By the way, is there any possible way I could have the models you've acquired from Star Wars Trilogy Arcade?Q wrote:I've suffered some major hardware failure on my computer and am awaiting replacement parts. I won't be able to do any further work until it gets fixed. I'm on a tablet writing this at the moment. I was really surprised to read you are trying to get models from Star Wars Trilogy Arcade! I managed to do just that a very long time ago myself but I never ported them to XWA. The supermodel program uses OpenGL to render so no DirectX based rippers will work with it. Also, after ripping the models you have to re-assemble the various pieces back together. Once that's done you then have to re-apply all the UV mapping. The UV coordinates are preserved intact but I find it much easier to convert the textures into a single sheet.iteachvader wrote:No progress yet? I've been frantically trying to get something to work. Nothing's working on my end.
I even tried looking into ripping the very low-polygon models from Star Wars Trilogy Arcade, since they're just as accurate as
the Rogue Leader ones. Only difference is that they're lower-polygon and have lower resolution textures.
Ninja Ripper doesn't want to work with the Supermodel emulator, sadly.
Here are some examples:
http://img.photobucket.com/albums/v612/ ... Colors.gif
http://img.photobucket.com/albums/v612/ ... Colors.gif
http://img.photobucket.com/albums/v612/ ... Colors.gif
http://img.photobucket.com/albums/v612/ ... Colors.gif
http://img.photobucket.com/albums/v612/ ... ter_01.jpg
http://img.photobucket.com/albums/v612/ ... ber_01.jpg
http://img.photobucket.com/albums/v612/ ... tor_01.jpg
http://img.photobucket.com/albums/v612/ ... _X1_01.jpg
Rogue Squadron II Models (Proof of Concept)
Re: Rogue Squadron II Models (Proof of Concept)
- iteachvader
- Posts: 53
- Joined: Thu Feb 28, 2013 4:16 am
The ability to create 3D models is insignificant next to the power of the Force.
- Q
- Posts: 456
- Joined: Sat Dec 28, 2002 12:01 am
- Contact:
Long story short, I lost all the originals you see in the pics to a hard disk crash and I have to start all over again from scratch. Once my computer is back up and running I'll see what I can do. Right now I've only got the TIE Fighter, Advanced X1, and Interceptor fixed up while the rest of the models are waiting in the queue.iteachvader wrote:By the way, is there any possible way I could have the models you've acquired from Star Wars Trilogy Arcade?
"I like work; it fascinates me. I can sit and look at it for hours."
- iteachvader
- Posts: 53
- Joined: Thu Feb 28, 2013 4:16 am
Could you possibly explain how you ripped the models? I could possibly do it myself.
The ability to create 3D models is insignificant next to the power of the Force.
- iteachvader
- Posts: 53
- Joined: Thu Feb 28, 2013 4:16 am
Still hoping for the best with this... I spoke with a few other people who might know a thing or two about importing the models to XWA.
The ability to create 3D models is insignificant next to the power of the Force.
- Trevor
- Posts: 541
- Joined: Thu Dec 04, 2014 7:11 pm
I had no idea that Rogue Squadron II had such nice models.
I used to think that the original had good models, but I took a closer look and realised they were about on par with XWA. Textures are actually well done on the N64 considering its limited to 2KB (64x64x4, 64x32x8 etc) usable texturespace (Upper 2K is reserved for TLUT in Colour Index Texture mode)
Trev
I used to think that the original had good models, but I took a closer look and realised they were about on par with XWA. Textures are actually well done on the N64 considering its limited to 2KB (64x64x4, 64x32x8 etc) usable texturespace (Upper 2K is reserved for TLUT in Colour Index Texture mode)
Trev
- iteachvader
- Posts: 53
- Joined: Thu Feb 28, 2013 4:16 am
Still, the N64 Rogue Squadron models are even more accurate than X-wing Alliance's. Of course, they were lower polygon/resolution, but they still looked good because of how the dev team designed their models with accuracy in mind.Trevor wrote:I had no idea that Rogue Squadron II had such nice models.
I used to think that the original had good models, but I took a closer look and realised they were about on par with XWA. Textures are actually well done on the N64 considering its limited to 2KB (64x64x4, 64x32x8 etc) usable texturespace (Upper 2K is reserved for TLUT in Colour Index Texture mode)
Trev
Rogue Squadron II just took that to the extreme. Ultra-movie-accurate models with very nice high-res textures. That's one of the reasons why I call Rogue Squadron II and III the "Holy Grail" of Star Wars games.
Star Wars Trilogy Arcade is a Holy Grail in its own right as well. The sound effects may be bitcrushed, but they're still the ones lifted from the original films. Same with the models; they're highly accurate and highly detailed for their time, albeit lower resolution/polygon.
The ability to create 3D models is insignificant next to the power of the Force.
The ability to create 3D models is insignificant next to the power of the Force.
-
- Posts: 2263
- Joined: Sat Nov 29, 2003 12:01 am
- Contact:
*Shrug* I am all for ripping old game models for reference. Just keep in mind that if you want to release them, you are not covered under Fair Use very well, and are opening yourself to prosecution by Disney. They probably wouldn't, but just something to be aware of.