• Crash Bandicoot ORIGINAL PSX Model (WIP)
    340 replies, posted
Just curious, what software are you guys using to get the textures from Crash 1? Also nice work on Ripper Roo btw.
Currently mapping Aku, but I'm missing his feathers and goatee. *And YouMadBrah, take a look at my post above you to see the name of the software I'm mostly using for textures. Although I feel RipperRoo may be using a better one than me.
[QUOTE=v7CaseyRoo;45664134]Currently mapping Aku, but I'm missing his feathers and goatee. *And YouMadBrah, take a look at my post above you to see the name of the software I'm mostly using for textures. Although I feel RipperRoo may be using a better one than me.[/QUOTE] Hey man, i saw your previous post just as i posted mine. Tried searching for the software but couldn't find it. :/ Would you be able to provide a link? Would massively appreciate it.
Yeah let me look for it in a sec. It's somewhere in my browsing history. It may take a while to get used to it. When it rips textures, they're all grouped together in bout 3 or 4 different texture sheets. So I have to crop them out, and it also seems to occasionally miss a texture. It also can captures model, but ripping models from the PSX is next to impossible due to the lack of a z-buffer. So all the PS1 models come out flat. Found the link: [url]http://members.chello.at/alexan/downloads.htm[/url] Update: Here's my progress on coloring Cortex. Still gotta get his textures better mapped so they're less distorted. [IMG]http://i.imgur.com/gelZoL0.png?1[/IMG]
[QUOTE=v7CaseyRoo;45664309]Yeah let me look for it in a sec. It's somewhere in my browsing history. It may take a while to get used to it. When it rips textures, they're all grouped together in bout 3 or 4 different texture sheets. So I have to crop them out, and it also seems to occasionally miss a texture. It also can captures model, but ripping models from the PSX is next to impossible due to the lack of a z-buffer. So all the PS1 models come out flat. Found the link: [url]http://members.chello.at/alexan/downloads.htm[/url][/QUOTE] Thanks man, appreciate it! Does it come with a Readme saying how it works?
Errr, I don't think. I never really look for those, I just grab random software, and do the trail and error method. The basic rundown is you link it to you emulation software, make sure your emulation software is using openGL, and the default capture method is "ctrl-shift-F." The files are then saved to your Documents folder. Or at least, that's how it is on my computer.
[QUOTE=v7CaseyRoo;45664469]Errr, I don't think. I never really look for those, I just grab random software, and do the trail and error method. The basic rundown is you link it to you emulation software, make sure your emulation software is using openGL, and the default capture method is "ctrl-shift-F." The files are then saved to your Documents folder. Or at least, that's how it is on my computer.[/QUOTE] ahh k, thanks man.
Just another update, I moved Cortex's gun and his umm, his "[I]floaty jetboard thing that brings all the ladies to the yard[/I]" to another layer. Makes it easier to color him. When I finish coloring him, I'll move to getting his accessories done.
Wow an OpenGl extractor? i know you said the models come out flat but is there a way to scale them to appropriate sizes?
Sorry, I don't think that's possible. Not only do they become flat, each and every polygon becomes it's own separate object. Doesn't even matter if you use OpenGl or Direct3D, you get the same results. But hey, I always keep my ears up. If I hear of anyway to get the models ripped properly, I'll definitely be posting and releasing stuff on here. I have some PS1 games that I want to study when it comes to their models, lighting, and vertex colors.
[QUOTE=v7CaseyRoo;45665026]Sorry, I don't think that's possible. Not only do they become flat, each and every polygon becomes it's own separate object. Doesn't even matter if you use OpenGl or Direct3D, you get the same results. But hey, I always keep my ears up. If I hear of anyway to get the models ripped properly, I'll definitely be posting and releasing stuff on here. I have some PS1 games that I want to study when it comes to their models, lighting, and vertex colors.[/QUOTE] Ah i see, So how did you manage to get Cortex from crash 1 to look so good?
[QUOTE=Elite Phazon;45665300]Ah i see, So how did you manage to get Cortex from crash 1 to look so good?[/QUOTE] That was ripped by CoolCrash05. I'm just doing texture and vertex coloring work in blender. I believe RipperRoo is also doing some work with the models as well. In the end, we're gonna send them back to CoolCrash05 for him to release as a whole pack. UPDATE: Not much since the last progress shot, but he's getting there. [IMG]http://i.imgur.com/SQX0DgS.png?1[/IMG]
[QUOTE=v7CaseyRoo;45663730]I'll try to take a look at it in a sec (may take a while, internet's bandwidth is slowed down temporarily). Looks spot on judging from the pic. Also, I think you may be using better ripping software than me. I'm mainly using GLExtractor, and I can't seem to find that texture palette. Edit: Got it to load. Can already tell that you got it perfectly done. No fixing needed.[/QUOTE] nope :) i just using same method to extracting,really there is no palette textures used in crash1, i just add them by self for faster exporting (for example valve .smd does not support vertex colors) [QUOTE=v7CaseyRoo;45663730]And Roo's my favorite Crash character, so kudos to the power of 100 times 3 plus 5.[/QUOTE] i'm glad to hear that [QUOTE=YouMadBrah?;45663955]Just curious, what software are you guys using to get the textures from Crash 1? Also nice work on Ripper Roo btw.[/QUOTE] i saw v7CaseyRoo introduced openGL extractor (im sorry for my late in response) but there is an alternative program which is better to ripping only Crash 1 Textures (not 2 or 3 or ...) [B]3D Ripper DX[/B]
I also use Ripper DX. Although I don't seem to be able to get many textures from a scene with it. Like maybe 5 textures with each capture.
[QUOTE=v7CaseyRoo;45665343]That was ripped by CoolCrash05. I'm just doing texture and vertex coloring work in blender. I believe RipperRoo is also doing some work with the models as well. In the end, we're gonna send them back to CoolCrash05 for him to release as a whole pack. UPDATE: Not much since the last progress shot, but he's getting there. [IMG]http://i.imgur.com/SQX0DgS.png?1[/IMG][/QUOTE] superb,, Just like the start up demo, thats a nice idea to rigging them separately i found that there is some textures with cortex [U]blaster [/U]band [U]glider [/U]
[QUOTE=ripperroo;45666659]superb,, Just like the start up demo, thats a nice idea to rigging them separately i found that there is some textures with cortex [U]blaster [/U]band [U]glider [/U][/QUOTE] Noticed that as well. (Well, for the gun, wasn't sure bout his glider.) The gun is just the lightning bolt, right?
[QUOTE=v7CaseyRoo;45666674]Noticed that as well. (Well, for the gun, wasn't sure bout his glider.) The gun is just the lightning bolt, right?[/QUOTE] im not sure for the glider, follow the cortex snapshot included in crashcool05 :/ [IMG]http://i1276.photobucket.com/albums/y467/payampap/cortex_zps627e7448.jpg[/IMG] seems all of gray faces are missing something
[QUOTE=ripperroo;45666702]im not sure for the glider, follow the cortex snapshot included in crashcool05 :/ [IMG]http://i1276.photobucket.com/albums/y467/payampap/cortex_zps627e7448.jpg[/IMG] seems all of gray faces are missing something[/QUOTE] Oh okay, yeah that's definitely the case. Also, currently adjusting my 3DRipper and direct3D plugin for ePSXe. starting to get minor improvements, but there's still a lot of textures missing compared to when I rip from openGL sources.
[QUOTE=v7CaseyRoo;45666721]Oh okay, yeah that's definitely the case. Also, currently adjusting my 3DRipper and direct3D plugin for ePSXe. starting to get minor improvements, but there's still a lot of textures missing compared to when I rip from openGL sources.[/QUOTE] what is your gpu plugin? i think 3DRipper is the best choice for ripping alpha mapped textures (leafs, fruits , [B][del]uka uka[/del] aku aku feathers and goate[/B], ..)
Just grabbed a new plugin called next3D, using direct 9. It just got me way more textures than my previous direct6 plugin. The color is off, so now I just have to configure it.
[QUOTE=v7CaseyRoo;45666762]Just grabbed a new plugin called next3D, using direct 9. It just got me way more textures than my previous direct6 plugin. The color is off, so now I just have to configure it.[/QUOTE] pete's plugins would be handy, for both Directx and Opengl im not sure why GlExtrcator breaks transparent textures
Got some of pete's plugins. Still experimenting with configurations. [B]Update: [/B] Cortex (minus the accessories) is almost finished. Just to double check, do you see any thing I missed in these shots before I bake to a texture sheet? [IMG]http://i.imgur.com/kylws46.png?1[/IMG]
[QUOTE=v7CaseyRoo;45666842]Got some of pete's plugins. Still experimenting with configurations. [B]Update: [/B] Cortex (minus the accessories) is almost finished. Just to double check, do you see any thing I missed in these shots before I bake to a texture sheet? [IMG]http://i.imgur.com/kylws46.png?1[/IMG][/QUOTE] the orange parts of gloves are awesome, thanks a ton
[QUOTE=v7CaseyRoo;45665026]Sorry, I don't think that's possible. Not only do they become flat, each and every polygon becomes it's own separate object. Doesn't even matter if you use OpenGl or Direct3D, you get the same results. But hey, I always keep my ears up. If I hear of anyway to get the models ripped properly, I'll definitely be posting and releasing stuff on here. I have some PS1 games that I want to study when it comes to their models, lighting, and vertex colors.[/QUOTE] That's pretty much what happens when i rip the models from Twinsanity, although instead of being flat they're massively stretched on the y-axis and separate objects. Not 100% on this, but surely the PS1 rips could just be scaled on the y-axis, attached to a singular object and then the vertexes welded together?
[IMG]http://i.imgur.com/29QLwcw.png?1[/IMG] That's what happens if you scale them on the y. (That's scaled up at 500 times.) In the end, I believe there is a way. I mean, the data [B]is there[/B] somewhere.
[QUOTE=v7CaseyRoo;45670032][IMG]http://i.imgur.com/29QLwcw.png?1[/IMG] That's what happens if you scale them on the y. (That's scaled up at 500 times.) In the end, I believe there is a way. I mean, the data [B]is there[/B] somewhere.[/QUOTE] thats it, i think ripping bandicoot 3 models is just a childish dream :/ take a look at this thread [URL="http://forum.xentax.com/viewtopic.php?f=10&t=5862&sid=f9791c298f66a6046eb8b8a5353810a1"]http://forum.xentax.com/viewtopic.php?f=10&t=5862&sid=f9791c298f66a6046eb8b8a5353810a1[/URL] If You Don't Already Have a Look
[QUOTE=ripperroo;45670459]thats it, i think ripping bandicoot 3 models is just a childish dream :/ take a look at this thread [URL="http://forum.xentax.com/viewtopic.php?f=10&t=5862&sid=f9791c298f66a6046eb8b8a5353810a1"]http://forum.xentax.com/viewtopic.php?f=10&t=5862&sid=f9791c298f66a6046eb8b8a5353810a1[/URL] If You Don't Already Have a Look[/QUOTE] Yeah, I read it yesterday when I was gonna try out CrashEdit, but then after I downloaded it, I realized that using ISOs don't work for it. I'm gonna have to find the discs. I know I at least still have Crash 2 laying around somewhere.
[QUOTE=v7CaseyRoo;45670757]Yeah, I read it yesterday when I was gonna try out CrashEdit, but then after I downloaded it, I realized that using ISOs don't work for it. I'm gonna have to find the discs. I know I at least still have Crash 2 laying around somewhere.[/QUOTE] i was done with .iso files, just use daemon tools
Managed to get CrashEdit running. Starting to get accustomed to it. [B]Update:[/B] I am now getting some progress on exporting vertex colors from CrashEdit. Not into Blender, yet. But I got the stage for N.Brio's boss fight imported into Unity. And as you can see, it also includes vertex colors. [IMG]http://i.imgur.com/fVdsk88.png?1[/IMG] [B]Update: [/B] Successfully ported to Blender [U]without losing vertex colors[/U]. :smile: [IMG]http://i.imgur.com/l8GSA8r.png?1[/IMG]
All of this progress is looking absolutely great! It is great to see that my idea and plan is coming to life thanks to all you amazing people. I can't wait to be able to port them to Garry's Mod and possibly get a LUA scripter to make the bosses attack us and stuff. Oh, and an original Crash Bandicoot player model ;D
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