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Crash Bandicoot 2/3 model rip and proof-of-concept (requesting evaluation)
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(12-27-2017, 10:15 PM)Filler Wrote: Just looked at it. Everything seems to work fine.

The way this game does animations is actually really interesting. I always thought it was bone-like animation.

Also, I was wondering how you did this, and if it can work with other PSX games?
Good, I'm glad. I'll see if I can possibly get it working on 3DS Max but chances are I'll submit it as is.

The frames were converted to PLY models using Warenhuis' model converter along with a Autohotkey frontend for automation.
Then I used Notepad++ to make a regex find and replace macro which converts the model into an array of vertex positions.
That array is inserted under each geometry id in the DAE as *-positions-array.
This method could definitely be used with other PSX models, although with the previously mentioned 100-frame limit for 3DS Max.
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RE: Crash Bandicoot 2/3 model rip and proof-of-concept (requesting evaluation) - by Friedslick6 - 12-28-2017, 12:13 AM

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