Getter Robo Daikessen (PS1) 3D model ripping
Posted: Sun Aug 29, 2021 11:58 am
Hi! I'm very new here, and I have very little experience in ripping 3D models (I have a little in ripping sprites. but that's about it).
I've been attempting to rip the 3D models from the PS1 game Getter Robo Daikessen (I do love me some super robots). I know there's no standardized procedure to do this, so I've gone through all the steps I could find online.
Daikessen doesn't play well with PSXPrev- only a mostly blank model with a bar(?) can be extracted from the game's iso file, along with about 10 or so blank Croc models. So I decided to try out the no$ps1 path (explained here: https://www.vg-resource.com/thread-3658 ... #pid657754), which, if I understand this correctly, involves using no$psx's built in VRAM viewer to locate each tri and quad's coordinates inside the iso file through a hex editor. Problem is, I can't find any results inside the hex'ed up iso file, which I believe is because of some sort of mesh compression. I've attempted to research PS1 mesh compression but I've found no results; so I've sort of hit a brick wall.
Would anyone else with a little more knowledge than me kindly point me in the right direction? Thank you!
I've been attempting to rip the 3D models from the PS1 game Getter Robo Daikessen (I do love me some super robots). I know there's no standardized procedure to do this, so I've gone through all the steps I could find online.
Daikessen doesn't play well with PSXPrev- only a mostly blank model with a bar(?) can be extracted from the game's iso file, along with about 10 or so blank Croc models. So I decided to try out the no$ps1 path (explained here: https://www.vg-resource.com/thread-3658 ... #pid657754), which, if I understand this correctly, involves using no$psx's built in VRAM viewer to locate each tri and quad's coordinates inside the iso file through a hex editor. Problem is, I can't find any results inside the hex'ed up iso file, which I believe is because of some sort of mesh compression. I've attempted to research PS1 mesh compression but I've found no results; so I've sort of hit a brick wall.
Would anyone else with a little more knowledge than me kindly point me in the right direction? Thank you!