2009-10-05, 10:18 PM
Well I've explained to you how this works in the past. Granted however, if you found the models on the disc image, the textures can't be too far away. I'd be interested to know if the model files you found include texture coordinates and if your conversion process retains them.
If you have a .iso file you use to emulate the game, that is the same one I will need. I will also explain the process to you. Basically all I would do to get the textures is capture a frame of the game with either an OpenGL or DirectX proxy dll (like Ogle) as we've discussed before. Which to use depends on whether the graphics plugin you're using with your emulator is OpenGL or DirectX based.
With the playstation there is no actual 3D hardware onboard to emulate. Really it's just a powerful 2D rasterization engine (2D triangle drawer) ...so if you capture a frame of KF, you won't get any 3D information. You will get instead the projection of the 3D scene, which is what you'd get if you took a 3D world and squashed it into 2D. However the textures loaded into the video ram are 2D anyway, so that information is totally good. So capturing textures is not a problem.
The PS2 is again really not 3D hardware. It does have a depth buffer and a pseudo depth coordinate, so it's theoretically possible at least to reconstruct a 3D scene by manipulating the pseudo depth coordinate where used. This kind of 3D is only concerned with insuring things behind other things don't reasonably get rendered in front of the things they are behind. The actual spatial integrity is not a concern for the hardware. In other words, if you took the 3d scene and turned it sideways information along what was previously the view angle would be considerably distorted. Because the actual location of this information when projected is not important, only the ordering is (to the PS2 hardware)
If you have a .iso file you use to emulate the game, that is the same one I will need. I will also explain the process to you. Basically all I would do to get the textures is capture a frame of the game with either an OpenGL or DirectX proxy dll (like Ogle) as we've discussed before. Which to use depends on whether the graphics plugin you're using with your emulator is OpenGL or DirectX based.
With the playstation there is no actual 3D hardware onboard to emulate. Really it's just a powerful 2D rasterization engine (2D triangle drawer) ...so if you capture a frame of KF, you won't get any 3D information. You will get instead the projection of the 3D scene, which is what you'd get if you took a 3D world and squashed it into 2D. However the textures loaded into the video ram are 2D anyway, so that information is totally good. So capturing textures is not a problem.
The PS2 is again really not 3D hardware. It does have a depth buffer and a pseudo depth coordinate, so it's theoretically possible at least to reconstruct a 3D scene by manipulating the pseudo depth coordinate where used. This kind of 3D is only concerned with insuring things behind other things don't reasonably get rendered in front of the things they are behind. The actual spatial integrity is not a concern for the hardware. In other words, if you took the 3d scene and turned it sideways information along what was previously the view angle would be considerably distorted. Because the actual location of this information when projected is not important, only the ordering is (to the PS2 hardware)