Open NetyashaRoozi opened 9 years ago
It is not easy to remove a face, because that will mess up the drawing order of the model.
Consider the entire model like a 'tower' of blocks stacked on top of each other. Every triangle in the model is like a building block for the next and is essential to shape of the tower.
What you can do, is change the textureinfo of some triangles to a fully transparent segment. You're going to have to identify all the triangles (item 1 in items 0 to 4, or the second one if you will) on the box manually (for example, by changing the textureinfo or the colors and see the changes) and find the ones that you want to change.
Every 4 byte-structure that is not a colorslot in item 1 defines a triangle (see my documentation for knowing when it is a colorslot or not). The first byte of such a structure refers to an index in item 3 (the textureinfo's, in 12 byte structures) ranging from 1 to 255, 0 = no texture.
If it is possible to change the size of entries in CrashEdit, eventually it will be possible to develop a model importer, making things much easier (like a ply to nsfmodel converter).
CrashEdit has a "Replace Item" button (right-click). You cam add an "Add Item" button too.
Thanks though, but I want to actually remove the polygons because I wanted to save some polygons in an area to reduce lag.
Minor update: The first steps have been made to decompressing the animationvertices from the 6-item models. Below you can see a primitive example, the letter G from the titlescreen:
(The tiny yellow pixels are the vertices)
The '4 dimensional delta's' are stored within the 6th item of the model. The compressed animation frames seem to contain a bitstream of 3-bit structures (xzy). It is unclear as of yet how many different offsets they are capable of indicating (the first stream does an increment of 255).
The frame and model are interwoven in making the final shape of the model, but the 'temporal' dimension seems to do a lot of work in all 3 dimensions as well as in different frames. So that is where the next focus will be on.
Nice, we are so close to finally be able to rip all the models from Crash 2
How high do you have to be to come up with such complex compression.
Minor update: Ok I think I now fully understand the compression format. Everything makes sense now, at least. If everything goes right, I'll have the first implemented rip soon.
i lovyou
Ladies and gentlemen...
A fully clean decompression of Crash Bandicoot
Some more characters:
I'll still be working on some rough edges.
Holy fucking SHIT. YOU DID IT. THIS IS BEYOND AWESOME.
I see you are using Blender... How are you displaying the textures and colors at the same time?
You can view the textures and colors in textureview, next to the menu for 'object mode', 'edit mode' etc.. Don't forget to remove lights from the scene + Uncheck mipmaps in User Preferences > System > Mipmaps to get accurate representation.
Ohmy..... This is amazing OMG! I AM SO HAPPY! We can finally get the best ripper roo!
Damn, guess I need to actually get to work.
https://github.com/warenhuis/Crash-Bandicoot-2-Modelexport
The tool now has 100% CB2 and CB3 model support. There are still some scaling issues between the two, I think (https://youtu.be/g7ByLSotvNo?t=2m10s). The proportions are correct though.
I've also written about the compression in 'item 5' and the 'frame' section of the documentation. Hopefully this will be enough for implementation in CrashEdit.
Enjoy!
Have you thought about porting the project to GameMaker Studio?
I think the reason Crash 3 models are too small is because of the 0x30E property in entities, which determines scale (usually set to 1 in Crash 3, making objects 4x bigger).
So with these object entities, the final scale must be context-based? In that case this can only be solved in CrashEdit.
I can port to GameMaker Studio in an instance, but I don't see significant advantages of Studio over 7.
Compatibility, maybe even speed? It lags a lot.
The tool is purely experimental. It lags mostly because of my horribly rushed coding style (there is a separate draw call for every number, even the off-screen ones). I can improve all that, but I think it would be much better if this gets implemented in CrashEdit right away.
I thought this guy was a 6 item guy ends up he isn't, Going to get a better frame with him since this one just looks awful
Btw, Tiny is under TZ for Taz tiger
Ya we kinda know. ;)
I know, Just putting that information for anyone else trying to rip tiny
This is an important thing for scaling compatibility: Is there a way to know how big the wooden boxes are in absolute units? In CrashEdit they are 100 x 100 x 100 and 400 x 400 x 400 for CB2 and CB3 respectively, but the modeldata prescribes: 254 x 254 x 254, scaled x 1606 for CB2 and 254 x 254 x 254, scaled x 201 for CB3?
How would this translate into the proper units?
The scale changes a lot. In Crash 1 their animation is 64x64x64, their collision box is 102400x102400x102400 (roughly 102.4x102.4x102.4 in zone units), and they are 400x400x400 in-game (since zone units are in-game units divided by 4).
I really want to know how to export a good model from warped. can someone help me?
Dam I wish I had the source code to their model export for porting it to c++ and opengl or c# woth opengl. :thinking:
soon
I looked into a entity entity and am trying to rip ripper roo and it said obj but no save feature Idk if this is technically a issue for me or is not implemented yet ALSO I saw in screenshots that there is a model viewer but I cant find such viewer I can only view the scenery :\ I still love this program and hope someday there will be a update :)