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[Tutorial] How to rip PS2 models v.2
#46
Will this method work for ripping models for use in Maya 2013?
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#47
I had some trouble registering for the site because the CAPTCHA wouldn't be displayed and thus the page would complain when I didn't fill it out. Instead, I had to use a different web browser entirely (Firefox worked). Right, so the reason I'm posting here is because I tried using Shift+F8 scene capture on two different computers with both PCSX2 "1.0.0" and "1.9.8" to no avail. I checked the snaps folder and all I will ever find is a bitmap image of the scene and a .gs file. I'm using the emulator's standard settings, too. Are there certain games that just don't work or what because I'm trying to rip a model from Resident Evil Gun Survivor 2.

I could rip the textures just fine and swap out the color pallete to cure the blue texture effect, even. But for some reason I can't find the .obj file when I capture the scene.
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#48
Which browser were you using? Don't tell me you were using Internet Explorer, as it's the lowest tier browser.
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#49
I hate to sound negative, but I can't find an .obj file when a captured the scene I wanted. Any help on this?\

EDIT: I had to use 0.9.8 after all. My bad!
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#50
@Crappy Green Gors:
Yes, internet explorer. I guess when I grow attatched to something its hard to switch. I've never had problems with the browser before and it doesn't seem like that big a deal if I can open firefox if IE can't ever do something that another browser can.

@SmashFan127
Just tried shift+F8 again on the 0.9.8 and got nothing but the bitmap and .gs. I wasn't using texmod but that's used to capture textures, not scenes. Was there any particular setup that you used?
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#51
@DarkSpyda04
I used Direct9 Software to capture the obj file and Hardware to get textures, obviously.

Now then, I need to learn how to scale the objects correctly, maybe using pictures, and I'll get my demon Janus Cascade model from Wild Arms 3.
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#52
@SmashFan127:
Software, Hardware, neither do its job. I use Direct3D9 plugin settings and still nothing but the .gs file. Wait a moment... HOLY MOTHER OF GOD I SOLVED THE PROBLEM. All I had to do was change the BIOS from the 2006 version to the 2004 and the next time I hit shift+F8 I checked the "snaps" folder and found my .obj file. Well I'll be damned. Now the only problem is that the model seems to be pitch black no matter how many times I flip normals and add textures. What's interesting is that the texture displays when I render but half the polygons are missing. What's up with all these missing polygons? Hm... if I use standard display with maps in the material editor and check vertex colors in the display tab I'm able to see the textured model without any apparent polys missing. However, there still end up being problems if I switch to hardware display/render. Now I can edit the UV's more faithfully so the model doesn't look like it's made of wax but I'd still like to know more about these missing polygons when I render.
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#53
(10-10-2012, 10:02 PM)DarkSpyda04 Wrote: @SmashFan127:
Software, Hardware, neither do its job. I use Direct3D9 plugin settings and still nothing but the .gs file. Wait a moment... HOLY MOTHER OF GOD I SOLVED THE PROBLEM. All I had to do was change the BIOS from the 2006 version to the 2004 and the next time I hit shift+F8 I checked the "snaps" folder and found my .obj file. Well I'll be damned. Now the only problem is that the model seems to be pitch black no matter how many times I flip normals and add textures. What's interesting is that the texture displays when I render but half the polygons are missing. What's up with all these missing polygons? Hm... if I use standard display with maps in the material editor and check vertex colors in the display tab I'm able to see the textured model without any apparent polys missing. However, there still end up being problems if I switch to hardware display/render. Now I can edit the UV's more faithfully so the model doesn't look like it's made of wax but I'd still like to know more about these missing polygons when I render.

See? I don't know how to add textures with UV modification. I have two snaps of Demon Janus in battle, one on front and one on back, but I would like to understand how texturing and model-fixing works.
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#54
@SmashFan127
No doubt; these things can be confusing when you're first introduced to them. As for me I've been working with 3Ds Max throughout a few college courses and then some in my spare time and while I don't know everything, it definetly makes this easier on me. Hm... a tutorial can explain this better then I can so let me see if I can dig up the one that I learned from.

http://waylon-art.com/uvw_tutorial/uvwtut_01.html

As for model fixing you mean the missing polygons during renders, right? I don't get it either. Or do you mean editing and creating shapes? If that's the case there's a basic modelling tutorial here:

http://www.youtube.com/watch?v=tSnHDQSz4Tg

I could've modelled the character myself if I wanted but you can't beat the authenticity of the real thing. Either way by the time you read this I would've been gone for vacation and I won't be back until 10/26/12
Oh, and if I can give any further advice it's look into pivot editing hierarchy tab > pivot > affect pivot only. Then when you move the pivot and unclick "affect pivot only" you will be able to move/rotate/scale the model from that particular point in 3D space. That, and a useful hotkey is 'Z' which centers the viewport on the model.
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#55
I'm having trouble texturing the meshes. There's a lot of different objects in every obj, and I can't even figure out how to texture one. Is there a video tutorial about texturing ripped meshes?
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#56
(10-22-2012, 03:02 AM)Mirrorman95 Wrote: I'm having trouble texturing the meshes. There's a lot of different objects in every obj, and I can't even figure out how to texture one. Is there a video tutorial about texturing ripped meshes?
It's a matter of trial and error.
I usually assign the texture that is most likely used most to the whole model, and then apply the different textures seperately.
If you're lucky, each object uses a seperate texture and its even moar trial and error.
Conclusion: Trial and Error.
Cute
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#57
(10-22-2012, 07:15 AM)Enigma Wrote:
(10-22-2012, 03:02 AM)Mirrorman95 Wrote: I'm having trouble texturing the meshes. There's a lot of different objects in every obj, and I can't even figure out how to texture one. Is there a video tutorial about texturing ripped meshes?
It's a matter of trial and error.
I usually assign the texture that is most likely used most to the whole model, and then apply the different textures seperately.
If you're lucky, each object uses a seperate texture and its even moar trial and error.
Conclusion: Trial and Error.
Cute
Alright, but how do you apply one texture to all of the meshes at once?
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#58
What I really want is to know how to scale the models without worrying about backface culling. Any help?
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#59
For some reason, I don't get an obj file. I just get the texture and the gs file.

Help?
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#60
(10-22-2012, 09:59 AM)Mirrorman95 Wrote:
(10-22-2012, 07:15 AM)Enigma Wrote:
(10-22-2012, 03:02 AM)Mirrorman95 Wrote: I'm having trouble texturing the meshes. There's a lot of different objects in every obj, and I can't even figure out how to texture one. Is there a video tutorial about texturing ripped meshes?
It's a matter of trial and error.
I usually assign the texture that is most likely used most to the whole model, and then apply the different textures seperately.
If you're lucky, each object uses a seperate texture and its even moar trial and error.
Conclusion: Trial and Error.
Cute
Alright, but how do you apply one texture to all of the meshes at once?

Quote:apply the different textures seperately.

(10-22-2012, 10:51 AM)SmashFan127 Wrote: What I really want is to know how to scale the models without worrying about backface culling. Any help?
CTRL+A?
You can fix the backface culling by enabling the 2-sided tag in the material settings in Max. It's in the bitmap tab on the top right.
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