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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Sat Feb 02, 2019 4:05 pm 
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akderebur wrote:
einherjar007 wrote:
Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted.

I am pretty sure there is a maxscript for SO3 on the forums, which also works with Valkyrie Profile 2 and Radiata Stories. I guess there was no skeleton support though.

I was planning to make a tool for VP2 but I didn't get a chance to start, because of other games. Maybe I can do it sometime.

Unfortunately, the SO3 script supports some VP2 models, but most of them can not be read.
It is a part of the field and NPC, and most of the main characters can not be read...

But if you were able to create tools for VP2 it would be really wonderful.
I'm not want to break the rules of the forum, but I don't hesitate to pay for consideration.
Because VP2 is the game I loved the most and models and textures are very beautiful.

by the way, I know that the model in battle scenes has been diverted to Valkyrie Anatomia.

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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Sat Feb 02, 2019 8:28 pm 
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einherjar007 wrote:
by the way, I know that the model in battle scenes has been diverted to Valkyrie Anatomia.

I didn't get this. Does that mean VA uses the same models as VP2?

This reminded me that I should release the Valkyrie Anatomia tool. It has been quite some time since I finished it, but too lazy to clean up and upload :D


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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Sun Feb 03, 2019 12:20 am 
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akderebur wrote:
einherjar007 wrote:
by the way, I know that the model in battle scenes has been diverted to Valkyrie Anatomia.

I didn't get this. Does that mean VA uses the same models as VP2?

This reminded me that I should release the Valkyrie Anatomia tool. It has been quite some time since I finished it, but too lazy to clean up and upload :D


Yes, but only for models of low polygons in battle.
Of course the file format is different. I talk about geometory. Although there are some differences somewhat accurately, I think it is almost the same.
Alicia, Lufas, Lezard(Boss).

The VP2 tool is also desirable, but Anatomia's tools would be great, too. We will wait for the next report!


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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Thu Feb 14, 2019 1:31 am 
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Perhaps a silly question, but I have managed to extract the models given the tools above, but I'm not sure how thetextures are supposed to be applied. I extracted them separately, but am not sure how to reapply them to the model. Does this have to be done in another tool?


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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Thu Feb 14, 2019 3:09 am 
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DrXadium wrote:
I extracted them separately, but am not sure how to reapply them to the model.

You can do that in a 3D Software of your choice : Blender, Maya, 3ds Max etc.


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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Fri Feb 15, 2019 11:42 pm 
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Image

I managed to get a model out, and it looks like Noesis sees bones, but when I export to Blender (trying as .OBJ and .DAE) it doesn't seem to bring the bones over. Is there any kind of special setting or parameter I need to set? I tried the UV flipping based on some other threads I had seen on the forum, but with no luck.

Alternatively, is there another program I could / should be pulling it into if I want the skeleton, so I can try posing the model?

EDIT: : I *think* I solved it in case anyone else has the issue. Export as .FBX with the parameter -fbxnewexport .


Last edited by DrXadium on Fri Feb 15, 2019 11:57 pm, edited 1 time in total.

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 Post subject: Re: Star Ocean Anamnesis Tools
PostPosted: Fri Feb 15, 2019 11:48 pm 
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Obj format doesn't have skeleton/skinning support, so you shouldn't be using that. Dae should work fine actually, but I use fbx export myself. I don't know if Blender can import fbx though.

Alternatively you can export the model as IQE and use the IQE import script for Blender. Maybe that might work better for you. There are links in the first post for how to load IQE.



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