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Inspired

Sacred Game Modder
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About Inspired

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    Master of Antimony

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    Cheese
  • Why do you want to join DarkMatters?
    To discuss Sacred
  • All time best video game ever played
    HOMM4
  • Real Name
    Nikita
  • Country
    Russia

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    Male
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    St. Petersburg, Russia

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  1. They look amazing! One thing I forgot to add that you can notice on these pictures is that Sacred models ripped with NinjaRipper need to be mirrored along the X-axis to look the same as in game. Unless you want your characters to be left-handed, haha From what I remember, you can easily do it in Blender by pressing Ctrl+M, then X, then Enter.
  2. Yes, there is a way to capture a specific pose from the game but, as you might have suspected, it's a bit complicated Of course, the easy way would be just to import models with animations into 3DS Max following the RuDDicK's tutorial but if you don't have access to 3DS Max, you can use Ninja Ripper and Noesis to rip models from the running game and then convert them to OBJ. Here's a good Ninja Ripper tutorial you can follow. For Sacred specifically, you will, of course, need to use the 32-bit (x86) version and as far as Ninja Ripper settings go, use the Intruder Inject method and Forced Rip. Sacred character models ripped this way will be split into separate pieces so you'll need to load them all in Blender and then combine into a single object. Also don't freak out if you start loading model pieces into Blender but don't see anything in the viewport as, depending on the exact scene you tried to rip, your model might be located outside the visible area. Just proceed to load all the model pieces, then combine them into a single object, then select the object, then right click anywhere in the viewport and click Set Origin > Geometry to Origin. That should place the model at the center of your workspace.
  3. Haha, no idea I never actually used this program before and I just downloaded the latest version so if you don't see this feature in your version, try upgrading to the latest one from their official website.
  4. Try Repair > Invert Normal like I've done here. Also, I'm not an expert in 3D modelling and even less of an expert in 3D printing so I might be wrong but I don't think normals affect 3D printing in any way. They are used for shading in digital rendering but they don't change the actual shape of the mesh.
  5. That's really strange because those pointy shapes on the left look like messed up bones even though there shouldn't be any skeleton data in OBJ files. I wonder if assimp is trying to write bone data into OBJ anyway, thus making it incompatible with your 3D printing program. That shouldn't be the case but who knows what's going on there, especially with all that crazy conversion chain GRN>GR2>SMD>OBJ. Regardless, there are a couple of things you could try: 1. Try importing the file into Blender first and then exporting as OBJ through Blender. 2. If that doesn't work, try converting SMD to DAE instead of OBJ in assimp. The command would be the same but you'll just need to specify DAE as the extension of the output file like so: assimpd export magician.smd magician.dae Then import DAE into Blender and export as OBJ.
  6. You could spin him while he's upside down on that pointy hat It's hard to say but it might just be a difference between these specific models. I'd say try converting the Magician the same way and see if there are any problems with him.
  7. Wow, Ragnar, you seem to be really unlucky with this stuff haha Well, I think what's happening here is something like this. I had to build assimp myself from the source code but since I'm not a programmer I guess I just might have not done it correctly. It works for me but it probably depends on some libraries that are present on my PC and are absent on yours. The only solution I can think of at this point is for you to download Microsoft Visual Studio (Community Edition is free, that's what you need) and install the same configuration that I have here. This is kind of an ugly solution since you'll have to download several gigabytes of software and libraries that you don't need and the worst thing is that it might not even work but, like I said, I'm not a programmer so this is the only thing I can think of. It it doesn't work, then I'm out of ideas, sorry. On a side note, that Battle Mage looks cool! Do you plan to paint it?
  8. Yes, I've just tried converting the wizard with this method and I'm getting the same result. Guess some models just won't work this way. Alright, let's try another method then. You'll have to follow 3 steps with this one: 1. Convert GRN to GR2 the same way you did for evegr2toobj. 2. Download this tool, unpack it and drag and drop your GR2 model onto grnreader98.exe. Several questions should pop up. Choose "no" at the first one and "yes" at all the others. If it throws an error about triangles' indices not starting at zero, just ignore it and click "ok". When the conversion is finished, the tool will give you an SMD file. 3. Download this tool and use it to convert the SMD file from the previous step to OBJ. This tool works through the command line like evegr2toobj so you'll need to type in the command in CMD. Here's an example of a command to use: assimpd export wizard.smd wizard.obj Hopefully this will do the trick.
  9. Thanks gogo! I hope it will help people who still play this amazing game have more fun and enjoyment, and maybe it will get someone to reinstall the game and give it another try
  10. No worries, that's fine. Like I said, the tool works through the command line, which means that you'll need to manually type in the commands in CMD. Hopefully this video will help you figure it out.
  11. This video will show you how to use Cheat Engine and my Sacred cheat table to modify the Steam version of Sacred Gold. After watching the video, you'll be able to: Change your character's skills at any time in-game, including to those normally unavailable to your character class. Equip any item regardless of its requirements, including items normally unavailable to your character class. Learn, level and use combat arts of other characters. Summon any creature/character in the game the same way the Wood Elf summons her unicorn. Play as normally unplayable creatures/characters (you can play as a dragon, Sakkara demon, Baron DeMordrey, rabbit, etc.). What you'll need for this: The English Steam version of Sacred Gold (unfortunately, the cheat table will likely not work with any other version of the game). Cheat Engine. My Sacred cheat table. My Sacred modding spreadsheet. If you want to convert the cheat table to another version of the game but don't have any experience working with Cheat Engine, I'd recommend to start by watching these tutorials by Stephen Chapman. If you have any questions, feel free to reach out, I'll try to help. I'll probably do a couple more Cheat Engine tutorials later down the line (on how to use NPC combat arts and how to give armor to your companion) so stay tuned for those.
  12. Actually I've just remembered that there's yet another way to convert GRN to OBJ, a much less convoluted one. It mangles UV maps though but I don't think you need them for 3D printing anyway? So you should be good. First, you'll need to convert GRN to GR2 using the method explained here (scroll down to the "Granny 1 format" section at the bottom of the page). Then convert the resulting GR2 file to OBJ using this tool (it works through the command line, check the readme file for an example of usage). That should be it. Like I said, this method mangles UV maps and doesn't preserve skeletons but meshes should be fine.
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