TaylorMouse wrote:Cleaned up my code and finally succeeded in adding the correct textures to the correct faces and have the multi-objects in obj format, pffff.
Next on the list is to check why the despair.dcm file and the darkwar.dcm file are not in the same format...
Only missing piece is the texture coordinates
ANYONE can help???
maybe using 3dripperdx with tosyk's uv-repair tool will help. good luck
edit: be careful it's very slow and maybe can crash 3dsmax if you select too many objects!
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a couple of posts ago Taylormouse wrote:"I'm currently playing this game and sometimes I use 3D Ripper DX, and it does the job quite well, for models, not for textures." from which i assumed that he didn't know that the uv's weren't destroyed in 3dx ripper but on a different channel.
I'm not a programmer but maybe he can use 3dx ripper model data uv's to compare with .dmc's data and figure out the uv's from there.
Anybody may upload pc.mnfst(432kb) please? ....for some reason my file doesn't work with DS2Extractor ,maybe because i installed a DLC for this game and now it's 434kb. thank you.
I cant seem to open any of the models with Noesis tho. I can see a plugin for Darksiders on your plugins but only the DDS format for the graphics seem to show on the exported items.
I have used the exporter on this thread to output the whole media directory. Not sure if I need to uncompress anything else.
After extracting with Noesis and Finalle´s plugins, did you guys manage to create the mapping for the textures?
I am going thru the thread over and over but it doesnt seem like it, can anyone confirm?
well.. so actually the only way to obtain a uvmapped T posed model is to transfer the uv maps from a ripped model to the t posed one.
Obviously u need a perferct ripp to do this succesfully. ( each model need to have the same number of vertexes)