Users browsing this thread: 1 Guest(s)
Sonic Model Ripping Thread
SANiK made that. And that tool isn't the best either.
Thanked by:
(08-25-2011, 07:09 PM)MikeyLevi Wrote: SANiK made that. And that tool isn't the best either.

is there anything Better?
Thanked by:
(08-25-2011, 07:47 PM)Lugana Rysniq Wrote:
(08-25-2011, 07:09 PM)MikeyLevi Wrote: SANiK made that. And that tool isn't the best either.

is there anything Better?

Best quality you'll get from that game right now is probably through 3D Ripper DX or 3D Via since that model converter doesn't do UV's which is unfortunate.
Thanked by:
(08-25-2011, 09:59 PM)Shadowth117 Wrote: Best quality you'll get from that game right now is probably through 3D Ripper DX or 3D Via since that model converter doesn't do UV's which is unfortunate.
This one i Posted? it dose UV's Fine
this is for the Dreamcast Models Dc Renders things like the Ps1, Flat and the Gamecube has Culling Problems
I'm having no issues with this Converter that i posted other then nothing is posed it just all the Model data in a bit Wadded mess.
Thanked by:
[Image: 4WMt]
It's not hard sorting through the mess.
Thanked by:
Hmm... that's interesting actually. The mess wasn't the problem for me, it was the fact that when imported into any version of Max that the UV's are just gone. I had assumed that it would've worked with Max as most of the time that's the preferred program for programs like that. I may actually look into that more, though feel free to if you guys like. I'd honestly LOVE to see rips from that game Smile
Thanked by:
I dont think the Game acctuly Rigs anything tho so it'd be hard to get a t-pose out of it.

Hopyfuly thers a way to get SA1's Models and Stuff I dont even know what file the models are in
Thanked by:
By the way, since you guys brought up the subject, you should look at SADXMDL on this site: http://x-hax.cultnet.net/MainMemory/tools.html
That should help you out with Sonic Adventure Models. Also the last post in this thread: http://forums.sonicretro.org/index.php?s...91&st=1740
There's a beta version of SADXMDL2 in that download which he says is going to have support for SA2 and SA1 in addition to DX.
Thanked by:
(08-29-2011, 08:19 PM)Shadowth117 Wrote: By the way, since you guys brought up the subject, you should look at SADXMDL on this site: http://x-hax.cultnet.net/MainMemory/tools.html
That should help you out with Sonic Adventure Models. Also the last post in this thread: http://forums.sonicretro.org/index.php?s...91&st=1740
There's a beta version of SADXMDL2 in that download which he says is going to have support for SA2 and SA1 in addition to DX.

hmm cool! i'll try to figure out how this works
Thanked by:
Since SADXMDL was mentioned, I'll help you out. Okay to load models you'll need the SEG addresses, which can be found here:
http://info.sonicretro.org/SCHG:Sonic_Ad..._Locations (SA1)
http://info.sonicretro.org/SCHG:Sonic_Ad..._Locations (SADX)
To load Dreamcast character models you'll need 1st_read.bin, and B_CHAOS7.bin which you can download here: http://puu.sh/4YhF (I also included the PVMs. (Textures)). When loading a dreamcast model in SADXMDL make sure the dreacmcast box is checked. This is what your box should look like: [Image: 4Yoy] (If you're loading the super sonic model in the B_chaos7.bin just click the drop down menu where it reads 1st_read.bin and change it to dreamcast.) Once opened, you can export them. like so: http://puu.sh/4YoU
Once exported just load the .obj in your favorite 3d model editor. [Image: 4Yp1]
The textures will be in the same folder that the .obj is in.

For SADX its pretty much the same thing, but a few things are different. When loading the .DLL it should look like this: [Image: 4Ypi]
I also uploaded the chrmodels.dll and the character PVMs for convenience: http://puu.sh/4YpU

Have Fun!
Thanked by:
Thanks Bro!

Fok i'm Guessing the International Version is a Bit Different, i keep getting an Out of Range Error
Thanked by:
Please stay on topic, superfan91 -- don't post YouTube videos that have no relation to what's happening in the thread. I'll have to give you a warning for that.

(EDIT: Seems like he deleted his own post. This post, however, will stay.)
Thanked by:
In terms of ripping from SA2, MainMemory is working on adding them into his program, SADXMDL2. I helped with that by working for a few weeks on the model format, and posting the needed information on X-Hax, to which he read and then added some minor support into his program for now. I started working on something for 3DS Max to import them, but I can't get it to read the strips correctly for some reason. What I'm likely going to do though, is work on making the SA2B format have an importer for 3DS Max since I understand it decently. I also went through the trouble of documenting the Ninja Motion format, which is the animation format for SA2/B. Found out the game gives all of the characters the same rigs as they all share one main animation file, plcmnmtn. They do have their own animation files too, but they only hold a few of the animations. But yeah, I went into all of that by hacking SA2B.

Do note, the reason why the models haven't been properly ripped yet from SA2/B is due them having some sort of appending function where some nodes are pure vertex data and some are pure face data.
I post stuff randomly. I hope you people like what gets posted.
Thanked by:
I wasn't aware that was the reason why they hadn't been done well yet. It'd be interesting to see if how well he can get SADXMDL2 to work in the end. Seeing some nice level rips from the adventure games at the very least would be amazing.

Does an animation importer for SA2B seem likely at some point by the way? That would be really interesting to see too actually.
Thanked by:
(10-03-2011, 06:01 PM)Shadowth117 Wrote: Does an animation importer for SA2B seem likely at some point by the way? That would be really interesting to see too actually.

Not currently. Model format still can't be done properly, but when there is one, making a viewer should be pretty easy just like it is for the SADX models. The biggest issue is it's still not fully understood as to animate with them. I mean, they can be viewed for the most part, but they're still glitchy at times as far as SADX goes. Make the models importable, then maybe make an animation importer. Simple as that really. I'm actually going back to re-program one for SA2B. Gonna take a while though.
I post stuff randomly. I hope you people like what gets posted.
Thanked by:


Forum Jump: