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 Post subject: Twisted Metal Black (2001) [PS2]
PostPosted: Mon Jun 26, 2017 9:11 am 
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Hey guy's! this time around i got some Twisted Metal Black requests x)

Not sure of most of these file types, BUT! most of them have .TEX (Texture?) extensions with them! :D

https://www.mediafire.com/?0wzbnlxmjuh6at8


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 Post subject: Re: Twisted Metal Black (2001) [PS2]
PostPosted: Fri Jun 30, 2017 10:23 am 
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bUMP


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 Post subject: Re: Twisted Metal Black (2001) [PS2]
PostPosted: Sun Jul 02, 2017 1:20 pm 
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nice point clouds but autocreated face indices don't work - maybe use of quads required?


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Twisted Metal Black (2001) [PS2]
PostPosted: Sun Jul 02, 2017 2:22 pm 
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WOW! Heh, That actually looks abit like an arena of sorts!... :o

Great Work! :D I wish i could be of use aswell but; i don't do well with reverse engineer / hex2obj'ing D:


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 Post subject: Re: Twisted Metal Black (2001) [PS2]
PostPosted: Sun Feb 25, 2018 2:08 am 
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Would there be any way to access the texture files?


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 Post subject: Re: Twisted Metal Black (2001) [PS2]
PostPosted: Fri Dec 07, 2018 5:44 am 
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Image
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I used PCSX2 to rip the textures and models then the PCSX2 Model Converter to fix RGB values on the textures and projections on the mesh. Only problem is that deleted the UV map, or twisted it beyond repair. So what I did was imported the rip, merged the layers I needed for the textures. Exported the model, opened my fixed projection model. Cut the parts out that were the same on the UV map. Then replaced the map from the projected to the regular. Yeah.. time consuming lol but in the end it worked. I did all the Twisted Metals.


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