All these models are cool n all but has anyone ripped Coco yet? Aside from Crash she's one of the characters I'm most interested in seeing in gmod.
[QUOTE=Minimole;45783264]All these models are cool n all but has anyone ripped Coco yet? Aside from Crash she's one of the characters I'm most interested in seeing in gmod.[/QUOTE]
Id love to see a coco too! Even cortex disguised as coco
[QUOTE=ripperroo;45779834]helping you, will be my first mission after next week
unfortunately im busy right now
animated crash will be yours a.s.a.p
i bet you have many other things to do rather than improving controls of the main character, join them and dont worry
about animated crash[/QUOTE]
thank you very much for your help I can not wait to start :)
you have other things to think about over the controls and animations
In fact, I have to fix the script and so on.
[editline]24th August 2014[/editline]
[QUOTE=YouMadBrah?;45780201]Personally i would take out the Sony and Naughty Dog stuff at the begging, even though its a fan-game they might get funny about it.
It'd also be an idea to create assets for the game from scratch instead of using the ripped models. I could probably create some original crash themed models if you need 'em? e.g. characters, boxes, environment and stuff.[/QUOTE]
since I'm not expert in modeling and animation (in fact they are incapable) and I thought of using models ripped. I for homesick I wanted to put the logos of sony and naughty dog​​.
If you can accept your help thanks: D
[editline]24th August 2014[/editline]
thanks to both of you without your models would not have gone ahead with the fan game
[QUOTE=< Bird Poo >;45748150]I'll look for a way to transform the .obj to .vmf too, I guess with some kind of plug-in? [/QUOTE]
You can convert .obj to a quake 3 .map using Milkshape 3D or Blender (maybe 3dsmax too)
then import the .map to valve hammer editor 3.4 for half-life 1 (because modern source blender can't import .map files)
export to .rmf, open in modern hammer, save as vmf. boom, obj to vmf.
this is the only way I can figure out how to get it completely functional, other methods (wallworm, sketchup) never seemed to work for me. The maps' textures are sort of hard to do as well, but if there's a lot of cubes/simple geometry it should be easy.
[QUOTE=BandicootUnit;45783585]thank you very much for your help I can not wait to start :)
you have other things to think about over the controls and animations
In fact, I have to fix the script and so on.
[editline]24th August 2014[/editline]
since I'm not expert in modeling and animation (in fact they are incapable) and I thought of using models ripped. I for homesick I wanted to put the logos of sony and naughty dog​​.
If you can accept your help thanks: D
[editline]24th August 2014[/editline]
thanks to both of you without your models would not have gone ahead with the fan game[/QUOTE]
Even though, i would still take the Sony and Naughty Dog stuff out just to be safe.
Also I would suggest moving over to another engine like Unreal or Cryengine, As Unity isn't the best one out there, although that's just my opinion. The game could just essentially be a remake of one of the original games from PS1, just remastered in HD or something.
[editline]24th August 2014[/editline]
[QUOTE=Minimole;45783264]All these models are cool n all but has anyone ripped Coco yet? Aside from Crash she's one of the characters I'm most interested in seeing in gmod.[/QUOTE]
I ripped Coco a while back, she was one of the first models I did.
[editline]24th August 2014[/editline]
[QUOTE=HellFire2345;45783611]You can convert .obj to a quake 3 .map using Milkshape 3D or Blender (maybe 3dsmax too)
then import the .map to valve hammer editor 3.4 for half-life 1 (because modern source blender can't import .map files)
export to .rmf, open in modern hammer, save as vmf. boom, obj to vmf.
this is the only way I can figure out how to get it completely functional, other methods (wallworm, sketchup) never seemed to work for me. The maps' textures are sort of hard to do as well, but if there's a lot of cubes/simple geometry it should be easy.[/QUOTE]
Couldn't you just simply import the .obj into Hammer as an object then save it as a .vmf?
you cant import obj to hammer
you must do it the way around.. :(
[QUOTE=Firewaves;45785690]you cant import obj to hammer
you must do it the way around.. :([/QUOTE]
the most logical solution is using the level as a model entity (.mdl)
[QUOTE=ripperroo;45786800]the most logical solution is using the level as a model entity (.mdl)[/QUOTE]
Literally just about to say the same thing, just import it as you'd usually import a model into Hammer.
[QUOTE=YouMadBrah?;45784907]Even though, i would still take the Sony and Naughty Dog stuff out just to be safe.
Also I would suggest moving over to another engine like Unreal or Cryengine, As Unity isn't the best one out there, although that's just my opinion. The game could just essentially be a remake of one of the original games from PS1, just remastered in HD or something.
[editline]24th August 2014[/editline]
I ripped Coco a while back, she was one of the first models I did.
[editline]24th August 2014[/editline]
Couldn't you just simply import the .obj into Hammer as an object then save it as a .vmf?[/QUOTE]
I chose unity 3d because I was doing more than UDK there because I do not know where he puts his hand CryEngine have not tried it yet. Comuque opinions are always accepted do not worry.
The remake in hd I'd like ... but I was also thinking of creating a new story (if it fits)
[QUOTE=YouMadBrah?;45787071]Literally just about to say the same thing, just import it as you'd usually import a model into Hammer.[/QUOTE]
also about collisions, as you know mdl (mdl2) supports it internally
how ever its better to using clip texture and make the collisions manually via hammer
[editline]24th August 2014[/editline]
[QUOTE=BandicootUnit;45787132]I chose unity 3d because I was doing more than UDK there because I do not know where he puts his hand CryEngine have not tried it yet. Comuque opinions are always accepted do not worry.
The remake in hd I'd like ... but I was also thinking of creating a new story (if it fits)[/QUOTE]
mmm, new stroy means new characters too
[QUOTE=ripperroo;45787136]also about collisions, as you know mdl (mdl2) supports it internally
how ever its better to using clip texture and make the collisions manually via hammer
[editline]24th August 2014[/editline]
mmm, new stroy means new characters too[/QUOTE]
I thought with the old characters
obviously this is just my idea
[QUOTE=BandicootUnit;45787332]I thought with the old characters
obviously this is just my idea[/QUOTE]
A remake would gain more attention than a newer game in my opinion, as its what people know and enjoy. Also UDK i think is a better bet, as personally i think it has better physics and is easier overall.
EDIT:
Just realized, gonna be busy over the next week, so probably not gonna be able to help much for a week or two.
[QUOTE=YouMadBrah?;45788145]A remake would gain more attention than a newer game in my opinion, as its what people know and enjoy. Also UDK i think is a better bet, as personally i think it has better physics and is easier overall.
EDIT:
Just realized, gonna be busy over the next week, so probably not gonna be able to help much for a week or two.[/QUOTE]
ok
I agree to the remake
Then if I can in the future I will make a new story
[QUOTE=BandicootUnit;45793261]ok
I agree to the remake
Then if I can in the future I will make a new story[/QUOTE]
im almost done with crash animation, are you still here?
does unity supports Md2/Md3 animations?
[QUOTE=ripperroo;45806704]im almost done with crash animation, are you still here?
does unity supports Md2/Md3 animations?[/QUOTE]
no,sorry.
is supported .obj,.fbx in Unity 3d
[QUOTE=BandicootUnit;45806946]no,sorry.
is supported .obj,.fbx in Unity 3d[/QUOTE]
ok,
ill pass it as .blneder to you asap within demo sheet which explain frames and relationships
just thought i would add, if Ripper Roo from Twinsanity is still getting ported, i could probably model legs and a tail
[QUOTE=Ware-Wolff;45808089]just thought i would add, if Ripper Roo from Twinsanity is still getting ported, i could probably model legs and a tail[/QUOTE]
Thing is its impossible to grab a decent rip of him, as the ripping tool essentially does a 3D screenshot and only parts of his face are shown in the 1-2 seconds he's on screen. Unless anyone has a method of making the games camera free, sadly he's impossible to get.
well i assumed it would show it in the video, sometimes doing this it shows the characters from the back view (and they have no backs, the same as your models, they only do animations as the screen would pan across, they are perfectly still until the screen is supposed to pan to them, there was some footage of someone showing them zoomed out, but i cant find it (not that you could pull that off in an emulator lol, just mentioning) it kinda sucks that Tawna, Komodo Bros. Penta, Ripper Roo, Rilla Roo, Bearminator etc were never really fully modeled higher poly
[QUOTE=Ware-Wolff;45808916]well i assumed it would show it in the video, sometimes doing this it shows the characters from the back view (and they have no backs, the same as your models, they only do animations as the screen would pan across, they are perfectly still until the screen is supposed to pan to them, there was some footage of someone showing them zoomed out, but i cant find it (not that you could pull that off in an emulator lol, just mentioning) it kinda sucks that Tawna, Komodo Bros. Penta, Ripper Roo, Rilla Roo, Bearminator etc were never really fully modeled higher poly[/QUOTE]
This is the video that shows them from the back
[video=youtube;B99lGX52iPI]http://www.youtube.com/watch?v=B99lGX52iPI[/video]
[QUOTE=GintokiSakata;45809105]This is the video that shows them from the back
[video=youtube;B99lGX52iPI]http://www.youtube.com/watch?v=B99lGX52iPI[/video][/QUOTE]
Think they used codebreaker on the PS2 version with custom codes to get the camera to view them from the back, which sadly, I don't think ever where released.
If anyone can find a way, i'd more than happily get him!
They were released: [url]http://pastebin.com/ppnAYRRV[/url]
[QUOTE=ripperroo;45807348]ok,
ill pass it as .blneder to you asap within demo sheet which explain frames and relationships[/QUOTE]
ok,thanks :D
i actually replayed Crash Twinsanity a while back, and all the time i thought Victor and Moritz never appeared 3d in the actual game, i always thought they just appeared in the cutscenes but i realized at the very end boss, they are seen for a few seconds in the giant birdcage right before forming into the boss mech, if that would be possible to obtain you could eventually get them too, once you finish this first batch
[QUOTE=YouMadBrah?;45810077]Think they used codebreaker on the PS2 version with custom codes to get the camera to view them from the back, which sadly, I don't think ever where released.
If anyone can find a way, i'd more than happily get him![/QUOTE]
[QUOTE]They were released: [url]http://pastebin.com/ppnAYRRV[/url][/QUOTE]
Wow! Nice find! That would be awesome if we get Ripper Roo! From the video it seems that he has no feet or tail. Hopefully YouMadBrah? can rebuild him like the others!
[QUOTE=mat5b;45810407]They were released: [url]http://pastebin.com/ppnAYRRV[/url][/QUOTE]
Thanks for the codes man! Do you know how to get the camera view at the angle seen in the video?
[QUOTE=YouMadBrah?;45819090]Thanks for the codes man! Do you know how to get the camera view at the angle seen in the video?[/QUOTE]
Position yourself away from the arena (use moon jump and levitate), don't get too close, and activate the code when you get the right angle.
Nice work by the way, can't wait to see this get done!
[QUOTE=mat5b;45819329]Position yourself away from the arena (use moon jump and levitate), don't get too close, and activate the code when you get the right angle.
Nice work by the way, can't wait to see this get done![/QUOTE]
Thanks man, it's appreciated!
For some reason my codebreaker doesn't want to work for me atm. :/
Will try and fix it though! Also what code do i activate when i'm in the right position?
Btw heres a list of models i've compiled of what characters i plan on getting over the next couple of weeks. If anyone could rip any of these for me from WoC or Nitro Kart, i can fix them up ready for porting as it'd save me some time so i can fix Ripper Roo when i get him.
Models to left to get.
[U][B]Twinsanity[/B][/U]
Papu Papu
Generic Enemies
Misc Props
Mecha-Bandicoot
Ripper Roo ([B]If Fixable[/B])
Koala Kong ([B]Possibly if i have time[/B])
Evil Twins ([B]If able to get textures[/B])
[B][U]Crash Nitro Kart[/U][/B]
Zim
Zam
Pura
N Trance
Fake Crash
[B][U]Crash WoC[/U][/B]
Tiny
Crunch
[QUOTE=YouMadBrah?;45819820]
Also what code do i activate when i'm in the right position?
[/QUOTE]
Activate the character modifier and switch to nina (L1+Triangle) or cortex (L1+R2), basically someone who isn't there.
[QUOTE=mat5b;45820479]Activate the character modifier and switch to nina (L1+Triangle) or cortex (L1+R2), basically someone who isn't there.[/QUOTE]
any idea why i can't do this on my PS2 copy of the game? i thought i did it myself before, but it's not working, when i apply the character modifier code, it shows Nina or Cortex's life icon at the top corner, but if i dare press to change into either one my game freezes
[editline]28th August 2014[/editline]
[QUOTE=YouMadBrah?;45819820]Thanks man, it's appreciated!
For some reason my codebreaker doesn't want to work for me atm. :/
Will try and fix it though! Also what code do i activate when i'm in the right position?
Btw heres a list of models i've compiled of what characters i plan on getting over the next couple of weeks. If anyone could rip any of these for me from WoC or Nitro Kart, i can fix them up ready for porting as it'd save me some time so i can fix Ripper Roo when i get him.
Models to left to get.
[U][B]Twinsanity[/B][/U]
Papu Papu
Generic Enemies
Misc Props
Ripper Roo ([B]If Fixable[/B])
Koala Kong ([B]Possibly if i have time[/B])
[B][U]Crash Nitro Kart[/U][/B]
Zim
Zam
Pura
N Trance
Fake Crash
[B][U]Crash WoC[/U][/B]
Tiny
Crunch[/QUOTE]
are you getting Tiny from Twinsanity aswell?, i can get his WOC model, but i prefer twinsanity personally, i have no idea how you're getting them, when i rip PS2 models they always have polygons missing, like holes in the model that i cant patch, from any game, or the models wont be there at all, and parts and pieces of stage elements only rip, i use Texmod, PSCX2, and the GS Plugin, i would get Tiny and possibly the Evil Twins myself if no one else is going to port them
[editline]28th August 2014[/editline]
the only characters in the Crash Bandicoot history that isn't ripped from the actual games in some form i believe now is
Rilla Roo
Bearminator
Yaya Panda
The Viscount
The Evil Twins
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