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AllenSword's Model Rips
#46
@ Peardian: I admire your compassion for this! I will gladly redo the submissions with alphas intact. However, does this mean I should fix all my submissions? Ex: tanks, dinos?

@ Mighty Jetters: I'll put your name on the list of game rippers then when I start it, but first I have to fix my submissions.
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#47
Oh neat, Pokemon Colosseum? I'm in for that! Smile
**Though mostly inactive on the forums, you can shoot me a PM and I'll try to respond as soon as I can. PM notices get emailed to me!

You can also catch me on Discord: John2k4#5788
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#48
(03-01-2012, 05:40 PM)AllenSword Wrote: @ Peardian: I admire your compassion for this! I will gladly redo the submissions with alphas intact. However, does this mean I should fix all my submissions? Ex: tanks, dinos?
The tanks and dinosaurs are fine. N64 rips always have the alphas separately, because that's just how they're ripped. And unless I'm mistaken, you said the separate alphas is just how the JP files are. Definitely go through the Metroid ones, though. It's possible that some of the models just don't have any alpha (Warrior Ing doesn't, the Pirates might not), but it couldn't hurt to check just to be safe.
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#49
yeah, it's no problem because thats how they are in game. i've taken textures out of the film cannon mod and gotten the same result. right now i'm just looking forward to some hadrosaurs, or triceratops. i am interested in what the diloposarus will look like ripped.
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#50
Okay, let's try this once more

I couldn't find the alpha for the smoke for the aerotrooper, so I'm not sure what to do with him. Originally he had some square polygons behind him with the smoke texture on them, but they completely filled the polygons with no black gaps which would indicate the use of alphas.
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#51
(03-04-2012, 12:40 PM)AllenSword Wrote: Okay, let's try this once more
http://www.mediafire.com/?34gjre68un1p4d...k9n52xqr26

I couldn't find the alpha for the smoke for the aerotrooper, so I'm not sure what to do with him. Originally he had some square polygons behind him with the smoke texture on them, but they completely filled the polygons with no black gaps which would indicate the use of alphas.

Sorry for taking so long to respond to these.

The luminance textures you found for Samus and the Luminoth are definitely the right ones, but you still need to vertically flip the Aerotrooper's Map-1_glow to match up with the orientation of the normal texture.

As for the alpha channels, the images didn't change at all. Did you use the Pearl Mountain Image Viewer on the original TGAs and not the converted PNGs? Once an alpha channel is lost from an image, it can't be brought back. And again, the alpha transparency is not something you have to look for, it's part of the image itself. If the image has transparency, you'll be able to see it when you drag it into the image viewer, as you'll be able to see the drop-shadow taking the shape of the image and not a square. And, just as with the luminance channel, I am 100% positive the textures have them. If you're still having trouble getting alpha with the textures, I suggest finding an alternative tool for ripping the textures. It may be that the texture ripper is faulty.
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#52
I tried his program, and it didn't work. There are no alphas in the rip. So now I'm ripping textures from 3dripper dx. However, when I do the alpha thing in gimp, this is what it looks like:
[Image: issuen.png]
The one on the left is the image with the glow channel applied. The one on the right is the original texture. Am I doing this right?
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#53
(03-06-2012, 11:01 AM)AllenSword Wrote: I tried his program, and it didn't work. There are no alphas in the rip. So now I'm ripping textures from 3dripper dx. However, when I do the alpha thing in gimp, this is what it looks like:
[Image: issuen.png]
The one on the left is the image with the glow channel applied. The one on the right is the original texture. Am I doing this right?
I'm not really sure what you're trying to accomplish. That texture has no alpha in it to begin with, and the glow texture has nothing to do with alpha. You do know what alpha transparency is, right?

If you're trying to get alpha to work, you should be testing with the smoke texture.
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#54
Okay, I guess I don't understand the problem. I can easily flip the one texture. I'll look for the alpha of the smoke, again, and if I can't find one I can make one maybe? Yet I'm not sure what you want me to do with the luminance textures. Do you want me to resize them or something? I rip these models with 3dvia printscreen which saves the textures as .tga. I imported those into the pearl program, and saw no layers or channels. I imported them into GIMP to be sure, and there were no layers or visible channels. I guess I need a simpler description of what the problem is with these.
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#55
The problem is the images look like this:

[Image: smokeyn.png]

When they're supposed to look like this:

[Image: cmnexp05smokea.png]

(This is an example image from Other M.) As I've been saying, it's not really something you have to actively look for. There are no channels you have to activate or separate textures you have combine. In the example above, the second image was ripped directly from the game. As you can see, you can see the background of the post through parts of it. In fact, save it to your computer and view it in Pearl Mountain Image Viewer to get an idea of what it's supposed to look like. For the first image, I used Paint to make a copy without the alpha channel. This is how your textures are turning out, for some reason, where only the color channel survives.

To help you out, only a few of the textures actually use alpha transparency, and they are:
-Aerotrooper's smoke, for sure.
-Luminoth's Map-2 and Map-3. Unless I'm mistaken, Map-4 is actually the luminance map for Map-2 and Map-3. You'll notice that the only polygons it is applied to are an exact copy of the ones for Map-3. This is why it seems to have defined hairs while the other don't. Luminance maps never have alpha.
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#56
Let me see if I understand. You want the textures to go from this:
[Image: map2g.png]
To this:
[Image: map2test.png]
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#57
Not quite. Look at that second image you posted. You can't see through it at all. That means it doesn't have any alpha transparency. It may look like it in your folder due to the white background, but it stands out against the non-white background of the message board.



What did you do to the image? You might be on the right track, at least, if you didn't just use Paint/GIMP to add in white color.
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#58
I didn't add in a white background. I think imageshack did that? I imported my altered image into pearl and it was transparent! What I did was import both map 2 and map 4 into gimp, and used map 4 kind of like an alpha. I followed the ripping n64 models tutorial part on transparent textures, to get the image you see above.
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#59
I thought ImageShack supported transparency, but just to be on the safe side, you might want to try imgur or min.us to see if that makes a difference.
[Image: sweet-capn-cakes-deltarune.gif]
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#60
@ Mighty Jetters: You're right. I just double checked the texture and it does have a white background. Here it is fixed:
[Image: map2test.png]
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