Ripping models?
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- Posts: 19
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Ripping models?
Hello. I was wondering if it was possible to rip 3d models from the emulator? If so, how?
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- Posts: 19
- Joined: Wed Nov 08, 2023 3:25 pm
Re: Ripping models?
I was told by Bart since I asked him the similar question
Here's his quote
"These games use custom formats. There are no tools. Most 3D assets are stored in VROM directly as Real3D-formatted polygon lists. Unfortunately there is no great way to determine where models begin but IIRC there is a flag for the last polygon in the list. Texture maps are stored separately. Some games are well-behaved in how they lay textures out in texture RAM, so you could probably write an exporter that converts a model to OBJ format and then dump the run-time texture image and use that with the texture coordinates in the model. Other games do weird stuff that could make this painful.
The Scud Race and Daytona 2 player vehicle models are not stored in VROM and are loaded dynamically into polygon RAM because they are deformable."
Here's his quote
"These games use custom formats. There are no tools. Most 3D assets are stored in VROM directly as Real3D-formatted polygon lists. Unfortunately there is no great way to determine where models begin but IIRC there is a flag for the last polygon in the list. Texture maps are stored separately. Some games are well-behaved in how they lay textures out in texture RAM, so you could probably write an exporter that converts a model to OBJ format and then dump the run-time texture image and use that with the texture coordinates in the model. Other games do weird stuff that could make this painful.
The Scud Race and Daytona 2 player vehicle models are not stored in VROM and are loaded dynamically into polygon RAM because they are deformable."