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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 2:02 pm 
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deadca7 wrote:
Mafia - Works fine, but maybe you want the data
http://filebeam.com/d9cbca9b54a08449446981d0262af5e9

The telephone with mirrored dial plate is correct? :?:
Maybe the developers of mafia made a mistake on the uv-layout. Can you check if the dial plate is mirrored in the game too?

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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 2:31 pm 
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Sammie wrote:
The telephone with mirrored dial plate is correct? :?:


I didn't notice that :p Looks like the whole model is flipped.

Image


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 3:27 pm 
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Hm, thats bad. For this bug I have to flip the model without flipping the normals or need a separate flip-normals function. Can't find such a function in noesis at the moment. Whatever.. you can't have everything. :D


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 4:05 pm 
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Sammie wrote:
Whatever.. you can't have everything. :D

True true, thanks for trying though.

FEAR
http://filebeam.com/d60bd5e4770316d2f48ed033a0e83b52


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 5:16 pm 
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Tried to flip the Normals manually through the faces-parser now.
Works for the telephone, but should be tested on more Mafia-Models. For the telphone I have to swap the x-z vertices additionally to mirror the whole thing.
You send me two Mafia-Models and the other one was not flipped - so I can't say if its really nescessary to mirror all models.
I used the new function for the other flipped models (mario, zelda, streetfighter) and removed the Transformation-Matrix.


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 5:25 pm 
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Sammie wrote:
Hm, thats bad. For this bug I have to flip the model without flipping the normals or need a separate flip-normals function. Can't find such a function in noesis at the moment. Whatever.. you can't have everything. :D


you can flip normals or faces or uv's. you can try

rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)

you can also pack and unpack buffers and do whatever math you want to them
if you need an example of that let me know.


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 5:28 pm 
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chrrox wrote:
you can also pack and unpack buffers and do whatever math you want to them
if you need an example of that let me know.

did it my own way ;)
but okay, rewrite to RPGOPT_TRIWINDBACKWARD, cuz its shorter - thx chrrox :)


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jan 27, 2013 6:10 pm 
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Sammie wrote:
did it my own way ;)
but okay, rewrite to RPGOPT_TRIWINDBACKWARD, cuz its shorter - thx chrrox :)


Nice, you did it!

Wolfenstein
http://filebeam.com/f3735013c06fef9f4d2888fd9c41880a

Serious Sam 3
http://filebeam.com/587f2a971799178930b826babf738bcb

Painkiller Recurring Evil
http://filebeam.com/627df38f8313d740db5373da99ebc405


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 4:52 am 
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Hi people. I dont really know where to ask for help, but i saw a guy having the same problem as i have in this topic, so i try here.

i ripped a scene using "3d ripper dx" from Driver: San Francisco game, cause i want to render some scenes and that map is perfect for me. models are perfect and some textures are seem to be okay, but other textures uvw map coordinates are all messed up. problem is with buildings mostly. a lot of objects are in a single mesh, the mesh has a multi/sub-object with 8 sub-material (i dont really know why, they only use the first one i believe). the first sub-material is a 4096*4096 texture atlas (i think its called like that). ive tried now a few things to fix the problem, but i arrived to the point where i start to cry when i even think about it :D Please help me if you can.

EDIT: today i tried Ninja Ripper too, got the same result on the buildings, tried changing the UV coordinates when importing, it had some effect but i didnt find the correct settings :(

here is what it looks like in the game:

Image

this is how it looks when i import the scene to 3ds max and render:

Image

this is how the UVW map looks like, selected the stairs (the 4096*4096 texture is somewhere in the middle of the mess T_T):

Image

zoomed in to show how bad the UVW coordinates are:

Image

here the multi/sub-object:

Image

and the first sub-material (4096*4096 texture atlas):

Image



im really desperate to solve this problem, help me out if you can please. thanks for reading


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 8:17 am 
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Rescale the UV? Also there's a new 3D Ripper DX version 1.8.2.

My best bet is that its just like that, so, just remap them yourself.


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 8:27 am 
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RacingFreak wrote:
Rescale the UV? Also there's a new 3D Ripper DX version 1.8.2


im using that version (also tried 1.8, was the same)

i tried rescaling the UV, but there are elements (for example when there is 3 same window on a building) that supposed to use the same part of the texture, but they are placed next to each other and if i simply rescale, one window is good, but the other two is not. so the problem is with the coordinates, i just dont know what causes it. the ripper gets the wrong coordinates or they get messed up at importing :S

something like this happenes when i rescale:

Image


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 8:48 am 
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muroko wrote:
i tried rescaling the UV, but there are elements (for example when there is 3 same window on a building) that supposed to use the same part of the texture, but they are placed next to each other and if i simply rescale, one window is good, but the other two is not. so the problem is with the coordinates, i just dont know what causes it. the ripper gets the wrong coordinates or they get messed up at importing :S

Upload some of the Ninjaripper .rip-Files + .dds-Textures


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 10:17 am 
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I don't know if these are bad rips, or the vertices are loaded wrong.

http://filebeam.com/a8c70fc7e86a6d022067d06dfd5873b6


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 10:47 am 
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Sammie wrote:
muroko wrote:
i tried rescaling the UV, but there are elements (for example when there is 3 same window on a building) that supposed to use the same part of the texture, but they are placed next to each other and if i simply rescale, one window is good, but the other two is not. so the problem is with the coordinates, i just dont know what causes it. the ripper gets the wrong coordinates or they get messed up at importing :S

Upload some of the Ninjaripper .rip-Files + .dds-Textures


Thanks for looking into it, im really stressed for days now -_-

http://www.mediafire.com/?4zgbldbnyx6acqq

file : Mesh_0377_rip.zip
contents:
- Mesh_0377.rip - several building-parts in one single mesh
- Mesh_0377_rip.log - part of the log file created by ninja ripper
- Tex_0312_0.dds - 4096*4096 texture atlas (basically the texture applied to the mesh)
- Tex_0312_1.dds - random textures , i dont know why they are even here lol
- Tex_0316_6.dds
- Tex_0323_3.dds
- Tex_0323_4.dds
- Tex_0375_2.dds


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 Post subject: Re: Ninja Ripper
PostPosted: Mon Jan 28, 2013 11:34 am 
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I still don't get what's the deal with these stairs [roll]
Just remap them to this texture:
Image
Problem solved? :]



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