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Full Version: [Tutorial] How to Rip N64 Models the Right Way
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Woah... That's an OLD version of blender you're running there Spar
(03-11-2013, 06:27 PM)Turbo Thunderbolt Wrote: [ -> ]Woah... That's an OLD version of blender you're running there Spar

I know. But I couldn't figure out the newest version. Embarassed
I use Meshlab because I hate the way Blender exports. It makes a million materials which makes things extremely confusing.
For some reason Emutalk denies new users, so I can't get the graphics plugin.
I really want to try ripping from n64 games. I've done all other possible platforms already.
I have a 2 unrelated questions, take in mind I use 3dMAX instead of blender.

1-Any advice about riiping models from Turok2? that game gives me alot of trouble.
to begin with, whenever I export the file into an OBJ file the material library it creates is monstrous (400MB).
Also the ripping process seems to generate 2 models into one (basically the character I try to rip has a clone inside it), and given that the name of each object in the rip is almost random, its impossible to separate both perfectly.


2-Any way to rip models with another plugin, or incorporate the riping into into another existing plugin somehow? If the model's textures were emulated like in the better plugins, maybe then the resulting rip woulnd have as many bugged textures.
excuse me but ..this doesn't seem to work.. like at all with ''Pokemon Stadium 2'' well.. everything goes well untill the same name thing.. i dont get any names just like.. shape number or something.. and i cant tell anything
(04-22-2014, 02:31 PM)tditdatdwt Wrote: [ -> ]excuse me but ..this doesn't seem to work.. like at all with ''Pokemon Stadium 2'' well.. everything goes well untill the same name thing.. i dont get any names just like.. shape number or something.. and i cant tell anything


..correction does not work with anything.. at all
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