why are you guys doing it from scratch when this tool's full sources were available?
anyway, anyone who is still on it - go get the new version that parses these models
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Roadkill PS2 Beta Models
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- ultra-n00b
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- shakotay2
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Re: Roadkill PS2 Beta Models
I don't see the point, read your own answer:Spectresrs wrote: ↑Mon May 24, 2021 12:31 am why are you guys doing it from scratch when this tool's full sources were available?
(Also I didn't know it's "Terminal Reality Infernal Engine" and that you (and HaDDayn) started working on it more than 3 years ago... )Spectresrs wrote: ↑Mon May 24, 2021 12:29 am it has came to my attention that there exists a roadkill demo, and it has models that were removed in release, and those models are of different format that isn't immediately parsable
Great stuff, btw.
@screenracer:
well, if you had given the link to the tools it would have spared us tons of lifetime, maybe.screenracer wrote: ↑Sat May 01, 2021 2:15 am Hello everyone! I found this beta disk for Roadkill, a classic PS2 game. There are tools for the final game available but the beta version has a different model format and the tools break on the model files here
But I guess you'd missed something in your life if not having assembled car01 manually, wouldn't you?
@me: well, try to read requester's posts more carefully
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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- beginner
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Re: Roadkill PS2 Beta Models
Apologies. I just wasn't sure if the creator of the tools would of been good with us using there sources and I didn't want to upset anyone. Though I guess he wouldn't of posted it publicly if that was the case, so apologies for that. Luckily he replied to my PM though, didn't think he would since it said he was inactive since 2017, lol.
But yeah, it was quite the ride assembling it from the verts. My recreation wasn't too off the mark either surprisingly. But the original's always the best, and we got the originals, yaay
But yeah, it was quite the ride assembling it from the verts. My recreation wasn't too off the mark either surprisingly. But the original's always the best, and we got the originals, yaay
- shakotay2
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Re: Roadkill PS2 Beta Models
Yeah, now that you can get the original could you please tell your trick, when recreating, if any? I really have not idea how someone could get such good result from a point cloud!screenracer wrote: ↑Mon May 24, 2021 6:21 pmMy recreation wasn't too off the mark either surprisingly. But the original's always the best, and we got the originals, yaay
(Tried it with some Point Cloud Skinner in blender but the results were much far from yours. )
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Roadkill PS2 Beta Models
Not really any tricks, just looked at the verts and connected the dots manually while looking at screenshots of the model ingame. Took a lot of time, lol. I made mistakes in some areas like under the engine or the underside of the car since it's very hard to go ingame and get references for those.
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- ultra-n00b
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Re: Roadkill PS2 Beta Models
the difference between beta and release models ended up being just a header 8 bytes shorter and a collision structure lacking a string, but all the other vertex-normals-triangles chunks are the same, so you could've saved some work applying those structures to the mesh data
...if you'd knew of that thread existing of course I mean