Users browsing this thread: 15 Guest(s)
[Tutorial] How to rip PS2 models v.2
#76
(12-21-2012, 02:09 PM)LDEJRuff Wrote: It's not working for me. I tried TexMod and the textures aren't showing up, even if I press + or -. And the model I want hasn't been ripped. What's going on?

Edit: Never mind. I figured out why the model didn't rip; it was because I used PCSX2 1.0.0. I downgraded to 9.8 and I ripped the model. However, I still can't get the textures to show up.

Try software or hardware mode of dx9.
Thanked by: DecaTilde
#77
Thanks. However, I found out why my pressing "shift =" (also "+") and the "-" next to it didn't work: It requires a NumPad, and I don't have a NumPad.
The future of things to come...
NID - LDEJRuff
3DS FC - 1349-9258-6921
Switch FC - SW-6321-5752-9422
Thanked by:
#78
(12-22-2012, 06:32 PM)LDEJRuff Wrote: Thanks. However, I found out why my pressing "shift =" (also "+") and the "-" next to it didn't work: It requires a NumPad, and I don't have a NumPad.

If you're using Windows.
Go to the run screen by pressing the "Windows flag + R" then type "osk" and hit OK. You should see a virtual keyboard popup. If you don't see a numpad section, then look for options and click "Turn on numeric key pad". That should allow you to use the numpad. Wink
Thanked by: DecaTilde
#79
The virtual keyboard works, thanks.
Thanked by:
#80
Things are still unresolved. Can I please have a video or pic tutorial about the instructions DarkSpyda lent us?
Thanked by:
#81
@ SmashFan127: I completely forgot about this thread. Allow me to type up a tutorial. I'll start with displaying the model. Most likely your model is colored black or has missing polygons like so:

http://i897.photobucket.com/albums/ac172...e7c613.jpg

The arrow points to backface culling in the display tab. If the model has missing polygons, backface culling is most likely checked. Backface culling is useful when modelling a room as you can see through the walls from outside of the room. It can be quite a pain to model a room when the camera has to be inside it just to see what you're doing. In this case backface culling is hindering our model so select the model and uncheck it. You can find the display tab here:

http://i897.photobucket.com/albums/ac172...layTab.png

To see the textures on our model we want two things. One is to check vertex colors, the other is setting the viewport display to "standard display with maps". Let's start with vertex colors since we already have the display tab open.

http://i897.photobucket.com/albums/ac172...33c55e.jpg
http://i897.photobucket.com/albums/ac172...5acad5.jpg

The model is white. Again, we still need to set the display mode to "standard display with maps" but we need to be in the material editor for that. Press 'M' to open the material editor. It should look like this:

http://i897.photobucket.com/albums/ac172...221bd1.jpg

Otherwise you may be using the slate editor that was included with 3Ds Max 2011. To switch to the compact editor, select "modes" at the top left of the material editor and switch to the compact editor. Now onward to setting standard display. Select "material", go to "Show materials in viewport as" and select "Standard display with maps".

http://i897.photobucket.com/albums/ac172...c328ea.jpg
http://i897.photobucket.com/albums/ac172...d1e607.jpg
http://i897.photobucket.com/albums/ac172...c0579c.jpg

Now our model is visible. The change however will not take place when you render and the polygons are still backfacing. This is just a trick to help you see the model with textures. By the way the model I'm using is the bandersnatch from Resident Evil Code Veronica. Here's a clip of the first encounter:

https://www.youtube.com/watch?v=2E-tzphpoC8
Thanked by:
#82
As for fixing the model of its "missing" polygons it's a simpler but more time consuming process. First you'll want to at least be able to see which polygons have inverted faces so enable backface culling and press F4 to see a wireframe over the model which allows you to see the location of each polygon. Now deselect the model and it should look something like this:

http://i897.photobucket.com/albums/ac172...83e759.jpg

Each part of the model is a different color to enforce the idea that they're not connected which works well if you're ever modelling something with many parts. Select the "modify" tab which you can find here:

http://i897.photobucket.com/albums/ac172...a8f31a.jpg

If the model is deselected or more than one object is selected, nothing will appear in the modify tab. Instead you have to select a single part of the model and work from there. I'll select the feet. Now select the "polygon" tool.

http://i897.photobucket.com/albums/ac172...9efd30.jpg

With this you are to select each and every face of the object that is backwards and flip it. A tip is that you can select multiple faces at a time by Ctrl+clicking. If you select the wrong face which is obvious when you do because the entire face will be highlighted red, simply Ctrl+Z which is the universal undo hotkey. To flip a face, you want to select it or multiple, right click, and click "Flip Normals". Now the polygons are facing the correct direction.

http://i897.photobucket.com/albums/ac172...89821c.jpg

Do this for the rest of the polygons. When you get all of them on one part of the object, you'll want to deselect the polygon tool by clicking on it and deselecting the model before you can start working on another part. Once all of the backfacing polygons are flipped, volla:

http://i897.photobucket.com/albums/ac172...7d6a59.jpg

Note that my model looks this way because it's faceted. Faceting your model unsmoothens all surfaces while checked but it's also another way to make the model visible; you just won't be able to enjoy the full product until all faces are flipped. It's unnecessary to use all in all but if you're interested, you should be able to see the option in the material editor as a checkbox. It may not work if the faceted material is not applied to your model.
Thanked by:
#83
Question 
I am having problems modding dragonball z budokai tenkaichi 3, everytime i try and mod a character, the texture is always 256 x 1, what can i do to fix this problem
Thanked by:
#84
Not all of the model will show up, no matter what settings I use. Someone help please.
Thanked by:
#85
(02-07-2013, 08:24 PM)SmashFan127 Wrote: Not all of the model will show up, no matter what settings I use. Someone help please.

Some games don't work. I've tried it on Fullmetal Alchemist and Kingdom Hearts Re Com and all of faces that are hidden from view don't get ripped. There's no settings that will fix this.
Thanked by:
#86
(02-07-2013, 08:41 PM)Roxas358 Wrote:
(02-07-2013, 08:24 PM)SmashFan127 Wrote: Not all of the model will show up, no matter what settings I use. Someone help please.

Some games don't work. I've tried it on Fullmetal Alchemist and Kingdom Hearts Re Com and all of faces that are hidden from view don't get ripped. There's no settings that will fix this.
Well that sucks. I totally wanted to rip models from Wild Arms 3.
Thanked by:
#87
One question: this program work with laptops? I have laptop and I can rip only textures, (can't models) Sad
Thanked by:
#88
when i press + or - don't change anything Sad
why?
i can't select the texture, and no one become green..
(i use a EUR keyboard, and + / - are in different place, is this the problem?)
Thanked by:
#89
You should work if You use +/- in numeric keyboard (on the right side). In my sytuation I haven't this part of keyboard so I use "Fn" and +/- in top part of keyboard (under F1 - F12).
Thanked by:
#90
@mkbewe
it should work with laptops. I use a laptop with the all the time
also make sure that you have version 9.8 of PCSX2

@hacksponge
well if you have not tried already then do what roxas said

Quote:Go to the run screen by pressing the "Windows flag + R" then type "osk" and hit OK. You should see a virtual keyboard popup. If you don't see a numpad section, then look for options and click "Turn on numeric key pad". That should allow you to use the numpad.
[Image: E1wErXC.png]
Thanked by: Hacksponge


Forum Jump: