PSXPrev (PSX Model/Texture Viewer) (Released!) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: PSXPrev (PSX Model/Texture Viewer) (Released!) (/thread-29559.html) |
RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Doronetty - 07-11-2017 Did you find the way to rip Tobal(s)?! I tried and still no result... RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Mark-RC97 - 07-14-2017 I would like to know how I can install these programs whoever has time I would greatly appreciate, I am not able to install, every time I open the PSXPreview and select the game file appears a black screen and stands alone on the black screen. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Siul - 11-24-2017 The DL link is broken. Has anyone mirrored it? RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Siul - 11-24-2017 Found it on Internet Archive, but got this error: Quote:Unhandled Exception: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Shinigami_Guntz - 04-24-2018 i got it to load the games but for some reason with klonoa beach volleyball (the uk version) it finds like 1 tim image then just seems to never load past there. Klonoa door to phantomile loads a ton of tim images but gets stuck after while..im guessing with beach volleyball its a format thing but door to phantomile idk tbh.....ok so i tried door to phantomile with out tim images and it starts finding tmd models at the start.... i guess i will have to do them seperately....somehow RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Shinigami_Guntz - 05-03-2018 I can Confirm Klonoa Beach volleyball works....somewhat, it can locate the games, tim,pmd and tdm files, but only the stages look right, it seems character models arent those formats or are the other meshes that the program locates but they are a bunch of messy garbled exploded tri's and stuff...... RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 05-28-2018 Hi all! A nice GitHub user called Kyle G. added async loading features to PSXPrev. The scanning performance have been improved and you can watch the results while the application still scanning. There is also an ISO file parser now, so simply drag & drop your iso file to PSXPrev and it should be scanned. I've fixed some issues and created a new release that can be downloaded from: https://github.com/rickomax/psxprev/releases/tag/0.8 RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Raccoon Sam - 05-29-2018 Very cool! Still fatal errors on my machine, but I'll try with a VM when I get the chance. Quick question - how does the tool scan for TMD/TIM/whatever data? Does it only check for the 4-byte headers/magic numbers or is there some lower-level testing to weed out false positives? I've done lots of research on Tomba! and its sequel and everything is a "kind of" TMD. No TMD headers, but the format is very similar. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Ton - 05-29-2018 First person to rip Final Fantasy models gets... I dunno, a cookie. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 05-29-2018 (05-29-2018, 02:34 AM)Raccoon Sam Wrote: Very cool! Still fatal errors on my machine, but I'll try with a VM when I get the chance. Every file type is checked by trial and error. If it gets the first TMD or TIM signature bytes, it will try to continue loading the file until it finds some invalid data, like a texture too big or a model with high vertex count, which indicates it was a false positive and it should ignore treating this entry as valid. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Repeperilka - 06-15-2018 I am trying to extract 3d models from Thril Kill, and the program got like just 10 models but they are completely broken (basicaly they are just triangles). How can I fix this? RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Shinigami_Guntz - 06-15-2018 Ok So Klonoa Beachvolleyball is still a no on character models and now character textures, meaning they dont use the tim image. However Door to Phantomile Shits out a bunch of models here and there though some are missing parts, *i found a half intact joka but he's missing his feet and hands* it shits out the background models and sometimes cutscene models *i found a nahatomb one, i can't tell if its a fully intact one or not* sadly it didnt pull EVERYTHING seieng as there are wierd parts where it will give me this in the command prompt window. *I did find both models for klonoa's house right before you fight baladium though, from the looks of it the house is fully intact on both models too :D http://prntscr.com/jvgsi9 http://prntscr.com/jvgrjc http://prntscr.com/jvgyyb <---- Image of the nahatomb model. Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Found TMD Model at offset 155F5DC Found TMD Model at offset 1571924 Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Unknown primitive: olen:9, ilen:7, mode:2E, flags:0 Found TMD Model at offset 16B807C Found TMD Model at offset 16B9074 Found TMD Model at offset 16B9624 Found TMD Model at offset 16B9F0C Found TMD Model at offset 16C0C60 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Found TMD Model at offset 16C1794 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:9, ilen:6, mode:36, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Unknown primitive: olen:C, ilen:8, mode:3E, flags:0 Meaning either 1. Some of these are encrypted or 2. These parts use 8 or 16 bytes and the scanner can't pick up on them. Im assuming Klonoa's Model is buried somewhere within these unaccessable files along with the parts that the ones i can find are missing. I did find out why it doesn't find beach volleyballs character models,they have their own unique format while the stages use tmd. Kinda strange tbh, the animations have their own format too....yay RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Vincentmrl - 06-22-2018 (06-15-2018, 01:44 PM)Shinigami_Guntz Wrote: However Door to Phantomile Shits out a bunch of models here and there though some are missing parts, *i found a half intact joka but he's missing his feet and hands* it shits out the background models and sometimes cutscene models *i found a nahatomb one, i can't tell if its a fully intact one or not* sadly it didnt pull EVERYTHING seieng as there are wierd parts where it will give me this in the command prompt window. Good news, I checked the models PSXPrev throws at me and they're basically all boss fight/cutscene models. Joka is intact, it's just that his hands are different objects, same for Joka's nightmare version, Ghadius, Gelg Bolm and Baladium. Rongo Lango has everything but his arms are centered and a similar thing happens with Pamela and Karal's back fin. Nothing too hard to fix though. If you want me to fix these models I need someone that can provide me with the textures. That said, I could always use a crazy printscreen method with ePSXe that involves the Glide3D Plugin, a Glide to DX converter and 3dRipperDX over it. That way the textures SHOULD have the correct color palette but it will throw out many useless or messed up textures as well. (11-24-2017, 09:54 AM)Siul Wrote: The DL link is broken. Has anyone mirrored it? https://github.com/rickomax/psxprev here you go RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Shinigami_Guntz - 06-22-2018 I can provide you with textures, ive got them buried somewhere, did klonoa ever have a cutscene model himself? Or only sprites? I can get some game sprites ripped usig psx-vram but they usually come out with messed up color palletes....same thing with beach volleyball but it was alot easier to find the pallet parts for each piece of the texture, I have a fully knstact set of klonoa's but I only need to just piece them together and make a full texture sheet. And is there any site that explains that crazy screenshot method? Id like to possibly learn more about it. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Vincentmrl - 06-22-2018 (06-22-2018, 03:12 PM)Shinigami_Guntz Wrote: I can provide you with textures, ive got them buried somewhere, did klonoa ever have a cutscene model himself? Or only sprites? I can get some game sprites ripped usig psx-vram but they usually come out with messed up color palletes....same thing with beach volleyball but it was alot easier to find the pallet parts for each piece of the texture, I have a fully knstact set of klonoa's but I only need to just piece them together and make a full texture sheet. And is there any site that explains that crazy screenshot method? Id like to possibly learn more about it. So, a friend tried to check if the namcollection version had more uncompressed stuff, and guess what, all the cutscene/boss fight textures are there so I'm ok with them, plus they're organized by cutscene and I can quickly export the various textures joined in a single file without needing to figure out the texture size (which is 256x256 apparently but the preview is a 254x254 image) and without having to check every second if they're aligned correctly like in the UV. 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. Anyways, I got news, it took a bit since the .ply had the vertex color but no UV and the .obj only had the UV, plus all the other fixing I had to do, but this is the result (and I think we should actually make a dedicated thread for this stuff since we have concrete results): |