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Re: [Tutorial] Ripping PS2 3D Model with picture

Posted: Tue Aug 14, 2012 10:12 pm
by FEATHER
Awesome! i will try it next weekend, Dirge of Cerberus! Here we go :D

Re: [Tutorial] Ripping PS2 3D Model with picture

Posted: Sun Sep 02, 2012 12:16 am
by Kamillho
How can I move in this program? I press every button on keybord and doesn't work o.o

Re: [Tutorial] Ripping PS2 3D Model with picture

Posted: Mon Oct 22, 2012 8:37 am
by Mirrorman95
I'm having trouble trying to apply textures to all those meshes. Can you make some kind of video tutorial on that?

Re: [Tutorial] Ripping PS2 3D Model with picture

Posted: Thu Oct 25, 2012 4:56 am
by Satoh
it's ripping from the viewport, not the actual geometry from memory... IE, the VRAM not the RAM...

What this means is that the perspective you see in the 2D screen has actually been applied to the geometry itself. You must correct for the perspective, which can take a bit of work and a lot of intuition... For instance, look at the floor, usually this is made up of squares, but will appear to be trapezoids (tapered box shapes)... you have to use this to determine what the FOV is and use some sort of geometry modifier in your chosen 3D program to correct it...

What can be even worse is if your game rip has curved lines all over the floor instead of straight ones... this means your FOV is not an angle but a curve, like a quadratic function, which you must correct for...

This is one of the main reasons ripping from an emulator is a pain... coupled with large amounts of probably failure to capture anything at all. I haven't tried the new texmod, but I'm hoping high and expecting nothing.

Re: [Tutorial] Ripping PS2 3D Model with picture

Posted: Thu Oct 25, 2012 11:16 am
by RacingFreak
If only they make ps2 emulator using dolphin techniques.

Re: [Tutorial] Ripping PS2 3D Model with picture

Posted: Fri Sep 25, 2015 5:50 pm
by Noxury
Hello Xentax-Forum,

Is there any way/tool then to:
- extract the mesh vertecies data from the rendering process,
- manipulate the actual camera by rendering in tweakable fov-values / orthographic mode to have not a disorted 3d model?