Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Ninja Gaiden 2 x360
-
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1422 times
Re: Ninja Gaiden 2 x360
Hi there,
Well I spent nights and nights trying to figure out the skinning for Doax2/Ng2 only to find out that these models are far complicated, they make use of morphing extensively and bones are nowhere to be found.
I did somehow manage to fix the models matrices so now the different body parts are there where they are supposed to be, or at least, because in doax2 character models, the body isn't fully reconstructed, but for the rest of the data (heads, swimsuits, eyes, ...) things work well.
The pic below shows one of the very few models that I succeeded to rig, and given the difficulty to set the skinning, I imagine the animations are a lot harder.
All in all, I think I'll give up on this model format and move on to somthing else. I'll upload the new converter once I finalize it.
Well I spent nights and nights trying to figure out the skinning for Doax2/Ng2 only to find out that these models are far complicated, they make use of morphing extensively and bones are nowhere to be found.
I did somehow manage to fix the models matrices so now the different body parts are there where they are supposed to be, or at least, because in doax2 character models, the body isn't fully reconstructed, but for the rest of the data (heads, swimsuits, eyes, ...) things work well.
The pic below shows one of the very few models that I succeeded to rig, and given the difficulty to set the skinning, I imagine the animations are a lot harder.
All in all, I think I'll give up on this model format and move on to somthing else. I'll upload the new converter once I finalize it.
You do not have the required permissions to view the files attached to this post.
Re: Ninja Gaiden 2 x360
Hi,
I did some experiments with the newly got PS3 files from ninja gaiden sigma, having in mind that those ps3 files would be much detailed as stated by the developer many times, but judjing by what I got, I'd say both versions are exactly the same (in terms of poly count)
I was a little disapointed, given that I was too excited and spent nearly 1 day rewriting the tecmo converter to suit the new format
And since it's here (the new converter, the ps3 one) I don't mind sharing it along with the other new converter (xbox360)
The pic below shows both versions (360 and ps3) and nobody can tell which model belongs to which version.
I did some experiments with the newly got PS3 files from ninja gaiden sigma, having in mind that those ps3 files would be much detailed as stated by the developer many times, but judjing by what I got, I'd say both versions are exactly the same (in terms of poly count)
I was a little disapointed, given that I was too excited and spent nearly 1 day rewriting the tecmo converter to suit the new format
And since it's here (the new converter, the ps3 one) I don't mind sharing it along with the other new converter (xbox360)
The pic below shows both versions (360 and ps3) and nobody can tell which model belongs to which version.
You do not have the required permissions to view the files attached to this post.
Re: Ninja Gaiden 2 x360
Now here are the converters you've been all waiting for
Off Topic: Okay this is getting ridiculous, I'm here on the forums for nearly 1 year, and still can't attach more than one file per post, so I'm obliged to write more than 1 post when I have more than 1 file to show (I don't know if it's me or the forums), anybody has any ideas?
Now here's some instructions for the sigma converter: you need to give the mesh file an extension, whatever it is, the converter works only on mesh files that have the 'TMC' tag on their header, so you need to be sure (using a hex editor) that the processed file is a true TMC.
For the xbox 360 converter, things stay the same, except that now (as mentioned earlier) models are correctly assembled, but the main flaw here is that models aren't smooth shaded at all!!
Off Topic: Okay this is getting ridiculous, I'm here on the forums for nearly 1 year, and still can't attach more than one file per post, so I'm obliged to write more than 1 post when I have more than 1 file to show (I don't know if it's me or the forums), anybody has any ideas?
Now here's some instructions for the sigma converter: you need to give the mesh file an extension, whatever it is, the converter works only on mesh files that have the 'TMC' tag on their header, so you need to be sure (using a hex editor) that the processed file is a true TMC.
For the xbox 360 converter, things stay the same, except that now (as mentioned earlier) models are correctly assembled, but the main flaw here is that models aren't smooth shaded at all!!
You do not have the required permissions to view the files attached to this post.
-
- double-veteran
- Posts: 723
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 72 times
- Been thanked: 138 times
Re: Ninja Gaiden 2 x360
Stupid question:
How to get the sigma 2 files? I have all the Ng2's files and also Doax2's for model sharing, but NG2S's I think only a few people can have access to the files.
Hope someone could share some files in a near future.
How to get the sigma 2 files? I have all the Ng2's files and also Doax2's for model sharing, but NG2S's I think only a few people can have access to the files.
Hope someone could share some files in a near future.
- lionheartuk
- double-veteran
- Posts: 749
- Joined: Tue May 16, 2006 10:55 pm
- Location: Everywhere
- Has thanked: 34 times
- Been thanked: 42 times
Re: Ninja Gaiden 2 x360
Awesome, only Problem now is...My CD drive cant read my Ninja gaiden 2 xbox disc(though this is normal tbh..).
And I cant seem to find a way to extract the files form the disc otherwise.
And I cant seem to find a way to extract the files form the disc otherwise.
-
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1422 times
Re: Ninja Gaiden 2 x360
i can't run the second program.
for the ps3 files
Tecmo Model Converter v1.05 Sigma.exe
gives me a side by side configuration error.
for the ps3 files
Tecmo Model Converter v1.05 Sigma.exe
gives me a side by side configuration error.
- lionheartuk
- double-veteran
- Posts: 749
- Joined: Tue May 16, 2006 10:55 pm
- Location: Everywhere
- Has thanked: 34 times
- Been thanked: 42 times
Re: Ninja Gaiden 2 x360
Thats the same error I get with it.
Though...I guess I have no use for it anyway due to not being able to get the PS3 disc onto PC...
Though...I guess I have no use for it anyway due to not being able to get the PS3 disc onto PC...
Re: Ninja Gaiden 2 x360
Hi Surveyor, great job ! and thanks for sharing
One (silly ?) question, about the textures, I've tryed to import the .obj file in Maya, and the textures are not visible... does the converter link the .dds textures to the model or should I manually associate them one by one ? -.-
And one request, can you make a version of your converter to batch convert all the files in the same directory without having to manually type each filename ? (I'm using the x360 version)
Thanks in advance
One (silly ?) question, about the textures, I've tryed to import the .obj file in Maya, and the textures are not visible... does the converter link the .dds textures to the model or should I manually associate them one by one ? -.-
And one request, can you make a version of your converter to batch convert all the files in the same directory without having to manually type each filename ? (I'm using the x360 version)
Thanks in advance
-
- veteran
- Posts: 108
- Joined: Wed Jun 17, 2009 4:33 pm
- Has thanked: 21 times
- Been thanked: 4 times
Re: Ninja Gaiden 2 x360
orbbu,
You can Use the cmd prompt, to batch rename files.
Open cmd prompt and navigate to the working directory then type "rename *.??? *.???" without the quotes (the question marks are the file extension.
You can Use the cmd prompt, to batch rename files.
Open cmd prompt and navigate to the working directory then type "rename *.??? *.???" without the quotes (the question marks are the file extension.
Re: Ninja Gaiden 2 x360
@toonhound:
Thanks, but actually I'm not trying to batch rename my files, I'm trying to convert them using the tool from Surveyor, when running the tool, it prompt for a filename that I have to type manually, so, for converting all the files, I have to run the tool and type the filename for each file...
Thanks, but actually I'm not trying to batch rename my files, I'm trying to convert them using the tool from Surveyor, when running the tool, it prompt for a filename that I have to type manually, so, for converting all the files, I have to run the tool and type the filename for each file...
Re: Ninja Gaiden 2 x360
Yeah you are right...lionheartuk wrote:i can't run the second program.
for the ps3 files
Tecmo Model Converter v1.05 Sigma.exe
gives me a side by side configuration error.
I recently switched to MS Visual Studio 2005, it seems that there are some fuzzy project settings inside this IDE, of course things work fine for me (the same computer is used to code/test the converters)
Here's the fixed converter, and one thing to notice is that this one is much larger than the 1st.
Enjoy
No, you need to attach the textures yourself.One (silly ?) question, about the textures, I've tryed to import the .obj file in Maya, and the textures are not visible... does the converter link the .dds textures to the model or should I manually associate them one by one ? -.-
No, this would be risky, if the converter behaves correctly for one file, there is no guarantee that it'll do so on thousands of files, it may screw you computer if it misses 2 megabytes per model (just an example).And one request, can you make a version of your converter to batch convert all the files in the same directory without having to manually type each filename ? (I'm using the x360 version)
You do not have the required permissions to view the files attached to this post.
Re: Ninja Gaiden 2 x360
OK, I see ...
About the textures, maybe its possible to "guess" what texture go with what surface, by calculating the size (or ratio ?) of the surface & the texture ? Just a suggestion, I'm not sure if it is possible to implement, but it may be worth a try...
For the batch convert, if you could give me your source codes, I think I could try to implement the batch convert (and see about this bug you mentionned, anyway this could only crash the program, I don't think it would do any harm to my pc ), you can PM me with the src if you want, of course if you don't want to publish your source I would understand, no worries
About the textures, maybe its possible to "guess" what texture go with what surface, by calculating the size (or ratio ?) of the surface & the texture ? Just a suggestion, I'm not sure if it is possible to implement, but it may be worth a try...
For the batch convert, if you could give me your source codes, I think I could try to implement the batch convert (and see about this bug you mentionned, anyway this could only crash the program, I don't think it would do any harm to my pc ), you can PM me with the src if you want, of course if you don't want to publish your source I would understand, no worries