• Crash Bandicoot ORIGINAL PSX Model (WIP)
    340 replies, posted
You lost me somewhere... Where does the Stanford models come into play? Did you rip the models into that format somehow?
[QUOTE=v7CaseyRoo;45720535]Will we be able to release your remake models with the ripped models (ones from later games)? They look so great![/QUOTE] thats great, but they must be separated because we said «Original Psx Wips» [QUOTE=v7CaseyRoo;45720627]You lost me somewhere... Where does the Stanford models come into play? Did you rip the models into that format somehow?[/QUOTE] thats first time im using standford i just textured a single cube and terrain with crash textures in blender to showing [del]standford[/del]stanford imported result i guess its the best choice for exporting both face colored and vertex colored models from any where
Okay, now I'm starting to understand. Have you tried Collada format? The formats that I knew of that has vertex color support is Fbx and Dae(Collada). That's why I asked chekwob about the possibility of adding Collada export to the models in CrashEdit. It was already added to the scenery objects, but he didn't add it to the character models because for some reason they aren't properly exported and can't be opened by Blender. So you have to send the model through a couple other softwares first. He didn't really know how to fix that until I explained my method. I agree with separating them, though. The remake model you did is beyond great, but this thread does say "Original PSX." The people would be expecting extracts with the official models made by Naughty Dog. That's also why right now I'm more concerned about getting the vertex colors extracted instead of coloring it myself, I want to give CoolCrash05 the most accurate possible work. And nothing's more accurate than getting the colors exported as the way they were assigned by Naughty Dog.
[QUOTE=v7CaseyRoo;45721038]Okay, now I'm starting to understand. Have you tried Collada format? The formats that I knew of that has vertex color support is Fbx and Dae(Collada). That's why I asked chekwob about the possibility of adding Collada export to the models in CrashEdit. It was already added to the scenery objects, but he didn't add it to the character models because for some reason they aren't properly exported and can't be opened by Blender. So you have to send the model through a couple other softwares first. He didn't really know how to fix that until I explained my method. I agree with separating them, though. The remake model you did is beyond great, but this thread does say "Original PSX." The people would be expecting extracts with the official models made by Naughty Dog. That's also why right now I'm more concerned about getting the vertex colors extracted instead of coloring it myself, I want to give CoolCrash05 the most accurate possible work. And nothing's more accurate than getting the colors exported as the way they were assigned by Naughty Dog.[/QUOTE] as i remember blender doesn't support vertex coloring trough colloda (and may be many other leaks in importer script as you said about crashedit problem with exporting models properly) [QUOTE=gandalf3]The only other formats that blender can export to which support vertex colors are [del]ascii[/del] fbx and ply[/QUOTE] unfortunately blender doesn't have fbx importer by default, and ply models are dramatically compact also ply models are text-based and easy to use for developers we have speaking about blender, so at least stanford would be a choice i strongly appreciate your accuracy about coloring characters and many other things which surprised me at beginning
Hmm? I have the fbx importer on my copy of Blender. Unless it was a plugin that I activated a long time ago and just forgot about it. [IMG]http://i.imgur.com/07FmsdY.png?1[/IMG] I just checked out the ply format. Exported the Collada from Noesis into ply, but Blender imported it as just an empty file. The same thing happens if you just try to import the Collada straight from CrashEdit. Thankfully Noesis (the only program that can import them correctly) allows you to export it as a Fbx. Still doesn't open in Blender just yet, due to it being an older version of Fbx. So after putting it in Autodesk's Fbx Converter and updating the version, then it can be imported no problem (though you may have to scale it down.) [IMG]http://i.imgur.com/w79x4uh.png?1[/IMG] Edit: Aslo, I'm most likely gonna post a video tutorial for this process on YouTube for the people who don't know about this, along with a link to the release thread for when we finish this project.
[QUOTE=v7CaseyRoo;45721605]Hmm? I have the fbx importer on my copy of Blender. Unless it was a plugin that I activated a long time ago and just forgot about it. [IMG]http://i.imgur.com/07FmsdY.png?1[/IMG] I just checked out the ply format. Exported the Collada from Noesis into ply, but Blender imported it as just an empty file. The same thing happens if you just try to import the Collada straight from CrashEdit. Thankfully Noesis (the only program that can import them correctly) allows you to export it as a Fbx. Still doesn't open in Blender just yet, due to it being an older version of Fbx. So after putting it in Autodesk's Fbx Converter and updating the version, then it can be imported no problem (though you may have to scale it down.) [IMG]http://i.imgur.com/w79x4uh.png?1[/IMG][/QUOTE] cool :) shall i fix my blender, think thats included in recently updates (at least higher than 2.63) greeting, i love this hard methods to porting damaged or old files to blender in end can you link corrupted .ply model? i bet you will be favored if you export the final model to .ply and then importing back to blender and a question, the fbx file that you have converted(updated) to, was binary (or ascii)? [QUOTE=v7CaseyRoo;45721605]Edit: Aslo, I'm most likely gonna post a video tutorial for this process on YouTube for the people who don't know about this, along with a link to the release thread for when we finish this project.[/QUOTE] thanks a TON ,however thats hard for ppls to finding out dated noesis
Good question. I didn't realize there was two different kinds of Fbx (binary or ascii.) I took a look at the Fbx Converter and seen that it exported as Binary. Tried ascii real fast to see if there was a difference, then got an error from Blender saying you can't import it if it's ascii. [B]Edit:[/B] Well, long day out of town today. Chekwob, have you had any breakthroughs worth noting from the past few days? Curious as to how it's going on your end.
Saw you guys where busy with other stuff atm, so I made the crates from the first 3 games using the texture linked a few pages back. Credits to the guy who originally got 'em. I know it's not all of them, there's still a few missing. Whoever is compiling the models pack, send me a PM and i'll send 'em to you. [IMG]http://puu.sh/aYFac/b4843bb632.jpg[/IMG]
I like the timed variations of the TNT crate, nice touch!
[QUOTE=YouMadBrah?;45734578]Saw you guys where busy with other stuff atm, so I made the crates from the first 3 games using the texture linked a few pages back. Credits to the guy who originally got 'em. I know it's not all of them, there's still a few missing. Whoever is compiling the models pack, send me a PM and i'll send 'em to you. [/QUOTE] they seems so lovely when they are together Due to the large number of crates, i suggest to exporting one of them as a text based format (.obj) and then extending them trough a text editor :D
[QUOTE=ripperroo;45740680]they seems so lovely when they are together Due to the large number of crates, i suggest to exporting one of them as a text based format (.obj) and then extending them trough a text editor :D[/QUOTE] At the moment, i've just exported the scene above as an .obj to maximize compatibility as not everyone uses the same 3D software. Was thinking about separating the texture sheet into individual box textures and assign them to the correct faces using material IDs so only one model with the same UV map is needed. The flattened checkpoint crate will need to be its own model though as its a different texture to the normal box one.
[QUOTE=YouMadBrah?;45741034]At the moment, i've just exported the scene above as an .obj to maximize compatibility as not everyone uses the same 3D software. Was thinking about separating the texture sheet into individual box textures and assign them to the correct faces using material IDs so only one model with the same UV map is needed. The flattened checkpoint crate will need to be its own model though as its a different texture to the normal box one.[/QUOTE] I agree with just using one model with the same UV map. I mean, let's face it: A cube is a cube. No need to have 21 different cubes with different UVs when it can just be one cube with the same UV, with just a different material added.
good idea, as i know many games supports it, for example valve games (since hl1) a bit: check point crate looks like it :) [IMG]http://i1276.photobucket.com/albums/y467/payampap/checkpoint_zps8d0bf404.jpg[/IMG] [editline]19th August 2014[/editline] [QUOTE=YouMadBrah?;45741034]Was thinking about separating the texture sheet into individual box textures[/QUOTE] also i posted spliced textures to you(PM) if you dont already [B]Update:[/B] one crate mode for cs1.6 is already exists in alliedmodders its so funny to porting them for old Cs
Hi. i hate to be a spoilt sport but. is it possible we could get n brios boss level from crash bandicoot 1 available for download with textures? i love that level. i think its the most detailed level in crash 1. ive seen it somewhere else on the thread and i know about the release thread but...i suck at waiting :(its my b day in half an hour could it be my present lol xD
[QUOTE=keonmckeon;45741671]Hi. i hate to be a spoilt sport but. is it possible we could get n brios boss level from crash bandicoot 1 available for download with textures? i love that level. i think its the most detailed level in crash 1. ive seen it somewhere else on the thread and i know about the release thread but...i suck at waiting :(its my b day in half an hour could it be my present lol xD[/QUOTE] im interested, give me some minutes [editline]19th August 2014[/editline] [IMG]http://i1276.photobucket.com/albums/y467/payampap/brio_zpsa1a1fedf.jpg[/IMG] if that is right, lets texturing
[QUOTE=ripperroo;45741792]im interested, give me some minutes [editline]19th August 2014[/editline] [IMG]http://i1276.photobucket.com/albums/y467/payampap/brio_zpsa1a1fedf.jpg[/IMG] if that is right, lets texturing[/QUOTE] I'll send you the file with the vertex colors already extracted in a sec. Just let me find the model again and upload it.
[QUOTE=v7CaseyRoo;45742070]I'll send you the file with the vertex colors already extracted in a sec. Just let me find the model again and upload it.[/QUOTE] thanks a Ton, thats here : R1\S000001B.NSF im so sorry but thats great if you export it as .ply my blender still has no fbx importer , lol
[QUOTE=v7CaseyRoo;45741444]I agree with just using one model with the same UV map. I mean, let's face it: A cube is a cube. No need to have 21 different cubes with different UVs when it can just be one cube with the same UV, with just a different material added.[/QUOTE] Yeh it's a lot easier and saves porting across 20 or so crates across individually. Did the same thing with the Twinsanity crates.
Do you want it as a .blend file?
[QUOTE=ripperroo;45742131]thanks a Ton, thats here : R1\S000001B.NSF im so sorry but thats great if you export it as .ply my blender still has no fbx importer , lol[/QUOTE] Thanks for the sprites bro, saved me a bunch of time! Also you could send the .fbx to me to convert to an .obj? My version of 3Ds Max pretty much imports anything.
There's the zip file for both the Blend for ripperroo and Fbx for YouMadBrah with the official colors extracted. But YouMadBrah, if you convert it to obj, the vertex colors are lost. That's why I just didn't grab the obj straight from CrashEdit. [url]http://www.mediafire.com/download/hk0omrd0ktgu76k/Nbrio.zip[/url] Oh, and I had to scale the Fbx file way down when I put it in Blender, I don't know how it'll be scaled for you in Max.
[QUOTE=v7CaseyRoo;45742292]There's the zip file for both the Blend for ripperroo and Fbx for YouMadBrah with the official colors extracted. But YouMadBrah, if you convert it to obj, the vertex colors are lost. That's why I just didn't grab the obj straight from CrashEdit. [url]http://www.mediafire.com/download/hk0omrd0ktgu76k/Nbrio.zip[/url] Oh, and I had to scale the Fbx file way down when I put it in Blender, I don't know how it'll be scaled for you in Max.[/QUOTE] Ah, My bad. :/ Thanks for the .fbx file, checking it out now! Just exporting the crate base mesh and collapsed checkpoint crate as .obj's now and uploading them along with the textures. Also noticed that on the original texture sheet, the top of the nitro switch crate is missing. Gonna try and recreate it in Photoshop now. [editline]20th August 2014[/editline] Crates are here! zip file contains both crate base meshes in .obj format along with all of the box textures. Collapsed Checkpoint mesh has a transparent bottom as its just a simple textured plane and no point in adding two-sided texture in Max, as source engine doesn't support it. [B][U]Base Crate Mesh[/U][/B] [IMG]http://puu.sh/aZHbA/9c2bf04c10.png[/IMG] [B][U]Collapsed Checkpoint Crate Mesh[/U][/B] [IMG]http://puu.sh/aZHd0/2635383ae3.png[/IMG] Download - [url]http://www.mediafire.com/download/vvmi48f7dn71blp/Crates.rar[/url]
Thanks. yay happy b day to me lel xD
[QUOTE=v7CaseyRoo;45742292]There's the zip file for both the Blend for ripperroo and Fbx for YouMadBrah with the official colors extracted. But YouMadBrah, if you convert it to obj, the vertex colors are lost. That's why I just didn't grab the obj straight from CrashEdit. [url]http://www.mediafire.com/download/hk0omrd0ktgu76k/Nbrio.zip[/url] Oh, and I had to scale the Fbx file way down when I put it in Blender, I don't know how it'll be scaled for you in Max.[/QUOTE] almost done!! im thinking about including animated brio on the ecene and including some used sprites (flares) [editline]20th August 2014[/editline] [IMG]http://i1276.photobucket.com/albums/y467/payampap/fsfs_zps5e262e50.jpg[/IMG]
That would be awesome to have an animated Brio in the map it would be quite interesting, will he also throw the potions at you?
Looks beyond amazing. Are the shadows part of the texture, or is there a light behind the window. I honestly haven't looked at any of the textures from the level. Almost forgot to ask, what format are you using for the textures. I remember seeing in the Ripper Roo model that you used Jpg. You may want to use Png or Bmp. I don't know how to describe it, but Jpg adds those unwanted color variations in the pixels. There's will minor, but I'm sure you know what I mean.
at last, texturing is done [QUOTE=Trollz0r;45748637]That would be awesome to have an animated Brio in the map it would be quite interesting, will he also throw the potions at you?[/QUOTE] as this project is about birthday :> im decided to animating brio for dancing or something like that :) But the result must be an Application instead (not a textured model only) also i'll include level music plus animated sprites (tiny flares above the lights) software renderer would be a choice [QUOTE=v7CaseyRoo;45748821]Looks beyond amazing. Are the shadows part of the texture, or is there a light behind the window. I honestly haven't looked at any of the textures from the level. Almost forgot to ask, what format are you using for the textures. I remember seeing in the Ripper Roo model that you used Jpg. You may want to use Png or Bmp. I don't know how to describe it, but Jpg adds those unwanted color variations in the pixels. There's will minor, but I'm sure you know what I mean.[/QUOTE] thank you man i'm amazed because both texture lighting and vertex lighting are used for this level central shadow on the floor comes from many spliced textures which looks like a big puzzle to merge in original, textures comes in texture sheets, there is no sorting and its possible for any texture to be repeated i'm using #4 Png texture sheets, its good for saving time but there is few problems in anti aliasing
[QUOTE=v7CaseyRoo;45748821]Looks beyond amazing. Are the shadows part of the texture, or is there a light behind the window. I honestly haven't looked at any of the textures from the level. Almost forgot to ask, what format are you using for the textures. I remember seeing in the Ripper Roo model that you used Jpg. You may want to use Png or Bmp. I don't know how to describe it, but Jpg adds those unwanted color variations in the pixels. There's will minor, but I'm sure you know what I mean.[/QUOTE] .png and .bmp are also good for the textures that have alpha layers on them.
is there any way to converting .ply to .dae trough 3dmax (or any thing) without loosing vertex colors and Uv [del]amps[/del] maps?
It didn't work in Blender?
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