Posted 13 November 2010 - 05:33 PM
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..Wow. Talk about odd.
Still, there's something about the SUWii model that makes it just look atrocious compared to the other two. Must be the jaggedness and the areas that are slightly off proportion.
Posted 13 November 2010 - 05:55 PM
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QUOTE (Azukara @ Nov 13 2010, 05:33 PM)

..Wow. Talk about odd.
Still, there's something about the SUWii model that makes it just look atrocious compared to the other two. Must be the jaggedness and the areas that are slightly off proportion.
It looks like ass ingame because Dimps made him cyan for no reason, and also made him never have any life to his face, it's stiff and retarded.
Posted 14 November 2010 - 02:09 PM
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A friend of mine , called DaGuAr (I'm sure you already know him, he was the one who ripped the dragon model from SAdx prototype and the Fang model from Figthers), has posted renders of Tropical Resort Act 1 and for the 2D zone of the first level in the spanish forum we use to post in, Sonic Reikai ( You know that too, doesn't you?).I asked for his permission to post them here, as he is not registered here.

This post has been edited by RACCAR: 14 November 2010 - 02:11 PM
Posted 14 November 2010 - 02:29 PM
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I'd love to know how he did that. Level geometry would be very, very helpful for me.
Posted 14 November 2010 - 02:32 PM
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QUOTE (AerosolSP @ Nov 14 2010, 02:29 PM)

I'd love to know how he did that. Level geometry would be very, very helpful for me.
Me too, I would love to know how this was done. Most level rips using 3dprintscreen are FOV distorted and incomplete.
Posted 14 November 2010 - 02:57 PM
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I asked DaGuAr how did he do those, and this was his response:
1) I extracted "sonic2010_0.cpk" from the Sonic Colors Iso and extracted the content with "cpk_unpack.exe"
2) The levels are in the folders "stg<number>" , and they are made of lots of .arc files.
3) I extracted the content of the .arc files with "arcman.exe", and inside of them were a few brres files who could be opened with Brres Viewer 1.3
4) Using Brres Viewer, there is an option to export 3D models to obj+mtl, with textures.
5) Using 3D Studio, I opened all the obj files and the full level imported correctly.
By the way, this is also my last trial post. I might not be able to reply if you have something to tell me about this
Posted 14 November 2010 - 03:15 PM
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Does anyone know about how to retrieve object placement data from Sonic Colors?
EDIT: Scratch that....how do I browse a Wii iso period? Google isn't turning up a damn thing.
This post has been edited by AerosolSP: 14 November 2010 - 03:32 PM
Posted 14 November 2010 - 03:41 PM
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If you have dolphin, you can load the ISO and extract the .cpk file.
Posted 14 November 2010 - 03:47 PM
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Posted 14 November 2010 - 03:47 PM
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QUOTE (AerosolSP @ Nov 14 2010, 06:15 PM)

Does anyone know about how to retrieve object placement data from Sonic Colors?
EDIT: Scratch that....how do I browse a Wii iso period? Google isn't turning up a damn thing.
There are many as a way to browse a Wii iso. You can you use WiiScrubber, TrunchaSigner, or ultimately, you can use WiiTools to extract every content of a iso file to the disk.
Posted 14 November 2010 - 04:05 PM
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QUOTE (Endri @ Nov 14 2010, 03:47 PM)

QUOTE (AerosolSP @ Nov 14 2010, 06:15 PM)

Does anyone know about how to retrieve object placement data from Sonic Colors?
EDIT: Scratch that....how do I browse a Wii iso period? Google isn't turning up a damn thing.
There are many as a way to browse a Wii iso. You can you use WiiScrubber, TrunchaSigner, or ultimately, you can use WiiTools to extract every content of a iso file to the disk.
I assumed those programs could extract files, but the posts that included them didn't ever explicitly say "this program browses wii isos". I didn't want to potentially download a bunch of programs and have them sitting around because I didn't need them.
Posted 14 November 2010 - 05:04 PM
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Don't suppose anyone could rip out the Voice acting files from there and upload them? I love the voice acting in this game.
Posted 14 November 2010 - 05:32 PM
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I don't think that's possible as of now. The only that seems to be in aax format are the hint voices, Eggman's random announcements, and the BGM. Everything else seems to be ADPCM, which is Nintendo's DSP files.
Posted 14 November 2010 - 05:40 PM
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QUOTE (Azu @ Nov 14 2010, 05:32 PM)

I don't think that's possible as of now. The only that seems to be in aax format are the hint voices, Eggman's random announcements, and the BGM. Everything else seems to be ADPCM, which is Nintendo's DSP files.
Sonic never even talks ingame, all his cutscene voices are all in the prerendered videos. So, yeah it's easily possible to rip those.
Posted 14 November 2010 - 09:39 PM
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QUOTE (Polygon Jim @ Nov 14 2010, 05:40 PM)

QUOTE (Azu @ Nov 14 2010, 05:32 PM)

I don't think that's possible as of now. The only that seems to be in aax format are the hint voices, Eggman's random announcements, and the BGM. Everything else seems to be ADPCM, which is Nintendo's DSP files.
Sonic never even talks ingame, all his cutscene voices are all in the prerendered videos. So, yeah it's easily possible to rip those.
Actually, I convert it to a MPG and it seems to be Japanese dialog.
This post has been edited by Azu: 14 November 2010 - 09:40 PM