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Megaman X 8 Models
#1
Big Grin 
Hey guys I'm working on ripping the 6 playable characters and possibly other miscellaneous models.

The game's been giving me a bit of trouble though as far as ripping goes. I can either rip them in perfect unanimated poses with 100% correct proportions on everything and such, the downside being they totally lack their UV texture maps. Or I can rip them in animated poses and then repose them back to unanimated poses, and while definitely not prefered to the original unanimated pose, this method of ripping preserves the UV maps so the textures actually work on them.

So I guess the question is, Do you guys want manually reposed to unanimated pose models? Because if so I'm doing some.

So far I've re-posed Zero. And then I'm going to work on X and then Axl.

[Image: ZeroWipNov.png]
[Image: MegamanandAxl.png]

I'm going to get the Navigators who also double as playable characters, and I've got the Mettaur enemy already ripped too (the little guys with the yellow hats).
#2
Man that's awesome, good job - and good luck!!
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
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#3
Well now I've fixed up Zero and added bones, and I've put X into an unanimated pose now too. Axl is next. =)
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#4
yay, i tried to rip then a while ago.. with 3D Ripper DX.. but for some reason.. the textures dds never came.. i dont know if is my video card or something.. well i dont think so because i was able to play mmx8 pc version without graphical issues.. so.. i dont know.. evertime i tried to rip'em.. the only thing i got was the grey colored model with all the groups packed on.. so i gave up..

but you're doing a great job man!.. usualy i consider myself so lucky to find rare models that i dont care if i have to repose then or not... like.. this megaman X for example

or a young link straight from majoras mask.. oh boy.. this is a rare one.. if i ever find him.. the T pose will be the minor of my concerns
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#5
That's some seriously amazing stuff you've done there Zerox. Reverting a model back to anything close to its original form by hand from an animated state is nothing short of amazing and takes a lot of skill to do well, which you've obviously shown you can do well now as well as when you fixed up that Moogle from KH Days a while back.

I know it would be far easier to rip the
T-posed models, but seeing as they don't have UV's I think it would be best if they were perhaps used as reference more than anything else to get the animated poses as close as possible to them. That method seems like it would end up making the models the most usable in the end.
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#6
Well actually you couldn't really call they're unanimated pose a T-Pose as it looks like this:

[Image: MegaNoTextureT_T.png]

For some reason 3Dvia Print Screen is able to rip them in an unanimated pose but it doesn't retain any UV data at all.

It's quite a bit of effort getting these nice and useable again but I find it fun so I'm alright doing it. =)

Indeed Yoyonerd the lack of being able to rip textures properly in real time makes these models a lot harder to complete. Though I found that GGD (a program much like Tile Molester) with some patience can properly view the textures. Thankfully it appears that Dazz translated it for everyone to English. Anyway I found it here: http://www.randomhoohaas.flyingomelette....prites.htm

And I figured out how to use it thanks to our very own Barubary here: http://www.sprites-inc.co.uk/forum/showp...ostcount=4

Because of the mass effort in ripping these both in model and texture I don't think I'll do more than the Main playable characters and the Navigators. Oh and the Mettaur since I already ripped and textured him as well.
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#7
It varies from game to game, but its still how most people refer to it and its quick to say so I just go with "T-pose" when I'm talking about it.

I'm glad you're enthusiastic about this though and have to say, I'm impressed you're even going as far as ripping even the playable characters and Navigators. Good luck with it all man.
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#8
Well I've now posted 4 rips from this: http://www.spriters-resource.com/communi...?tid=15884

Only 3 more left and I'll have finished my goals with this project.
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#9
damn, I ripped models from CommandMissionX or something dumb.. thinking the models were the latest or the better of the 3D games..

but I see that I picked wrong lol the zero I got looks like shit compared to those ones.. :\

[Image: 24g2dza.jpg]

..anyway I had a look at the MMX8 file format last night. it looks a bit complicated for just a few models. looks like the model is seperated.. and alot of it is static.. some skinned. so theres an interchange in data types.. not to mention I didnt see any primitive listings.. O_O..

so great work on the rips man..

PS, heres zero's model
http://cid-c59ea3c98a300f31.office.live....E_test.zip

you'll need the blender PMD importer if you want it. I converted the model into PMD for another project


EDIT
for the past 2 days I've been trying to reverse the RSX format for this game..

but the formats pissing me off.. I can manually find the model data.. but I can't reach it from the start of the file. I would have to type in every location in the file that I see geometry.. <_<

anyway here's part of the script that details the model data.. the counts are before the data.. i believe theres a ID 0x6C 00 00 00 then 7 or so counts which relate to the data..
after those counts theres alot of matrices being defined.. and I'm unable to account for them, so to skip past them to the model data.
Code:
count=readlong f


for x=1 to count do(
vx=readfloat f
vy=readfloat f
vz=readfloat f
nx=readfloat f
ny=readfloat f
nz=readfloat f
ukn7=readfloat f -- always FF ?
tu=readfloat f
tv=readfloat f
uknA=readfloat f
uknB=readfloat f
uknC=readfloat f
uknD=readfloat f
uknE=readfloat f
uknF=readfloat f
append vertArray[vx,vz,vy]
append uvwArray[tu,tv,0]
)


fa=1
fb=2
fc=1
append faceArray[fa,fb,fc]

for x =1 to (count-3) do(
fd=fa
fa=fc
fc=fd
fa+=1
fb+=1
fc+=1
append faceArray[fa,fb,fc]
)


msh = mesh vertices:vertArray faces:faceArray
msh.numTVerts = uvwArray.count
buildTVFaces msh
msh.name=objName
for j = 1 to vertArray.count     do setTVert  msh j uvwArray[j]
for j = 1 to faceArray.count   do setTVFace msh j faceArray[j]
sorry english bad....
-> GIVE ME MODELS !! <- Cry
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#10
(03-11-2011, 06:18 PM)mariokart64n Wrote: damn, I ripped models from CommandMissionX or something dumb.. thinking the models were the latest or the better of the 3D games..

but I see that I picked wrong lol the zero I got looks like shit compared to those ones.. :\

[Image: 24g2dza.jpg]

..anyway I had a look at the MMX8 file format last night. it looks a bit complicated for just a few models. looks like the model is seperated.. and alot of it is static.. some skinned. so theres an interchange in data types.. not to mention I didnt see any primitive listings.. O_O..

so great work on the rips man..

PS, heres zero's model
http://cid-c59ea3c98a300f31.office.live....E_test.zip

you'll need the blender PMD importer if you want it. I converted the model into PMD for another project


EDIT
for the past 2 days I've been trying to reverse the RSX format for this game..

but the formats pissing me off.. I can manually find the model data.. but I can't reach it from the start of the file. I would have to type in every location in the file that I see geometry.. <_<

anyway here's part of the script that details the model data.. the counts are before the data.. i believe theres a ID 0x6C 00 00 00 then 7 or so counts which relate to the data..
after those counts theres alot of matrices being defined.. and I'm unable to account for them, so to skip past them to the model data.
Code:
count=readlong f


for x=1 to count do(
vx=readfloat f
vy=readfloat f
vz=readfloat f
nx=readfloat f
ny=readfloat f
nz=readfloat f
ukn7=readfloat f -- always FF ?
tu=readfloat f
tv=readfloat f
uknA=readfloat f
uknB=readfloat f
uknC=readfloat f
uknD=readfloat f
uknE=readfloat f
uknF=readfloat f
append vertArray[vx,vz,vy]
append uvwArray[tu,tv,0]
)


fa=1
fb=2
fc=1
append faceArray[fa,fb,fc]

for x =1 to (count-3) do(
fd=fa
fa=fc
fc=fd
fa+=1
fb+=1
fc+=1
append faceArray[fa,fb,fc]
)


msh = mesh vertices:vertArray faces:faceArray
msh.numTVerts = uvwArray.count
buildTVFaces msh
msh.name=objName
for j = 1 to vertArray.count     do setTVert  msh j uvwArray[j]
for j = 1 to faceArray.count   do setTVFace msh j faceArray[j]

If you were able to get the models this way, you'd be my hero. But in the end I guess, is it worth all the effort? Please do let me know if you figure it out (on DM?) I'm still working on cleaning up a bunch of rips manually. the tricky part is getting the distortion cleaned up. I just shift everything with a lattice until it looks close enough.
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#11
Hi, ZeroX! You needn't to unanimate these models! That's really HARD WORK!

Just do as follows:
1. Get 3D Ripper DX, GameAssassin(short for GA, a tool that can give u rip in T-pose, http://www.gameassassin.com/) set up GA in English UI.
2. Try to learn how to use GA properly.
3. Run RockmanX8 using GA, go to a stage scene and rip.
4. Exit both game & GA. Run GA using 3D Ripper DX, open "View", and find your rip, then you'll see models with UV. (Unfortunately, this rip uses DX8 VertexShader and GA to 3DSMAX import doesn't support that yet. So we use 3D Ripper DX for a second rip.)
5. Rip (using 3D Ripper DX, from GA's View window), then you get a rip with UV but let's call it aaaa.3dr.
6. Unanimate the rip in GA's View window, then get a second rip, calling bbbb.3dr. UVs were lost but it's in T-pose.
7. Import bbbb.3dr to 3dsmax and apply textures(dumped by GA) to your certain selected groups. Export to bbbb.obj with Material library bbbb.mtl. UVs are missing, don't care nowWink
8. Create a new scene in 3dsmax and import aaaa.3dr, do nothing but export to aaaa.obj. This passes the UV data.
9. Open MS3d, import bbbb.obj with textures, then do nothing but import aaaa.obj [UV ONLY!!].
10. Now you have a T-posed rip with correct UVs. Do some clean up hoo-hoo~


   
I wasn't joking. See the image.
[Image: attachment.php?aid=4082]
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#12
Finished reconstructing this guy. Was a heck of a lot of work. szfzafa, do you plan on doing anymore work on this? Your process looks fast and amazing compared to what I was doing. I'm sort of a n00b at GA and am having a hard time learning. (no internet at home, plus I'm married and have children if that means anything to you).
[Image: Screenshot2011-04-19at95702AM.png]
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#13
Zerox: Awesome models. I used your Megaman X http://r4nd0mr3dm4g3.deviantart.com/art/...-211560776 and gave it a rig.

mariokart64n: I see you have an MMD there Big Grin The link above might be relative to your interests.

szfzafa: I use Meteseqoia for 3d stuff, would that ripping program be able to give me a model with working UV in obj format? Or at least in a format that can be imported into Meteseq? If so, I think It would be a good tool to use for me. Since 3dsmax blahblahblah doesn't run on my POS computer. Cute Also, you should Upload your Rips That zero came out pretty awesome. Big Grin and it has the sword!
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#14
Will there be a 3D model of Layer?
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