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2015 Thoughts On MT5/MT7 Model Structure (Unkown Factors)

I came across a perplexing conundrum today and it might explain something to do with why MT5 model extraction has been so difficult. And why textures are never 100% placed (Even when using 3D Ripper DX)

Today I was wondering if I should try to preserve the original texture placement while im re-modeling.

Ingame the Road Texture looks like this, NOTE: The Road Texture is Mirrored
http://s24.postimg.org/l7bktfd6d/i_NGAME.jpg

But In 3ds max although the correct texture is applied it looks like this
http://s24.postimg.org/skvk64mlx/3dsmax.jpg

This is a Model from Mafia NOTE: The Polygons are Mirrored
http://s13.postimg.org/50dvt1jon/mafia.jpg

This is How UV Maps are apllied to Models
http://s18.postimg.org/797q2glyx/UVmapping.jpg

UNLESS I am a complete moron (which is possible) I can not Tell 3DS Max to Mirror the texture at an abitary midway point. WHICH CAN ONLY MEAN That the people who designed the MT5 structure were utterly brilliant. They found a way to MINIMISE Polygon count by including information 'somewhere' (In the MT5?) That tells the Shenmue Game Engine To create this Mirrored effect , which could explain why the MT5 has been so difficult to analise. IT ALSO MEANS that even IF a 100% Model Extractor was created The Textures would NEVER render as seen ingame in any 3D Modeling Program

Personally since I will be applying new textures all I need is the Model Data and with a few minor exceptions I already have. I feel its worth noting these kind of thoughts anyway if it helps future model extractors (or just gets people interested in having a go)

Also when you compare the MT5 Pheonix Mirror In Shenmue 1 with the MT7 Pheonix Mirror in Shenmue 2 in Hex Workshop, Although they are slightly different it looks like there is alot of similar data, so I would request that even if non textured Models could be extracted it would be a HUGE help for us all

IF I am just talking crap I will happily re-edit and or delete this thread
by ReeceKun
Sat Aug 01, 2015 5:39 am
 
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Re: Shenmue HD Map Recreation - Development Blog

In-Game View [Skyrim World Model Test Placement)
http://s22.postimg.org/6rzryp2ch/2015_08_18_00001.jpg

http://s30.postimg.org/mdybv4g5t/2015_08_18_00002.jpg

In-Game View ('Blank' World Model Test Placement)
http://s21.postimg.org/h2kfil2cn/construct.png
by ReeceKun
Sat Aug 01, 2015 8:04 pm
 
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Re: 2015 Thoughts On MT5/MT7 Model Structure (Unkown Factors

Im just gonna paste this here:
http://s19.postimg.org/79n24osfn/mt5_structure.png
SHENMUE 1 MT5 CONVERSION SOUCRES (For anyone with Model Extraction Knowlege)
Yazgoo's (Mainly works with individual MT5s)
https://github.com/yazgoo/mt5_extraction_tools
Hellwig's (Mainly works with MAP files found in compressed PKF/PKS)
https://github.com/hellwig/shencon

I understand the basics of what your saying and this kind of mirroring is certainly outdated (and i think the classic tomb raiders used the same form of texturing because they didnt use UV maps at all) I think expecting someone to go even further to support this mirroring is a bit too much to ask.

What would be great (especially with MT7/Shenmue Extraction) Is for a ripper to simply identify each polygon and coordinate location for each model and convert them into OBJ (since I dont need UV maps) even if models outputted hundereds of polygon objects they could still be merged in 3ds Max afterwards.
I have already started the basics of looking at model formats in Hex to identify 3D structures but It will be some time before I learn to make a program to extract them

I'm convinced MT5Converter can get all the model structure data from all models now, but it basically refuses to convert if it gets confused at the texture stage, IF someone understands the sources and can bypass the UV texture stage alltogether It would save me a lot of time
by ReeceKun
Sat Aug 01, 2015 1:57 pm
 
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Re: 2015 Thoughts On MT5/MT7 Model Structure (Unkown Factors

I've been getting some amazing rips today
http://s28.postimg.org/zee8xrhm5/char.png
It might not seem amazing but each mesh was output in the right position

When I see stuff like this It really depresses me how close MT5 conversion is to getting everything 100%, it just needs some tweeking , I cant really speculate on MT5 structure but you'd think that the files that convert better (or more complete) would reveal 'what works' when you compare the structure with files that dont.

http://s27.postimg.org/swz2ii2n7/comp.jpg
This is a comparison of The same 2 models (Character Above) but from different game folders, The structure is identical up untill the Texture Stage , One works in MT5Converter but the other Crashes when it gets to the texture stage. YMT5 will convert both but the end result is all fudged up. I have sooo much stuff to do , but hopefully I can use this comparison info to get all the characters to convert , I only really need their faces (since their body structure is ancient and obsolete) and im sure plenty of characters use the same base model

EDIT: Having said that all of the 'Character' faces do convert properly , Its just the 'Street' NPCs that have a different Facial Animation (Mesh Swap) to talk, so Their Mouth Flap is usually Fudged because their are muliple mouth meshes (they swap to talk)
by ReeceKun
Tue Aug 04, 2015 10:56 pm
 
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Re: Shenmue, character models, locations etc.

The plugin does not work for me, anytime I run the script it says "Python script fail, look in the console for now..."

Usually its because you have the wrong versions of Blender &/or Python
The Script says Blender 2.48
http://download.blender.org/release/Blender2.48/
And python 2.5.2
https://www.python.org/downloads/windows/

not whatever the latest versions are... just another reason for me to hate blender ](*,)

I contacted Dusan on TR forums and asked for the 3ds max version but got no reply
by ReeceKun
Tue Aug 11, 2015 3:47 pm
 
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Re: Shenmue HD Map Recreation - Development Blog

A stranger arrives from a distant land looking for a job... he was told there was work at the harbour.

Image
by ReeceKun
Tue Aug 18, 2015 7:56 am
 
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Re: Interface icons in transparent png

These are the original sprites (they need to be flipped)

http://s10.postimg.org/vsym3pq15/image.png

http://s1.postimg.org/kyj2cq4yz/image.png

http://s17.postimg.org/qqmnwqrhb/image.png

http://s9.postimg.org/4w9jgqaqj/image.png

http://s15.postimg.org/9uklokuqv/image.png

http://s22.postimg.org/5xegu9t7x/image.png
by ReeceKun
Sat Sep 12, 2015 7:01 pm
 
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Re: Shenmue 1080p

Something I've been working on for Back to the Future Day (21st Oct 2015)
Image

In 2002 Ryo went to 2017 , we will catch up with him soon !
by ReeceKun
Wed Oct 07, 2015 1:18 pm
 
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Re: Community Projects Random Thoughts

the website needs a new Header image .. Ryo's plaster is on the wrong side of his face ^
by ReeceKun
Sun Oct 11, 2015 8:40 pm
 
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Re: Community Projects Random Thoughts

About Shenmue I modding/reverse-engineering: I wonder if (or have a hunch that) MAPINFO.BIN files have compressed data in some parts of them; specifically the part/information about the structure of the area [(buildings, floors, roads etc) models and their coordinates, textures etc). Otherwise, it doesn't make sense. If so, one has to find out which compression/decompression algorithm has been used.

My Guess is yes parts are compressed , but the information should relate to where models coordinates are and where doors and interactive objects are triggered Lamp Lights & meshswap on evening windows etc (texture coordinate location is stored within the MT5s and Im colision data is stored in the col files)
http://i.imgur.com/A81GgmB.png

I realised that the PKS/PKF were compressed when looking at the files in HEX data visualiser (very useful) I was just lucky that they could be extracted with winrar , later the new MT5 Converter and Unpacker were released which decompresses perfectly with names n such.

I really havent looked into mapinfo files because at the moment they are stored in my 'useless folder' having said that if winrar can open the compressed PKS/PKF I cant imagine the compression used is that difficult , If i didnt have so much to do my next step would be to look into existing QuickBMS scripts and Xentax chatter
x

ALSO I dunno if its new but I just Extracted a COLD.Bin with the MT5Unpacker .. has more bins inside
by ReeceKun
Tue Oct 13, 2015 2:21 pm
 
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Re: Shenmue, character models, locations etc.

With all this ripping and exporting... does any of it export the animations in a usable format?

We can only just get all the models , ripping 'bone and animation' data is a completely different level of exporting. The only realistic way of recreating animations is to take multiple model still frames and use them as a guide to reanimate re-rigged characters (personally I would make remake them from still frame images rather than ripping countless frames of mesh data)
by ReeceKun
Mon Dec 14, 2015 5:49 pm
 
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Re: Nocon Kid visits Dobuits St. in Yokosuka (Facebook Photo

I've spent hours on google street view exploring the entire surrounding areas of Dobuita Street

Image
by ReeceKun
Fri Dec 25, 2015 3:16 am
 
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Re: Shenmue Modding Knowledge

THANK YOU !
http://s19.postimg.org/mv9w54rn7/NOZBOX.png
'Nozomi in Box , Nozomi In a cardboard box'

HexEditing in general turns my brain to mush , (trying to understand what points backwards forwards bite reference garbage etc.)
I do appreciate peoples help and they will be thanked when my projects are released, Shengoro I dunno what problems youve been having with the community but your motivation should come from helping the 'Legacy Of Shenmue' for Everyone not just for nice comments. A few times now I've mentioned a few things and you have said 'Ive known about that for years' just implies that you are withholding helpful information that could be fun for shenmue fans now.

Regarding the MAPS , I can change the 0000.MAP.MT5 to any single MT5, it would be helpful (basically less time consuming) if I could load more than 1.Map.MT5 (for my uses their coordinates wouldnt need to be altered)

I'm not going to attempt to figure this out myself , It would be quicker for me to just load all the MT5s individually, than It would copying and pasting HEX and then trying to rechange all the pointers and messed up offsets. IF i wanted to create Shenmue Game Mods I would spend more time learning about MapInfos, how to HexEdit etc , but I dont.
Fun things are on the way !
by ReeceKun
Tue Dec 29, 2015 10:03 pm
 
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Re: Playable Lucky Hit Board

Original Images for a Stenciled version
http://s19.postimg.org/5yhll39ir/PCKIM02_G_MT7_PVR_01.png
http://s19.postimg.org/i1mx8nkkv/PCKAM00_G_MT7_PVR_01.png
http://s19.postimg.org/yqsyib6jz/PCKAM01_G_MT7_PVR_01.png
http://s19.postimg.org/e7y2d8smn/PCKAMP1_G_MT7_PVR_01.png

My trick for creating large posters is to
Enlarge images in paint/photoshop
Cut them up using an overlapping grid reference
Print each grid piece out on A4 Paper
Paste all the images together
and then use that as a template to stencil the image onto another surface.
by ReeceKun
Mon Jan 04, 2016 1:14 am
 
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Re: New Unused Models

Mestre Ziming wrote:
I'm working on something, I may have a surprise later :)


Image

You can load characters and objects by replacing capsule toys.
I dont like 'surprises' I like Information and the free exchange and evolution of ideas
by ReeceKun
Tue Jan 05, 2016 1:59 pm
 
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Re: Re-Release: Kakuzawa Shenmue2X Unplayable Maps Download

I assume by Shenmue2X you mean for a modified shenmue xbox version

4. The Shenmue 2X version of the Hazuki Dojo.

I knew it !, when Ryo first looks at the shenmue tree there should have been the cutscene of Ryo Training , I assume that there arnt any other Shenmue1 Flashbacks other than the carrot eating one ?

Who the F doesnt like carrots really?!
by ReeceKun
Tue Jan 19, 2016 7:36 pm
 
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Re: Created some hi-res Shenmue logo PNGs for general use.

I found this its very close to the original shenmue image
http://i107.photobucket.com/albums/m302/Marcariel/Black%20n%20White/BW-ChinesePhoenix.jpg
The Dragon you used (I personally find it a bit to cartoony)
https://s-media-cache-ak0.pinimg.com/originals/71/86/db/7186db54e8d7a4fc1b3827b23b0c43a2.gif

I' d like some line drawings of the mirrors
http://static.giantbomb.com/uploads/scale_small/0/1668/207174-obj_phoenixmirror.jpg
http://static.giantbomb.com/uploads/scale_small/0/1668/207185-obj_dragonmirror.jpg
and a Third Image for a 'Tiger' Mirror something like this:
http://www.freetattoodesigns.org/images/chinese-tattoo-tiger.gif
by ReeceKun
Sun Aug 09, 2015 10:15 pm
 
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Re: Shenmue 2 sound ripping/converting AHX files

I dunno if you have seen this tools link, it lists every tool available ( i think )
http://shenmuesubs.sourceforge.net/download/ ADX Tools should be the one you need, however I havent moved onto audio ripping for Shenmue2 and its a bit sketchy for Shenmue1
by ReeceKun
Fri Apr 08, 2016 5:51 pm
 
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Re: Shenmue line of Amiibo!!!!

Ryo_Hazuki--san wrote: anyone have any luck getting me the joy, ren and other models from shenmue 2? i want to make some more figures to 3d print of these characters! hope you guys can give me a hand getting these models.


Sure, you can buy them for £300 :roll:
by ReeceKun
Mon Apr 25, 2016 4:04 am
 
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Re: Shenmue model hunt help.

Here are some references you have made towards selling & Price Tags

i used a ryo model i had and cleaned up his hair hands and body and am in the process of 3d printing him with a base and phoenix mirror top! if it comes out good i may print paint n sell them! i want to make a lan di with the dragon base does anyone have a ingame model of lan di so i can make this 2 pack of amiibo!?

if you have a ingame lan di POST IT HERE FOR ME i would greatly appreciate it so i can clean up his model too it today too...


Well i can not wait to start painting them! if they turn out well like they will i may make more n sell them :) very happy with the progress of this project thus far...

here is the almost finshed set! all that is left to do is more detail and clear coat sealer~ i want to make joy, ren, Iwao and nozomi but am having no luck finding their models... if someone can provide them to me i would appreciate it! i want to make as amny figures from this game as i can!

not for sale... but everything has a price :)

Thanks so much for the models let me know! when i can get them so i can begin fixing up their models and printing! also to print one model out it all depends on which one each one requires their own amount of time and plastic. also would you want it painted? they each took 6-7 hours to finish. the faces alone took 4 hours lol! so let me know and i can give a price on one .

here are the final photos all 3 have been cleared with a matte finish clearcoat and it really made the colors pop on the faces and clothing.it has been a long journey but man i am super pleased with them! hopefully someone can provide me with IWAO, ren nozomi, joy in game models also a don niu and xiuying hong! i need as many ingame models from 1 and 2 as i can get in the A pose so i can fix them and make them printable! :) anyway if anyone has them PM me so i can start on more! enjoy!

(NOT FOR SALE BUT... EVERYTHING HAS A PRICE :) anyone interested let me know... )


Just wanted to give everyone a update. I will be selling these 3 statues i created the money can come in handy right now to pay some bills and donate more to the shenmue kickstarter. If anyone is interested i will be putting them up on ebay soon i will post the link here if anyone is interested.

http://www.ebay.com/usr/ryo_hazuki-san
got em up for sale ! anyone interested offers accepted as well! also i have the amiibo of ryo up :)

Sorry but they sold ! thank for the interest but i just sold the set last week for $110... i have the Mirrors up on ebay now though if you are interested in those?

here is my page with the listing i am open to offers. i have sold 9 sets of these mirrors already all happy customers.

http://www.ebay.com/usr/ryo_hazuki-san

got the last set of Mirrors painted and looking spiffy on sale people $25 off the original price! only 20 hours left! anyone interested. please visit my page.

here is my page with the listing i am open to offers. i have sold 9 sets of these mirrors already all happy customers.

http://www.ebay.com/usr/ryo_hazuki-san

1) These are just some references to making money ,
2) There are tons of posts of you constantly asking for models.

I'm not pissing on your parade because I'm trying to be a dick ..
I'm pissing on your parade because I have problems with the way you are running your ' Amiibo (Trademark) business Empire ON A WEBSITE THAT HAS KEPT SHENMUE ALIVE FOR THE PAST 15 YEARS without Unlicenced Ebay or Paypal sales, trying to make it sound less innocent because you have donated money to a Shenmue Kikstarter that doesnt exist anymore is also quite aggrivating.

I honestly couldnt care less who you sell models to they are clearly a desirable item and SEGA have been Lazy at any kind of marketing but learn to get the models yourself OR if you are a skilled 3D artist as this link seems to show RyoHD.carbonmade.com you should have no problem modeling them from scratch. This is all I will say on the matter, but I choose not to help you .. then again everything has a price ](*,)
by ReeceKun
Wed Apr 27, 2016 10:36 am
 
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Re: Shenmue model hunt help.

Sure , But now it will cost you ONE MILLION DOLLARS !!!

My point is pretty clear , If you want to Profit from selling licenced material thats your decision But you should at least learn how to get the Models yourself (im tempted to get a 3D printer myself, but I wouldnt risk selling them)

I'm not going to give you something you are just going to sell
by ReeceKun
Wed Apr 27, 2016 3:00 am
 
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Re: Shenmue line of Amiibo!!!!

Ryo_Hazuki--san wrote: -_- sometimes if you have nothing good to say its better to say nothing at all...

Now its £400
by ReeceKun
Mon Apr 25, 2016 6:13 pm
 
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Re: Shenmue, character models, locations etc.

http://s19.postimg.org/v415b5fqp/round.png

I been looking at the Hazuki Residence Model Maps, I knew the Intro map was different from the game map (if you look at the back of the house in the intro there are windows for Ine-san & the TV Room) while looking at the differences between the plants and trees I noticed that the Intro Map Entrance has rounded posts, I was also able to extract the map from the intro AFS file and merge it with the standard garden map , not all of the textures in the garden work yet I think what i really need is a way to repack PKF files alternatively It would be possible to change what models are loaded with the mapinfo.bin if we had a bin decompiler instead of just botching the hex.

Secondly I took a look at the Japanse Dreamcast Game ' Yu Suzuki Game Works Vol. 1 '
Yu Suzuki Game Works Vol. 1 is a compilation of five classic arcade games designed by Yu Suzuki: After Burner, Hang-On, OutRun, Power Drift, and Space Harrier. It was packaged with the historical book of the same name. A volume 2 was never released.
This disc was released after Shenmue and contains Identical copys of the shenmue folders for HangOn, Harrier, After Burner & outrun , which means it MIGHT be possible to swap one of these with Power Drift or it might be that they just never got it to work for Shenmue and created a seperate emulation (or perhaps it will show up in Shenmue 3) I tried just copying the power drift files into the HangOn folder which didnt work and each game doesnt have a standard emulation structure , either way its fun to think about.
by ReeceKun
Tue Apr 12, 2016 6:06 pm
 
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Re: Muting Music in the games?

Im sure it would be possible to replace the bgs with blank or null audio in the same way people have extracted and compressed speech audio, I havent done it but there are tons of links to information and extract/repack tools in this forum

links
http://www.shenmuedojo.net/forum/viewtopic.php?f=37&t=47432
https://sites.google.com/site/shenmuemods/shenmue-i/wav-to-str
by ReeceKun
Tue Nov 15, 2016 10:20 am
 
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Re: Community Projects Random Thoughts

A stranger arrives from a distant land looking for a job... he was told there was work at the harbour.

Image
by ReeceKun
Sat Nov 19, 2016 1:22 pm
 
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Re: Shenmue Scrolls Skyrim Mod - Development Blog

Back in production, please forgive the deleted posts the information is outdated or obsolete and a few basic ideas for this mod have changed. I find it helps to externalize my thoughts via a blog diary as I often get conflicted about what should be changed about the environment since this will be an Open-World game space.

I did intend to restart sooner but I decided to wait for Skyrim ' Remastered' which was an utter waste of time since there is nothing new or special about modding it (I'd hoped for some Fallout4 type updates) So this mod will be for the Original Skyrim Release

Last time when I started this project I started with the Hazuki House and started working my way down, my first conflict being that the building exteriors were too small for the interiors (Ryo's house being the most standout area) and I do want to create more house interiors. This Time Ive started at SEA LEVEL with the DOCKS and since the Interiors and Exteriors are basically the same there is no Issue.

When it comes to the road connecting the DOCKS and DOBUITA with 'Wish Road' I expected it to be quite seamless and thought that Dobuita just connected to the end of where the 'Race to the Docks to save Nozomi begins'. but looking at the journey home I realized that Ryo makes a few turns and I struggled to find how they connected.

Then eventually I realized that the race to the docks and the love song home ARE ENTIRELY DIFFERENT MAPS!! The Journey home also is FULL of Hollywood Green Screenery in which Ryos bike bounces all around the map to show different cinematic shots.

The messed up map in the bottom right of the picture shows the Bike Journey Home from The Dock Gates to the Entirely different tunnel that Ryo came out of (and yes there is a second roads that goes into a tunnel above but this isn't that either)

https://s15.postimg.org/4ypsrs2vv/RIDEZ.jpg

Also I wonder if you have noticed that Ryo gets on and off the bus on the same side of the street, this can only mean that there is a ring road at the docks and Dobuita for this Bus Service. :) Its unlikely that I will ever make 'Wish Road' a free roam area but It should be possible for me to show the entire length of a bus ride in game and also add other moving cars.

Ultimately I will combine both of the maps, but just to be extra OCD about it I will make sure that the mountains and the sea are in the right places, my main focus now is to import the Docks into Skyrim
by ReeceKun
Sun Nov 20, 2016 5:09 pm
 
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Re: RELEASE: Shenmue Explore Mod V1.4

I've been working on Soba Noodles, shame its not in the list because there is a shelf with stuff on and a calendar in the back room that you cant see at all in game, after extracting the textures I noticed that they contain the textures for the cockroach which is amusing that they would include that .. so perhaps there is one running around back there lol
by ReeceKun
Tue Dec 20, 2016 9:42 am
 
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Re: RELEASE: Shenmue Explore Mod V1.4

Cool nice one, I didn't really expect to see a cockroach I just find it amusing that it was in there.
Here's a sneak peak of Soba V2.0
Image
by ReeceKun
Tue Dec 20, 2016 7:35 pm
 
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Re: Shenmue 1080p

Image

Not Mine, I just found it on blenderartists.org thought it was pretty, dont think its been shared here.
https://blenderartists.org/forum/showth ... ht=Shenmue
by ReeceKun
Mon Feb 06, 2017 5:43 pm
 
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Re: Shenmue - 360º Panoramas

This can be done inside 3DS max with Vray, infact I will do it to show off my new shenmue models :p
https://www.youtube.com/watch?v=rwvh8ZrNyt0
by ReeceKun
Tue Feb 21, 2017 11:15 am
 
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Re: Shenmue III Titlescreen Mockup (Just for fun!)

Wheres the continue from Shenmue 2 option ? \:D/
by ReeceKun
Thu Mar 23, 2017 8:18 am
 
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Re: Shenmue Piano Collection

Hi,

I already posted this on Shenmue topic, but I'm reposting in this community area :)

We're running campaign to produce Piano Collection from shenmue soundtrack, please consider donating , thank you :).
https://igg.me/at/6MnKQ1xoPgU/x/15261417

Im really SICK and tired of people who try to profit from the Shenmue Licence, and not just try to profit, but try to pass off half-assed work as their own and exploiting the dumb shenmue fans who will pay good money for anything with the logo on.

This 'Demo'
https://www.youtube.com/watch?v=ivvMq4eyGTA

Is CLEARLY run through Midi Software and has not been played by a Pianist or someone who is a tallented playing an actual piano. And its not even a good Midi sound there are TONS of really good sounding Piano Software

The ORIGINAL soundtracks can be downloaded and there is a VAST library of Shenmue Midi's
https://www.youtube.com/watch?v=WxZrVCa517w
I think I speak for at least 5 people here when I say

FUCK OFF !
by ReeceKun
Sat Mar 25, 2017 5:03 am
 
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Re: Genesis games in Shenmue 3?

Hello.. This is a Picture for the Dreamcast Game 'Yu Suzuki Game Works'

https://www.video-games-museum.com/en/screenshots/Dreamcast/2/36332-menu-Yu-Suzuki-Game-Works-Vol.-1.png

I have looked extensively at all the game files of Shenmue and Shenmue 2 and comparied them to Yu Game works. This game was released shortly after Shenmue 2, but the Emulation files for;
Space Harrier: Shenmue1
Hang On: Shenmue 1
After Burner: Shenmue 2
OutRun: Shenmue 2
are EXACTLY THE SAME FILES !.. Which logically means that Power Drift ' should' be in Shenmue 3
(But since it will be created in Unreal Engine theres no reason that all of the games shouldnt be in Shenmue3)

There is clear evidence that After Burner was originally planned for Shenmue 1, and I suspect with a deeper understanding of the Shenmue 'FirstRead.bin' file that it 'might' be possible to switch one of the other Arcade games with PowerDrift to work ingame BUT each game has its own specific emulation and its certainly not a copy and paste job to play any megadrive/genesis game.

The only games that would be featured in Shenmue3 will be the ones Yu created and has total licence of, which I suspect doesnt include Virtua Fighter
by ReeceKun
Sat Apr 15, 2017 8:26 pm
 
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Re: I'm having trouble ripping shenmue models

I've been meaning to put together a guide on how to rip all models & textures from Shenmue 1 for a while now.
It IS possible to combine everything to get 100% model/texture data.

I've avoided it because it's a horrible time consuming process,
Once everything is ripped there are many things that need re-texturing (and if used with 3DripperDX re-deforming)
If you want to use characters you'll then need to Re-Rig the Body & Face

So If you don't know how to do basic things in 3DS Max or (the totally insane) Blender, there's no point thinking about it.
--------------------------------------
I've been talking about ripping Shenmue completely for 10+ years now,

I 'sort of' expect a re-release of Shenmue 1 & 2 before Shenmue 3 (which I expect Shen3 will come 2019)
I think releasing Shen3 without Shen 1&2 is a bad idea, but if thats what the fans paid for thats what they will get

I plan to rip each area,item/object/character (fixed/unrigged) as seen ingame and unmodified, into a 3DS format. Spening time on ripping to find a Shen1&2 PC release would be slightly frustrating but the price I pay for waiting so long.

If Shen 1 & 2 isnt re-released before Shenmue 3, Then I will then release all ripped models I have collected/combined/fixed

Then I think the best idea would be then to re-create Shenmue 1(at least) in Unreal Engine 4 and possibly use some of the same animation, control, style that Shenmue 3 has to create a legit HD Fan Remake.

I'd like to begin production on such a project but on the other hand I'd like to create my own videogame, so for now everything I do is in the name of improving my 3D education
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I will begin putting together a complete ripping guide (For Noobs), but as I have said It will require a general knowlege of 3DSmax or Blender.

3DRipperDX.1.8.2 will rip to OBJ but you need to edit the OBJ
and add
- mtllib frame_30.03.2017_15.55.14.mtl
at the top line of the OBJ in TXT
(replace _30.03.2017_15.55.14 with whatever the frame is called)

You also need an older version of NullDC 100b that contains the correct 'stereoscopic' GPL/Video Plugin (that I helped create for Shenmue Ripping) This basically means that It will rip depth , if you try with the newer NULLdc or Demul it will only rip flat pancake models (would be nice if the new NullDC was updated since better rips might be obtained with the widescreen patch)

You also need XP 32 bit version (I think it works in XP virtual mode on win7)

You can also get a Free Student Licence of 3DS Max that can be used for non-commercial and eductation.
There is a legitimate original source un-hacked/wared/spyed version of 2013 about but I dont recommend getting any versions from disreputable sources.
by ReeceKun
Wed Aug 30, 2017 7:53 am
 
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