Anyone interested in Skies of Arcadia content? I see a model of Vyse posted, but I believe the original poster has had life happen and has put the project on hold. As such, I went on a search for the tools to pull the models from the game. Finally found them, and got them working, so I am making a post to see how some of it should be arranged if I submit it.
Here are some examples:
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attachment=6836]
Albatross
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attachment=6837]
Delphinus
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attachment=6835]
Aika
These models are imported as is, with as little editing as possible to show what the content looks like right after import. Rendered in blender, with Ambient Occlusion turned on to show as much of the details as possible.
Any questions, just ask.
Awesome! This is a great game.
So, I've noticed a couple things with the tools that ripped the models form the games, and some things about how the models are sorted. Some good...others not so much:
Certain textures have issues with their transparencies. Apparently it's a known issue with the tools, though I'm going to see if I can figure a way around it. Not by coding, but editing the textures themselves. Also, it looks like some models have vertex transparencies, though I have yet to find if it is imported or not. The models are pulled as only a couple formats, and not sure if those carry vertex weights/colors like that.
Everything in this game is sorted chronologically by event, with each "scene" in a different folder. These scenes include locations (not world map, but in towns/dungeons), ship battles, and cut scenes. Effective way of finding certain models from the game.
The world map is separated into pieces (a lot of them) which at first was very daunting...but then I noticed that each piece was positioned in a section of the map that lines up (exactly) with the in-game final map texture. To the point where, if the continents crossed a line on the map, they were split apart on the line (mostly), and items such as discoveries, certain locations, and local fauna, though not centered according to its location on the map, are still contained in the folder that it's location matches. It was like building a giant puzzle together, which at times is EXTREMELY tedious.
Some models have a LOT of textures (Delphinus has 59), and they're mapped to small face groups (probably to avoid distortions on each texture). Each area mapped to a texture is it's own individual model "unit". Maybe combine into one texture and remap UV accordingly? Hmmmm...
Also, since each individual model unit is textured differently, quite a few items have repeat materials. For example, if a continent was split as per the maps system, then, even if two parts share the same texture, they have their own material. Easily remedied, but lordy will it be tedious.
Trying to sort all the items in a way to be properly submitted, and working on making icons for them. Hoping to get at least some more characters up before the 12th.
(08-09-2016, 12:25 AM)Fluffy McMalamute Wrote: [ -> ]So, I've noticed a couple things with the tools that ripped the models form the games, and some things about how the models are sorted. Some good...others not so much:
Certain textures have issues with their transparencies. Apparently it's a known issue with the tools, though I'm going to see if I can figure a way around it. Not by coding, but editing the textures themselves. Also, it looks like some models have vertex transparencies, though I have yet to find if it is imported or not. The models are pulled as only a couple formats, and not sure if those carry vertex weights/colors like that.
Everything in this game is sorted chronologically by event, with each "scene" in a different folder. These scenes include locations (not world map, but in towns/dungeons), ship battles, and cut scenes. Effective way of finding certain models from the game.
The world map is separated into pieces (a lot of them) which at first was very daunting...but then I noticed that each piece was positioned in a section of the map that lines up (exactly) with the in-game final map texture. To the point where, if the continents crossed a line on the map, they were split apart on the line (mostly), and items such as discoveries, certain locations, and local fauna, though not centered according to its location on the map, are still contained in the folder that it's location matches. It was like building a giant puzzle together, which at times is EXTREMELY tedious.
Some models have a LOT of textures (Delphinus has 59), and they're mapped to small face groups (probably to avoid distortions on each texture). Each area mapped to a texture is it's own individual model "unit". Maybe combine into one texture and remap UV accordingly? Hmmmm...
Also, since each individual model unit is textured differently, quite a few items have repeat materials. For example, if a continent was split as per the maps system, then, even if two parts share the same texture, they have their own material. Easily remedied, but lordy will it be tedious.
Trying to sort all the items in a way to be properly submitted, and working on making icons for them. Hoping to get at least some more characters up before the 12th.
Hi, Fluffy! Just joined as I was tracking down some Skies assets, and I'm absolutely interested in these ship models! I've been working on testing out a series of 3D prints using a resin printer (a kind of 3D printer that works in laser-cured resin gel that is extremely detailed), and I would LOVE to make some Skies ships to print! So far this is the only place I've seen the ship models posted. Do you think you'd be able to grab the models? I'm just looking for the models, not the textures.
Currently working on Star Fox ships for a Star Wars miniatures game I play, this is what I've printed so far!