To clarify, the preview I gave about is not of an imported level. That is a level that was made a long time ago by PackerX, that would make a great import for a level.
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I'm still trying to rip PSX models from other games, and I'm still failing miserably.
Yay, I'll recycle more of my own information then:
When it comes to obtaining PSX models, you're pretty much out of luck. You could try using an OpenGL-ripper with a PSX emulator on the game (that apparently worked for someone,) or if you have a PSP, using the psplamb plugin with it on a POPstation-converted version of the game. But these methods are not gaurunteed. You could also try converting the models directly from the game's files, if tools for the game exist to do so.
Here is more information on the psplamb plugin, and instructions for its use. There is also good information on OpenGL rippers in the Game Specific Model Ripping guides topic from TSR's forum. And you can read my PSX texture ripping method here.
A team work on a emulator of PS3 on PC, so that said :
- 3D Ripper DX + PS3 ISO = Model on 3ds Max
I'm afraid it's not that simple. 3D Ripper DX will only work for textures, as capture results are always flat due to the way the PS2's graphics are displayed. Some have managed to capture 3D data by combining the dimensions of two 3D Ripper DX captures, but the end doesn't justify the means. The only way to properly capture PCSX2 models so far is to use 3DVia Printscreen, and the results are still distorted in some ways. One of the people working on PCSX2 wrote that they have a model export option planned on very low priority.
MGSTTS? That game has been working on Dolphin for a long while now. ...Actually, I made a list of model obtaining methods for every main game in the Metal Gear Solid series:
For obtaining textures from the PC version of MGSI, you can use Unmass to extract them from the archives within the game. Perfect black usually signifies transparency for these textures. The game's archives are easily accessible by renaming the .mgz files extensions to .zip and opening accordingly. Sound effects and such are found raw within the archives. Also, neko68k was working on a model exporter for the game.
For obtaining models from MGSTTS, through Dolphin you can merge the capture data of 3DVia Printscreen (results in unposed, UV-less models) and 3D Ripper DX (results in posed, textured and UV'd models) to create a perfect model capture. Also, Solidus can extract textures from this game's archives.
For obtaining models from the PC and PS2 versions of MGS2, you can use Solidus to convert UV'd models and textures within the game's archives. These models come without bones, however.
For obtaining models from MGS3, you will need to experiment with various model capture programs (such as the ones mentioned in the Game Specific Model Ripping guides topic under TSR's Model Discussion sub-forum) through PCSX2 using their corresponding plugins. The models are without bones/UVs and usually distorted, though. When capturing textures from PCSX2 using 3D Ripper DX, the R and B colour values of the captured texture must sometimes be swapped (like this method I posted) to produce correct colouring.
For obtaining models from MGS4, chroxx was working on a model import plugin for 3D Studio Max.
For obtaining models from MGS PSP games, you can use drakon's psplamb plugin on a real PSP to capture them with UVs. For textures, you can run the PSP game through JCPSP and use the texture debugger to gain access to and copy the game's textures from memory.
A fixed capture of *Kokiri forest has already been made in .dae format for Zelda World by PackerX, as well as Hyrule Field, The Lost Woods, and the Clock Tower Top with accompanying props. You can watch the process they went through to make the levels here.
(The fence textures aren't properly displayed in Noesis. Not shown is the secondary model for sections of the level with non-solid collision.)
Coming from a non-profit indie game, you can use these models however you wish. I suggest you use them as stage models when the importer is released...
Well he's an obsessive replicationist, and a great one that I aspire to be like. That's why he's considered the best at the stages he makes, because he will not accept anything but the best possible. Thanks for all the work you do, Mewtwo2000.
You guys are going about it all wrong. How about capturing the models yourself?
There is a code for the PAL version of SSBM that breaks most animations for all characters as seen here.
Code:
Posing Characters EJ28-DRM8-WHBPV ZEX8-HT9X-Z5BZ2
This code works on the Dolphin Gamecube emulator. By running the correct version of SSBM on Dolphin with this code and a DirectX plugin, through 3D Ripper DX, you could take unposed captures of any character model on-screen (preferably during the versus screen, as there are very little other models.)
Then you would just need to import that capture into 3D Studio Max, setting the appropriate FOV and aspect ratio according to values recommended by the 3D Ripper DX import plugin. The resulting models would be perfect for you and your project.