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[Tutorial] How to rip PS2 models v.2
#61
(10-25-2012, 02:10 PM)Enigma Wrote: 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.

CTRL+A selects all, and I can't seem to fix backface culling correctly. Mind sending me a PM on doing this?
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#62
(10-25-2012, 02:10 PM)Enigma Wrote:
(10-22-2012, 09:59 AM)Mirrorman95 Wrote:
(10-22-2012, 07:15 AM)Enigma Wrote: [quote='Mirrorman95' pid='484997' dateline='1350892924']
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.
There's hundreds of separate meshes in one GSDX-ripped OBJ. Am I supposed to apply the right texture to each one? For all that work, I'd have a better chance with DX-Ripper.
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#63
(10-25-2012, 04:41 PM)SmashFan127 Wrote:
(10-25-2012, 02:10 PM)Enigma Wrote: 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.

CTRL+A selects all, and I can't seem to fix backface culling correctly. Mind sending me a PM on doing this?
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#64
hi all i'm new on this forum!I would like to know if it's possible to rip correctly the models from Dirge of Cerberus because i try with this tutorial but i didn't have a good result.thanks in advance and sorry for my bad english.
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#65
Yeah it is possible. This guy here did it
Link
[Image: E1wErXC.png]
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#66
thx for your reply,it's really difficult for me but thk a lot
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#67
I'm definitely having trouble with the back face culling.
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#68
When I press Shift+F8, nothing happens.n What program is actually supposed to be ripping the models? TexMod or PCSX2?

I'm using PCSX2 0.9.7 Pre-Alpha... gonna try a different version.

EDIT: 0.9.8 Allows the rip. Got the cubes from the BIOS start screen, but when I rip from in game the OBJ file is empty.

DOUBLE-EDIT: Through some voodoo magic I got it to rip. However there is a problem...

[Image: wtf.png]

The faces are all separated... is this the fault of the ripper, PCSX2's renderer, the PS2's video engine, the game, or what? Not really sure what to do from here. Any ideas as to what caused it? I mean yeah, I could join them back together manually, but that would take quite a long time and I don't even know if it's worth it for such a low-polygon model.
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#69
is it possible to rip from Klonoa 2 with this method? I tried all the methods and the only working one was 3dvia, except the characters would be extremely distorted in x and y axis, like making an infinite + because of the cel shading, I also heard this problem is common in other cel shading games even on other platforms
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#70
(12-01-2012, 01:01 AM)takato14 Wrote: The faces are all separated... is this the fault of the ripper, PCSX2's renderer, the PS2's video engine, the game, or what? Not really sure what to do from here. Any ideas as to what caused it? I mean yeah, I could join them back together manually, but that would take quite a long time and I don't even know if it's worth it for such a low-polygon model.
I think that is just the fault of way psx2 rips the model so you would have to join them together.

(12-01-2012, 05:15 PM)Vincentmrl Wrote: is it possible to rip from Klonoa 2 with this method? I tried all the methods and the only working one was 3dvia, except the characters would be extremely distorted in x and y axis, like making an infinite + because of the cel shading, I also heard this problem is common in other cel shading games even on other platforms
I have no idea. I don't have the game so I never tried
[Image: E1wErXC.png]
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#71
(12-01-2012, 05:15 PM)Vincentmrl Wrote: is it possible to rip from Klonoa 2 with this method? I tried all the methods and the only working one was 3dvia, except the characters would be extremely distorted in x and y axis, like making an infinite + because of the cel shading, I also heard this problem is common in other cel shading games even on other platforms
I actually tried to rip from Klonoa 2. Every other triangle is back-faced, and it is ridiculously flat no matter what.
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#72
An issue with viewing ripped models in the viewport is that either half of the polygons show up as backfaced or the entire model is pitch black. You've likely tried everything in your power to see a change but nothing happened. Read on...

REPAIRING THE BACKFACED POLYGONS:

Keep in mind that repairing the model is only useful in fixing backfaced polygons in renders. In hardware display, the entire model displays in black so you can't see the texture. If all you wish to do is see the texture on the model, skip this step and go straight to "MAKING THE MODEL AND TEXTURES VISIBLE".

You have two options to how you want to display the backfacing polygons while you're selecting them. One, open up the material editor, select your model's texture; in the Shader Basic Parameters, set the texture(s) to be "Faceted". Two, go to the Display tab, select the model, and check "Backface Culling". This will allow you to see which polygons are backfaced and which ones aren't. To repair the model, open up the modify tab, select the "Polygon" tool, and with it select each and every one of the backfaced polygons, right click, and flip normals. If you select the wrong polygon, Ctrl+Z is the universal undo. If you want extra assistance determining the defines of a polygon, F4 will display the model with a wireframe stacked over it.

Also note that changing to two-sided texture appears to be a quick-fix in hardware display but when you render, the polygons are still backfaced.

MAKING THE MODEL AND TEXTURES VISIBLE:

This doesn't repair the model for say renders but instead cheats to allow you to see the model in the viewport with textures wether the model was pitch-black or you haven't repaired the backfaced polygons beforehand. Open up the material editor and go to Material>Show Materials in Viewport As>Standard Display With Maps and then go to the display tab, select the entire model, and check "Vertex Colors" and the model should be visible. If you have trouble finding the display tab:

http://i897.photobucket.com/albums/ac172...layTab.png

WARNING: Do NOT attempt to delete and cap the polygons that do show up in Hardware Display in an atempt to fix them. Doing so will result in a crash and possibly being unable to reopen the file. You don't want this to happen to you so if you're going to make an atempt, save a backup copy first. Luckily I have a backup of the file that I was working off of but I'll have to repair the backfacing polygons all over again.
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#73
Can you please do a video tutorial, or are you too busy at the moment?
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#74
hey, i followed your tutorial. i got up to the games loaded to a section i want. the info is on the screen, but the "shft +f8" doesnt work.
im not sure whats going on. any help would be great.

so all steps upto the press shft +f8 were done.
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#75
It's not working for me. I tried TexMod and the textures aren't showing up, even if I press + or -. And the model I want hasn't been ripped. What's going on?

Edit: Never mind. I figured out why the model didn't rip; it was because I used PCSX2 1.0.0. I downgraded to 9.8 and I ripped the model. However, I still can't get the textures to show up.
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