![]() Here is an image so you can see what i'm talking about: ĭue to life circumstances, I ended up losing all the progress I had in the previous project because my hard drive broke, and for personal reasons and because of my job I did not had time to restart the project, but now with the quarantine and having a lot of time, I have "resurfaced from the ashes " and get better progress. max/.fbx) file coded to be readable to ps3, so I was thinking if is a way to decrypt the file or maybe is harder to do than the H2O method. rsc model and the PS2/PSP workflow of Studio Liverpool, so it came to my head if we are in front of a maya binary (or an. Moatherma track PS2/PSP version with PS3 textures, testing out the mag shader on UE4:Īnd thanks to shakotay2 and o0DemonBoy0o for working first on extracting the models from ps3 version, i got again the motivation to start again and finish it (that, and because i learned more things in ue4, now is time to focus on the physics coding)ĮDIT: Yesterday night, I was thinking about the. 2f0cb6.png (link cause img res is too big and f*ck up the theme) The path folder is this one: X:/PADZ2 (open it with winrar or 7zip, and woala) Well zaykho, to extract the track (not the buildings or ships), u can use the original maya files (most of the maya files that the devs used in the game, ships, tracks, billboards, etc) if you have an original copy of ps2 wipeout pulse, and extracting only the race track meshes (cause they are the same on all the versions (ps2,ps3 or psp) and then focus on the high-poly ps3 models from the ps3 version (building, race track bumps, all the environment and textures). Sorry for bumping the thread, but i think I have to make multiple h2O extracts and play with the fvf value in every case, cause i got some models looking pretty nice,plus I managed to extract the detonator ship, but is missing some faces on the bottom side (mb i need to use other value instead of 14 on the FVF?), so far so good is looking georgeous, now is time to work with the zone ship, and sorry for bumping the thread, but i need help with the track models The more accurate you are the more points and bonuses you will score.Josema0890 wrote:Hi guys, first of all sorry if I revived an old post, today I was trying to extract the tracks from WHD Fury (moa therma) following your steps, but I ended with a pile of "garbage" (I think i ended up with "this" because i didn't found the face index, or mb because is a big object with multiple meshes) so i ended up taking a little help and upload the track file asking for your good guidance.Īnd ty for your guide on how to do it with the feisar ship, so far i got it looking nice with quixel suite and i want to make a wipeout with UE4 for free to enjoy it on our pcs Score points by destroying the mines that have been strewn along the track and take out the bomb on each stage to earn additional points. Detonator mode introduces a brand new ship model to the game that tests both your piloting skills and your shooting accuracy as you accelerate through as many as 14 stages. Warning, avoid the ‘zone barriers’, obstacles left on the track by your opponents as they boost towards the target zone, hitting these can literally destroy your hopes of victory. Your choice is whether to use the bar to increase your speed and boost your ship ever closer to the target zone or absorb it to replenish vital lost energy. Acceleration is automatic as you swoop over zone pads to fill your zone bar. ![]() Forget those racing lines this is all about destruction, with the victor being the first to reach the target score. The Eliminator game mode allows you to release all that pent-up aggression as you use the full arsenal of Wipeout weaponry to destroy your opponents. In addition there are new trophies to attain, a re-styled front-end and a selection of new & improved multiplayer functionality. The WipEout HD Fury expansion pack increases the content of your current game with 8 new tracks, 13 new ship models and 3 new game modes, 2 of which are available for online play.
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