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[Tutorial] How to rip PS2 models v.2

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[Tutorial] How to rip PS2 models v.2
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sonicwilliam Offline
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Post: #136
RE: [Tutorial] How to rip PS2 models v.2
(04-16-2013 07:37 PM)o0DemonBoy0o Wrote:  
(04-16-2013 11:48 AM)sonicwilliam Wrote:  but what if your using blender to make the dark spaces go away to fill them because when i filped the normals nothing happend they just added more normals but not on the places were it should be filled.

Sorry, I have no experience with blender so I have no idea how to help you.

now i have 3ds max
04-18-2013 10:57 PM
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WizMystery Offline
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Post: #137
RE: [Tutorial] How to rip PS2 models v.2
I'm having a hard time trying to do this with Namco Museum. I'm trying to rip the sprite sheets for Dig Dug Arrangement, but instead of said sprite sheets TexMod captures everything on the arcade subscreen plus a (very incomplete) vertical array of dirt, strangely in the same image. Everything emulates fine, but TexMod just doesn't seem to find every texture that's loaded. Any idea why this is?
05-12-2013 01:59 AM
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Null Pointer Offline
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Post: #138
RE: [Tutorial] How to rip PS2 models v.2
I was extracting a few models and thought I'd post some of my tools.
The first is a maxscript that removes the perspective view from the model. Once it's calibrated you can fix other snaps from the same game by running the script. I've included a calibrated file for the hanger in Front Mission 4.
I also added a c# app that converts the random facing triangles into uv grouped elements with all faces in the same direction. It should also remove the duplicate models if the model isn't animated and normalize the uv coordinates. The source and a test model is included. The progress bar will run three times when running.

More details are included in the download.
(This post was last modified: 05-16-2013 10:30 AM by Null Pointer.)
05-16-2013 08:58 AM
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Orwell Offline
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Post: #139
RE: [Tutorial] How to rip PS2 models v.2
(05-16-2013 08:58 AM)Null Pointer Wrote:  I was extracting a few models and thought I'd post some of my tools.
The first is a maxscript that removes the perspective view from the model. Once it's calibrated you can fix other snaps from the same game by running the script. I've included a calibrated file for the hanger in Front Mission 4.
I also added a c# app that converts the random facing triangles into uv grouped elements with all faces in the same direction. It should also remove the duplicate models if the model isn't animated and normalize the uv coordinates. The source and a test model is included. The progress bar will run three times when running.

More details are included in the download.

I have the same iusse .I would like to try your tools to adjust the perspective of my snaps. Unfortunately your download link is expired.
Can u post it on mediafire? thank you
05-16-2013 10:38 AM
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Null Pointer Offline
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Post: #140
RE: [Tutorial] How to rip PS2 models v.2
mediafire link
(This post was last modified: 05-16-2013 10:46 AM by Null Pointer.)
05-16-2013 10:46 AM
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Null Pointer Offline
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Post: #141
RE: [Tutorial] How to rip PS2 models v.2
I updated my converter. The program no longer needs 3ds max and works directly on object files. Add PCSX2ModelConverter.exe to the snaps directory. When you run it the "fix perspective" tab will list all models. Click process to remove all perspectives, this creates a new file with _projectionFixed at the end. To speed up repairing the mesh you could remove any unused faces in a modeling program (save over the current _projectionFixed object file).

Enter the repair tab and it should list all objects with _projectionFixed at the end of the name. Click the process button. This can take a long time if you didn't remove extra faces. The top progress bar is for the all processed files. The bottom progress bar will process three times for each file. This will generate an object file with the same name and _meshFixed added to the end.

Once its complete you should just need to scale the y axis in a modeling program. In 3ds max I turn on the maxscript recorder, adjust the models pivot point, scale and center it then play the script back for the other snaps.

To reprocess a file delete the matching _projectionFixed and _meshFixed files. Note that the app requires the matching bmp file for the obj file. I don't have an option to stop while processing so just stop it using ctrl alt delete if you need to.

mediafire
rapidshare
05-17-2013 10:31 AM
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Orwell Offline
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Post: #142
RE: [Tutorial] How to rip PS2 models v.2
Awesome!.Thank you so much!!! i will try your tools as soon as possible.
05-17-2013 02:20 PM
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