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==Notes== | |||
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Assetbundles for the 3D Models and Animations for Pokemon are found in: | Assetbundles for the 3D Models and Animations for Pokemon are found in: | ||
romfs\Data\StreamingAssets\AssetAssistant\Pokemon Database\pokemons | romfs\Data\StreamingAssets\AssetAssistant\Pokemon Database\pokemons |
Latest revision as of 19:22, 21 April 2024
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Notes
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Assetbundles for the 3D Models and Animations for Pokemon are found in: romfs\Data\StreamingAssets\AssetAssistant\Pokemon Database\pokemons
the structure is as follows: Inside the pokemons folder there are 4 folders battle, common, field and statue
Directly inside these folders is many assetbundles for the various versions of all the pokemon these files are named as follows:
pmXXXX_AA_BC
XXXX = The Pokemon's National Dex Number
AA = If a Mon's model has a Variant, such as a Form or a Modelled Gender Difference, it's number goes here
Genders will be values 00 for the male version and 01 for the female version, such as Venusaur There are no vanilla cases where a male or female mon then also has a genderless variant of its form 0, so it is unknown what number a genderless variant would have, but the answer is likely 02.
mons with zero variants will be 00 regardless of gender, even 100% female mons
If a Mon has a natural number of alternate Forms The numbers will instead start at 11 for the form 0 mon, and continue from there, such as Unown Unown A will be 11, Unown B will be 12, Unown C will be 13 etc
There are no vanilla cases where a mon has both many alternate forms naturally, as well as gender variants for its base form, so what numbers this situation would have is unknown.
BC = Shiny Value 00 means the bundle is not shiny 01 means the bundle is shiny
(Romhack variations: Luminescent Platinum moves the gender variant Value to being B here, so as not to have a potential conflict with the form numbers in any scenario of anything custom added.
in Lumi Plat it is instead as follow: 00 - Male Regular 01 - Male Shiny 10 - Female Regular 11 - Female Shiny 20 - Genderless Regular 21 - Genderless Shiny)
1) Battle files
These files will contain a single copy of the pokemons entire rig/bones, its renderers, its unity materials, and its Battle Monobehaviors.
Occasionally they will also contain some eye textures, or some minor looping animations
there is a different bundle for every mons variant, including gender, forms and shinies
Inside this folder is another folder alled "animations" and very occasonally a mon will have another entry inside here, inside these assetbundles there is usually one or two animation clips that are stored in here instead of with the rest of the animations for an unknown reason.
2) Common files There are three files in this folder per Pokemon per variant
the main common file, which is named only for the species and the variant, such as pmXXXX_AA that contains everything common between this forms regular and shiny version Such as the pokemon's mesh, any ambient or emissive textures, and animation clips
the extra files that contain the full assetbundle name will contain only the color textures unqiue to the form _00 ones will be the regular textures _01 will be the shiny textures
2) Field files Similar to the battle files, These files will contain a single copy of the pokemons entire rig/bones, its renderers, its unity materials, and its Battle Monobehaviors. Occasionally they will also contain some eye textures, or some minor looping animations there is a different bundle for every mons variant, including gender, forms and shinies
Inside this folder is another folder alled "animations" and very occasonally a mon will have another entry inside here, inside these assetbundles there is usually one or two animation clips that are stored in here instead of with the rest of the animations for an unknown reason.
(Romhack variant: Luminescent Platinum instead merges all the contents of the three common files of a mon into the main common bundle, so to reduce the filesize of the mod as a whole. As well as any stray textures or animations across all the battle and field or their extra animation files, are also moved inside common, to reduce having duplicate copies of large assets spread across many files.)