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Sonic Game Models! (Updates on third post) (Update 03/02/2016)
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Thanked by: Doronetty, Virt, Random Talking Bush, redblueyellow, TGE, ~Axis~, JaysonJeanChannel, Flare, iyenal
07-08-2014, 02:08 PM
Wow, SatSR models now will be ripped! Really great news!!!
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Thanked by: Virt
07-12-2014, 02:38 PM
Man, these rips are great. Maybe this is one step closer to ripping t-posed SatBK models...
Does Sharah appear as a 3D model anywhere in the game? If so, is it possible to rip her model, too?
07-12-2014, 04:12 PM
(07-12-2014, 02:38 PM)Trollerskates Wrote: Man, these rips are great. Maybe this is one step closer to ripping t-posed SatBK models...Mhm. The Black Knight uses the same model format as The Secret Rings (and by extension also the same as the Wii's Sonic Unleashed), so it's certainly possible. I'm pretty sure Shahra's cutscene-only, I don't recall her showing up during gameplay. And as for the party-mode characters, I'll take a look sometime in the next few days. I should be able to get their model files from memory dumps.
07-12-2014, 07:52 PM
(07-12-2014, 02:38 PM)Trollerskates Wrote: Man, these rips are great. Maybe this is one step closer to ripping t-posed SatBK models...As RTB said, SatBK uses the same model format. I just uploaded Sonic, actually. As far as Sharah goes, unfortunately, no. She only appears in cutscenes, sadly... (07-12-2014, 04:12 PM)Random Talking Bush Wrote: As for the party-mode characters, I'll take a look sometime in the next few days. I should be able to get their model files from memory dumps.I hope you can find out how to get them! Also an update, as stated above, I added Sonic from SatBK! He had a lot of extra files I didn't expect. Thanked by: Virt
07-14-2014, 12:16 AM
(07-12-2014, 07:52 PM)josh98 Wrote: I hope you can find out how to get them!https://www.mediafire.com/?v3q312e94bcfm9r I've had to manually repair every single broken offset in the *.GNO files for these, for whatever reason the memory dump came out wonky. Thankfully I knew how to fix 'em up, and it only took about 10 minutes per character to correct. However, you should just hang onto these for now. I've noticed there are "Node Flag 8" settings for certain polygon groups on all of their models, and I actually don't have that information filled out in the *.GNO-importing script (since I hadn't seen any models with it until now) so it just (crappily) auto-rigs them. Soooooooo you'll have to wait until I have the fixed model-importing script before you can work on those. I'll send you a PM when that's ready. (EDIT: It's been fixed now! Redownload the script to fix the importing problem with these models.)
Quick update on the party models:
When I import the models, they have tons of bones that don't have anything rigged to them, and they are just taking up file space and stuff, so I have to go through every single bone and see if it's doing anything. So there's a lot of work to be done on these models, rigging wise. Can't wait to get through with these so I can do some more Secret Rings bosses... So that's it. Thanks for going through the trouble of helping me with these, Random Talking Bush!! Edit: Moved the log to the first post! Thanked by: Random Talking Bush
07-17-2014, 10:16 PM
Yeah, it appears that the models are pretty much set up so that everyone's unique bones are all merged to the same model (three sets of tails -- one for Blaze, two for Tails, two ears for Cream, things like that) so that Sega can use the same animations for each character (particularly because the animations would use node IDs instead of bone names which most .GNOs don't use). I think.
But yeah, a lot of the extra bones appear to be rigged to the alternate hand/face sets in particular, which is kinda useful. Although I personally would re-rig those to use the proper limb bone, it doesn't matter if you leave that as-is, as long as there's a method to separate those bodygroups. Thanked by: josh98
07-18-2014, 05:29 AM
Nice! I'll have to make a mental note to keep an eye on this.
(07-17-2014, 10:16 PM)Random Talking Bush Wrote: Yeah, it appears that the models are pretty much set up so that everyone's unique bones are all merged to the same model so that Sega can use the same animations for each character, I think. What I've been doing is removing the bones that are not unique to the character, which are just a bunch of dead bones that aren't rigged to anything. (Ex. removing Cream's ear's bones on Tails) For every character I've gone through every single bone (Going to "Select by object" and selecting every bone in the scene) to make sure it's rigged to something. As for the expressions and hands, they are all their own groups. Reason I bothered to say all this is, I wasn't sure what "Although I personally would re-rig those to use the proper limb bone, it doesn't matter if you leave that as-is, as long as there's a method to separate those bodygroups." meant...
07-20-2014, 03:32 PM
(07-20-2014, 01:35 PM)josh98 Wrote: Reason I bothered to say all this is, I wasn't sure what "Although I personally would re-rig those to use the proper limb bone, it doesn't matter if you leave that as-is, as long as there's a method to separate those bodygroups." meant...What I meant by that is (for example) the different hands are all rigged to separate bones, right? You can either keep them like that, or re-rig those to use the main hand bone, but keep those alternate hands as separate polygon groups. Either way, whatever works best for you, you should stick with it.
07-21-2014, 01:45 AM
Is it just me, or does S&tBK Sonic's eyes look more like a throw back to old school Sonic black? It's not a bad thing, but the color in his eyes seem to be more subtle.
08-17-2014, 09:40 AM
Nice to see someone ripping Storybook Series models! Will you upload these to the main site?
08-17-2014, 08:45 PM
I've waited a while for someone to rip these, yes. cx
Sorry for the lack of updates!! School's started, I've been doing some intense practicing on guitar, I've been pretty stressed and booked lately! I haven't forgotten about these though! I'll try and get around to them soon! |
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