Model Extractor Updates January 23,2010

(Modding and other series related projects)

Postby dotsona » Tue Feb 16, 2010 5:48 pm

Very awesome! Really nice render / animation
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Postby Master Kyodai » Tue Feb 16, 2010 6:12 pm

I like how detailed the boat is. the walls on the upper floor have quite stupid textures, but thats the only flaw here.
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Postby wude » Tue Feb 16, 2010 6:23 pm

yeah, that boat is amazing :) were did you find it ?
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Postby yazgoo » Tue Feb 16, 2010 7:06 pm

:shock: Great, Kyodai

So here are to little rendering done from last version
(available on github via "download sources").

map01.mt5 with object well placed

Image

map01.mt5 merged with map03.mt5 (which is a 'season' map)

Image

Yes, texture transparency is not handled, that's one of the many things to improve :D .
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Postby Master Kyodai » Tue Feb 16, 2010 7:07 pm

Wow, these look awesome Yazgoo, can't wait to try out the new win32 ymt5.exe, already looking forward to Dobuita. ^___^


Edit - just found out how to download them, trying out now.
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Postby Master Kyodai » Tue Feb 16, 2010 7:35 pm

OK just a very short update before I'm off to bed. MAP file export seems to work already great. I had a small crash during texture extraction so some were missing, but i lack time to do much more today. Imma try to export more scenes tomorrow. Thanks for your hard work, Yazgoo! Very appreciated!!!



Image
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Postby dotsona » Tue Feb 16, 2010 7:40 pm

Looking great! Thanks alot Yazgoo for your hard work :D
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Postby kanae767 » Tue Feb 16, 2010 10:57 pm

Looking damn sexy. Keep up the good work everyone.
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Postby dotsona » Tue Feb 16, 2010 11:53 pm

Just tested the application for a good hour or so. I would say its a big improvement for sure :D most of the models come out much better than before. I did notice however a major drop in performance. I would say 70% of the folders cannot be extracted. The application also crashes alot during extraction. It seems to not like certain files in folders. I think right now that is one of the bigger issues, other than the character positioning problem. Again though def a step in the right direction and thanks Yazgoo for all your hardwork. Looking forward to seeing some of these bugs fixed :)
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Postby ReeceKun » Wed Feb 17, 2010 12:23 am

I am sooo freakin excited! 2010 is the year for Shenmue Fans!

(Sorry dotsona, theres no problems with the character name length , I just had the textures in the wrong folder for 3dsmax to read)

Thanks for your hard work Yazgoo :)
Last edited by ReeceKun on Wed Feb 17, 2010 2:10 am, edited 5 times in total.
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Postby dotsona » Wed Feb 17, 2010 12:31 am

^^ The Mt5 converter uses OBJ files which will work just fine since OBJ is a universal format. There is no real advantage to using .3ds. With OBJ you can still pass characters and models around on the forums. Just import the OBJ files into 3dsmax. You might have to reverse the normals once you open the model to see the model/texture properly.
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Postby ReeceKun » Wed Feb 17, 2010 12:38 am

Ignore/delete post , was my fault , I just didnt have the materials in the right folder, 3ds max renders fine ;)
Last edited by ReeceKun on Wed Feb 17, 2010 2:01 am, edited 1 time in total.
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Postby dotsona » Wed Feb 17, 2010 1:20 am

Well why not use OBJ? Then you wont have that issue since there is no 8 character limit for OBJ texture files. Take the model your working on now and re export it as a OBJ and then import it back into Max. Make sure to reverse the normals so the textures show up in the render.
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Postby wude » Wed Feb 17, 2010 2:58 pm

it gives me an error message :(
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Postby dotsona » Wed Feb 17, 2010 3:51 pm

^^ You need to set the environment variable, this tutorial shows you how to set it up, make sure you download the extractor from github.

http://www.shenmuedojo.net/forum/viewtopic.php?t=40265
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