob2001_17
Gorgeous Stone Box
(Normal)

ob2001_01
Gorgeous Stone Box
(Fighting)
File:Ob2002 01.png
ob2002_01
Gorgeous Stone Box
(Flying)
File:Ob2002 02.png
ob2002_02
Gorgeous Stone Box
(Poison)
File:Ob2002 03.png
ob2002_03
Gorgeous Stone Box
(Ground)

ob2002_04
Gorgeous Stone Box
(Rock)
File:Ob2002 05.png
ob2002_05
Gorgeous Stone Box
(Bug)

ob2002_06
Gorgeous Stone Box
(Ghost)

ob2002_07
Gorgeous Stone Box
(Steel)
File:Ob2002 08.png
ob2002_08
Gorgeous Stone Box
(Fire)

ob2002_09
Gorgeous Stone Box
(Water)

ob2002_10
Gorgeous Stone Box
(Grass)

ob2002_11
Gorgeous Stone Box
(Electric)

ob2002_12
Gorgeous Stone Box
(Psychic)

ob2002_13
Gorgeous Stone Box
(Ice)

ob2002_14
Gorgeous Stone Box
(Dragon)

ob2002_15
Gorgeous Stone Box
(Dark)

ob2002_16
Gorgeous Stone Box
(Fairy)

ob2002_17
Poffin Variations
ob2100_00
to
ob2100_29

Reflection

Reflection refers to the reflection map used throughout the game.

Sticker Combinations

This page or section contains undocumented information.
Please ensure all of the info is complete!
Descriptions from the Sigma Platinum Tracker
Where are all of these Sticker combos used in the base game?


All enemy Trainers in the game have the ability to use pre-made combinations of Stickers assigned to a Pokémon, each with their own ID. In the vanilla game, these are typically reserved for the final Pokémon on a team, such as Cynthia's Garchomp.

ID Description Image Used by
1 Yellow, Pink and Purple Petals
Pink Swirls, Purple Fog
2 Yellow Petals, Red Ribbons
Electric Orbs
3 Blue Stars, Musical Notes
Water Sphere
4 Red, Blue and White Confetti
Close Starfall
5 Swirling Rocks, Wide Meteor Shower
6 Swirling Ice, Snowflake Pattern
7 White, Purple and Yellow Electricity, Electric Orbs
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33

Notes

This section is for taking notes.
Please take everything from this section and properly bake it into the section above.

Add everything from here -- https://www.youtube.com/watch?v=5MBqVLyEgNo


Extracting

This page or section contains outdated information.
Please ensure all of the info is up to date!
Needs a guide done for the Unity Editor instead, due to the fact that AssetStudio doesn't properly extract particles or effects.


3D MODELS

There's three main model types:

  • POKEMON MODELS. For extracting their models and animations you will need all of the "pm0XXX_XX" and "pm0XXX_XX_XX" files from "/Pokemon Database/Pokemons/common", and one "pm0XXX_XX_XX" file from "/PokemonDatabase/Pokemons/battle";
- All the Pokemon files are listed by their National Pokedex number ("pm0227_00" files contain Skarmory's model data)
- The Pokemon models have two "/battle" and "/field" files each, being the normal model (pm0XXX_XX_00) and shiny variant (pm0XXX_XX_01)
- If a model has one or more forms, it will show right after the dex number in the file (for example, a form0 Pokemon uses "pm0XXX_00" and "pm0XXX_00_XX" files and a form1 Pokemon uses "pm0XXX_01" and "pm0XXX_01_XX" files. This also works for Pokemon with gender variants.
- The "/battle" folder's files contain the battle model's rig and scripts, and the "/battle/animations" files contain some battle exclusive animations.
- The "/common" folder's "pm0XXX_XX" files contain the model's mesh, main animations and extra textures, and the "pm0XXX_XX_XX" files contain the main textures ("pm0XXX_XX_00" has the normal textures and "pm0XXX_XX_01" the shiny variant textures)
- The "/field" folder's files contain the overworld model's rig and scripts, and the "/field/animations" files contain some overworld exclusive animations.
  • TRAINER MODELS. They have just one file for each model containing everything, and there's two types:
- CHIBI TRAINERS, AK the overworld models, are located in "/Characters/persons/field".
- BATTLE TRAINERS, AK the non-chibi models, are located in "/Characters/persons/battle".
  • MAP/AREA MODELS. They have singular files located in "/Environments";
- Battleground maps are located in "/bg/arenas/ground", each file being a different battle arena.
- The other folders contain overworld maps and areas
EXTRACTING MODELS AS .fbx (Recommended for Blender/Maya)
EXTRACTING MODELS AS UNITY PROJECT (Recommended for more accurate animations)
  • Open AssetRipper.
  • Drag your desired AssetBundles from the filesystem into AssetRipper.
  • Hit Export at the top, then Export all files.
  • Drag the extracted folder into your Unity project (Note that the extracted scripts and shaders won't work)

TEXTURES

  • Open AssetStudio.
  • Drag your desired AssetBundle from the filesystem into AssetStudio.
  • Select any amount of Texture2D files, right-click, then hit Export selected assets.