The VG Resource
[Tutorial] How to rip PS2 models v.2 - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: Archive (https://www.vg-resource.com/forum-65.html)
+--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html)
+---- Forum: The Resource (https://www.vg-resource.com/forum-85.html)
+----- Forum: The Models Resource (https://www.vg-resource.com/forum-50.html)
+------ Forum: Model Discussion (https://www.vg-resource.com/forum-54.html)
+------ Thread: [Tutorial] How to rip PS2 models v.2 (/thread-20541.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13


RE: [Tutorial] How to rip PS2 models v.2 - sonicwilliam - 04-18-2013

(04-16-2013, 01:37 PM)o0DemonBoy0o Wrote:
(04-16-2013, 05:48 AM)sonicwilliam Wrote: but what if your using blender to make the dark spaces go away to fill them because when i filped the normals nothing happend they just added more normals but not on the places were it should be filled.

Sorry, I have no experience with blender so I have no idea how to help you.

now i have 3ds max


RE: [Tutorial] How to rip PS2 models v.2 - WizMystery - 05-11-2013

I'm having a hard time trying to do this with Namco Museum. I'm trying to rip the sprite sheets for Dig Dug Arrangement, but instead of said sprite sheets TexMod captures everything on the arcade subscreen plus a (very incomplete) vertical array of dirt, strangely in the same image. Everything emulates fine, but TexMod just doesn't seem to find every texture that's loaded. Any idea why this is?


RE: [Tutorial] How to rip PS2 models v.2 - Null Pointer - 05-16-2013

I was extracting a few models and thought I'd post some of my tools.
The first is a maxscript that removes the perspective view from the model. Once it's calibrated you can fix other snaps from the same game by running the script. I've included a calibrated file for the hanger in Front Mission 4.
I also added a c# app that converts the random facing triangles into uv grouped elements with all faces in the same direction. It should also remove the duplicate models if the model isn't animated and normalize the uv coordinates. The source and a test model is included. The progress bar will run three times when running.

More details are included in the download.


RE: [Tutorial] How to rip PS2 models v.2 - Orwell - 05-16-2013

(05-16-2013, 02:58 AM)Null Pointer Wrote: I was extracting a few models and thought I'd post some of my tools.
The first is a maxscript that removes the perspective view from the model. Once it's calibrated you can fix other snaps from the same game by running the script. I've included a calibrated file for the hanger in Front Mission 4.
I also added a c# app that converts the random facing triangles into uv grouped elements with all faces in the same direction. It should also remove the duplicate models if the model isn't animated and normalize the uv coordinates. The source and a test model is included. The progress bar will run three times when running.

More details are included in the download.

I have the same iusse .I would like to try your tools to adjust the perspective of my snaps. Unfortunately your download link is expired.
Can u post it on mediafire? thank you


RE: [Tutorial] How to rip PS2 models v.2 - Null Pointer - 05-16-2013

mediafire link


RE: [Tutorial] How to rip PS2 models v.2 - Null Pointer - 05-17-2013

I updated my converter. The program no longer needs 3ds max and works directly on object files. Add PCSX2ModelConverter.exe to the snaps directory. When you run it the "fix perspective" tab will list all models. Click process to remove all perspectives, this creates a new file with _projectionFixed at the end. To speed up repairing the mesh you could remove any unused faces in a modeling program (save over the current _projectionFixed object file).

Enter the repair tab and it should list all objects with _projectionFixed at the end of the name. Click the process button. This can take a long time if you didn't remove extra faces. The top progress bar is for the all processed files. The bottom progress bar will process three times for each file. This will generate an object file with the same name and _meshFixed added to the end.

Once its complete you should just need to scale the y axis in a modeling program. In 3ds max I turn on the maxscript recorder, adjust the models pivot point, scale and center it then play the script back for the other snaps.

To reprocess a file delete the matching _projectionFixed and _meshFixed files. Note that the app requires the matching bmp file for the obj file. I don't have an option to stop while processing so just stop it using ctrl alt delete if you need to.

mediafire
rapidshare


RE: [Tutorial] How to rip PS2 models v.2 - Orwell - 05-17-2013

Awesome!.Thank you so much!!! i will try your tools as soon as possible.


RE: [Tutorial] How to rip PS2 models v.2 - TwilightLink - 06-06-2013

I've followed the tutorial and have run into a few problems, can anyone help?

One problem is that the texMod doesn't have that green texture replacement in game and always says "No texture selected"

And the second is the model that gets exported. I'm using Radiata Stories and the model I get is just a very long set of stretched squares. I use Metasequoia as a 3D editor and the model loads nowhere near the origin, it's kinda wayyyy out there.

Is there a solution to either of these?


RE: [Tutorial] How to rip PS2 models v.2 - Null Pointer - 06-07-2013

[Image: RadiataStories_zps1bd860e6.png]

Thanks for mentioning Radiata Stories, I was looking for a good RPG that I haven't played before. I think only the +, - keys on the num pad work when selecting textures in texMod (not the ones near the backspace key). I've included a rough calibration file for the game. This works for the new tool I've posted here. I'm using 3ds max or blender and haven't tried Metasequoia but the tool should fix the original obj file.
Calibration / test model


RE: [Tutorial] How to rip PS2 models v.2 - TwilightLink - 06-08-2013

Cool, thank you very much. I managed to get the textures to work but I think I need to try your tool a few more times lol I think I may have done something wrong but I'll try it step by step again ^-^ Thanks again


RE: [Tutorial] How to rip PS2 models v.2 - Roxas358 - 06-08-2013

There's actually a importer for 3DS Max that works with this game You can find the tool here.


You will still need to rip the textures in game however.


RE: [Tutorial] How to rip PS2 models v.2 - TwilightLink - 06-08-2013

I think the file was deleted. Is there another way to find it?


RE: [Tutorial] How to rip PS2 models v.2 - SmashFan127 - 06-08-2013

There really needs to be tutorial on how to fix the sides to fill in the model.


RE: [Tutorial] How to rip PS2 models v.2 - Roxas358 - 06-08-2013

(06-08-2013, 11:00 AM)TwilightLink Wrote: I think the file was deleted. Is there another way to find it?

Oh, well here's a different link.


RE: [Tutorial] How to rip PS2 models v.2 - hangun - 06-19-2013

is this working for ps3?