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[PS3] One Piece Kaizoku Musou
Re: [PS3] One Piece Kaizoku Musou
thanks for your information I'll try extract again the game.howfie wrote:There should be 6000+ dds files. You have a bad rip.
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Re: [PS3] One Piece Kaizoku Musou
I think PS has a batch convert feature inside the File menu, not sure tho it might be something new, I use CS5, will check it when I get home.howfie wrote:textures are dds files; g1m files are game model files (m = model)
install NVIDIA DDS plugin for photoshop
http://developer.nvidia.com/nvidia-text ... -photoshop
open up DDS files in photoshop
for each image, Shift + Ctrl + S to save as
save as tga
put tgas where lwo file is at
This i don't know if it's gonna be available, as far as I know you can't export DLCs from the PS3 as easy as the 360's, if anyone can do share ;-Dskyvenom wrote:Will you be supporting the DLCs as well?
The DDS plugin works with the latest version of LW (10.1/11) the only problem is the way LW handles transparency as in you need 2 separate files, one for the diffuse channel and another for the transparency channel, if you use only one file with embedded transparency LW will show either the texture or the transparency but not both at the same time , 3D studio max can do this I wonder why LW can't.howfie wrote:actually, i have been aware of that dstorm plugin for many years now, but I thought it didn't work with anything greater than LW9. a lot of people on the newtek forums have complained about it. there is also this one as well. when i get home in a few days i will check it out and if it works well i will change the TGA requirement in the next release. you can also load the lwos in a hex editor and do a replace all... replace .tga with .dds.
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Re: [PS3] One Piece Kaizoku Musou
Just use imagemagick for batch converting needs for common formats.
Hasn't failed me yet and you can write batch files/shell scripts.
Hasn't failed me yet and you can write batch files/shell scripts.
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Re: [PS3] One Piece Kaizoku Musou
I already try several times download this game, but only its imposible, if somebody can upload only the characters and send PM with link this can be usefully, Btw i have the .aar files for the WII version of One_Piece_Unlimited_Cruise_2 if anyone its interested in take a view can be Usefully Since i never see this One Piece Game can be ripped.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
Re: [PS3] One Piece Kaizoku Musou
I have another problem: if I import the model in 3d studio max it misses quality, is there any way to fix this problem?
thanks in advance for the reply.
sorry for the bad quality of the image.
thanks in advance for the reply.
sorry for the bad quality of the image.
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Re: [PS3] One Piece Kaizoku Musou
From what i can see u tried to export the model from c4d to 3dsmax..in what format? obj? If that, there is no missed quality, simply the normals and mesh smoothing were lost during the 3d format conversion. Acutally c4d doesen't have a good default exporter for obj, so if u don't know 3dsmax so well u can install an alternative export plugin for c4d called riptide which is able to preserve the mesh smooth.
Last edited by Ares722 on Wed Jun 27, 2012 12:55 pm, edited 1 time in total.
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Re: [PS3] One Piece Kaizoku Musou
Just apply a smooth modifier and hit 1 ¬¬
Try to get a basic 3ds max tutorial to start to learn some basic things.
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Re: [PS3] One Piece Kaizoku Musou
I'm gonna sound like a LW fanboy but that is why I don't like 3DS Max, I know some people can do wonders with it, but for me the whole thing is too convoluted XDDarko wrote: Just apply a smooth modifier and hit 1 ¬¬
Try to get a basic 3ds max tutorial to start to learn some basic things.
LW is more intuitive and a lot simpler, also not so much of a resource hog like 3DS max.
Re: [PS3] One Piece Kaizoku Musou
thanks...this is the last thing I never know: where are located the textures? I can found just rufy's textures and them are not in the same folder of 3d models.howfie wrote:Yeah, darko is right. Lw supports custom vertex normals, 3ds Max does not, you must use a modifier.
Thanks in advance for the reply.
EDIT:problem resolved, from the folder '885' there are textures of characters.
Thanks to you for the help and the tutorial.
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Re: [PS3] One Piece Kaizoku Musou
Most likely not. I tend not to buy any PS3 DLCs since most of them are NPDRM encrypted. For example, I have Neptunia MKII's swimsuit DLCs that I extracted from my PS3 last year, but the ISM2 files are all EDAT files. SUX. There are some new tools that are supposed to decrypt them but I haven't tried them yet.skyvenom wrote:Will you be supporting the DLCs as well?
Re: [PS3] One Piece Kaizoku Musou
Hi,
I am having an odd issue...the ripper works fine, I get all the files, open in lightwave, etc....all that is fine(so thanks for that!). But I don't know virtually anything about lightwave, so I export as OBJ and import that into 3dsmax....
now that's where the issue comes into play, and I was hoping maybe someone might have an idea as to what is going on. It seems when I import the obj in max that the UV coords are....well, I'm not sure the proper word to describe it....
what happens is when I apply a texture to a surface that surface turns totally black. It's not the normals, I checked that....it's something to do with the UVs because when I reset them I can get the maps to show, but obviously the original UVs are gone at that point, so it does me no good.
Not being an expert with max either, I feel like I'm missing some simple fix here perhaps. Any ideas? TIA!
I am having an odd issue...the ripper works fine, I get all the files, open in lightwave, etc....all that is fine(so thanks for that!). But I don't know virtually anything about lightwave, so I export as OBJ and import that into 3dsmax....
now that's where the issue comes into play, and I was hoping maybe someone might have an idea as to what is going on. It seems when I import the obj in max that the UV coords are....well, I'm not sure the proper word to describe it....
what happens is when I apply a texture to a surface that surface turns totally black. It's not the normals, I checked that....it's something to do with the UVs because when I reset them I can get the maps to show, but obviously the original UVs are gone at that point, so it does me no good.
Not being an expert with max either, I feel like I'm missing some simple fix here perhaps. Any ideas? TIA!
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Re: [PS3] One Piece Kaizoku Musou
In lightwave you need to assign the proper UV setting and UV map inside the surface editor or you will end up with OBJs with no UV that will turn into strange colors when textures are applied.
Re: [PS3] One Piece Kaizoku Musou
[Update]
Well, it seems while that was the 1st part of my issue, my trials are not yet over. The UVs are getting corrupted somehow when I export from lightwave...not being really familiar with lightwave, I really am not sure where to look at this point. I've tried everything I can think of and nothing works...I have read on several forums that lightwave 10 has a known bug like this...anyone can confirm that? At any rate, this is what I'm ending up with(lightwave on left 3dsmax on right):
The model is actually quite smooth..that's the messed up UV coords you're seeing...ugh, dunno what to do at this point. Anyone have any suggestions?
[UPDATE 2]
Well, I found a workaround for the problem I was having. After opening & combining the models in lightwave and making sure all the maps are right, I save a new LWO file out. Then I import that LWO file into a program called Shade12(which luckily has a fully functional 30 day trial). Shade12 is able to then export them with all the proper UVs intact and without any other noticeable issues. So YAY!
so Thanks again for the tool, and thanks also for pointing me in the right direction at the start of my problem. I"m really glad to have everything working the way I need it to now. My only request would just be maybe next time port straight to obj, but otherwise 9/10. Great ripper program.
Well, it seems while that was the 1st part of my issue, my trials are not yet over. The UVs are getting corrupted somehow when I export from lightwave...not being really familiar with lightwave, I really am not sure where to look at this point. I've tried everything I can think of and nothing works...I have read on several forums that lightwave 10 has a known bug like this...anyone can confirm that? At any rate, this is what I'm ending up with(lightwave on left 3dsmax on right):
The model is actually quite smooth..that's the messed up UV coords you're seeing...ugh, dunno what to do at this point. Anyone have any suggestions?
[UPDATE 2]
Well, I found a workaround for the problem I was having. After opening & combining the models in lightwave and making sure all the maps are right, I save a new LWO file out. Then I import that LWO file into a program called Shade12(which luckily has a fully functional 30 day trial). Shade12 is able to then export them with all the proper UVs intact and without any other noticeable issues. So YAY!
so Thanks again for the tool, and thanks also for pointing me in the right direction at the start of my problem. I"m really glad to have everything working the way I need it to now. My only request would just be maybe next time port straight to obj, but otherwise 9/10. Great ripper program.