Sorry for the bumpage, but how can I paste the code to gfx3d.cpp? Whenever I try to compile it on VC2008 it tells me that some stuff in the code is declared as illegal or something.
EDIT: Tried moving it to a seemingly appropriate section of the file but still I get compile errors.
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PCSX2-3DVIA-3DRIPER How to Rip Last Tread
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
in recent days I just found ZeroGS culls backfaces as well!!
This will happen in MANY games, while OTHERS NOT, which means it's impossible for 3DVia Ripping to be an alternative method for every PS2 game.
This will happen in MANY games, while OTHERS NOT, which means it's impossible for 3DVia Ripping to be an alternative method for every PS2 game.
Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
As for the projection, i came up with an idea.
Suppose a vector (x0,y0,z0) in the origin scene turned out to be (x,y,z) in the ripped scene.
taking it for an example, the COP(centre of projection) is at (x',y',z'),
then:
x0 = a*(x - x')
y0 = b*(y - y')/(x - x')
z0 = c*(z - z')/(x - x')
It's simple.
Not tried yet.
Suppose a vector (x0,y0,z0) in the origin scene turned out to be (x,y,z) in the ripped scene.
taking it for an example, the COP(centre of projection) is at (x',y',z'),
then:
x0 = a*(x - x')
y0 = b*(y - y')/(x - x')
z0 = c*(z - z')/(x - x')
It's simple.
Not tried yet.
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
bla bla bla, for Saint Seiya is not necessary a 3DRipper, suck program for capture it, anyway here my proof getting models of Saint Seiya.
Saint Seiya - The Hades [Ripped Models][PS2]
Saint Seiya - The Hades [Ripped Models][PS2]
Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
sorry for the bump, since it's really old.
i'm interested in this thread cause i tried to do same thing,i.e. modding pcsx2 source for model dump.
i failed, cause I got dumped vertex with all z == zero, I surrendered.
now that this thread told me z can be scaled to correct value.
strange! I've made some mistake before!?
ps:any progress on it?
i'm interested in this thread cause i tried to do same thing,i.e. modding pcsx2 source for model dump.
i failed, cause I got dumped vertex with all z == zero, I surrendered.
now that this thread told me z can be scaled to correct value.
strange! I've made some mistake before!?
ps:any progress on it?
Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
i found my old working files, you guy's are right: they're polygons after projection(the game for test is 'metal sage'). If I can get camera's parameter(or just by guess), may be the original model can be calculated.
I'll try it later if i have some time.
another question:
did any one come cross a game renders like this:
1st render scene to texture
2nd do bloom or HDR over the texture
3rd render the texture to screen
just want to know can this kind of game be able to dump, just wonder,
I'll try it later if i have some time.
another question:
did any one come cross a game renders like this:
1st render scene to texture
2nd do bloom or HDR over the texture
3rd render the texture to screen
just want to know can this kind of game be able to dump, just wonder,
Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
Since you guys know about functions and hexedit why don't you try this tutorial?
http://ps23dformat.wikispaces.com/How+To+Extract+Models
http://ps23dformat.wikispaces.com/How+To+Extract+Models
Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
Have you tried the method that site explained?
I still believe in the power of reverse engineering, although I'm a novice about it.
I still believe in the power of reverse engineering, although I'm a novice about it.