• Crash Bandicoot ORIGINAL PSX Model (WIP)
    340 replies, posted
[QUOTE=v7CaseyRoo;45751033]It didn't work in Blender?[/QUOTE] works fine in blender, but i must import it in my visual studio project (in run time) .ply model does not provide any material but colloda is welcome i guess i must using real lights instead vertex coloring :(
Did you try the collada export function in Blender, or is that not on your copy?
[QUOTE=v7CaseyRoo;45751182]Did you try the collada export function in Blender, or is that not on your copy?[/QUOTE] i found an online model convertor, but wait a sec!! is it possible in blender to exporting vertex colors to colloda?
Just thought I'd let you guys know I am not dead, since I haven't posted for a while lol. I am really impressed with the work so far. I am loving the Brio level btw. So what is the conclusion with the Crash 2 and 3 models? Has the CrashEdit creator said he may find out what is causing the corruption which is stopping model export from being possible? I mean, if the animations could be viewed like Crash 1, (which is not meant to be supported yet which is odd), then we would be good to go.
[QUOTE=ripperroo;45751222]i found an online model convertor, but wait a sec!! is it possible in blender to exporting vertex colors to colloda?[/QUOTE] It should. I'll try it in a sec and let you know the results. And also Coolcrash05, no not yet. I figured it might take awhile for him to get it to work out (sounds like it'll take quite a bit of know-how in terms of programming), been waiting for him to get back to us about the frame exports. If you noticed, several posts back I mentioned taking a break on the models till we see if he can get it working. That way we can be absolutely sure I don't miss correctly coloring a polygon. If it goes well, then really all we gotta do is map the models. [B]EDIT:[/B] Well, looks like my copy of Blender stopped working. Haven't got it to come on all day. I cleaned my computer out last night, must of accidentally deleted a related file. Not sure how, I don't remember going to Program Files(x86). Oh well, I'll get another copy tonight. Also, heads up: I have my senior year staring on Monday, so my posts will be limited to the afternoon during weekdays. But you can guarantee I'll still keep up with our progress.
i am soo ready for the final textured n brio Level. oh my god this is gonna be amazing *dies*
[QUOTE=keonmckeon;45742651]Thanks. yay happy b day to me lel xD[/QUOTE] [B]hope you enjoy[/B] [url]https://www.mediafire.com/?rhkxh6n4tq80brz[/url] [editline]21st August 2014[/editline] [QUOTE=v7CaseyRoo;45753161][B]EDIT:[/B] Well, looks like my copy of Blender stopped working. Haven't got it to come on all day. I cleaned my computer out last night, must of accidentally deleted a related file. Not sure how, I don't remember going to Program Files(x86). Oh well, I'll get another copy tonight. Also, heads up: I have my senior year staring on Monday, so my posts will be limited to the afternoon during weekdays. But you can guarantee I'll still keep up with our progress.[/QUOTE] Just like me :) good luck with your personal activities ill be right back after 2 weeks Dingodile project puased! Brb
[QUOTE=ripperroo;45756993][B]hope you enjoy[/B] [url]https://www.mediafire.com/?rhkxh6n4tq80brz[/url] [editline]21st August 2014[/editline] Just like me :) good luck with your personal activities ill be right back after 2 weeks Dingodile project puased! Brb[/QUOTE] great work! the application is beautiful: D but you can have animations and textures along with models
That is damn hilarious, I like the fact that Crash and Tawna are locked up watching this!
Thank youuuuu <33333 yaay [editline]21st August 2014[/editline] [QUOTE=BandicootUnit;45757177]great work! the application is beautiful: D but you can have animations and textures along with models[/QUOTE] hes given you them! :P i will give you a riddle. when you press me theres lots of options. when you click me theres lots of selections. in those selections is the box. in the box is the extract. yes that was a bad riddle lol. RIGHT CLICK! EXTRACT HERE USING 7 ZIP. done :)
Great Animation work and models. It looks as if it was some kind of bonus video officially done by Naughty Dog! This has got to be shown to Naughty Dog. Anyone wanna tweet them? ;)
let ripperoo or caseyroo do it. as there the main workers on the n brio. and dont forget to say this was for my b day. xDXDXD
[QUOTE=Coolcrash05;45759036]Great Animation work and models. It looks as if it was some kind of bonus video officially done by Naughty Dog! This has got to be shown to Naughty Dog. Anyone wanna tweet them? ;)[/QUOTE] Good idea Lol, i spent few minutes for animation , exportet to vertex animation so i lost many frames did you extract Green Brio Monster through CrashEdit? [editline]21st August 2014[/editline] [QUOTE=keonmckeon;45759088]let ripperoo or caseyroo do it. as there the main workers on the n brio. and dont forget to say this was for my b day. xDXDXD[/QUOTE] if its possible for any body to make it public, he is welcome :/ would be a cool project to extend in future more animations, more bosses (lol), more dirts lol a big party or something else like that [editline]21st August 2014[/editline] @keonmckeon as i know, you was focused to ripping nitro kart Models, did you that? is there any thread for them? LOL [IMG]http://i1276.photobucket.com/albums/y467/payampap/Capture_zpsf125fd43.jpg[/IMG]
[QUOTE=ripperroo;45759090]Good idea Lol, i spent few minutes for animation , exportet to vertex animation so i lost many frames did you extract Green Brio Monster through CrashEdit? [editline]21st August 2014[/editline] if its possible for any body to make it public, he is welcome :/ would be a cool project to extend in future more animations, more bosses (lol), more dirts lol a big party or something else like that[/QUOTE] I didn't find Green Monster Brio, as I didn't go through every last .NSF but feel free to have a look, eh? ;)
[QUOTE=ripperroo;45759090]Good idea Lol, i spent few minutes for animation , exportet to vertex animation so i lost many frames did you extract Green Brio Monster through CrashEdit? [editline]21st August 2014[/editline] if its possible for any body to make it public, he is welcome :/ would be a cool project to extend in future more animations, more bosses (lol), more dirts lol a big party or something else like that [editline]21st August 2014[/editline] @keonmckeon as i know, you was focused to ripping nitro kart Models, did you that? is there any thread for them? LOL [IMG]http://i1276.photobucket.com/albums/y467/payampap/Capture_zpsf125fd43.jpg[/IMG][/QUOTE] Unfortunately no thread yet. im a bit busy lately. but a s a p i will :)
[QUOTE=keonmckeon;45759218]Unfortunately no thread yet. im a bit busy lately. but a s a p i will :)[/QUOTE] thanks for the riddle ahahahaha :) [editline]21st August 2014[/editline] but n.brio it's impossibile to import with animation in 3ds max :/
Sorry, was working on another project for the past few hours. If you want, I can post a screen video of the app on YouTube (with our names and credits of course. Plus a link to the thread.)
[QUOTE=v7CaseyRoo;45760543]Sorry, was working on another project for the past few hours. If you want, I can post a screen video of the app on YouTube (with our names and credits of course. Plus a link to the thread.)[/QUOTE] thank you So much you make me strongly interested to working on new similar job for each bosses , may be a bonus fun for bandicoot 1 story to re view what happened when the game was finished [editline]21st August 2014[/editline] [QUOTE=BandicootUnit;45760119]thanks for the riddle ahahahaha :) [editline]21st August 2014[/editline] but n.brio it's impossibile to import with animation in 3ds max :/[/QUOTE] if you want, i can send him to you as Milkshape or Blender
Due to the lack of a z-buffer in the PlayStation, it is currently impossible to.rip the models. You can rip the textures though. Also Crash 2/3 use a very different compressing technology, so until someone decides to spent months studying the game's coding, there wont be models any time soon. By the way this is an excellent work. I might color Brio once I get the hang of Blender. Edit: Sorry I didn't mean Brio lol.
[QUOTE=guynumber1;45763828]Due to the lack of a z-buffer in the PlayStation, it is currently impossible to.rip the models. You can rip the textures though. Also Crash 2/3 use a very different compressing technology, so until someone decides to spent months studying the game's coding, there wont be models any time soon. By the way this is an excellent work. I might color Brio once I get the hang of Blender. Edit: Sorry I didn't mean Brio lol.[/QUOTE] And that's why we're glad Chekwob came down from the Heavens above to bless us with his wonderful software. Not sure if you read the previous pages, but all of that's been covered. (I don't blame you if you didn't read through it though, I have the same habit sometimes) I mentioned the lack of a Z-Buffer earlier in the thread when someone asked about it. I explained how they come out flattened, with separated polygons, and minus the polygons not facing the camera (that too is because of the lack of the Z-Buffer.) We also discussed the textures. RipperRoo is getting them with 3D Ripper DX, and I'm getting them with GLXtractor. The only way I ever seen people rip PS1 models is by getting the models straight from the game's disc and converting them to something usable. (Basically what we're doing here with Chekwob's software.)
BOOM! lol i just made this. if anyone wants me to edit it to make it more clear just ask. ive done a little model sheet for koala kong. IF anyones interrested. its ps1 model related so i thought i would drop it off here [IMG]http://puu.sh/b2LDd/b66e8847d4.jpg[/IMG]
[QUOTE=ripperroo;45760651]thank you So much you make me strongly interested to working on new similar job for each bosses , may be a bonus fun for bandicoot 1 story to re view what happened when the game was finished [editline]21st August 2014[/editline] if you want, i can send him to you as Milkshape or Blender[/QUOTE] ok thanks
[QUOTE=keonmckeon;45764615]BOOM! lol i just made this. if anyone wants me to edit it to make it more clear just ask. ive done a little model sheet for koala kong. IF anyones interrested. its ps1 model related so i thought i would drop it off here [IMG]http://puu.sh/b2LDd/b66e8847d4.jpg[/IMG][/QUOTE] amazing, just like a beautiful neon light did you that by blender node editor or hlsl?
Hey just wanted to mention you can find the exact level you're looking for from the numbers in this list: [url]https://sites.google.com/site/crashpsxsite/structure[/url] The last two digits before .NSF are the ones in that list. So for example nitrus brio's boss fight is S000001B.NSF (and NSD) which is in the S1 directory. The first digit is the number in the folder name so 23 will be in folder S2, 3C will be in S3 etc. The only exception I've seen is Rings of Power which was like 1F in the S2 folder for some reason, no idea why or how it even works at all. Still looking into per-face coloring in COLLADA. It might involve separate vertices for each polygon which would be annoying.
[QUOTE=ripperroo;45767304]amazing, just like a beautiful neon light did you that by blender node editor or hlsl?[/QUOTE] I used unity :)
[QUOTE=chekwob;45767788]Hey just wanted to mention you can find the exact level you're looking for from the numbers in this list: [url]https://sites.google.com/site/crashpsxsite/structure[/url] The last two digits before .NSF are the ones in that list. So for example nitrus brio's boss fight is S000001B.NSF (and NSD) which is in the S1 directory. The first digit is the number in the folder name so 23 will be in folder S2, 3C will be in S3 etc. The only exception I've seen is Rings of Power which was like 1F in the S2 folder for some reason, no idea why or how it even works at all. Still looking into per-face coloring in COLLADA. It might involve separate vertices for each polygon which would be annoying.[/QUOTE] thanks a ton manual searching was so difficult as each face uses unic vertices , so maybe its the only way to affecting all of 3 vertices with a same color
[QUOTE=chekwob;45767788]Hey just wanted to mention you can find the exact level you're looking for from the numbers in this list: [url]https://sites.google.com/site/crashpsxsite/structure[/url] The last two digits before .NSF are the ones in that list. So for example nitrus brio's boss fight is S000001B.NSF (and NSD) which is in the S1 directory. The first digit is the number in the folder name so 23 will be in folder S2, 3C will be in S3 etc. The only exception I've seen is Rings of Power which was like 1F in the S2 folder for some reason, no idea why or how it even works at all. Still looking into per-face coloring in COLLADA. It might involve separate vertices for each polygon which would be annoying.[/QUOTE] Correct me if i'm wrong but once exported, wouldn't simply welding the separate vertexes fix the problem?
For some reason I assumed everyone here already knew of the site. Whoops. :tinfoil: Guess I could of saved some of you some time when we first started this. Chekwob, by separate vertices do you mean each polygon is separated from the actual model?
Hey, did anyone do the gem model? I'd like to have it (if anyone did), if nobody did, then I guess I can export it (coloring it will be near impossible due to the transparency though). EDIT: It's highly probably in S000002D.NSF (level completion screen). EDIT 2: The gem models seem to actually have no animation (you will only see a bunch of model entries named "GeXXG"), I found T20 entries with "GeXXV" in the name. Maybe V stands for vertex? Oh and XX is either 10, 20, 30, 40, 50 or 60, so they must be frames. I also found "Gc10V"/"Gc10G" and "Gk10V"/"Gk10G", not sure if these are just the colored gems (seeing as they are only 2).
I'll check it out in a second and get back to you. I remember looking at the level complete scene before and not finding anything, but then again, I wasn't really looking for gems that time. [B]Edit:[/B] Didn't see any frames for it, but I did see the entries you mentioned.
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