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Thread: WipEout Pulse PS2 - A development kit?

  1. #11
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    Aug 2014
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    About the voice I didn't really care. But on the tracks, are you nutz? The tracks are right in both versions man. I've checked Moa Therma Black and White in Both PSP and PS2 versions, they're the same, though one is Low, other is High resolution. Also I didn't see you asked the size of the file. It's 2,56GB. Almost half of the extracted folder

  2. #12
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    Dec 2012
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    bigsnake009
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    Oh damn, I've been waiting for someone to start a thread about this! (I don't have the balls to risk my account). While talking about the assets for Wipeout, I've actually managed to extract all the assets from Wipeout HD. Unfortunately it was a much more hacky process then Pulse's already exposed stuff and I was working on getting the assets out for quite some time. It was disappointing because everything is in proprietary formats, although I was able to convert the textures from GTF to DDS, then to PNG. Another thing is that all the XML files are exposed in WOHD so you can look at all the settings for the game, including the ship handling settings (I would make a spreadsheet with them all in but I feel like I should ask permission from someone first). I guess that's a bit closer to having the source code then what appears to just be compilers and converters inside of Wipeout Pulse...kinda.

  3. #13
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    I wonder if somebody can rip assets out of 2048. So far, the precise stats of the prototype ships has eluded us.

  4. #14
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    eastrain
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    I've worked with the remnants of the SDK for a while now as part of my Pure/Pulse project that I've slowly been working on for the last 9 years...
    What's in here Provides some definite enlightenment as to the development process, but there are some core components missing. if you were to desire to use it for development. It APPEARS that the SDK was designed as a network client/server system for offloading the maya conversions, VEX optimization and repackaging, and without the server, this is useless for the intended purpose.

    This said, there's a lot of fun things you can do with the data contained within, and some of the client side binaries.
    I'll leave it up to the reader to make their own assessment as to what one could do with a full copy of the maya assets, textures, etc from pulse, but remember kids, copyright infringement that is not part of "fair use" is not cool.

    Another interesting note-
    PS3 Wipeout does NOT utilize the WAD format, and makes poking around in it pretty straightforward, and a lot has changed, but it appears that there WAS a plan (or at least capability) in the cross-building tools that existed by the time ps2 pulse came into being to build the assets and game for the PS3.

  5. #15
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    Sorry for the bump and all...
    But do you think it would be possible to use these tools to add Metropia, The Amphiseum, Vertica and/or Outpost 7 to the Zone Mode selection screen, in either the PS2 or PSP version? (The latter could probably be done through a modified Data.wad)

    P.S.: Outpost 7 would probably be pretty crappy to play in Zone Mode...

  6. #16
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    Okay, you wouldn't happen to know how to open the .bank/.bnk files and the .sfx files under Data\PS2\sound\environmental, would you?

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