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[Tutorial] How to rip PS2 models v.2
#16
(06-27-2012, 07:45 PM)blakegriplingph Wrote: Nope, still doesn't work even if I use software mode.

So the file size is 0 bytes? Make sure the Plugin is set to one of the default plugins.

I have PCSX2 r4600.
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#17
It's totally awesome someone's finally gotten a good method for ripping from PS2 games--and I'm really grateful that you shared it with us!--but it doesn't seem to be an ideal method for ripping from games that don't have a model viewer-type utility...
...but anything's decidedly better than nothing! Smile
Although I'm gonna have to finally learn how to actually *use* Blender now...especially since when I exported this rip as an .x to try messing with it in PMDEditor, it all came out as one group. Sad

However, where I'm really having some trouble is with Texmod. For some reason his face came out blue:
[Image: whyisheblue.png]

Anyone else having this problem?
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#18
You are lucky it came out at all! XD Mine came out as pure black with a few dots of color in it. Perhaps we should scale the texture by it's "Y Axis"? XD
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#19
(07-01-2012, 06:18 PM)SierraLatkje Wrote: It's totally awesome someone's finally gotten a good method for ripping from PS2 games--and I'm really grateful that you shared it with us!--but it doesn't seem to be an ideal method for ripping from games that don't have a model viewer-type utility...
...but anything's decidedly better than nothing! Smile
Although I'm gonna have to finally learn how to actually *use* Blender now...especially since when I exported this rip as an .x to try messing with it in PMDEditor, it all came out as one group. Sad

However, where I'm really having some trouble is with Texmod. For some reason his face came out blue:
[Image: whyisheblue.png]

Anyone else having this problem?

yea, to fix the textures you have to swap the red and blue channels. i'll type in a tutorial on it later
[Image: E1wErXC.png]
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#20
@SierraLatkje
If your using Gimp, you go to "Color>Channel Mixer...". Then in the new window, if the "Output channel" is red, change the "Red:" to 0 and the "Blue:" to 100. Then change the Output channel to blue and make "Red:" 100 and "Blue:" 0.
#21
(07-02-2012, 11:35 AM)Roxas358 Wrote: @SierraLatkje
If your using Gimp, you go to "Color>Channel Mixer...". Then in the new window, if the "Output channel" is red, change the "Red:" to 0 and the "Blue:" to 100. Then change the Output channel to blue and make "Red:" 100 and "Blue:" 0.

Thanks! I'll try that! Smile
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#22
(06-27-2012, 08:46 PM)Roxas358 Wrote:
(06-27-2012, 07:45 PM)blakegriplingph Wrote: Nope, still doesn't work even if I use software mode.

So the file size is 0 bytes? Make sure the Plugin is set to one of the default plugins.

I have PCSX2 r4600.

Well, it is set as default, but I still edn up with a null .obj file.
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#23
(07-02-2012, 10:29 PM)blakegriplingph Wrote:
(06-27-2012, 08:46 PM)Roxas358 Wrote:
(06-27-2012, 07:45 PM)blakegriplingph Wrote: Nope, still doesn't work even if I use software mode.

So the file size is 0 bytes? Make sure the Plugin is set to one of the default plugins.

I have PCSX2 r4600.

Well, it is set as default, but I still edn up with a null .obj file.

what game are you working with? have you tried capturing it without textmod active?
[Image: E1wErXC.png]
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#24
I'm actually trying to rip models from Strawberry Shortcake: The Sweet Dreams Game. Karpo's 3D Object Converter can read model files from that game, but the character models appear to be mangled with only the head intact.

EDIT: NVM, the models did turn up, albeit at a different folder from what I expected. Only problem is that some faces are missing due to occlusion culling or something.
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#25
this is gold... GOLD! rip models from playstation 2... I'LL BE ABLE TO RIP GOD OF WAR 2 !!
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#26
This is my rip
FF7: DC
obj ~ 10MB and i have to import as single mesh(if not it will error: not enough memory to create texture-vertices)
KH: COM
it lost behind mesh Sick

Please help me! I have try PCSX2 0.9.9 and 0.9.8(official)
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#27
(07-31-2012, 06:39 AM)Trishty Wrote: This is my rip
FF7: DC
obj ~ 10MB and i have to import as single mesh(if not it will error: not enough memory to create texture-vertices)
KH: COM
it lost behind mesh Sick

Please help me! I have try PCSX2 0.9.9 and 0.9.8(official)

You can't get the back of the mesh because the game seems to use backface culling. the only way around this is to capture all sides of the model and try to piece them together.
[Image: E1wErXC.png]
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#28
so.. i loaded the OBJ in Blender AND 3dsmax2011 i have no idea where the UV's even are, are they THAT Small?
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#29
(08-01-2012, 01:50 AM)Lugana Rysniq Wrote: so.. i loaded the OBJ in Blender AND 3dsmax2011 i have no idea where the UV's even are, are they THAT Small?

Not small, Huge. try zooming out.
[Image: E1wErXC.png]
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#30
(08-01-2012, 10:48 AM)o0DemonBoy0o Wrote:
(08-01-2012, 01:50 AM)Lugana Rysniq Wrote: so.. i loaded the OBJ in Blender AND 3dsmax2011 i have no idea where the UV's even are, are they THAT Small?

Not small, Huge. try zooming out.

this is odd non of the UV's line up all the way (Trying to Do Ratchet's Infrenox Armor from RaC3)

When i import it it has like 4 layers most likly for the Shine and stuff x2
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