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Fixing textures on ripped N64 models
#1
I have been getting into ripping N64 models lately. So far I have mastered the part where you export the models and textures. Right now I am having a problem fixing the textures. I was reading a tutorial somewhere but they dont tell you how to do each step. They only tell you what to do without any pictures and even the video I saw doesnt show where each tool is. Does anyone know how to fix the textures or can point me to a tutorial that uses milkshape 3d, 3ds max 2010, or blender?
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#2
(08-18-2010, 02:27 PM)Damondred Wrote: I have been getting into ripping N64 models lately. So far I have mastered the part where you export the models and textures. Right now I am having a problem fixing the textures. I was reading a tutorial somewhere but they dont tell you how to do each step. They only tell you what to do without any pictures and even the video I saw doesnt show where each tool is. Does anyone know how to fix the textures or can point me to a tutorial that uses milkshape 3d, 3ds max 2010, or blender?

Well first it would help to know how you're trying to rip the textures. Unless you do that I honestly couldn't tell you how to fic them. If its Tile Molester or something you're using you may just want to try dumping them while the game is running.

Another thing is that you probably could have posted this in the Texture Discussion section as well since this is more about textures than models based your description of the problem.
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#3
I am using 1964 emulator with the plugin to export VRML data. I opened the model in autodesk 3DS max and deleted all the geometry I didnt need. I exported the file as a .3DS file and opened in milkshape 3d since the tutorial told me to use that to fix the textures. At this point I have no idea how to fix them. The picture shows how it looks once I open in milkshape 3d.
http://i34.tinypic.com/5o5np3.png

Edit by Woppet:
Changed attachment to link.
Not everyone wants to download
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#4
(08-18-2010, 04:11 PM)Damondred Wrote: I am using 1964 emulator with the plugin to export VRML data. I opened the model in autodesk 3DS max and deleted all the geometry I didnt need. I exported the file as a .3DS file and opened in milkshape 3d since the tutorial told me to use that to fix the textures. At this point I have no idea how to fix them. The picture shows how it looks once I open in milkshape 3d.

You know I think the problem there actually is less the textures than the model. From the picture it appears that your UVW mapping is a bit messed up. I'm not sure it makes a difference if you fix it up it Milkshape rather than Max, but its your choice.

Anyway the problem seems to stem from the graphics plugin not reading the UVW mapping correctly which is why during emulation you'll often see funny looking texture mapping like that on the various models ingame. To fix this you'll need to adjust the UVW's with your program of choice. The tutorial you mentioned probably just had you open up Milkshape's editor for it. Since most of these open up in a small window you probably thought this was a separate program when it was really just a part of Milkshape.

The tutorial would probably explain what to do better than I would with this particular method so if you could post a link to it I could try to help you understand what to do where you are stuck.
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#5
http://www.3dmm.com/showthread.php?t=11184

That is the tutorial I was following.
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#6
I'm guessing you had trouble around here?:
---Step 5. Editing the Texures in Milkshape---
-- This step requries knowledge on how edit texture positions and sizes in relation to geometry using Milkshape --

It probably could have been explained for you in the tutorial, but to get farther you're going to have to learn about UVW/texture position editing. In Max you'd usually add a UVW unwrap modifier to the model, select edit UVW's, choose the texture you want to display and resize or otherwise distort the UVW's to fit the texture correctly. You can find out how to do this in more detail by looking up information on the topic through Google.

Milkshape would have you do basically the same thing only in their editor. Seeing as I don't use that program and have no idea how it would work you'd probably be better off searching for information on Google as well.

Editing this kind of stuff isn't really an exact science so there are many ways to do it, but it shouldn't be terribly hard to find information on it whichever program you decide to use to go about it.
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