• Crash bandicoot Twinsanity models
    1,502 replies, posted
[QUOTE=Trollz0r;45718418]That is great to hear, we all know she was an animal lover but her uncle Neo Cortex didn't like her kindness so he made a few modifications and turned her into the gothic bionic girl she is today. And now that you mention it I did notice the J on that girl's forehead. Also someone viewed this post and they told me that it would be tricky for the boss Tikimon because of his glowing eye texture.[/QUOTE] It wouldn't be too hard, in-game it's usually just a regular texture with a self illumination effect added later on usually via the game engine. As far as i know it wouldn't be too hard to add it to the .vmt file when porting it over to Gmod, but i'm not a 100% on that.
People have been chatting about how some of the Twinsanity models didn't get done and that the Mecha-Bandicoot is cancelled. I don't know but these are remarks about them.
[QUOTE=Trollz0r;45719932]People have been chatting about how some of the Twinsanity models didn't get done and that the Mecha-Bandicoot is cancelled. I don't know but these are remarks about them.[/QUOTE] What do you mean by 'Didn't get done'? Also Mecha isn't cancelled, just haven't got round to doing him yet. Been preoccupied with fixing up the rips I already have at the moment.
[QUOTE=YouMadBrah?;45721156]What do you mean by 'Didn't get done'? Also Mecha isn't cancelled, just haven't got round to doing him yet. Been preoccupied with fixing up the rips I already have at the moment.[/QUOTE] I think he is referring to this pic back on page 10 [IMG]http://puu.sh/akgzD/597a74f504.png[/IMG]
[QUOTE=Js 54;45722543]I think he is referring to this pic back on page 10 [IMG]http://puu.sh/akgzD/597a74f504.png[/IMG][/QUOTE] That rip was from someone else from the Demo version of Twinsanity. Originally was going to do both the Mecha from both versions of the game, but decided against it as their near enough the same model except a few minor differences. I'm still doing the Mecha model from the main version of the game. [editline]18th August 2014[/editline] [QUOTE=Trollz0r;45719932]People have been chatting about how some of the Twinsanity models didn't get done and that the Mecha-Bandicoot is cancelled. I don't know but these are remarks about them.[/QUOTE] Also who are these 'People' your mentioning?
Friends of mine who view this thread but can't be bothered to make an account for themselves.
So i Finished Oxide. [IMG]http://puu.sh/aYs50/fff4f257b0.jpg[/IMG] Here's an overall view of the characters that i've done from the boss cutscene at the begging of the game. Crunch was done too but decided to replace him and Tiny with better models from WoC. Think the overall result was pretty good considering most of them where not full models and massively deformed on parts due to the angle they where ripped at. Koala Kong MAY come later on when i have some free time to do him, although i'm not promising anything. [IMG]http://puu.sh/aYy1B/6484e292b0.jpg[/IMG]
Now that is detailed, looking good!
Wow! it's fantastic
Those look incredible! Great Job!
[QUOTE=Js 54;45738581]Those look incredible! Great Job![/QUOTE] Thanks man, its all appreciated! Update: Just going back through all the models fixing up some of the minor texture problems, then moving onto Papu Papu.
What I meant by "didn't get done" is that the Twinsanity models of Crunch and Tiny were being replaced with WoC models instead.
THIS IS AWESOME!! Normally if someone were to port models from Crash Twinsanity, they'd only do the main characters, but it is a surprise to finally see someone making almost every character. Good job
[QUOTE=YouMadBrah?;45739131]Thanks man, its all appreciated! Update: Just going back through all the models fixing up some of the minor texture problems, then moving onto Papu Papu.[/QUOTE] You are very welcome! Thank you YouMadBrah? for all your hard work! Yay! Can't wait to see Papu Papu! [QUOTE]There is a model viewer ([url]https://www.youtube.com/watch?v=5CCuBdxffug[/url]) in A Heroes Tail so might be able to get a lot of the models from the game when i can.[/QUOTE] I have a question: Once the Crash models are finished and you start to work on the Spyro a Hero's tail models, would you do a few of the Spyro Enter the Dragonfly models like Ripto, Gulp, Crush...etc too? If it's not too much trouble It would be much appreciated!
[QUOTE=YouMadBrah?;45732987]So i Finished Oxide. [IMG]http://puu.sh/aYs50/fff4f257b0.jpg[/IMG] Here's an overall view of the characters that i've done from the boss cutscene at the begging of the game. Crunch was done too but decided to replace him and Tiny with better models from WoC. Think the overall result was pretty good considering most of them where not full models and massively deformed on parts due to the angle they where ripped at. Koala Kong MAY come later on when i have some free time to do him, although i'm not promising anything. [/QUOTE] so cute, just a week ago , i decided to testing my chance about ripping oxide from WoC main Screen the result was so shitty :D completely Flat and unscalable but Ok with Uv maps and body parts was grouped correctly thats a godlike job about pinestripe Good luck With WoC
[QUOTE=Epicdaman;45740157]THIS IS AWESOME!! Normally if someone were to port models from Crash Twinsanity, they'd only do the main characters, but it is a surprise to finally see someone making almost every character. Good job[/QUOTE] My aim is to eventually have most, if not all, of the characters from the game. Currently i'm pretty sure I have most of the main characters (e.g. Crash, Cortex) just missing some of the smaller generic enemies. Was also thinking of getting Crash's house from the first level, but its only a thought atm. Don't know how tricky it'd be to get it and remap the textures. [editline]19th August 2014[/editline] [QUOTE=Js 54;45740174]You are very welcome! Thank you YouMadBrah? for all your hard work! Yay! Can't wait to see Papu Papu! I have a question: Once the Crash models are finished and you start to work on the Spyro a Hero's tail models, would you do a few of the Spyro Enter the Dragonfly models like Ripto, Gulp, Crush...etc too? If it's not too much trouble It would be much appreciated![/QUOTE] Not to sure yet on the Enter the Dragonfly models, i'd have to take a look. But more than likely will give it a shot! [editline]19th August 2014[/editline] [QUOTE=ripperroo;45740574]so cute, just a week ago , i decided to testing my chance about ripping oxide from WoC main Screen the result was so shitty :D completely Flat and unscalable but Ok with Uv maps and body parts was grouped correctly thats a godlike job about pinestripe Good luck With WoC[/QUOTE] Thanks man! Only have to get Tiny and Crunch from WoC so it shouldn't be too hard, and besides, the UV's can't be any worse than the Twinsanity ones.
I was just curious about the Tiny WoC model because not much detail of his lower body is seen, the table is blocking it in the intro cutscene and when he is blocking the player's path due to the bird view it's hard to make it out.
[QUOTE=YouMadBrah?;45741076]My aim is to eventually have most, if not all, of the characters from the game.[/QUOTE] You guys are my heroes! I'm really impressed someone finally got around to making ps1 models for source and man they look so good, do you plan on rigging them too? I sure hope so, this just makes me so happy It's like I'm a kid again :v: Do you mind telling me what program are you using to perfect the models? Is it blender?
[QUOTE=< Bird Poo >;45741371]You guys are my heroes! I'm really impressed someone finally got around to making ps1 models for source and man they look so good, do you plan on rigging them too? I sure hope so, this just makes me so happy It's like I'm a kid again :v: Do you mind telling me what program are you using to perfect the models? Is it blender?[/QUOTE] The software i'm using is 3Ds Max 2012 and 2014 to fix up and remap the models ready for rigging.
[QUOTE=YouMadBrah?;45741076]Not to sure yet on the Enter the Dragonfly models, i'd have to take a look. But more than likely will give it a shot![/QUOTE] Thanks SO much! Hope that works out well! This Crash Twinsanity Pack is really coming along! I bet this will be really popular when it comes out on the Workshop!
[QUOTE=Js 54;45742644]Thanks SO much! Hope that works out well! This Crash Twinsanity Pack is really coming along! I bet this will be really popular when it comes out on the Workshop![/QUOTE] Hope so! A LOT of work went into this.
Hi guys im new on the forums, ive been watching this thread and i saw some amazing work !! just lovely to see what people have been posting here and very unexpected that it would be this popular. I am a very big crash fan and because of that i have been remaking some levels for CS:S and CS:GO. the map im currently working on: [IMG]http://cloud-2.steampowered.com/ugc/575653539610247966/C82A5C088DDEA9A4637815F3FDEAFA982637BCB4/[/IMG] Now ive seen the work from this thread i was really hoping if it were possible to get some models from this level ?? that would be so awesome and helps me alot! the level is called 'hang em high' from "Crash bandicoot 3". [video=youtube;D7BXx70BYDk]http://www.youtube.com/watch?v=D7BXx70BYDk[/video] here is the WIP from this map: [url]https://www.facebook.com/media/set/?set=a.526100174165333.1073741828.261676067274413&type=3[/url] and another level i made on my own without the needed models .. [IMG]https://scontent-a-ams.xx.fbcdn.net/hphotos-xpa1/l/t31.0-8/1978335_517093961732621_2494886218874628222_o.jpg[/IMG] Im aiming to make a Crash bandicoot egypt map in the future aswell So could anybody help me out? cheers!
These are insane! Awesome work on them. At the moment, sadly there is no way to rip PS1 models using the methods available now, although there is a program called 'crashedit' which at the moment only supports limited ripping of Crash Bandicoot 1 models but might add the support for Crash 2 and Warped. This thread here might be able to help out on getting the models ([url]http://facepunch.com/showthread.php?t=1416377&p=45742391[/url]), although if someone can provide the textures, I could have a go at creating them myself?
[QUOTE=YouMadBrah?;45747382]These are insane! Awesome work on them. At the moment, sadly there is no way to rip PS1 models using the methods available now, although there is a program called 'crashedit' which at the moment only supports limited ripping of Crash Bandicoot 1 models but might add the support for Crash 2 and Warped. This thread here might be able to help out on getting the models ([url]http://facepunch.com/showthread.php?t=1416377&p=45742391[/url]), although if someone can provide the textures, I could have a go at creating them myself?[/QUOTE] Hey, if you quote my post, this level is from Crash Bandicoot 3 :)
[QUOTE=Trollz0r;45741284]I was just curious about the Tiny WoC model because not much detail of his lower body is seen, the table is blocking it in the intro cutscene and when he is blocking the player's path due to the bird view it's hard to make it out.[/QUOTE] Don't think anything from the cutscenes are rippable as they're usually pre-rendered video files, unlike real time rendered models in the actual game. Don't know what the quality of the model will be but hopefully it won't be too bad. [editline]20th August 2014[/editline] [QUOTE=YouMadBrah?;45747486]Don't think anything from the cutscenes are rippable as they're usually pre-rendered video files, unlike real time rendered models in the actual game. Don't know what the quality of the model will be but hopefully it won't be too bad.[/QUOTE] I know, I was just directing you to that thread as it's about ripping models from the Crash 1, which is a similar process as the file structures of all three games are near enough the same. Just though it'd be useful to follow as if support for ripping Warped models is added to CrashEdit, it'll most likely be posted there.
looks like crash bandicoot 3 :)
[QUOTE=Firewaves;45747428]Hey, if you quote my post, this level is from Crash Bandicoot 3 :)[/QUOTE] How did you grab the textures from spyroworld viewer? I'm also trying to recreate a map from it but when I load the map model in 3ds it shows up like this: [url]http://i1371.photobucket.com/albums/ag315/birdpoo222/ergegergergegr_zps49048f24.png[/url] In all honesty I have no idea how to model like you guys, it would mean the world if someone could help me out or at least point me in the right direction. :rolleyes: (I got the model from SpyroWorld Viewer and the file name is "s2-1_036-n.F.obj")
[QUOTE=< Bird Poo >;45748032]How did you grab the textures from spyroworld viewer? I'm also trying to recreate a map from it but when I load the map model in 3ds it shows up like this: [url]http://i1371.photobucket.com/albums/ag315/birdpoo222/ergegergergegr_zps49048f24.png[/url] In all honesty I have no idea how to model like you guys, it would mean the world if someone could help me out or at least point me in the right direction. :rolleyes: (I got the model from SpyroWorld Viewer and the file name is "s2-1_036-n.F.obj")[/QUOTE] Well if you extract the content with world viewer, you also get the textures from that level in one png right ? all i did was cut them into 64x64 textures and as for the level, my friend transformed the map .obj to a .vmf to work around, however the level in hammer itself is not usable, i have remade it all from scratch.
[QUOTE=YouMadBrah?;45747486]Don't think anything from the cutscenes are rippable as they're usually pre-rendered video files, unlike real time rendered models in the actual game. Don't know what the quality of the model will be but hopefully it won't be too bad. [editline]20th August 2014[/editline] I know, I was just directing you to that thread as it's about ripping models from the Crash 1, which is a similar process as the file structures of all three games are near enough the same. Just though it'd be useful to follow as if support for ripping Warped models is added to CrashEdit, it'll most likely be posted there.[/QUOTE] your work "YouMadBrah?" is fantastic my favorite is that of oxide compliments but you release the pack of all the characters you're doing (pinstripe, koala kong, tiny twoc, polar oxide)? P.S. sorry my bad english
[QUOTE=Firewaves;45748057]Well if you extract the content with world viewer, you also get the textures from that level in one png right ? all i did was cut them into 64x64 textures and as for the level, my friend transformed the map .obj to a .vmf to work around, however the level in hammer itself is not usable, i have remade it all from scratch.[/QUOTE] Yes, I intend to do it all from scratch as well, I did find the texture files to start chopping into 64x64's, I just needed the model into hammer so I don't mess up the scale of it so I can start the brush work. I'll look for a way to transform the .obj to .vmf too, I guess with some kind of plug-in? Thanks a lot for helping me out :smile: you should stick around we are friendly, I hope you can get your models your maps look amazing!
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