You may have more palettes than in the current scene if the past scene had more palettes, the extra palettes are left thereįig.05.png (Size: 192.2 KB / Downloads: 6)įrom left to right, palette order corresponds to the order things appear in the image, this is useful to determine the correct palettes since a lot of the time things can look very similar with an incorrect palette you may also have leftovers from the past screen to the furthest right, ignore theseįig.06.png (Size: 441.39 KB / Downloads: 5) The rest of palettes are for sprites and other non background related things. These are the relevant palettes for background assets. ![]() To the right of that are the foreground elements which are in 0 compression mode and use the long palettes this is how it's setup most of the time, however you may sometimes see stuff on 9 compression mode on the right end, these still use the small palettesįig.04.png (Size: 18.11 KB / Downloads: 3) The items to the left are in 9 compression mode and use the small palettes, these are the far off background elements, lights, small props and animated props This is where the background elements are located, the rest is sprites and interface stuff Shift + arrow keys to move the cross by one pixelįig.03.jpg (Size: 391.79 KB / Downloads: 2) WASD to move the red rectangle which is the area being visualizedĪrrow keys to move the red cross which is the current palette being used ( download)įig.02.jpg (Size: 339.71 KB / Downloads: 2)ġ, 2, 3, 4, 8, 9, 0 for compression mode, for LoM use 9 and 0 mode ![]() 002 depending on the state slot, extract this file using 7zip, you will get a file with the same name and no extension.ĭrag and drop this file on psx V-ram. Go to ePSXe's "sstates" folder, there should be a file named something like "SLUS_010.13.000" or. go to the room you want to rip and save a state, F1 to save a state, F2 to switch state slot, F3 loads a state.įig.01.png (Size: 128.85 KB / Downloads: 2) The method is taken from Davy_Jones, making this so I have an easier time finding it than searching the forums for every post he ever made regarding LoM to remind myself how to do it. I'm writing this tutorial mostly for myself, so that when eventually I take a break and inevitably forget how to rip the backgrounds, I can just remind myself reading it, but if anyone else is willing to help with mapping the game this would be a good aid. Home: all maps submitted except the attic and the house map with the "teardrop crystal" event cutscene palette and sky. Just starting and don't expect anyone to jump in but I will keep updating it with my progress. I want to try and get every unique room and the dungeon bits. I'm gonna try and map Legend of Mana, 20 years later and it's still one if not the most gorgeous game ever made. Same with the Final Fantasy Mobius Chocobo model data & texture, but, uncompressed. I can upload the files, but, I mostly can upload the uncompressed data of the model of Bartz, because after unpacked it reach 120mb, compared with they 32mb compressed, if anyone ask too. I use 3D Max 2015 as I forget to mentioned it. I try Blender and it often end on not getting how use it or don't understand a thing of how use it.Ĭouldn't install Vray on 3D Max, because last time I try, it end crashing 3D Max every time I try to open it. I only use 3D Max because it is the only tool I get more familiar to use. In general speaking, they're complicated, at least for me to figure out which each part of the channels goes on what part of the Material browser of 3D Max, except the Base & Normal_Map. Green one looks like this by each color channels:īlue/Red ones looks like this the channels:īase one of the head often comes with an Alpha channel: In hair, it is 5, being the extra one of green-blue colors. For begging with it, the texture are often compose of 4 separate textures: Base, Bump/Normal Map, Dirt and other of red/blue color.
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