Hmm if it runs like shit it might be a prob.I no longer have this stuff but I remember what you need.You need the older version of null dc with the 3d plugin, dxripper and 3ds max 9.You try the dxripper with the newer version, it will extract all of what is on screen but it will comeout without depth,ironically the vert count stays intact.Then once youve captured the frame open it up using 3ds max 9 using the plug in that 3dripper installs for it(file format .3dr).Since its capturing games while running you will see how dreamcast clips what is not seen ofscreen or sometimes even the characters unseen parts(like shenmue 1 but not shenmue 2 odd enough.) Problem you say it runs like crap,then you will have a hard time converting as it seems to resource intensive then so is the importing to 3dsmax for some reason.Gary_b wrote:explain how to calculate the polygons and i will try to test it. i got the game running on my PC. it runs like shit but it does work. if i have to set shit up in NullDC tell me what needs to be done.
Then from what you extracted check what the program says the triangle count is for the entire scene u captured. Use that count and multiply with the frame rate the game runs so you captured scene that is at 10,000 trianges and the game runs at 60 fps 10,000x60=600,000.Games that work for the older emu are alot less than the current one.Also it seems you cant keep textures from other frames you captured except for one,have more and it seems to screw things up while loading them in 3ds max.Its rather tedious seeing how you only have a 30 day test version of 3ds max to on with.
Heres something I captured with code veronica its about 25,000 verts and 25,000 triangles.I no longer have 3ds max and deleted most of my other captures so this obj capture sux and Id reccomend to stick to .3dr.
Click to enlarge