07-09-2020, 10:23 PM
I tried to extract the mecha models from Xenogears and all I can find is the animation videos, but none of the 3d model files frome the gears... Does anyone know if this is possible?
(06-19-2020, 05:32 PM)Cavan Ashton Wrote: [ -> ]You need to extract the data from the bin file with extractors such as UltraISO, then try scanning the games files. Scaning the .Bin file doesn't work.
(07-19-2020, 07:53 PM)ngovandang Wrote: [ -> ]What game did you extract? There's a compatibility list that's still Work in Progress. https://docs.google.com/spreadsheets/d/1...edit#gid=0(06-19-2020, 05:32 PM)Cavan Ashton Wrote: [ -> ]You need to extract the data from the bin file with extractors such as UltraISO, then try scanning the games files. Scaning the .Bin file doesn't work.
Well I managed to extract bin file. Inside are bunch of .STR and .PAC files.
Testing them with PSXprev only give messy meshes.
None of the model showing fine
(07-20-2020, 11:38 PM)KrakenOfTheSea Wrote: [ -> ]I searched through two games (Cowboy Bebop & Azumanga Donjara Daiou) again after extracting each game's BIN archive. I have a few questions.Croc format is a bit unstable so it will give you blank models. and it won't find any of the models. And yes, you will find the actual TMD models after extracted. I haven't tried scanning for those games yet, but i'll try and add it to the compatibility list.
1) Both games have a lot of empty 'Croc' models. What could this imply?
2) The TMD models detected by the programme for both games are garbled, incomprehensible messes of polygons. Are these actual models?
(07-29-2020, 10:10 PM)KrakenOfTheSea Wrote: [ -> ]Is there a way to convert the vertex colouring on the models to a texture using Meshlab? Meshlab appears to be the only programme that recognises the vertex colours.
(07-29-2020, 11:07 PM)Cavan Ashton Wrote: [ -> ](07-29-2020, 10:10 PM)KrakenOfTheSea Wrote: [ -> ]Is there a way to convert the vertex colouring on the models to a texture using Meshlab? Meshlab appears to be the only programme that recognises the vertex colours.
Yes. Just export the model to .DAE format in MeshLab then import the .DAE file into Blender and unwrap the UVs. Then export the model from Blender to .PLY. Import the .PLY file in MeshLab and go to Filters/Texture/Convert PerTexture UV to PerWedge UV and click apply. Then go to Filters/Texture/Vertex Color to Texture and click apply. And then you should have the Vertex Colors converted into a Texture.
(07-30-2020, 12:43 PM)KrakenOfTheSea Wrote: [ -> ]You need to separate the parts of the model that are Gray. the Gray part of the model is where normal textures are. So in Blender, select the model and go in edit mode, and select the Gray parts and press P and click separate. I'll might do a video tutorial on how i do it.(07-29-2020, 11:07 PM)Cavan Ashton Wrote: [ -> ](07-29-2020, 10:10 PM)KrakenOfTheSea Wrote: [ -> ]Is there a way to convert the vertex colouring on the models to a texture using Meshlab? Meshlab appears to be the only programme that recognises the vertex colours.
Yes. Just export the model to .DAE format in MeshLab then import the .DAE file into Blender and unwrap the UVs. Then export the model from Blender to .PLY. Import the .PLY file in MeshLab and go to Filters/Texture/Convert PerTexture UV to PerWedge UV and click apply. Then go to Filters/Texture/Vertex Color to Texture and click apply. And then you should have the Vertex Colors converted into a Texture.
This method works somewhat, but it messes up the UVs of the textured parts of the model. Some parts are textured, and other parts use vertex colours.
I actually discovered a different way to do this. Do you know if I can export only certain portions of the model? They're properly partitioned in the application, but I can't pick the parts apart in a modelling software.