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PSXPrev (PSX Model/Texture Viewer) (Released!)
ok so im trying the method and i did everything i was supposed to but upon it trying to load the game i loaded via iso it doesnt show anything then just suddenly closes, am i using the wrong version of epsxe or something?
Also known as Aishi.
Agent 3, you may be an annoying dark souls incarnation of a boss but i swear to all things holy and graceful i love you, you edgy son of a blowfish!
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(06-22-2018, 10:04 PM)Shinigami_Guntz Wrote: ok so im trying the method and i did everything i was supposed to but upon it trying to load the game i loaded via iso it doesnt show anything then just suddenly closes, am i using the wrong version of epsxe or something?

I used 2.0.5 and I think you should try to run epsxe without 3dRipperDX to check if it actually works, I didn't configure anything else apart from that (and nGlide Config)
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yeah, it might be the version im using, its runs fine when im not using the ripping program. im using 1.7.0 or something similar to that
ill try with a newer version. ok so i just tried that and i dont know if its since i use windows ten but its gets to a starting screen then just closes again, idk why this happens. it gets to a 3dfx screen then seconds later just closes. im thinking its something with windows 10 or something, should i try running the program in compatability
Also known as Aishi.
Agent 3, you may be an annoying dark souls incarnation of a boss but i swear to all things holy and graceful i love you, you edgy son of a blowfish!
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It's an awesome tool by the looks of it, however until I get my new computer I am stuck without it, does anybody know if the program was able to pick up the 3D models from Dino Crisis? I kinda want to develop a 'remake' project and it would be great to have the original models to act as 'blueprints' for my project!
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Hi, 
I feel kinda stupid for asking this, but how do you use this tool? I have never done anything related to GitHub, and I installed Visual Studio for this. 
I really don't understand how I do this.
I'm trying to extract some 3D models from Harry Potter and The Sorcerer's Stone on the PS1.

If someone could write a quick "How-to" I would be veeeeerry happy.
I am going to use the models in an art project, this is why I am such a noob in coding and such, because I'm not actually a programmer in any stretch of the imagination.

Thanks in advance!
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(11-30-2018, 04:57 AM)mekkemikkel Wrote: Hi, 
I feel kinda stupid for asking this, but how do you use this tool? I have never done anything related to GitHub, and I installed Visual Studio for this. 
I really don't understand how I do this.
I'm trying to extract some 3D models from Harry Potter and The Sorcerer's Stone on the PS1.

If someone could write a quick "How-to" I would be veeeeerry happy.
I am going to use the models in an art project, this is why I am such a noob in coding and such, because I'm not actually a programmer in any stretch of the imagination.

Thanks in advance!

Since nothing has changed since the last release, you've no need to compile the code with Visual Studio, but instead can just download the compiled binary from the GitHub releases page here.
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That seems a really great tool.. I hope (since i've already seen it does not work for tenchu1) that it will extract the models from Cardinal Syn at least..
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Thanks for the tool. Going to try it on many games. Mainly the Goemon ones. Trying it on future goemon to no luck. will keep on going. see if Parasite eve, Breath of Fire 3 or others have better luck.

Well. It did not grab any models from the Goemon games or Parasite eve, but it grab over 3000 animations from Parasite eve. So that is something. Not sure what to do with those. Still, I hope to see this tool improved upon. For far to long has the PSX been a contained box. We need to crack it open.
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(06-22-2018, 06:03 PM)Vincentmrl Wrote: For the printscreen mess you have to download the following stuff:
1. ePSXe (of course)
2. Lewpy's 3dfx/Glide plugin (you can find it here)
3. nGlide or any other Glide/3dfx wrapper (you can find it here)

You then put the plugin in ePSXe's plugin folders and select it as the video plugin, then you configure nGlide to use DirectX as backend and then you just run ePSXe with 3dRipperDX.

Sorry to post so much later.
I've tried this but I'm having no success.
The games load fine, but I can't take any screenshots, so far I've tried MGS1 and Dino Crisis.
Both are reading from ISO files, though I can't see that making a difference honestly.
none of the DXripper shortcuts work when I use them.
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Just gonna update. It works nicely, but it did not work on any of the games I tried. I did Parasite Eve, All 3D Goemon games and Breath of Fire 3, and I had no luck. Is it still in development? I would love to see improvements.
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Hi!

I'm pretty busy lately to work on PSXPrev, but I've added some features:

Launcher: If you launch PSXPrev with no arguments, a user-interface will allow you to select the scanning options.
Animation Preview: If you be able to find any TOD file, there is a property when you click an animation in the animations tab that will allow you to select a model to preview the animation.

The latest release can be downloaded here:
https://github.com/rickomax/psxprev/rele...rev0.9.zip
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Can you make the VRAM bigger than 256x256? There's several games where the VRAM isn't big enough so the textures don't show up.
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(01-17-2019, 12:17 PM)John Barleycorn Wrote: That seems a really great tool.. I hope (since i've already seen it does not work for tenchu1) that it will extract the models from Cardinal Syn at least..
With the recent update, I think you might be in luck with Tenchu 1. It's loading a ton of models on my end. Though this may or may not be unfortunate for you, they're separate in parts like limbs and such
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(04-23-2019, 10:10 AM)lemurboy12 Wrote: Can you make the VRAM bigger than 256x256? There's several games where the VRAM isn't big enough so the textures don't show up.

Hi!

I could make it bigger, but the meaning of the VRAM pages is assembling the textures as the real PSX hardware does, so you can assign multiple textures pieces on their right position (which generally comes configured on the TIM files) and use any VRAM page on the model to get the full texture displayed. VRAM pages used by any model are exported automatically.
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(04-28-2019, 10:03 PM)rickomax Wrote:
(04-23-2019, 10:10 AM)lemurboy12 Wrote: Can you make the VRAM bigger than 256x256? There's several games where the VRAM isn't big enough so the textures don't show up.

Hi!

I could make it bigger, but the meaning of the VRAM pages is assembling the textures as the real PSX hardware does, so you can assign multiple textures pieces on their right position (which generally comes configured on the TIM files) and use any VRAM page on the model to get the full texture displayed. VRAM pages used by any model are exported automatically.

True, but most of the time the textures are in coordinates that go beyond 256x256. Can you at least extend it to 512x512?
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