5/6/2023 0 Comments Okami ps2 custom makomodMAKE ANY OTHER CHANGES YOU'D LIKE (I SUGGEST ADDING A HEX/ROUND BASE FOR TTS). (IF IT'S NOT THE RIGHT TEXTURE, YOU NEED TO RIP AGAIN, OR USE "TEXTURE ONLY" RIP IN NINJA RIPPER, OR USE TEXMOD)Ģ8. ALSO, CHECK TO MAKE SURE IT'S THE RIGHT TEXTURE. SCALE, MOVE, AND FIX YOUR UV MAP TO ALIGN TO THE TEXTURE FROM THE GAME. SELECT YOUR WHOLE OBJECT, GO TO MODIFIERS, UNWRAP UVW.Ģ7. CLICK THE RED BOX (ELEMENT) AGAIN TO CLOSE THE ELEMENT VIEW.Ģ6. NOW, WITH EVERYTHING STILL SELECTED, I RECOMMEND SETTING NEW SMOOTH GROUPS. THIS WILL FURTHER FIX THE REFLECTIONS.Ģ5. SCROLL DOWN TO SMOOTH GROUPS, AND PRESS CLEAR ALL. IN THE EDITABLE POLY WINDOW, SELECT THE RED BOX (ELEMENTS), AND PRESS CTRL+A TO SELECT ALL ELEMENTS OF YOUR MODEL. USE CTRL+A TO SELECT ALL NORMALS, THEN CLICK "RESET." THIS WILL FIX THE WEIRD REFLECTIONS ON THE FACES.Ģ4. IN THE MODIFIER LIST, CLICK ON "EDIT NORMALS". RIGHT CLICK YOUR MODEL AND CONVERT TO EDITABLE POLY.Ģ3. PICK THE SIDE THAT YOU WANT THEM TO BE SOLID ON***Ģ2. ***NOTE: SOME POLYGONS ARE VERY THIN, AND CAN ONLY BE BRIGHT RED ON ONE SIDE (CLOTHES/HAIR/ETC). THIS IS A TIME CONSUMING PROCESS, BE PATIENT. CLICK ALL OF THE POLYGONS THAT ARE DARK RED, (MAKE THEM ALL BRIGHT RED). SELECT YOUR WHOLE OBJECT, IN YOUR EDITABLE MESH PANEL, GO TO SURFACE PROPERTIES AND SELECT "FLIP NORMAL MODE"Ģ1. IF YOU DON'T LIKE THE WAY YOUR MODEL LOOKS NOW, USE ANY COMBINATION OF SKEW,SCALE, OR EVEN BEND TO MAKE IT LOOK HOW YOU WANT. ***MAKE SURE YOUR OBJECT'S FEET ARE FLAT IN THE LEFT VIEWPORT FIRST***ġ9. THIS WILL FIX THE "LEANING" POSTURE THAT MOST MODELS HAVE AT THIS POINT. SKEW THE OBJECT IN THE Z-AXIS, DIRECTION 270, AND SELECT AN AMOUNT THAT LOOKS GOOD. USE THE DROPDOWN MENU "MODIFIER LIST" TO SELECT THE SKEW TOOL.ġ8. CHANGE YOUR OBJECT TO AN EDITABLE MESH IF IT ISN'T ALREADYġ7. RIGHT CLICK SCALE AND SCALE THE HEIGHT (USUALLY Z) TO BE ABOUT 85%, THIS WILL MAKE THE MODEL LOOK BETTER.ġ6. RIGHT CLICK SCALE AND SCALE YOUR OBJECT TO 0.0015%ġ5. OBJ AGAIN (THIS IS IMPORTANT, THIS RESETS THE SCALE)ġ3. OBJ AND THEN OPEN A NEW SCENE AND IMPORT THE. THIS WILL CHANGE BASED ON CAMERA ANGLE.ġ2. USE THE ROTATE TOOL TO ALIGN THE FEET OF YOUR OBJECT TO BE HORIZONTAL. THIS WILL FLIP YOUR MODEL TO THE CORRECT ORIENTATION (KIND OF).ġ1. RIGHT CLICK THE "ROTATE" TOOL, CHANGE ABSOLUTE_LOCAL: Y TO 180. THIS WILL BRING YOUR MODEL TO THE ORIGIN OF THE MODEL SPACE. RIGHT CLICK THE "MOVE" TOOL (LOOKS LIKE ARROWS). THIS WILL REALIGN THE ORIGIN OF YOUR MODEL TO THE CENTER OF THE OBJECT. SELECT YOUR MESH, GO TO "EDIT" (TOP LEFT) THEN "TRANSFORM TOOLBOX". MERGE ALL OF THE INDIVIDUAL MESHES USING THE "ATTACH" TOOL OR "ATTACH BY LIST" TOOL ALSO WORKS.Ĩ. MAKE SURE THAT THERE ARE NO INVISIBLE OR HARD TO SEE MESHES THAT ARE STILL REMAINING (I RECOMMEND USING "SELECT BY NAME" FOR THIS AND THEN DELETING EVERYTHING THAT ISN'T WHAT YOU WANT)ħ. THIS WILL INCLUDE THE BACKGROUND, OTHER CHARACTERS, SPRITES, ETC.Ħ. DELETE ALL OF THE PARTS OF THE MODEL THAT YOU DON'T WANT. IT CHANGES DEPENDING ON THE CAMERA ANGLE WHEN YOU TOOK THE MODEL RIP.ĥ. THERE IS NO WAY TO GET THIS EXACT IT SEEMS. PLAY AROUND WITH THE Y DIMENSION IN THE TRANSFORM TOOL TO MAKE YOUR MODEL LOOK CLOSE TO NORMAL DIMENSIONS. THESE SHOULD HELP YOU LOCATE YOUR MODEL IN THE VIEWPORTS.Ĥ. USE THE "ZOOM EXTENTS SELECTED" AND "ZOOM EXTENTS ALL SELECTED" BUTTONS (BOTTOM RIGHT, LOOK LIKE GREEN CUBES). RIGHT CLICK ON THE TRANSFORM TOOL (OR "SCALE" TOOL, YOU MIGHT CALL IT). HIT "CTRL+A" ON YOUR KEYBOARD TO SELECT ALL OBJECTS.Ģ. YOU'LL NOTICE THAT THE MODEL IS VERY, VERY STRETCHED IN 1 DIMENSION, MAKING IT IMPOSSIBLE TO SEE IN THE VIEWPORTS.įOLLOW THESE INSTRUCTIONS TO TURN IT INTO A NORMAL MODEL.ġ. TYPE IN WHICH RIP FILES YOU WANT (0000-XXXX) If you want all of them, XXXX SHOULD BE THE LAST RIP FILE. USE "GROUP" TYPE, OPEN TO THE FOLDER OF THE RIPPED POLYGONS.ģ. USE THE "MAXSCRIPT" OPTION IN 3DSMAX TO "RUN" THE MAXSCRIPT (.MS) IN THE NINJA RIPPER FOLDER.Ģ. 3DSMAX 2014+ (BLENDER MIGHT WORK, BUT STEPS WOULD BE DIFFERENT)ġ. ISO images to rip model from games which I do not physically own. That being said, it's impossible to tell which rendering type your game uses until you try to rip a model.ĭISCLAIMER: I do not use. You can try to assemble the model from several different imports, but so far I've never been succesful. This means that some games simply will not be able to import complete 3D models. Note: Unfortnately, some PS2 games use a rendering option called "Backface culling." This means that the game only renders the portion of the 3D model which is visible to the camera, and eliminates the polygons on the "back" of the model to save memory. This is just to document the methods that I used to get the models for other players interested in doing the same thing. This is a guide I made to importing 3D models from Playstation 2 Games.
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