>>41085844>>41085889If the game's model format stuff is the same as Let's Go Pikachu/Eevee then the following should work:
First extract the romfs. There's tutorials on how to do this for any nsp.
Second, get QuickBMS.
Third, Get Autodesk 3DS Max. Get a student version for free, or pirate it.
Then, get the Pokémon Let's Go Pikachu / Eevee - GFBMDL Importer script for 3DS max.
Get the .GFPAK file of the model you want from your game dump's extracted romfs.
Extract it using the .Gflxpack extraction script in QuickBMS
After you extract, you will end up with several .BNS, .BNT, and .DAT files.
BNT = Texture, .DAT = Unrecognized, .BNS = Useless file.
Take all the .BNT files and place them in a folder titled "Texture".
Rename those files to .bntx extension and use BNTX injector (or BNTX editor) to extract the texture files to png.
Sort the rest of the files by size and find the LARGEST .DAT FILE and place it inside a folder named "Model". Rename the file from .dat to .gfbmdl.
Go ahead and delete the .BNS files and the rest of the .DATs.
Use RTB's GFBMDL importing script for 3dsMAX by either selecting Scripting > Run Script or Drag/Drop it into the 3dsMAX viewport.
Once the model is imported, do the UV mapping and texturing stuff in 3DS max with the texture files. Then rig it up if you need to use it in a project (like VRChat, SFM, MMD, whatever)