DJ Normality wrote:
Use PCSX2 4600 version.
Its the only one with the .obj snap feature.
Once you got it boot your game.
Get to a part where your mesh is on screen.
I run TexMod with the rip so i can do it all at once.
TexMod allows you to cycle through the textures on screen and save them.
Now once you get to your mesh, hold Shift + F8.
This will snap a image of the geometry.
Look in your My Documents\PCSX2\Snaps.
You will see a .obj file.
Now take that file and open it in 3DS Max.
You will see there are duplicate meshes here.
Highlight from 000 to whatever is half.
So say there are 1300 objects. You will need 650-1300.
These are usually the UV mapped polygons.
Once deleted save the .obj as an .obj.
Open up PCSX2 Model Converter.
This program allows you to fix the projection on PCSX2 snaps.
Now that our .obj is fixed with correct polygons its still not fixed in projection.
So take the .obj file place it in the RAW folder.
Look at the snap .bmp file generated in the snap folder.
Go to properties and details.
Look at the resolution of the snap.
Divide by half.
So if your resolution was 340x224.
Then set the parameters of the program to 170x112.
Each snap will be different for each game.
After you get that part set Focal Distance to 1000.
Click Fix projections.
Then click Repair projections.
Go back to your PCSX2 Model Converter folder and in your Fixed Projections folder you will see a new .obj.
Load this into your 3D program.
I use Cinema 4D.
Once loaded optimize points so you can center to object.
After axis is set center the object to the center of the world.
Now you can see the mesh with no projection.
Thanks for your share bro. But what excatly i want is convert the file/extract the file so we can get better model and in t-pose.
Because it will really difficult to rig the model without bones.
I was able to rip 3d model and texture from basara 3 and 4.
Perhaps you can look the hex from my attachment files above. I reallu appreciate that