Jiterdomer wrote:Would it be possible to rip 2D Graphics to dig out unused graphics into the cutting room floor?
Bart wrote:Yes it would but you'd have to write your own code to do it. Getting it to dump perfect texture-mapped models for every game would be hard given some of the weird texture formats but in your case, the models you are probably interested (player vehicles in Daytona 2), it would be straightforward. Model 3's graphics hardware has a whole scene graph with transform matrices and pointers to model data in ROM and RAM. You could traverse that in the same way the rendering engine does and then write out some sort of a model file.
The McLaren body image on the Supermodel download page was generated by writing my own custom viewer back in 2010 when I was beginning work on Supermodel. I gave it data that came directly from polygon RAM.
Felix420 wrote:I found a solution, no coding required!
I ripped the character of the beginning from Lostwsga with RenderDoc and raw2obj.py
You just have to export every single DrawCall of the character as CSV (in this case 32) and then you have to convert them with raw2obj.py to obj to open them in Blender. Then you have to assemble them, the UVs will be screwed by the way.
That's all I got so far.
nuexzz.. wrote:therefore developers would have to write a tool from scratch
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