06-07-2019, 07:54 PM
(This post was last modified: 06-07-2019, 07:54 PM by lemurboy12.)
No, I import it into Meshlab, export as DAE then import that into Blender. I unwrap the UV's and bake the vertex colors.
PSXPrev (PSX Model/Texture Viewer) (Released!)
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06-07-2019, 07:54 PM
(This post was last modified: 06-07-2019, 07:54 PM by lemurboy12.)
No, I import it into Meshlab, export as DAE then import that into Blender. I unwrap the UV's and bake the vertex colors.
Thanked by: Cavan Ashton
06-07-2019, 10:09 PM
(This post was last modified: 06-07-2019, 10:13 PM by Cavan Ashton.)
(06-07-2019, 07:54 PM)lemurboy12 Wrote: No, I import it into Meshlab, export as DAE then import that into Blender. I unwrap the UV's and bake the vertex colors. But i'm only a beginner in blender. So the way how i do this is easier for me. I could try doing your method of ripping ps1 models. So i could upload the 3D airplane from um jammer lammy that i worked on.
06-09-2019, 08:10 PM
(06-07-2019, 10:09 PM)Cavan Ashton Wrote:(06-07-2019, 07:54 PM)lemurboy12 Wrote: No, I import it into Meshlab, export as DAE then import that into Blender. I unwrap the UV's and bake the vertex colors. Can you not just import it into Meshlab, and then export as an FBX or DAE, those are arguably better formats than OBJ anyway. I'm not sure why anyone needs to bake vertex colors if they're in the mesh now. you can also use Xnormal to bake the vertex colors from the original OBJ into a texture, if you really need a texture. Thanked by: Cavan Ashton
There are plans to PSXPrev, but I don't have much time to work on it at the moment.
I want to add full HMD support which would increase a lot the number of games we would be able to rip, but that's not an easy task, HMD is a complex file format. I'm working on an experimental GLTF2 exporter, which supports animation, vertex colors, groups, etc. At the moment, besides the experimental OBJ vertex color feature, I don't know any other file format which supports vertex colors besides DAE, which is a bit hard to work with, so that's why I'm implementing the GLTF2 exporter. Thanked by: lemurboy12, Cavan Ashton
06-11-2019, 05:16 PM
(This post was last modified: 06-12-2019, 04:56 PM by Cavan Ashton.)
It could be interesting for me to try to rip models for Rugrats: Search For Reptar using hmd model format. And the sprites and other character textures are in pxl format, (i think) but the characters eyes and mouth are tim format.
06-13-2019, 04:17 PM
(06-07-2019, 10:09 PM)Cavan Ashton Wrote:(06-07-2019, 07:54 PM)lemurboy12 Wrote: No, I import it into Meshlab, export as DAE then import that into Blender. I unwrap the UV's and bake the vertex colors. I'm having this problem after i baked the vertex colors from Meshlab. I added the textures that suppose to look like the vertex colors on the mesh, but on the edges of the mesh, there's little cracks of color on the edges. I don't know how to fix this but i tried to move the UVs around but it does not help. I need help to solve this problem.
06-14-2019, 03:37 AM
(06-13-2019, 04:17 PM)Cavan Ashton Wrote:(06-07-2019, 10:09 PM)Cavan Ashton Wrote:(06-07-2019, 07:54 PM)lemurboy12 Wrote: No, I import it into Meshlab, export as DAE then import that into Blender. I unwrap the UV's and bake the vertex colors. It looks like those are texture seems. Try fixing the edges of the texture, where 1 color goes into another, that should fix it. Or you could set the 'bleed' higher when you do the vertex bake. I'm unsure what the option in blender is called sorry. Thanked by: Cavan Ashton
06-14-2019, 06:09 PM
(06-14-2019, 03:37 AM)squall789 Wrote:(06-13-2019, 04:17 PM)Cavan Ashton Wrote:(06-07-2019, 10:09 PM)Cavan Ashton Wrote: But i'm only a beginner in blender. So the way how i do this is easier for me. I could try doing your method of ripping ps1 models. So i could upload the 3D airplane from um jammer lammy that i worked on. I solved the problem. What i did, is i choose vertex color to texture on Meshlab and saved the image in 1024x1024 and now it looks good. Thank you.
06-18-2019, 03:37 PM
(06-11-2019, 12:33 PM)rickomax Wrote: There are plans to PSXPrev, but I don't have much time to work on it at the moment. I kind off want to keep the experimental vertex color OBJ exporter. Because i know how to add the baked vertex colored texture to a model from Meshlab. The GLTF2 Exporter sounds fine to me with all those new features.
07-31-2019, 03:52 PM
Tried so many methods, still struggling to import a mesh with texture to Blender. Only works at MeshLab.
Tried this today ( 2nd August, 2019 ) with Kidou Senshi Gundam: Char's Counterattack.
Unfortunately, it's very... confusing. It will find models, animations, vram, and textures, but it will be unable to display any of them with the exception of textures and they are all in a garbled mess. Just to make sure it wasn't any bug, I tried to export one of the models but alas, trying to import it into 3DS resulted in " No model found " . So that is unfortunate.
08-05-2019, 09:08 AM
(This post was last modified: 08-05-2019, 09:09 AM by Cavan Ashton.)
With this version of PSXPrev, I Perfectly Ripped The PlayStation Logo From SCPH-1000.
PlayStation Logo.zip (Size: 815.54 KB / Downloads: 199) Thanked by: Doronetty
08-28-2019, 01:43 PM
Is the new version of PSXPrev going to be here?
09-26-2019, 10:05 AM
Sorry if maybe this could be a dumb question, but and where did you ever find a ps1 iso? I mean, your program i've seen works only with iso files, but for ps2 games okay you always find them around in iso format, but for psx i find only "cue", "bin" and alike. And your program doesn't work with those.. I've looked around for a tenchu1 iso, but there isn't any.
09-27-2019, 08:29 AM
Of course all PSX ISO's are in BIN/CUE format 'cause PSX tracks are MODE2/2352 instead of standard MODE1/2048 (PC ISO's) or MODE1/2352 (PC ISO's with audio tracks).
About Tenchu - just type "Tenchu: Stealth Assassins [SLUS-00706]" in Yandex and you'll see wanted link at the first page! |
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