07-20-2013, 04:55 AM
I've got models from Astro Boy 2004 for ps2 through another method.
Anyone tried to rip models from that game?
Anyone tried to rip models from that game?
[Tutorial] How to rip PS2 models v.2
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07-20-2013, 04:55 AM
I've got models from Astro Boy 2004 for ps2 through another method.
Anyone tried to rip models from that game?
08-10-2013, 10:04 PM
(This post was last modified: 08-10-2013, 10:04 PM by kironohasama.)
I can confirm that both Castlevania: Curse of Darkness and Castlevania: Lament of Innocence use backface culling.
08-29-2013, 08:11 PM
08-29-2013, 08:50 PM
(08-29-2013, 08:11 PM)mr.walter Wrote:(08-10-2013, 10:04 PM)kironohasama Wrote: I can confirm that both Castlevania: Curse of Darkness and Castlevania: Lament of Innocence use backface culling. You could always try "Frankenstein-ing" the model from other models but still use his PS2 textures. That's what i did for SoTN Alucard, Dracula, and Maria Renard. (08-29-2013, 08:50 PM)kironohasama Wrote:(08-29-2013, 08:11 PM)mr.walter Wrote:(08-10-2013, 10:04 PM)kironohasama Wrote: I can confirm that both Castlevania: Curse of Darkness and Castlevania: Lament of Innocence use backface culling. wait can you elaborate a bit more before i try anything?
08-31-2013, 01:46 PM
(This post was last modified: 08-31-2013, 01:47 PM by Branhernan.)
Hey guys, I've been trying to Rip the colossi from "Shadow of The Colossus" and I haven't been able to rip them, to me it looks like a whole lotta wireframes with no discernible figures, I was able though --after around 20 attempts -- to get a distinct figure which turned out to be "Wander", the protagonist, so I isolated him and for some reason he's as flat as a pancake, his side is fine but his front is just... flat..., so, I was wondering 2 things,
1.) Why is he flat and is there any way to fix it? 2.) Can someone help me rip Valus (or tell me how to locate his model through a bunch of wireframes) Please and thank you
09-02-2013, 07:44 PM
er... the -+ aren't working for me
09-03-2013, 11:23 AM
09-07-2013, 10:39 AM
09-09-2013, 01:33 AM
(This post was last modified: 09-09-2013, 01:52 AM by AwesomenessPrime.)
I was having a different issue.
When I load my obj file, I receive a message saying "not enough memory to create 152318 texture-vertices" IF I untick the "texture coordinates" box, 3ds loads the model information, however I am doubtful I can apply the character textures without this information Can anybody help? Is it possible to import the texture coordinates of ONLY the model rather than the entire scene by examining the model without the texture coordinates? There are 980 objs and I don't really want to have to write them all down, and then untick them when re-importing and merging the files with its texture coordinates... EDIT: I have a bad feeling this is because my laptop sucks and I need a more powerful computer.... :/ Thanks guys!
10-22-2013, 12:50 PM
This is really helpful :'D
Thank you for this~
10-22-2013, 01:08 PM
(This post was last modified: 10-22-2013, 01:10 PM by kironohasama.)
(08-30-2013, 02:54 PM)mr.walter Wrote:(08-29-2013, 08:50 PM)kironohasama Wrote:(08-29-2013, 08:11 PM)mr.walter Wrote:(08-10-2013, 10:04 PM)kironohasama Wrote: I can confirm that both Castlevania: Curse of Darkness and Castlevania: Lament of Innocence use backface culling. Sorry for the REALLY late reply. Frankenstein-ing is what i call taking parts from different models or partials from the same model and welding the vertices together or hiding the holes with other geometry and use multiple edited or custom textures. I'd post a pic of my Frankensteined Alucard from SoTN but I can't remember if links are allowed. (Don't remember the details of the rules so i just play it safe and never post pics or links to anything and try not to act like a dipwad ) But what i did for him was use Kain Highwind's model from Dissidia Duodecim for his face and hair, then use Raphael's geometry for his main outfit then edited the geometry for the outer coat and made other adjustments to match the Alucard style. Then edited Raphael's textures to be Alucards colors and designs. After which i used Marth's cape from brawl and his sword and edited them to be more fitting to the style, then used the cape texture from the Castlevania Judgment version of Alucard for the inside of the cape. The end result was really nice though. I'm also doing the same process for Dracula (nearly done from SoTN and Maria (she's gonna be a butt to find the right parts and textures for her). In fact, for Dracula, I used his hair geometry and textures from Curse of Darkness. I couldn't use his face cause for some reason the game does this weird thing where it flattens geometry in spots in the direction of the camera. So i used the Dracula head from Judgment, but the textures from Curse of Darkness. So like I said. Frankenstein-ing
12-03-2013, 09:19 PM
i've been trying for a while too rip Walter Bernhards model from castlevania Lament of innocence and it seems not be possible too do it is it because of the game egine or because am doing something wrong?
12-04-2013, 02:36 AM
(12-03-2013, 09:19 PM)mr.walter Wrote: i've been trying for a while too rip Walter Bernhards model from castlevania Lament of innocence and it seems not be possible too do it is it because of the game egine or because am doing something wrong? I don't know if the OP has been edited but i mentioned earlier that both PS2 Castlevania games use back face culling. So ripping the models would require a LOT of work to fix. The game also seems to do what i call "Z buffer polygon flattening". Example: What is perceived: (_) <--- "Camera direction" What is happening: (_| <--- "Camera direction" As you can see the game flattens the polygons on whichever side the camera is facing. I'm unsure of the purpose of this as it doesn't offer any speed or free up any RAM.
12-04-2013, 04:22 AM
Sorry, I haven't been keeping this up to date.
Actually back face culling is different than what you described. What you may be talking about is the game having no z-buffer making models flat when ripped. Back face culling is when only visible polys are rendered, meaning if you ripped a scene with the character facing forward his back would not be ripped. this is so that the game saves memory rendering things. games I know of that do this so far, are Kingdoms hearts 1,2 and Re:CoM and Wild arms 3. |
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