The VG Resource
PSXPrev (PSX Model/Texture Viewer) (Released!) - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: The Resources (https://www.vg-resource.com/forum-109.html)
+--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html)
+---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html)
+---- Thread: PSXPrev (PSX Model/Texture Viewer) (Released!) (/thread-29559.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - SmashFan127 - 10-20-2016

(10-20-2016, 01:48 PM)rickomax Wrote:
(10-20-2016, 01:42 PM)SmashFan127 Wrote: My curiosity may be getting the better of me here, but is it possible to do this with savestates?

I didn't understand. What do you mean?

Like, making a savestate for ePSXe, then using the extraction method generally used for PSX sprites, only instead, you scan the file inside the savestate for models and textures.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 10-20-2016

(10-20-2016, 02:02 PM)SmashFan127 Wrote:
(10-20-2016, 01:48 PM)rickomax Wrote:
(10-20-2016, 01:42 PM)SmashFan127 Wrote: My curiosity may be getting the better of me here, but is it possible to do this with savestates?

I didn't understand. What do you mean?

Like, making a savestate for ePSXe, then using the extraction method generally used for PSX sprites, only instead, you scan the file inside the savestate for models and textures.

Yes, the scan cache.
You'll scan a file once, then the application will know where the stuff is, so you won´t need to scan it again.
But when one new version come out and if the file parsers have changed, the cache may be invalidated, so you'll have to scan the files again.
Scan cache will be avaliable at a future release (maybe the next, dunno yet).
Scan cache will work only at full scanned files (when you didn´t quit the application before it finish).


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - torridgristle - 10-21-2016

I can't get PSXPrev to scan files on a mounted disc image.

Here's the log that repeats for every file, even when I run PsxPrevLauncher.exe as an administrator.




RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 10-24-2016

(10-21-2016, 08:03 AM)torridgristle Wrote: I can't get PSXPrev to scan files on a mounted disc image.

Here's the log that repeats for every file, even when I run PsxPrevLauncher.exe as an administrator.


That's weird, gonna try to simulate that.
Being the machine administrator, you should not have this problem.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 01-12-2017

Hi all, there's a long time.

I don't have time to update the tool lately.

The tool source is now avaliable at:
https://github.com/rickomax/psxprev

You are free to change and collaborate with the code, but please cite my work if you use the code externally.

The messy code at the repository is using OpenTK instead of the buggy SharpGL.

As I was learning OpenTK at that time, some major improvements can be made.
Something I want to do at the future, with a full code refactoring.

An executable build will be avaliable soon.

Thank you,
Rick.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 01-12-2017

Tool Executable updated:
http://ricardoreis.net/psxprev/psxprev.zip


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - eureka - 01-20-2017

Something I feel like is worth noting, even though it's probably not a bug or anything like that: I scanned Chrono Cross's 1st Disc, it found tons of TIMs but as soon as it finished scanning it just crashed.
I haven't tried it with the second disc, but I will after I post this.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 01-20-2017

(01-20-2017, 05:59 PM)eureka Wrote: Something I feel like is worth noting, even though it's probably not a bug or anything like that:  I scanned Chrono Cross's 1st Disc, it found tons of TIMs but as soon as it finished scanning it just crashed.
I haven't tried it with the second disc, but I will after I post this.

PsxPrev is not "memory friendly", all the files are kind of converted to an internal format while the tool still scanning, this increases the memory usage, which can cause crashing. A more conservative approach would be needed, the file offsets should be stored and the tool would load these files on-demand. That´s something I could do when I have a free-time to refatorate the tool. For now, you could try to scan folders/files separately, to not overfill the memory.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - eureka - 01-20-2017

Quote:That´s something I could do when I have a free-time to refatorate the tool. For now, you could try to scan folders/files separately, to not overfill the memory.
That is a good idea, Although in CC's case, the disc is obfuscated, meaning I can't really mount it and scan the files separately.
Also, I did actually scan the 2nd disc, but seeing as it was before your explanation it crashed again. Hrm.


EDIT: There's a program that can dump the discs. get it here, so you can extract it first:
http://chronofan.com/Black/Other/RY_Dumper.zip


EDIT2: There's also a file listing for the model stuff, so here's that:
https://www.chronocompendium.com/Term/MISC_%3D_3054-3707_Misc.html

Should note this will only work with the first disc, the second disc doesn't work for whatever reason.

EDIT3:
Okay, I just tried scanning a much smaller folder with TIM images and got thrown this error:
Quote:Scan End 01/20/2017 21:40:24
Found 0 Models
Found 104 Textures

Unhandled Exception: System.IO.FileLoadException: Could not load file or assembly 'OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)
at PSXPrev.PreviewForm.SetupControls()
at PSXPrev.PreviewForm..ctor()
at PSXPrev.Program.<Main>b__0()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()



RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 01-21-2017

(01-20-2017, 07:56 PM)eureka Wrote:
Quote:That´s something I could do when I have a free-time to refatorate the tool. For now, you could try to scan folders/files separately, to not overfill the memory.
That is a good idea, Although in CC's case, the disc is obfuscated, meaning I can't really mount it and scan the files separately.  
Also, I did actually scan the 2nd disc, but seeing as it was before your explanation it crashed again.  Hrm.


EDIT:  There's a program that can dump the discs.  get it here, so you can extract it first:
http://chronofan.com/Black/Other/RY_Dumper.zip


EDIT2:  There's also a file listing for the model stuff, so here's that:
https://www.chronocompendium.com/Term/MISC_%3D_3054-3707_Misc.html

Should note this will only work with the first disc, the second disc doesn't work for whatever reason.

EDIT3:
Okay, I just tried scanning a much smaller folder with TIM images and got thrown this error:
Quote:Scan End 01/20/2017 21:40:24
Found 0 Models
Found 104 Textures

Unhandled Exception: System.IO.FileLoadException: Could not load file or assembly 'OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)
  at PSXPrev.PreviewForm.SetupControls()
  at PSXPrev.PreviewForm..ctor()
  at PSXPrev.Program.<Main>b__0()
  at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
  at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
  at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
  at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
  at System.Threading.ThreadHelper.ThreadStart()
Sorry, please download the tool again. Forgot to put a config file at the zip.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - eureka - 01-21-2017

(01-21-2017, 06:44 PM)rickomax Wrote: Sorry, please download the tool again. Forgot to put a config file at the zip.
I got this now:
Quote:Scan End 01/21/2017 19:42:15
Found 0 Models
Found 30 Textures

Unhandled Exception: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at OpenTK.Graphics.OpenGL4.GL.ClearDepth(Single d)
at PSXPrev.Classes.Scene.Scene.SetupGl()
at PSXPrev.Classes.Scene.Scene.Initialise(Single width, Single height)
at PSXPrev.PreviewForm.SetupScene()
at PSXPrev.PreviewForm.openTKControl_Load(Object sender, EventArgs e)
at System.Windows.Forms.UserControl.OnLoad(EventArgs e)
at System.Windows.Forms.UserControl.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.SetVisibleCore(Boolean value)
at System.Windows.Forms.TabPage.set_Visible(Boolean value)
at System.Windows.Forms.TabControl.UpdateTabSelection(Boolean updateFocus)
at System.Windows.Forms.TabControl.OnHandleCreated(EventArgs e)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TabControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - torridgristle - 01-22-2017

PSXPrev crashes when I try to view triangles in the submodel dropdown after scanning for TMD, TIM, and PMD with Debug Triangles on.

http://pastebin.com/zFvw5EBh

With Debug Triangles off it doesn't crash, but it also doesn't show models it used to display in the 2016 version. It will still export an OBJ though.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Filler - 01-27-2017

Hello.

So I downloaded the tool, as I wanted to use this tool to rip assets from LSD Dream Emulator. But it appears it's not working at all, if I even was doing it right.

I did what I thought was correct. Checked in the boxes in for the files to scan, then set the folder for the same one as the game files. It opened up command prompt for a second, then it just exited.

Am I doing something wrong?


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - torridgristle - 02-13-2017

Got PSXPrev to load a few simple models from Zeiram Zone, many show up jarbled but the main issue is when I try to export some of them as OBJ I get this error http://pastebin.com/aEgsqFbN or this error http://pastebin.com/J8SYGTiB

However it works as PLY.


RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Filler - 02-13-2017

I've been using this program to do stuff. Got the "models" for Pepsiman to load, and it was all garbage vertexes and corrupt triangles. Textures worked decently. Some loaded, but there was some that were corrupt.

Been trying LSD Dream Emulator, but it scans, and after sometime later, it always stops when loading content for an unknown reason.