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Author Topic: Metal Gear Solid Needs More Hack Representation!  (Read 491889 times)
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JOEYSX5
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    « Reply #780 on: January 31, 2012, 01:22:21 PM »


    Nice. But don't ya think you'll need to vertex hack Ganon?
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    Eternal Yoshi
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    « Reply #781 on: January 31, 2012, 09:30:14 PM »


    Not if I can extract the model somehow.
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    Friedslick6
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    « Reply #782 on: January 31, 2012, 10:05:07 PM »


    I wonder if GameAssassin can rip PCSX2 models better than other methods...
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    Friedslick6
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    « Reply #783 on: February 04, 2012, 12:46:23 AM »


    Sorry for the double-post. According to this post, some guy on the XNALara forums has the intent to extract some models from Metal Gear Solid 4. I don't know if he has the resources to or not yet, but he might at least know a friend who can. I'll keep a close eye on this thread as usual...
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    LC-DDM
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    « Reply #784 on: February 04, 2012, 06:52:40 AM »


    Here's hoping we get Drebin's monkey over Diddy. *shot*
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    Climaxing to a jump scare would be pretty great.

    Eternal Yoshi
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    « Reply #785 on: February 04, 2012, 02:53:52 PM »


    OK I got good news and bad news regarding Raiden and MGS2 character models.

    Good news - I found a bunch of .evx models with the normals unruined.

    Bad news - I have to redo the rig.

    It'll be worth it in the end since the model will look much better.

    Stay cool.
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    Eternal Yoshi
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    « Reply #786 on: February 10, 2012, 03:18:16 PM »


    Almost done, but I have an issue that needs to be resolved. When I import him into BB, certain vertices of the face have their UV mapping's fudged. Why when it shoes up fine in 3DS Max and Milkshape?

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    Friedslick6
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    « Reply #787 on: February 10, 2012, 04:18:53 PM »


    There are probably still duplicated polygons within the surface of each object. Try hiding the main surface of each object and see if any part that would be hidden still shows up.
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    Eternal Yoshi
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    « Reply #788 on: February 10, 2012, 04:52:31 PM »


    Umm........

    I think I should point out that for all of the polys to show up in BB, I had to disable culling.
    If I don't half the model is not visible..........

    I know which polygons are acting up though....
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    Friedslick6
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    « Reply #789 on: February 10, 2012, 08:08:48 PM »


    I think I've explained myself incorrectly...
    I'll upload some pictures of what I mean tomorrow. i had the same problem with another MGS model.
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    Eternal Yoshi
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    « Reply #790 on: February 15, 2012, 02:08:00 PM »


    Sooo.... anything to add? This is currently the only thing holding back Raiden from completion. Until then, I'm doing simple recolors to beat people to the punch of doing a recolor pack.
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    Spex130
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    « Reply #791 on: February 15, 2012, 03:16:42 PM »


    I know in 3DS max you can select by face, vertex, object, ect.

    Try selecting by face and deleting.

    Also, you can also try welding vertices together using vertex weld. If you do it right, you won't have to re-rig anything.
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    Eternal Yoshi
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    « Reply #792 on: February 15, 2012, 05:26:32 PM »


    Deleting the problematic faces causes polygonal gaps/holes like I deleted that object.
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    « Reply #793 on: February 15, 2012, 06:27:55 PM »


    Well, I suppose that's my only idea. Sorry.

    Maybe you could use Edit Normals?
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    Friedslick6
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    « Reply #794 on: February 15, 2012, 10:20:02 PM »


    Sorry, I forgot.
    Try to look for a "hide" button within the element select menu roll-out. You should be able to hide the correct faces and delete the problematic ones.
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