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Re: [RIPPING] Rayman Revolution Geometry
Posted: Fri Nov 18, 2005 5:23 pm
by Droolie
Of course! It's why I am doing it with Banjo Kazooie now to find a hidden room where there's a secret everyone knows about but never knew where the room was!
Re: The Rayman2 geometry ripping project!!!!
Posted: Sat Feb 11, 2006 7:26 pm
by Hunchman801
Can it allow you to view the whole Rayman levels?
Re: [RIPPING] Rayman Revolution Geometry
Posted: Sat Feb 11, 2006 7:51 pm
by Droolie
Actually, no. or... yes? It allows me to rip parts of the level, because the memory is not high. If I get these parts together, we can view the whole level! Also, it rips some mess, so I'll have to sort it out for what's mess ans what's not ( it also rips raymans nose for example )
Re: [RIPPING] Rayman Revolution Geometry
Posted: Sun Feb 12, 2006 6:02 pm
by Hunchman801
Could you send me the Sanctuary of Stone and Fire and the program to open it?
Re: [RIPPING] Rayman Revolution Geometry
Posted: Sun Feb 12, 2006 7:27 pm
by Droolie
Uhh... no... I didn't continue with ripping, because it goes too slow.
I didn't reach the sanctuary of stone and fire.
Re: [RIPPING] Rayman Revolution Geometry
Posted: Sun Feb 12, 2006 8:55 pm
by Hunchman801
Could you do it for me when you have time?

I would be so happy to have the level! At least, give me the program to view it ^^
Re: [RIPPING] Rayman Revolution Geometry
Posted: Mon Mar 20, 2006 10:16 am
by Matyuv
A Conversational Network is the most personal of all four because introductions are made through actual communication instead of just a profile or a list of interests. The medium of Conversational Networks are weblogs or blogs, which is a journal published on the Internet that contains a mixture of what is happening in a person’s life as well as the latest web trends. Blogs are updated regularly and can be maintained even by people with little technical knowledge through the use of a program or script. What happens is that a person read someone’s blog, and then gets a general idea of the author based on what he or she writes in the blog. One can even participate in someone’s blog by adding comments on their entries. Bloggers—those who own and write in blogs—have the choice to ignore their readers or reciprocate by reading and placing comments on the blogs of their readers. Then they can develop a more personal relationship through e-mails, chat, or an eyeball, a term used for people from the Internet who meet face-to-face for the first time.
Re: The Rayman2 geometry ripping project!!!!
Posted: Sat Sep 12, 2009 7:19 pm
by spiraldoor
Did anything ever become of this project?
Re: The Rayman2 geometry ripping project!!!!
Posted: Sun Sep 13, 2009 12:39 am
by PluMGMK
spiraldoor wrote:Did anything ever become of this project?
Apparently not.

Re: The Rayman2 geometry ripping project!!!!
Posted: Tue Jul 19, 2011 7:27 pm
by Droolie
It's been a while.

Just posting here to tell you I just managed to convert Rayman Revolution's models.

Ripped directly from the game, which means no playthrough is necessary to actually "record" the 3D.
This is awesome, especially since Revolution's models are far better than R2's!
Here's the Disk:
http://i254.photobucket.com/albums/hh91 ... O-Disk.png
Zooming in on beginning of the Lost Isle:
http://i254.photobucket.com/albums/hh91 ... Sanct1.png
The whole Lost Isle level:
http://i254.photobucket.com/albums/hh91 ... Sanct2.png
It's not only the level models but also everything else, including for example cages. They're all stored at the origin - which means everything together on one spot. You can drag everything away from there yourself though, but that could take some time.

I have no idea if default models like Rayman are in there, because honestly, there's a lot.
No textures yet, but that shouldn't take too long, seeing as it's a Renderware game, and so are all the 3D GTA games which are all completely moddable and have very similar file formats.
I'm going to test this a bit more and find a way to put the textures on it before I write a tutorial for it. And for extracting Rayman Revolution's BF files, which was really, really hard to do. Or maybe I'll just upload the contents and the extractor. I'll see.
This is going to be very, very useful for a lot of things. Raywiki. And fangames!
Re: The Rayman2 geometry ripping project!!!!
Posted: Tue Jul 19, 2011 7:35 pm
by ikke471
Drolpiraat wrote:It's been a while.

Just posting here to tell you I just managed to convert Rayman Revolution's models.

Ripped directly from the game, which means no playthrough is necessary to actually "record" the 3D.
Here's the Disk:
http://i254.photobucket.com/albums/hh91 ... O-Disk.png
Zooming in on beginning of the Lost Isle:
http://i254.photobucket.com/albums/hh91 ... Sanct1.png
The whole Lost Isle level:
http://i254.photobucket.com/albums/hh91 ... Sanct2.png
It's not only the level models but also everything else, including for example cages. They're all stored at the origin - which means everything together on one spot. You can drag everything away from there yourself though, but that could take some time.

I have no idea if default models like Rayman are in there, because honestly, there's a lot.
No textures yet, but that shouldn't take too long, seeing as it's a Renderware game, and so are all the 3D GTA games which are all completely moddable and have very similar file formats.
I'm going to test this a bit more and find a way to put the textures on it before I write a tutorial for it. And for extracting Rayman Revolution's BF files, which was really, really hard to do. Or maybe I'll just upload the contents and the extractor. I'll see.
This is going to be very, very useful for a lot of things. Raywiki. And fangames!
woah....that's.......AWESOME great job!!!! you're really talented if you go on like this maeby you will find some unused stuff or something!!
Re: The Rayman2 geometry ripping project!!!!
Posted: Tue Jul 19, 2011 7:38 pm
by DandyGuy
Drolpiraat wrote:It's been a while.

Just posting here to tell you I just managed to convert Rayman Revolution's models.

Ripped directly from the game, which means no playthrough is necessary to actually "record" the 3D.
This is awesome, especially since Revolution's models are far better than R2's!
Here's the Disk:
http://i254.photobucket.com/albums/hh91 ... O-Disk.png
Zooming in on beginning of the Lost Isle:
http://i254.photobucket.com/albums/hh91 ... Sanct1.png
The whole Lost Isle level:
http://i254.photobucket.com/albums/hh91 ... Sanct2.png
It's not only the level models but also everything else, including for example cages. They're all stored at the origin - which means everything together on one spot. You can drag everything away from there yourself though, but that could take some time.

I have no idea if default models like Rayman are in there, because honestly, there's a lot.
No textures yet, but that shouldn't take too long, seeing as it's a Renderware game, and so are all the 3D GTA games which are all completely moddable and have very similar file formats.
I'm going to test this a bit more and find a way to put the textures on it before I write a tutorial for it. And for extracting Rayman Revolution's BF files, which was really, really hard to do. Or maybe I'll just upload the contents and the extractor. I'll see.
This is going to be very, very useful for a lot of things. Raywiki. And fangames!
so what program did you use?
Re: The Rayman2 geometry ripping project!!!!
Posted: Tue Jul 19, 2011 7:45 pm
by Droolie
That's way too complicated to write here and now. I partly used my own tools to extract Rayman Revolution's BF files (the "big files"), which wasn't a simple task. I'm going to take my time to write a tutorial for this later.
Drolpiraat wrote:I'm going to test this a bit more and find a way to put the textures on it before I write a tutorial for it.
EDIT -> Still trying to open the textures correctly (I can already see them, but the palettes are missing). In vain. :/
Re: [RIPPING] Rayman Revolution Geometry
Posted: Wed Jul 20, 2011 12:53 pm
by CheatCat
Awesome! How did you figure out how to extract the stuff?

Re: [RIPPING] Rayman Revolution Geometry
Posted: Thu Jul 21, 2011 1:21 am
by DandyGuy
CheatCat wrote:Awesome! How did you figure out how to extract the stuff?

i think he wrote is own program or something.
Re: [RIPPING] Rayman Revolution Geometry
Posted: Thu Jul 21, 2011 1:56 pm
by Hunchman801
Absolutely awesome, Droolie! This will be a HUGE IMPROVEMENT for the wiki, I can't wait to have 3D maps in the level articles.

Re: [RIPPING] Rayman Revolution Geometry
Posted: Fri Jul 22, 2011 10:21 am
by Haruka
If you menage to put the textures, it would be perfect to RayWiki as Hunch said.

Re: [RIPPING] Rayman Revolution Geometry
Posted: Fri Jul 22, 2011 10:40 am
by Hunchman801
And even without the textures, it would still be great to have maps for the RR levels.
Re: [RIPPING] Rayman Revolution Geometry
Posted: Sun Jul 24, 2011 12:11 am
by Adsolution
I love you to the death Droolie. The texture wrapping and mapping should still be the same right? So technically a Rayman texture from the other games would work?
Re: [RIPPING] Rayman Revolution Geometry
Posted: Sun Jul 24, 2011 1:14 am
by DandyGuy
aren't the rayman m model and revolution model the same?