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Re: Roadkill PS2 Beta Models

Posted: Mon May 24, 2021 12:31 am
by Spectresrs
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

Re: Roadkill PS2 Beta Models

Posted: Mon May 24, 2021 8:05 am
by shakotay2
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?
I don't see the point, read your own answer: :D
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
(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... (: )

Great stuff, btw.

@screenracer:
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
well, if you had given the link to the tools it would have spared us tons of lifetime, maybe. :D

But I guess you'd missed something in your life if not having assembled car01 manually, wouldn't you? 8)

@me: well, try to read requester's posts more carefully (:

Re: Roadkill PS2 Beta Models

Posted: Mon May 24, 2021 6:21 pm
by screenracer
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

Re: Roadkill PS2 Beta Models

Posted: Mon May 24, 2021 6:41 pm
by shakotay2
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
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! 8)
screenracer wrote: Wed May 05, 2021 1:04 am
(Tried it with some Point Cloud Skinner in blender but the results were much far from yours. :cry: )

Re: Roadkill PS2 Beta Models

Posted: Mon May 24, 2021 7:16 pm
by screenracer
shakotay2 wrote: Mon May 24, 2021 6:41 pm 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! 8)
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.

Re: Roadkill PS2 Beta Models

Posted: Mon May 24, 2021 8:28 pm
by Spectresrs
shakotay2 wrote: Mon May 24, 2021 8:05 amI don't see the point, read your own answer: :D
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