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Timesplitters 2 NeoTokyo Rip (Feedback)
#1
Hey there,

I've recently had some luck getting the story mission maps (including textures) out of Timesplitters 2 and I was wondering if somebody could give me some feedback on the models as well as some screenshot tips before I try and submit them to TMR. The models have some z-fighting where the alpha textures should be (due to the way the Timesplitters 2 Engine handled level geometry.) Should they be left in or should I go through and remove them? Below is the raw OBJ exported out of Noesis for everyone to take a look at and check over. 

[Image: GpcX6Rj.png]
Here is a link to the file: http://www.mediafire.com/file/ul2w2z9axk...oTokyo.zip

Feedback is appreciated.

Update: I've re-exported with PNG textures
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Thanked by: Filler
#2
Is this the first Timesplitters rip on this site?

Either way. I'm very, VERY happy this is a thing. The only real thing I'd suggest is to change the textures from TGA, to a more common format such as PNG.
I like to make models in my free time. I also make weird games, too.
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Thanked by: classyham
#3
(01-01-2018, 05:46 PM)Filler Wrote: Is this the first Timesplitters rip on this site?

Either way. I'm very, VERY happy this is a thing. The only real thing I'd suggest is to change the textures from TGA, to a more common format such as PNG.

Thanks for the feedback. I've re-exported using PNG files instead. Any tips on structuring my submission or what I should do for the thumbnails?
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#4
Every texture need to be flipped vertically, like this sign for Maru Station:

[Image: O6OPbP1.png]

The model is also missing vertex colouring (which is only supported by the DAE model format), something which is very apparent when comparing model renders to screenshots:

[Image: Neotokyo.jpg]

Also, set each material's entries to the following:

Code:
Kd 0.5 0.5 0.5
Ks 0 0 0
Ns 0

This keeps the materials neutral and matte.

I'd say keep the original unmodified mesh despite Z-fighting, but I have a bias towards accurate archival.
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Thanked by: classyham
#5
It's not a case of the textures need flipping, just flip the UVs vertically.
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#6
(01-01-2018, 09:01 PM)Pingu! Wrote: It's not a case of the textures need flipping, just flip the UVs vertically.

The textures are clearly flipped the wrong way, according to the text written on some of them.
You could flip the UVs to match, but I think that'd be fixing the problem the wrong way.
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#7
I tried exporting as a DAE and that just broke the textures completely. As far as the texture assets, they are all exporting upside down so I'll look into that. It doesn't look like any vertex colour data is being exported with the DAE. If anyone wants the xbr file and the noesis plugin I've used let me know, someone with better knowledge of this may be able to help.
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#8
Fixing the upside-down textures is as simple as editing the UVs on a model editor.

I assume you'd just need to mirror the Y-axis on all the texture's UV.


EDIT: I'd also look into texture clamping to see if there's anything off with them.
I like to make models in my free time. I also make weird games, too.
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Thanked by: classyham
#9
Ok, I've sorted the UV's out (the images were exporting flipped so I just flipped them all) As for vertex colouring I can't seem to find a way of exporting that data as the xbr files are just pure geometry. There is no vertex colouring on import so I'll spend some time looking at that and seeing if there's something I can do about it.

Meanwhile here is the obj and DAE with correct textures http://www.mediafire.com/file/pmd5y5e1vo...oTokyo.zip
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#10
i found this forum but the links to the files are all broken

https://forum.facepunch.com/dev/qhaf/Tim...?nc=8ee1d7
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