Dmnslyrx8 Posted May 21, 2024 Posted May 21, 2024 Yeah fixing the UV for it is very simple, but ur welcome. only thing I can't figure out is what "wander_fringe" is for.
DreamingOxxy Posted May 22, 2024 Posted May 22, 2024 On 5/21/2024 at 3:39 PM, Dmnslyrx8 said: Yeah fixing the UV for it is very simple, but ur welcome. only thing I can't figure out is what "wander_fringe" is for. Probably a leftover of his dangly things around the waist being separate, in the PS2 version each one was a separate model and attached to him at connection points, and used a model labelled fringe.
Dmnslyrx8 Posted May 22, 2024 Posted May 22, 2024 1 minute ago, DreamingOxxy said: Probably a leftover of his dangly things around the waist being separate, in the PS2 version each one was a separate model and attached to him at connection points, and used a model labelled fringe. I see, that makes more sense, well that's most likely not needed then.
DreamingOxxy Posted May 22, 2024 Posted May 22, 2024 Off topic a bit but here's what I'm doing with him, I must say thank you all for doing this, I'm so happy I could finally get him in as a playermodel in games I like. 1
Dmnslyrx8 Posted May 22, 2024 Posted May 22, 2024 well nice to see that eye textures are applied correctly, even tho it just looks weird as fuck when exported. Good job on those physics too, altho the metal pieces clip too much, altho I'm sure it's not finalized yet. You can probably use "wander_collision" to use as a physic boundary system.
DreamingOxxy Posted May 22, 2024 Posted May 22, 2024 1 minute ago, Dmnslyrx8 said: well nice to see that eye textures are applied correctly, even tho it just looks weird as fuck when exported. Good job on those physics too, altho the metal pieces clip too much, altho I'm sure it's not finalized yet. You can probably use "wander_collision" to use as a physic boundary system. I could probably use it for his actual ragdoll physics model but the one I showed is for GMod, so there's not much I can do for collision, as 'jiggle bones' don't use collision at ALL, I have to manually animate them to move when the legs do and then pack that into an automation file called a VRD. I also plan on porting him into some UE4 games so I'll definitely make use of the collision with those. Maybe some Unity stuff too but I don't play many Unity games.
DreamingOxxy Posted May 23, 2024 Posted May 23, 2024 3 hours ago, Dmnslyrx8 said: ah, well good luck! I fixed up the eyes a ton and added his corrupted form, now I'm gonna add the extra cloak skins and finish his facials then give him an upload on the workshop, I'm just so glad to finally have a chance to do this 1
Raid Posted July 19, 2024 Posted July 19, 2024 On 5/23/2024 at 3:20 AM, DreamingOxxy said: I fixed up the eyes a ton and added his corrupted form, now I'm gonna add the extra cloak skins and finish his facials then give him an upload on the workshop, I'm just so glad to finally have a chance to do this Hey, was wondering if you ever uploaded Wander's model anywhere? Cause I can't seem to find it
photrius Posted July 31, 2024 Posted July 31, 2024 Question. I've never touched anything like this before, 95%of everything here is gibberish to me. But I DM (D&D) for friends on tabletop simulator and I want to just get some static Colossi like these from SoTC as figurines for my game, preferably with textures, but I have no idea where to start. Any chance y'all Could point me in the direction of vids to learn how to get the models with textures ready to import as an asset bundle for Tabletop sim?
CharlieV Posted August 19, 2024 Posted August 19, 2024 On 8/1/2024 at 8:05 AM, photrius said: I want to just get some static Colossi like these from SoTC as figurines for my game, preferably with textures Then just get the models from the original game, which have been publicly available for many years and easily found as well as used being regular textured .obj's. For your purposes you don't need to go to the trouble of the remake's assets
Shadowth117 Posted August 23, 2024 Posted August 23, 2024 On 7/31/2024 at 6:05 PM, photrius said: Question. I've never touched anything like this before, 95%of everything here is gibberish to me. But I DM (D&D) for friends on tabletop simulator and I want to just get some static Colossi like these from SoTC as figurines for my game, preferably with textures, but I have no idea where to start. Any chance y'all Could point me in the direction of vids to learn how to get the models with textures ready to import as an asset bundle for Tabletop sim? It might be slightly bothersome to set up, but essentially you'd want to extract the PS4 pkg files and from there you'd want to extract the .psarc files in the game to the same folder as the eboot. Then you can use Aqua Model Tool from Aqua Toolset to extract the models to .fbx and textures to .dds. If you don't care a ton, it may be simpler to get the PS2 models like was said above, but this is an option. It'd be nice to maybe implement .psarc handling to Aqua Model Tool so you can just extract things all in one tool, aside from PS4 stuff, but for now, this is how it goes.
kino Posted August 30, 2024 Posted August 30, 2024 I tried the latest aquatoolset and it is awesome. Many thanks to Shadow for this tool. Finally was able to get these models. However, some textures like the normals and alpha seem to be incorrect. I must be doing something wrong since the post above showed wander with alpha channel for the hair. For me, the alpha for wander's hair file does not even open. I attached some samples and hopefully someone can tell me what the problem is. wrong normals.zip
Dmnslyrx8 Posted August 30, 2024 Posted August 30, 2024 10 hours ago, kino said: I tried the latest aquatoolset and it is awesome. Many thanks to Shadow for this tool. Finally was able to get these models. However, some textures like the normals and alpha seem to be incorrect. I must be doing something wrong since the post above showed wander with alpha channel for the hair. For me, the alpha for wander's hair file does not even open. I attached some samples and hopefully someone can tell me what the problem is. wrong normals.zip 10.03 MB · 1 download I was able to open your DDS files with ease, no issues with them on my end at all. For wander's hair, you have to set his alpha mask as an alpha layer to his hair_02_col texture 1
kino Posted August 31, 2024 Posted August 31, 2024 Thanks for letting me know that my samples were extracted correctly. Since it opened perfectly for you, that means there was something wrong with the software I used to open those dds files. I tried several software to open those dds files but it is still a mess. I used photoshop to open it but the normals and alphas both became all black with no image at all. Used noesis and still didn't work though I screengrab the debug log. The best option was xnview because at least there was an image that can be seen for the normals. Though when I tried the alpha hair file a message says DDS: Unknown Type! and will not open. Strange, only the normals and alphas are giving me problems. Which software you use to open those dds files? I screengrab it so you can see what it looks like at my end. Thanks for any advice I can get.
Dmnslyrx8 Posted August 31, 2024 Posted August 31, 2024 Most likely cause they're BC7 format textures. I use the Intel ads plugin with photoshop to open those formats. 1
kino Posted September 1, 2024 Posted September 1, 2024 8 hours ago, Dmnslyrx8 said: Most likely cause they're BC7 format textures. I use the Intel ads plugin with photoshop to open those formats. It worked, problem solved. Thanks man, appreciate the help.
Dmnslyrx8 Posted September 1, 2024 Posted September 1, 2024 Glad it helped solve ur issue, and ur welcome for the help mate. and just like DreamingOxxy did with putting Wander in Gary's Mod, I too have put wander into another game engine.
Raid Posted January 18 Posted January 18 (edited) Edit: will follow up later Edited January 18 by Raid Figured it out
Raid Posted January 19 Posted January 19 (edited) Follow up: I still cant figure out how to extract the textures. When selecting "Convert SOTC cmdl, cmsh to FBX" in AquaToolset and selecting the CMDL file it creates the correct folder, but all but one textures are swizzled. (In all the other models I tested all of them are swizzled, this was the only model that had a seemingly correct texture) Also when choosing to convert .CTXR in AquaToolset (the texture files in the texture folders) they still turn out swizzled. And when choosing to decompress the file in AquaToolset and opening that in RawTex it still doesnt show correctly. This is to my knowledge all possible ways I could obtain the textures through AquaToolset and none of them worked. What did I do wrong? I extracted the contents out of the PSARCs with the QuickBMS script provided here, so I don't know at what stage I wronged. Edited January 19 by Raid
Shadowth117 Posted February 14 Posted February 14 On 1/19/2025 at 12:15 PM, Raid said: Follow up: I still cant figure out how to extract the textures. When selecting "Convert SOTC cmdl, cmsh to FBX" in AquaToolset and selecting the CMDL file it creates the correct folder, but all but one textures are swizzled. (In all the other models I tested all of them are swizzled, this was the only model that had a seemingly correct texture) Also when choosing to convert .CTXR in AquaToolset (the texture files in the texture folders) they still turn out swizzled. And when choosing to decompress the file in AquaToolset and opening that in RawTex it still doesnt show correctly. This is to my knowledge all possible ways I could obtain the textures through AquaToolset and none of them worked. What did I do wrong? I extracted the contents out of the PSARCs with the QuickBMS script provided here, so I don't know at what stage I wronged. Your image links are dead so I can't see whatever you posted, but the swizzling seems fine for colossus 1 here and others I've tried. Definitely use as up to date a build as possible, but it hasn't been touched in a long time. Make sure too that you're using a tool to open them that actually supports newer versions of .dds, a lot of the older viewers do NOT support DX10+ textures. If I recall Windows 10 actually thumbnails them properly on later versions, but if you wanna be extra sure, use RenderDoc or something to view them. Paint.Net should also be adequate.
OrderBey0nd Posted Thursday at 04:52 AM Posted Thursday at 04:52 AM Awesome work. I've always wanted to see Shadow Of The Colossus' models. Especially the environments. The normals are fine as far as I can tell. The green hue means that the blue channel has been swizzled over to the alpha. Should be a 5 second adjustment in Photoshop. I recommend using XNview to bulk convert .dds to .tga. Often (Not always), the blue channel is simply ignored (only used for normalization) when doing pre-baked normal mapping in games. Which is cool, because if you create your own shader, you can use that third channel for something else instead. And in Unreal, the green channel is inverted, lighted from the bottom. In Unity, it should be lighted from the top. Lastly, rotating an UV or normal map, will cause it to work incorrectly. https://blenderartists.org/t/why-does-uv-orientation-affect-normal-map-shading-2/1395223
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