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SA2B model dump
#1
3D Modelling 
I have recently more-or-less completed my model exporter for Sonic Adventure 2 Battle, and I would like to share the rips with people who are interested in either using them or uploading them to the site.

Source: https://github.com/TGEnigma/SAModelTools

Notes:
  • Character models come with their original skeletons and weights intact, but they are sadly not natively t-posed.
  • Stage models come with vertex colors, but most of the meshes do not have normals.
  • Stage model mesh names also include the flags that were applied to them prefixed with @, glossary here (will be updated if need be):
    C - Collision

Downloads:
Characters
Stages

3ds Max note:
If you're using 3ds Max, you can use this MaxScript to fix up the models automatically (fix specularity and rotation).

Code:
for o in objects where o.material != undefined do o.material.specularLevel = 0;
select $node_0;
toolMode.coordsys #local;
rotate $ (angleaxis 90 [0,0,1]);
clearSelection();
actionMan.executeAction 0 "310";
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#2
I'm going to assume "SA2B" refers to "Sonic Adventure 2 Battle", right?
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#3
(08-15-2018, 02:33 AM)ninetalescommander Wrote: I'm going to assume "SA2B" refers to "Sonic Adventure 2 Battle", right?

Indeed it does.
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#4
Updated first post with a link to a rip of all stages.
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#5
This is great, awesome in fact! How did you do all this though?
I am very curious...
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#6
These are great! The Maxscript doesn't do anything, just changes the rotation of the viewport. Tried in 2011 and 2016
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#7
(08-23-2018, 10:06 AM)josh98 Wrote: These are great! The Maxscript doesn't do anything, just changes the rotation of the viewport. Tried in 2011 and 2016

Odd, it's supposed to rotate the model. Might be a coordinate space problem. Also, it should at least remove the specularity, which I'm assuming it does.

(08-20-2018, 06:18 PM)Yarcaz Wrote: This is great, awesome in fact! How did you do all this though?
I am very curious...

From scratch I wrote my own library in C# to parse the files and export them. I am also working on creating a model importer, among other things.
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#8
I was using OPENCollada. I imported it with the default .DAE importer and ran the script, and it worked fine. Exported that with OPENCollada, and now it's all good.
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#9
Another option to deal with DAE importer issues is to use the Autodesk FBX converter (https://www.autodesk.com/developer-netwo...r-archives) to convert them to FBX first.
They work just fine using 3ds Max's default collada importer though (I'm using 2018).
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