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Ripping new Swat 3 models

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4 years 2 months ago - 4 years 2 months ago #374 by Slippery Jim
Ripping new Swat 3 models was created by Slippery Jim
I still have a dream of adding normal looking Swat officers skins (no sci-fi motorcycle helmets) using new high resolution textures for the Last Resort mod.

The BBE Squad guys made some amazing officer models towards the end of the life of Swat 3.

I wonder if it would be possible to use the 3D Ripper app to capture the geometry so we can use the mesh as the base for a new high resolution officer (maximize the poly count and texture quality)? Of course proper credit will be given.

Furrycat has the GSM Gskin Viewer app but that can only apply a new texture. It can't modify the UV map.

Of course once we get a mesh we are happy with I don't think there were many people in the community that understood how the hit detection worked in Swat 3. A few of the earlier BBE skins didn't seem to have hit maps at all. It would be something that would need to be re-learnt.

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4 years 2 months ago - 4 years 2 months ago #375 by Slippery Jim
Replied by Slippery Jim on topic Ripping new Swat 3 models
One problem with this plan. The GSM Skin viewer renders OpenGL only and 3DRipper DX only does DirectX. Ugh.

We could always run the skin in Swat 3 on a basic special map for capturing but the character won't be in the T pose I imagine.

UPDATE:

Looks like an old discontinued app called "3DVIA Printscreen" works with GSM Skin viewer. It appears that only the mesh is captured but that is fine. The mesh is captured in 3dxml format which I assume needs to be converted so Maya can use it?

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4 years 2 months ago - 4 years 2 months ago #376 by Slippery Jim
Replied by Slippery Jim on topic Ripping new Swat 3 models
Image of the captured mesh (2346 polgons). Just need to figure out the easiest way to convert to the proper format:


Update: I located a script to import it into a fairly modern version of 3DStudio Max so that it can be exported for use in Maya 6.0

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4 years 2 months ago #377 by Copy-Cat
Replied by Copy-Cat on topic Ripping new Swat 3 models
Ok, i have setup a project folder, all models have been imported and saved into mb format, what now?

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4 years 2 months ago - 4 years 2 months ago #378 by Slippery Jim
Replied by Slippery Jim on topic Ripping new Swat 3 models
You already did it, lol? That saved me work, lol.

I wonder what models you ripped?

PS: I can't get on TS

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4 years 2 months ago - 4 years 2 months ago #380 by Copy-Cat
Replied by Copy-Cat on topic Ripping new Swat 3 models
chicago.jestservers.com:7483 is the new port #

I didnt rip them I imported them into maya.

BBE Real Element

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4 years 2 months ago #382 by Copy-Cat
Replied by Copy-Cat on topic Ripping new Swat 3 models
I just noticed the models are a bit different, which ones did you have in mind?

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4 years 2 months ago - 4 years 2 months ago #385 by Copy-Cat
Replied by Copy-Cat on topic Ripping new Swat 3 models
All models from the Real-Element Mod have been imported and saved to ftp.

What is next?

When I get some time i will be sorting files in a folder with all of the available upgrades. These are upgrades I have made in the past and some new content like gas masks, helmets, and vests.

UPDATE ON REUNITED SITE: there are no upgrades to php version, setup of the reunited site to its own entity was discussed, we will lose all traffic data on search engines if we make the upgrade, limitations are already in place since the downgrade of the mother site.

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