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Full Version: [Tutorial] How to rip PS2 models v.2
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I have a issue Demonboy Texmod doesn't want to work when i click on the run button this happens

[Image: 2w3yv7d.png]

do you have any idea how to by pass this i got the model ripped properly all i need is the textures -.-
I have never seen that before.
seems like it was unable to start the emulator.

you could try to run texmod as an administator
that doesn't work either Sad oh well guess i wont be ripping from the ps2 Sick
well you don't have to use texmod to rip the textures. you can try any other program that can rip textures like ninjaripper.
actually i got it to work i have to turn my AVG off in order to use it,

also look progress

[Image: 2rh0nwi.png]

the only thing i am struggling with is finding his black shoe texture since there are more than 2000 textures on screen and fixing the UV for it. -.-
last question! (i think xD)
i have some problems with the texture..
i made this:
[Image: 5flxyb.png]

but when i export this model, some parts have a glitched texture..
[Image: 2d79d3b.png]

the weapon and some parts aren't glitched, but i modelled these parts in 3dsmax..
can i convert this model to normal, for fix this problem?

EDIT: Solved Smile
EDIT: Instead of double posting I'll just add my new issue here.

When I go to render my model after adding a texture and flipping the vast majority of the normals, it looks really polygonal, not like the actual character. Here's a screen cap...

I'm not sure if its just some screwed up settings in 3ds or whats going on. I tried messing with many different things for hours yesterday and I just couldn't get it to look any better.
@o0DemonBoy0o is possible to rip 3D map as model?
(03-11-2013, 04:26 PM)racefan56 Wrote: [ -> ]EDIT: Instead of double posting I'll just add my new issue here.

When I go to render my model after adding a texture and flipping the vast majority of the normals, it looks really polygonal, not like the actual character. Here's a screen cap...

I'm not sure if its just some screwed up settings in 3ds or whats going on. I tried messing with many different things for hours yesterday and I just couldn't get it to look any better.

you can use the vertex weld and smooth modifier for that. don't confuse the smooth modifier with meshsmooth or turbosmooth though


(03-13-2013, 01:36 AM)mkbewe Wrote: [ -> ]@o0DemonBoy0o is possible to rip 3D map as model?

you would have get the entire map in the games camera to do that, so no. not without a lot of hard work
So better use 3D Ripper to rip map?
(03-13-2013, 01:44 AM)o0DemonBoy0o Wrote: [ -> ]you can use the vertex weld and smooth modifier for that. don't confuse the smooth modifier with meshsmooth or turbosmooth though

Thanks, that seems to help clean it up some. Do how do you change the color in the texture image that 3ds is supposed to "ignore" and make transparent? I assume the default would be black or something, but in that hair image the very bottom darker blue it the color that needs to be ignored. Not sure if that whole spill makes any sense for the functions of this program, but right now the texture is just plastered all over any piece its set to be on, not airy and stringy like hair should look. If that color were to be "ignored", I believe it may actually start looking right.

The hair should look something like this...

But it actually looks like this...

Also, for some reason the only way to get the texture to appear at all on the object, and not just as solid blue, is to set the hair texture to "Environment" instead of "Texture" under Coordinates. Not sure if thats a problem or not. EDIT: O bejezus I might have got this one fixed! I set it back to "Texture" and changed the mapping to "Planar from Object XYZ, and it actually looks better than before, not like true hair (still can't get that part), but better.

I'd be lying if I said this wasn't one really complicated & troublesome process. Makes me think we should be paying lots more for the games we buy if the creators had to make everything in a similar fashion, and from scratch Surprise
(03-13-2013, 07:30 AM)racefan56 Wrote: [ -> ]I'd be lying if I said this wasn't one really complicated & troublesome process. Makes me think we should be paying lots more for the games we buy if the creators had to make everything in a similar fashion, and from scratch Surprise
Not really. As you should know, things become easier to do as you gain experience. Developers hired to design 3D models know the program inside and out so they have little to no problems at all creating complex 3D assets, UWV unwrapping them, assigning textures, and exporting to game engines. I'm no developer but I myself have quite a bit of experience with 3Ds Max already; the base of which I picked up on during dedicated courses aimed at introducing students to the software. Since then I learned a few more tricks through tips left by community members, youtube tutorials, and trial & error. So far I've been able to model a 200K poly twin-lift container spreader as well as an in-depth DEMAG bridge drive and this I am proud of.

Programming on the other hand is a troublesome process. With every snippet of code you add you generate a list of errors and in some cases you end up doing something wrong and getting something cool out of it at which point you document how you achieved the effect for later use. I learned that from an invisible box I can make spawn points, trigger volumes, hit detection boxes, and many other things.
alright, updated with a hopefully easier to understand guide for those that were having problems following it. any tips that could make it better would be nice.

Edit:
added how to fix textures as well as some information on backface culling
(03-19-2013, 01:44 PM)o0DemonBoy0o Wrote: [ -> ]alright, updated with a hopefully easier to understand guide for those that were having problems following it. any tips that could make it better would be nice.

Edit:
added how to fix textures as well as some information on backface culling

It'd probably help answer lots of questions if we could see you do a walk through of a model from start to finish in a video (maybe some fast forwarding through repetitive parts).
I could try. would have to do it later though
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