How To Rip Animations From N64 Emulator
Ignore this guide and wait at the updated version:
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Ripping N64 models to Source - V2
This guide is an updated version of the guide I made 2 years agone.
Since then, I learned more tricks on how to rip the models.
This part of the guide will explain the steps to rip models from Nintendo 64 games.
I will do another guide to explain how to build an exact replica of a N64 surface area.
Here is a google canvass where I listed games that can be ripped or not:
https://docs.google.com/spreadsheets/d/1ijRktBuMKTKaxeZiHErsZLJe59a9MEr1hOtKd19SGTo/edit?usp=sharing
Some games can't be ripped, either the game doesn't start with the plugin enabled or the outputed rip is unusable.
If you are interested in Rayman2 model ripping, information technology'southward a mess with N64, but way better on PC.
All areas were already ripped at that place: https://raymanpc.com/forum/viewtopic.php?f=89&t=25072
I also uploaded the files on my google drive in example the website is down:
PlayerModels https://drive.google.com/open?id=1O9TOZQT-v_IQ5DKsS-3l_1WXtxrQXJNG
Areas: https://bulldoze.google.com/open up?id=1W_MtpOlXzO48OPsM80_nzySz5PF8PksH
Once you lot are done with this guide, read the adjacent ane, which explain how yous tin build correctly a nintendo64 map.
Update
I was making a tool to help in n64 mapping and hither information technology is now:
Every informations well-nigh it in that post.
Note that some of the software used in this guide are no longer needed thanks to the tool:
- Blender 2.63
- Complimentary Mouse Car Clicker
And some steps will be way faster now:
- Converting the .wrl to .obj
- Deleting all materials from a model
- Texturing completly a model
Update 2
I made this tool which replace Pretador'southward VMT Generator.
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Software needed
- Project64 2.2: An N64 emulator. It was provided by FrozenState and has all the needed plugins installed
- Project64 2.i: Alternative link. This the version I employ and it has never crashed.
- Blender 2.63: This version can convert wrl to obj [No Longer Needed. My tool does information technology amend]
- Milkshape 1.eight.4: Get the "Full xxx days trial version". Dont accept one.8.five
- Milkshape Alternate link: On my dropbox (in case the website is downwardly at some point)
- Crowbar: A compiler/decompiler of models (.smd/.mdl)
If yous know how to utilize Blender, go ahead and use it instead of Milkshape, you will piece of work faster with it, although this guide will but explain how to exercise some stuff with Milkshape and not with Blender
https://www.blender.org/
Software you may need
- Gimp: Or Paint3D, or Photoshop if you have it/can apply it. It volition exist needed for transparency parts
- VTFEdit: The usual .vtf creator
- VIDE: It has a Mass VTF Creator
- My Mass VMT Generator: Mass VMT Creator
- Costless Mouse Auto Clicker: Or another auto clicker software you know [No Longer Needed. My tool does it improve]
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Step0: Installing softwares
Install Milkshape ane.viii.4 .
Brand sure to get the thirty days trial version (non the gratuitous version), so you can register information technology with the following key:
- Proper noun = Model
- Registration Lawmaking = oZMl2-J5BdK2-3Ed21dd
- Open up Milkshape
- Click on Help -> About...
- Then Register
- Enter the Name and the Registration Code
- Click OK
A box will appear, and volition tell you cheers for purchasing Milkshape.
Just you volition notice on the acme of Milkshape window that it's notwithstanding non registered.
And it won't be if you close Milkshape right abroad.
What you need to do is open up a .ms3d file in Milkshape .
You will find some in Milkshape root binder. For example: valve_skeleton.ms3d
Now you lot got full Milkshape, with no limitation.
If for some reason, the central I provided above doesn't work, download this keygen:
Open the .rar, and inside get to f4ms01.zip -> f4cg.r00.rar.
The tool is in that .rar
Write a name and get the Registration Lawmaking
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Install Project64 , you lot can put it into whatever folder.
All the plugins used for ripping models are installed.
- Nemu64 is the principal plugin you volition use. Information technology will rip the models and dump textures of the area
- Rice Video is a plugin that tin can rip all the textures that you render in the game
- TR64 OpenGL is another plugin that can rip the models, it can be used if you take consequence getting some areas with Nemu64. Although only few games can launch with it. And it might be able to preserve the vertex lighting of the original models, but that is out of the telescopic of this guide.
To select the plugin to use, go to Options > Settings (Ctrl+T).
Click on Plugins in the Tree, then select the Video (graphics) plugin you want.
You tin then select the settings of the Graphic Plugin with Options > Configure Graphic Plugin .
Don't change anything even so for Nemu64.
Become to C:\ . In in that location, create a folder chosen VRML.
It is where the rips of games will be dumped past the plugin (Textures + Model).
If you run into crashes of games with Project64 2.2 , install an older version (2.1), and copy the plugins to its binder:
- LemD3D8.dll in Plugin/GFX
- tr64_ogl.dll and .ini in Plugin/GFX
- RiceVideo files (cfg,ini,dll) in Plugin/GFX or only direct in Plugin (it doesn't matter every bit you can load it from any folder)
I had that trouble when I was ripping the big room in Shadow temple.
The emulator would directly crash when the room was loaded.
Switching to my normal Project64 two.one (that I simply used to play N64 games) stock-still the problem.
It might be a setting in FrozenState'southward Project64 but I didn't notice the problem.
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If y'all download my tool, this data below is no longer relevant, as you don't apply Blender to convert .wrl file
Make certain y'all installed Blender 2.63, it is needed to import .wrl files obtained with Nemu64 and export them to .obj
The newest versions of Blender tin can import .wrl too, but the problem is that the names of 'groups' no longer friction match their associated texture.
Which brand it incommunicable to know which texture to utilize on which face. And the latest version of Blender might not fifty-fifty be able to load wrl
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As for Crowbar, make certain to set it upward for the game you lot want (CS:S, CS:GO,...).
You tin detect guides on the Steam group of the software.
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If y'all download my tool, this information below is no longer relevant
For the auto-clicker, become the one I linked or whatsoever other you know:
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Every bit for the N64 ROMS, I won't provide any.
Emuparadise no longer host any ROMS.
FreeRoms has probably all the ROMS yous are looking for.
They tin can be installed anywhere yous desire on your computer, y'all simply demand to select the folder:
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Step1: Dump the game
Launch Project64, select Nemu64 equally the Graphic Plugin like shown above and start a ROM.
Go to the expanse yous desire to rip and pause the game (F2).
Now go in Configure Graphic Plugin.
You will run into this window:
Bank check Export VRML and press OK.
Now unpause and pause the game quickly (press F2 two times).
Go back in Configure Graphic Plugin and uncheck Consign VRML.
Don't forget it, otherwise when you will unpause the emulator, the game will lag equally it will dump textures every frames.
The dumped textures and model will appear in C:\VRML .
You volition discover +100 textures .bmp (depends of the complexicity of the area) and a .wrl model file.
I advise you to select all the files created and motility them in a new folder.
I employ many subfolder for my different projects:
So you can see I sort the dissimilar ripped areas.
Always make certain to motility the dumped textures and model before doing another rip equally the model file is overwritten and you lot would get tons of duplicated texture.
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If the ROM doesn't start or if the screen is blackness, information technology might be because the game doesn't support the plugin and information technology is probably impossible to rip.
Yous can effort launching the game with the default Graphic Plugin Jabo's Direct3D8 (if yous don't accept it, use RiceVideo), attain the expanse y'all want and do a Save State.
Then launch the game with Nemu64 and load the Save State.
Most of the time it will work. You tin refer to the google sail I linked at the top.
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One thing you will find is that since all textures are .bmp, there is no transparent texture (.png).
All textures come with 2 files:
- XXXXXXXX_c.bmp = Texture
- XXXXXXXX_a.bmp = Define the alpha of the texture
The _a is the alpha of the texture, which hateful yous tin can transform the _c into a png using it. I will explicate the process later.
If the _a is only a black texture, and then the _c is not a translucent texture.
If the _a and the _c are the exact same texture, then _c is not a translucent texture either.
You can run into many textures that don't really seem useful, they either come from the player hud or the skybox.
In the in a higher place screenshot, you can see a ladder texture which has its alpha .bmp ( 6DF61CAE_a.bmp ) .
So we will be able to transform it into a png.
But you can besides see that only 1 side of the ladder is there.
To relieve retentivity on the Nintendo 64, many of the textures were only half and were mirrored in one case (or twice) when applied in the games.
I volition explain after how to mirror the textures (really easy with Paint / Pigment 3D) and how to apply them correctly on models.
Yous can also discover that all the textures are upside-downwards, simply once applied on models, information technology will be good.
So, while for model you lot shouldn't modify the texture, if you want to utilize them in hammer, I recommend you to rotate them.
Yous tin do information technology by opening the motion-picture show in the default Photos app of windows and click on the rotating button ii times.
Using RiceVideo plugin, you tin can dump all textures that you see in the game.
These textures volition exist more than complete than the VRML textures and they will have transparency.
I will explicate how to use RiceVideo subsequently.
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Step2: Load the wrl
If you use my tool , you can directly convert the .wrl file to .obj , so skip to Step3
I too recommend that yous utilize information technology as it is style faster and doesn't lose any information from the wrl.
At the bottom, you lot can observe output.wrl. It is the model of the area.
Open Blender 2.63 .
Make certain to use this 2.63 version and not a newer, otherwise you volition get issues similar I mentionned in the Step0.
The groups proper name volition be called "Shape.Thirty" (where Thirty is a number) preventing you from knowing which texture to apply.
When you starting time Blender, you will see a box and a photographic camera.
Press A two times to select everything, press your Delete cardinal and and so Enter.
The 3D view is now empty, and so nosotros can import the .wrl inside Blender.
Click on File -> Import -> X3D Extensible 3D (.x3d/.wrl)
The model should now be loaded. Merely we wont change it with Blender.
If you know how to employ Blender , feel gratis to use it instead of Milkshape .
This guide is adapted to people who have no feel with 3d modelling software as Milkshape is really like shooting fish in a barrel to use.
The interface is a lot similar Hammer with a 3D view and three 2D grids.
We will at present export the model equally a .obj
Click on File -> Consign -> Wavefront (.obj)
And export information technology into the same folder equally the .wrl
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Step3: Import in Milkshape
Launch Milkshape, if you followed the Step0, you should have the full version.
Click on File -> Import -> Wavefront OBJ and select the .obj file you simply exported.
The model is at present imported, just depending of the game, the visible faces might be reversed and you would only see blackness textures on the 3D view.
You demand to reverse the Vertex order.
Do Ctrl + A to select every vertices.
Click on Face -> Opposite Vertex Order ( Ctrl Shift F ).
If later on this step, the model has nevertheless black parts, click on Face up -> Smooth All (Ctrl M).
Under Groups, check Automobile Polish , then you will no longer need to exercise the Smooth All in the future
The model is now correctly visible in the 3D view, simply the textures are not correctly applied on almost faces.
And so we volition need to delete all current Materials .
If you use my tool, you can straight delete all the materials from the .obj
You can also practice the Revert Vertex Order and the scaling.
So you lot can skip to Step4 , if you have done everything needed
Go to the Materials tab and launch the AutoClicker .
If you lot utilise the one I linked, set everything to 0 except the i/100 Due south.
Put two to brand information technology click every 0.02 second.
So put your mouse on the Delete push in Milkshape and press the Get-go Hotkey of the Autoclicker (Ctrl F2 per default).
Wait until it'south done, and press Ctrl F3 to stop it.
There might be a slight delay earlier information technology really stop.
I recommend y'all to save that scaled model without any texture nether a new name.
Information technology will be easier for yous to extract the dissimilar models of the area.
Depending of the game, the model might be too small for you to hands edit it, so I recommend you to scale it up.
For the Zelda games and Mario64, scaling the model by lxxx is adept.
For the final export of the model, you volition need to scale it again (with a unlike value).
Do Ctrl + A to select everything, and click on the Model tab, then the Scale button .
In the Calibration Options, click on Origin and gear up a value of lxxx (or whatever you want) in the three text boxes.
You tin can at present press the button Calibration.
Again make a salve of that model (or just overwrite the previous ane).
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Step4: Get the model you lot want
So now let'southward say you want a specific model of the room.
You lot simply need to delete the stuff you don't need.
If you use Blender (2.80 or less), d elete the parts of the model you dont need and skip to Step5 .
Save your electric current file in a subfolder to go along things clean.
I have a unlike binder for each model I rip.
If some models are related, I put them in the aforementioned folder.
For example, in the Totem folder, I accept a model of a Small Totem and a Big Totem from the Fire Temple first room.
Click on the Model tab , and then the Select button .
In the Select Options, click on Confront .
To movement around in the 2D grids and 3D view, agree Ctrl, use the Left Click and movement your mouse.
To unselect everything, click on Edit > Select None (Ctrl Shift A).
Make selection boxes in the second views to select the model you want.
You will probably select others objects around it, so information technology will take few steps to get the model you want.
One time stuff is selected, click on Edit > Select Capsize (Ctrl I), and press y'all Delete central.
Repeat that until you lot simply take the model yous want.
If you lot are having trouble selecting just a specific part of the model, endeavour on the unlike 2D views.
If y'all are having issue deleting small vertices of another object, you tin also click on Vertex in the Select Options.
In one case you have your model, you need to heart information technology at the origin of Milkshape , that volition be easier to rotate the prop in Hammer.
Click on the Model tab , so the Motion button .
In the Move Options, make sure each textbox is at 0.0 and change Relative to Absolute .
You can now press the push Move .
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Step5: Texturing the model
If y'all employ my tool, texturing the model can be done in i second.
Export an untextured .obj with Milkshape/Blender and load it in my tool.
Press the Utilize all materials on the .obj button and save the new .obj
(That requires the objects name to incorporate the texture name)
You can at present skip to Step6 .
If you see black faces on your model, that mean the backface of the model is enabled.
Y'all can disable it by right clicking on the 3D view, and unchecking Draw Backfaces.
Also make certain y'all are in the Textured mode of the 3D view and not Smooth Shaded otherwise yous won't come across textures once y'all utilize them.
So now y'all only accept the model you lot desire to rip. Go in Groups tab .
You can come across different groups with <No Material> applied, iv in my case.
Their proper noun is what will tell y'all which texture to apply.
That's where people who didn't employ Blender 2.63 to import the .wrl will go problems as the name volition be replaced with Shape.### (### being a number).
So you can see that in the 4 groups, 2 utilise the same texture: 548308A0_c.bmp and 7F05D05B_c.bmp.
So for ease, we tin regroup them, to only have 2 groups in total.
Make sure nothing is selected in the 2D views (Ctrl Shift A).
Either Double-Click on a group name or click in one case on a group, and so click on Select.
Practice the same for the other group.
Copy the name of the texture somewhere and so you don't lose it (i.e. a temporary txt file) and then click on Regroup .
That will merge the selected groups into a new ane called Regroup01 (the adjacent merge volition be called Regroup02, etc...)
You tin now select that new grouping, then paste the texture proper noun in the small textbox and click on Rename .
Unselect everything (Ctrl Shift A) and exercise the aforementioned for the next groups.
Once you take done that for all the groups, y'all should accept a much cleaner list.
So now you take the list of used textures, y'all can notice and re-create them to your model binder.
Back to Milkshape, in the Groups tab , select 1 of the group and re-create its name.
And so become in the Materials tab .
Click on New , it will create a new material called Material01 (side by side fourth dimension it will be Material02, etc...).
Paste the name of the grouping in the textbox and click Rename .
And so click on the first <none> to scan to the texture (should exist fast if you lot already added them in your model folder).
Then you demand to Assign that material to the selected group, yous can either double click on the fabric name or click on the Assign push button .
In one case it's washed, unselect everything with Ctrl+Shift+A.
If you are in the Pick mode, you can besides click in an empty area of the 2D view to unselect all.
Do that for each group until your model is fully textured.
Information technology'due south possible that the name of a group doesn't accept the texture proper name in it.
Ordinarily information technology's because its an useless element that you tin delete.
Merely I got that upshot on the Middle Switch model from Zelda which had its sides without any known texture.
In that case, I simply applied the Middle texture on the sides and it gave the correct upshot.
So if that happens, look at what that grouping is used for and if you tin can delete it.
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Step6: VTF Conversion and .qc Creation
And then if yous followed what I said previously, in the binder of your electric current model you lot have the used textures.
We will convert them to the .vtf format using VIDE .
So launch VIDE and press the 8th button of the tool bar for the Mass VTF Editor.
Copy the path of your model folder:
And paste information technology in the Source Directory and Target Directory in VIDE .
Set up the picture format to BMP so information technology will convert every .bmp of the folder.
Then press Employ .
If your model utilise .png and .bmp, first set the format to BMP, click Apply, then click Return, alter the format to PNG and click Employ again.
The next step is to create a vmt for each vtf, which would be long to do manually.
To do it faster, we will use My Mass VMT Generator .
Download it (link at the acme), extract the .zip where you want and launch the .exe.
So at the height you take the Texture Shader .
Models only support ii shaders: UnlitGeneric and VertexLitGeneric.
The shader we are going to utilise is VertexLitGeneric.
Only if yous want one of your cloth to exist fullbright, you can use UnlitGeneric.
Select the Surfaceprop you want, although it'south not needed for a model.
As for the Parameters , you will need $model.
If your texture has transparency, you volition need $translucent or$alphatest besides.
At the bottom left, there is the browse button. Utilize it to navigate to the folder with your .vtf files.
So now you have the vtf files loaded, select them all by holding left click and dragging downwardly.
You need to add together the Basetexture path .
The syntax is the post-obit:
MyFolder/AnotherSubFolder/ (theending/ will be added if y'all forget it)
You can add as many subfolder as you want.
Once you are done, select atleast one .vtf file and click on Preview to come across what the vmt will look similar.
If multiple vtf are selected, it will evidence for only one of them.
If the vmt looks good for yous, brand sure the vtf files you want are selected and click on Generate .
It will create the vmt files next to the vtfs.
If you have one picture that needs transparency only not the others, select that vtf only and generate the vmt with its ain parameter.
Salve the path you used for the vmt somwhere equally you lot will need it for the .qc
For my model, I used models/moltard/OOT_FT/Item/Totem/ , which mean my vmt will load a vtf in
- materials/models/moltard/OOT_FT/Detail/Totem/
Remember that a model doesn't load a .vtf file. It only loads a .vmt in the folder it is compiled for.
The .vmt and so has the path that lead to the .vtf, which means you could have the .vmt and .vtf in completly unlike folders.
Just for ease, unremarkably yous take the vmt and the vtf in the same binder.
So now you demand a .smd file, it is the Source format y'all volition compile into a .mdl thanks to a .qc file and Crowbar.
You will demand to scale the model depending of the game.
How to figure out the best scale possible
- What you can do is import a Counter-strike model in milkshape/blender and compare it with the scale
- Counter Strike Player Model Click to download information technology
- I included a .smd and a .obj, then yous tin can import either
Once you lot have scaled your model, you tin can export it every bit a .smd
Click on File -> Export -> Half-Life SMD and name it like your Milkshape file.
In a .qc file, yous can change the $scale of the model compiled.
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Zelda related, while the 80 and so fourteen scale is perfect for an exact reproduction (Link being the size of a CT model), it is non adapted for ze gameplay.
As you demand to think well-nigh zombies, if the hallways are too small in your map, it won't be fun for zombies who will go bullied.
I accept used $scale 1.6 in the qc for my lastest Zelda projects (Shadow Temple, Fire Temple, Ikana)
Here y'all tin come across the Stone Belfry Temple (Majora's Mask), I built 2 years ago for my Ikana projection with a $scale 1
And here is the Ikana projection, that I restarted i,5 month agone, with a $calibration ane.vi
It was faster to build cause I could employ bigger units (since the areas were larger) and probably because I had more experience edifice.
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Create a new text file and change the extension to .qc
Paste this into information technology:
$calibration 1 // scale upwards the model after compile $modelname "moltard/OOT_FT/Detail/Totem/TotemBig.mdl" // path of the model in one case compiled, relative to models/ $staticprop // let the prop to be static/dynamic $surfaceprop "rock" // the surface property $torso FT_Models "TotemBig.smd" // the smd you exported $cdmaterials "models/moltard/OOT_FT/Particular/Totem" // where the model load the vmts, relative to materials/ $sequence idle "TotemBig" activeness ACT_IDLE -1 fps one // the smd for the 'idle' blitheness (you are not forced to put .smd) $collisionmodel "TotemBig.smd"{ // the collisions of the model $concave $automass }
If you followed the Step0 , your Crowbar is setup for the game you lot want (CS:Due south / CS:Become).
So at present y'all demand to compile the model.
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Step7: Compilation
Check if you take the needed files:
- .smd
- .qc
- .vtf and .vmt in their folder
Open Crowbar and drag the .qc file on it.
You can then press the Compile push button.
In one case the model is compiled, you can take iii choices:
- Click on Goto and Crowbar will open the directory where the .mdl file is.
- Click on Recompile will plain recompile the model, so if y'all need to edit a parameter of the .qc, you can and then compile again
- Click on Use in View will open the View tab
From there, you can click on the button View to open the model in the Model Viewer of your game
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Problems that can happen on the model
- Mistake in the compile log:
Probably an invalid parameter of the .qc, you should see in the log the verbal problem.
- There is no Model actualization on the Model Viewer:
Either you put LightMappedGeneric in the model vmts or you did something wrong to the model in Milshape.
In the offset case, but replace the shader of the vmt withVertexLitGeneric.
For the second example, retart from the untextured .obj
- Black/Majestic textures (= missing texture):
On CS:Get, the missing texture consequence in a totally black model (which is really dumb imo).
On CS:S, the missing texture is the black royal texture
In the model viewer, look at the Model tab , if there is no VMTs Loaded, the post-obit fault appear:
*** Fault *** Model attemped to load 1 or more VMTs it can't observe
That means the VMTs are not in the binder yous specified in the .qc file or they are not named correctly.
In the Model tab, yous tin can also meet at the bottom a select list called Materials used .
This is the listing of VMTs the model tries to load.
The name of the VMTs loaded past the model are the same every bit the textures file proper name you lot used Milkshape .
So brand sure the VMTs are named accordingly.
That's ane of the divergence with exporting .smd in Blender (Blender Source Tool).
With Blender, the VMTs proper noun needs to be named like the Cloth name and not like the file proper noun.
If the VMTs are loaded but the textures are nonetheless missing , that ways the VMTs target not existant VTFs .
So verify if the VTFs are there or if they are correctly named.
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Tips and Trick
RiceVideo
At the Step0 , I talked about the plugin RiceVideo that was included with Project64 .
1 if its feature is to dump textures.
While VRML does it too when you rip a model, you noticed there was no .png (transparent textures), only _c.bmp and _a.bmp
RiceVideo tin dump every single texture you run across in the game with their transparency.
So get in Project64 settings, change the Graphic plugin to RiceVideo 0.4.4 RELEASE .
Then go in Configure Graphic Plugin, under Texture Enhancement & Filters, check Dump textures to files .
Press OK and launch your game. Go in the area where you lot want to dump textures and the plugin volition do its job.
A folder called texture_dump will be located in the aforementioned folder every bit RiceVideo.dll (Plugin/GFX per default).
In at that place, you volition find folders for the different game you lot used the plugin on.
And for each in that location volition be 2 (or more) folders:
- ci_by_png
- png_all
Dependings of the games, y'all will discover the textures yous want in either of those binder.
I mentionned before that all textures obtained from VRML are upside-downwards.
That is non the case with RiceVideo textures which have directly the good rotation.
So if you need to utilise ane of these texture on a model, you will need to rotate information technology and mirror it.
Here is an instance of a flower:
From VRML, .bmp so no transparency.
From RiceVideo, .png transparency simply upside down.
Previous flower after rotation.
Previous bloom after I mirrored it.
While Paint tin can rotate and mirror pictures, information technology will remove whatsoever transparency when y'all save the film.
Then it's obviously more adapted for the .bmp pictures you lot become with VRML.
I have used Paint 3D which come with Windows 10 and information technology'southward pretty fast to mirror pictures and preserve the .png transparency.
To rotate a movie, you lot can either rotate it in the Photos application of Windows (similar I mentionned at the beginning).
Or you can practice it in Paint 3D (if you don't have it, use Gimp or something else).
Right click on the picture, click on Edit with Paint 3D to open up the software.
Zoom in with your mousewheel if information technology's also small-scale to see.
Do Ctrl A to select the picture .
Tools will appear on the sidebar (if they dont, press M
- If you haven't rotated the picture earlier, click on the Rotating push ii times
- Click on the Mirror push (Horizontal)
In one case you lot are done, click abroad to disable the Tools and exercise Ctrl Due south to save the motion-picture show.
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Mirroring Pictures
At the beginning, I talked about the N64 using Half textures to save retention.
The flower of the previous trick is one of them.
Applying it on the model in Milkshape volition not give us the outcome nosotros desire.
So we will need to Mirror the blossom to get its symmetry.
If you download my tool, y'all can direct mirror pictures in it.
Again, I will employ Paint 3D , so open the picture show like before.
Practice Ctrl A to select the motion picture, then do Ctrl C to copy it.
Then click on Canvas on the top bar.
On the sidebar:
- Make sure that When resizing the canvas, adjust my epitome every bit well is unchecked
- Make certain the Aspect ratio is locked is checked
- Brand sure Pixels is selected and not Percentage
Y'all can at present grab the square on the correct on the picture to double its length.
On the sidebar you can see the length, and so if it was 16px, increase it to 32px.
Since you copied the moving picture earlier, you can now paste information technology, motility it to the empty space you merely created and mirror information technology.
You tin can at present save the picture.
Of grade, depending of the texture, you will either need to Mirror it horizontally, vertically or both.
Go back in Milkshape.
If y'all load that new picture in your Materials, you will now discover a new problem:
- The texture is duplicated on the model, which is pretty logic since we doubled its size.
Nosotros now need to apply the Texture Coordinate Editor of Milkshape.
Click on Window > Texture Coordinate Editor (Ctrl T).
So in this minor window, you lot can encounter few tools, few options you can check and a select bar where yous cull the Group you want to modify.
In Milkshape, in the Group tab, double click on the grouping y'all want to select.
Select that group too in the Texture Coordinate Editor .
The group you selected in Milkshape will have a white rectangle in the Texture Coordinate Editor so you lot know when yous selected the correct 1.
Click on the Scale pick, in Cistron you can see 2 textboxes.
The showtime 1 is for the X axis and the second for the Y centrality.
In our example, nosotros simply mirrored horizontally (X centrality), so we put 0.5 in the outset textbox.
To be safe, you tin can also bank check Lock Y, so the Y scaling will non go modified if you mess with the other value.
In one case you lot are gear up, click on the South button side by side to the textboxes.
You lot will come across the alter on the Texture Coordinate Editor .
To encounter what changed on the 3D view, simply click anywhere on it.
Do the same for the others groups that need it.
Depending how you mirrored your picture, y'all might also need to Scale by 0.5 on the Y axis.
One problem you can meet is after you re-scaled the texture, information technology is not aligned anymore.
The prepare is simple, click on the Move Tool of the Texture Coordinate Editor .
Once more there is two textboxes.
Put 0.v in the textbox you need and press the M button side by side to the textboxes.
In my case since it's not aligned on the 10 axis, I put 0.5 in the first textbox.
Click on the 3D view, and information technology should be fixed.
While 0.five is the solution and will fix the texture alignment, if, in the Texture Coordinate Editor , the "box" is not on the texture and if you lot are authentic like me, yous might desire to ready it.
You tin use negative numbers in the textboxes, so just put -1 in the textbox you need and printing the Thousand button .
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Describe the backfaces of models
To stay on the topic of the flower model, i issue you volition encounter is that, one time compiled, the backfaces of the model volition not be rendered.
On the 3D view, yous can enable and disable Describe Backfaces to see the difference:
With the backfaces enabled
With the backfaces disabled
To prepare it, you need to add the parameter $nocull ane to your vmts.
Hither is ane of the .vmt of the model:
"VertexLitGeneric" { "$surfaceprop" "grass" "$basetexture" "models/moltard/OOT_KG/Flower/16D12D0D_c" "$model" "ane" "$nocull" "1" "$alphatest" "one" }
You can also see that I use $alphatest 1 instead of $translucent one.
In the case of this model, because multiple translucent texture were crossing each other (blossom + leaf), it wasn't rendering correctly.
$alphatest set that event, you can read more on valve wiki almost $translucent.
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Become a .png texture from the _a.bmp and _c.bmp
As you have seen previously, y'all can hands get translucent texture using RiceVideo.
But in case y'all are not able, your only alternative is to use the _a.bmp with the _c.bmp to get the .png.
Depending what the _a.bmp expect like, yous can meet if the texture demand or doesn't need transparency:
- Totally blackness texture, the texture doesn't need transparency
- The _a.bmp and _c.bmp are the aforementioned, the texture doesn't need transparency
- The _a.bmp is made only of black and white, the texture need transparency
If you download my tool, y'all can create the .png by loading both bmp.
For the example, I will use the foliage of the bloom model of earlier.
Here you can see the _a.bmp, the _c.bmp and the .png nosotros should get as result.
Download Gimp if you lot haven't done it already, the link is at the top.
Experience gratis to apply Photoshop if you are more experienced with information technology.
Open both textures in Gimp (in 2 separate windows), by clicking on File > Open, 2 times.
In the _c texture, click on Layer > Transparency > Add Alpha Channel.
In the _a texture, do Ctrl A to select it, so Ctrl C to copy it.
Go back in the _c texture and paste information technology.
You at present accept the _a texture on top of the _c texture.
We will now employ the two tools windows which might be disabled on Gimp Launch.
To enable them click on Windows -> Recently Closed Docks.
Go in the Layers Window.
Right click on Floating Option (Pasted Layer) and click on To New Layer.
It will then become Pasted Layer.
Become in the Toolbox, and select the Magic Wand.
Click on the white areas of the alpha texture.
To select multiple areas, concord Shift while clicking .
One time you lot accept selected everything that needs to be removed, click on the Eye of the Pasted Layer in the Layers Window.
The blastoff texture won't be visible, so you can at present select the _c texture by clicking on it in the Layers Window .
Press the Delete key on your keyboard and it will remove every parts of the _c texture that need to be transparent.
Yous tin now save it as a .png
Click on File -> Export As (Ctrl Shift Eastward).
Give information technology the same name as the _c texture (1249F6AB_c.png in my instance).
Obviously, when using a transparent texture, don't forget to utilise either $translucent or $alphatest in the .vmt
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Texture with wrong color
In some case, a texture ingame has a specific color.
But the texture obtained through VRML / RiceVideo is kinda greyness-white, or another color.
The best y'all tin can do is cheque ingame the colour and take a screenshot of the texture.
Then utilize the Eyedropper tool of any software (even Paint can practise it) to get the RGB code of the color.
Utilise VTFEdit, import the picture and the usual window appear.
You tin can turn the texture gray by setting the Normal Format to I8 and the Alpha Format to IA88.
Press OK and salve the vtf.
In the .vmt, you lot will add a $color parameter
"$color" "{255 255 255}"
Supersede it past your RGB code.
$color merely work with brushes.
If you want to use color on a model, you demand to utilise $color2.
The syntax stays the same.
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Cheers for reading this guide, it should exist more complete now and more clear.
Check the Nintendo64 Mapping Guide and my N64 Mapping Tool , the links are at the top.
Edited past Moltard
edit
Source: https://gflclan.com/forums/topic/39129-ripping-n64-models-to-source-v2/
Posted by: leewelesepind.blogspot.com
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