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Ripping models from Castlevania Judgment
#31
Yeah, because I wanted to upload the textures and models (AKA the finished product) on Models Resource myself.
Also, I have no idea how that was supossed to solve the problem regarding polygonal arrows showing up on Blender instead of the actual model, so please explain.
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#32
Is this what you wanted, man? If so, I can help you out in getting the models.  Smile

[Image: Capture.png]
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#33
Wait, are you using Blender for this? Because I don't want to use anything but Blender's output for the upload, because 3DSMAX requires me to pay money, and I ain't gonna do that.
BTW, the model shows up just fine on BRESSViewer, but when I actually save the model, then I only get polygonal arrows on Blender. I would really like to know how to fix that.
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#34
How are you importing the models to Blender? Are you exporting them to .md5mesh or .psk and importing those formats? Show me a picture, if you can.
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#35
If I remember correctly, I exported the model from BRESSViewer as md5mesh and then tried to view it on Blender with the correct plug-ins.
Should I have chosen psk instead?
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#36
Here's the best way to do it: Open the .md5mesh in this program called Noesis, then click File>Export and export it as a .DAE. (Don't forget to check "Flip UV's"!!) Then import the .DAE into Blender, and you should be golden! You should also open the .DAE into Notepad and edit the texture paths and file types. That saves a lot of time.
(Noesis is free, by the way.)
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#37
Oh right, I forgot that I had Noesis. Will try out your method today.
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#38
Okay, so I exported it as an OBJ through Noesis, and said OBJ file shows up fine now, albeit without textures. I guess you're method of fixing the texture display will work with OBJ files as well? If not, then I can always export it as a DAE file as well (although OBJ is more commonly used among model rippers).
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#39
Usually, I would tell you to ask it in your own thread, but your question is actually pretty relevant, since I want to rip animations as well (and include them in my model rip).
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#40
I recommend exporting it as .DAE because the main website won't accept it if you don't. The reason being, .DAE has bones so you can pose the model while .OBJ has no bones and is literally just the model. (So if you want animations to work, should you rip them, you'll need to export your model with bones.) I haven't tried editing the textures of a .OBJ with that method so I can't speak for it, but you could always fix it in the .DAE, open it in Blender, and export it as .OBJ.

As far as fixing textures goes, you probably know how but I stuck it all in a spoiler just in case.
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#41
Okay, so I tried to export the model as a DAE file, and now it does not show up on Blender at all. Actually, not a single DAE file gets displayed on Blender for me, not even the ones that are already uploaded on Models Resource. Are you sure you're not mixing up something?
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#42
You're using the latest version of Blender and going to File>Import>.DAE, right?
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#43
Well, I think it is the latest version of Blender, but then again, I don't even know what the latest version number is.
But I do use File>Import>*insert file ending*, like always.
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#44
You can always get the latest version of Blender from their website. If that doesn't work, you can always get the 3DS Max Student Edition, which is free and legal, and get the ColladaMAX plugin for it. That is the best .DAE importer and exporter there is, in my opinion.
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#45
If that's the case, then I already have the latest version of Blender... Sad
So why does not work then?
I mean, maybe I could use 3DS MAX Student Edition instead, but I rather want to figure out why Blender gives me problems.
Because that would also help me in the future for other model rips.
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