Battle Animation Format

  • Thread starter Thread starter L. Spiro
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Thanks Qhimm however after reading some documentation .. these are the "precise" interpretations of the looney things (grin).

The MSB bit set indicates a translucency mix whereas black IS transparent.

I'm not sure what FF7 uses of these ratios for the playstation but

The ratios for translucency are
1/2 background + 1/2 polygon
background + polygon
background - polygon
background + 1/4 polygon

The data on the playstation is not TMD format that is a certainty.

My Guess on the translucency they use is background +polygon.  This is because all the lips are dark and the same thing with eyes and eyebrows.  I have to yet again correct all my texture generation code.  I'm not sure how to perform this particular operation in OGL so I'll have to look into it.

Cyb
 
I got home and was able to read my notes, so if we want the "precise" details on the looney things, this should satisfy everyone. ;)

(the following is 100% confirmed information, with just a small disclaimer if I made some foul typo)

The PSX GPU has support for the per-pixel blending modes that you mention, precisely (except that "background" and "polygon" can be replaced by the more generic "destination pixel" and "source pixel"). When special transparency processing (STP) is enabled in the GPU, any non-black pixel with the MSB set will be blended with the destination pixel according to the currently selected blending mode. Any non-black pixel with the MSB not set will be directly drawn (not blended). The blending mode and/or STP enable can be changed between primitives (lines, polygons, etc), but within any given primitive only one STP/blending mode is in effect. The MSB can however thus be used to mask the blending effect (giving the "illusion" that two different blending modes are at work on the same primitive).

Black pixels work differently in that they are transparent by default (i.e. not drawn) when MSB is not set, regardless of the current blending mode. Setting the MSB bit of these pixels instead forces the GPU to output a black pixel, also regardless of the current blending mode.

As for guessing what blending modes FF7 uses for models and textures, I'd naturally assume that for the facial texture there is no blending (only black-masking), while any weapons that use translucency (Cloud's ultimate weapon?) uses the additive (destination + source) mode, for that glowy effect. I know from experience that Square loves that blending mode of the bunch. ;)
 
I got home and was able to read my notes, so if we want the "precise" details on the looney things, this should satisfy everyone. ;)

(the following is 100% confirmed information, with just a small disclaimer if I made some foul typo)

The PSX GPU has support for the per-pixel blending modes that you mention, precisely (except that "background" and "polygon" can be replaced by the more generic "destination pixel" and "source pixel"). When special transparency processing (STP) is enabled in the GPU, any non-black pixel with the MSB set will be blended with the destination pixel according to the currently selected blending mode. Any non-black pixel with the MSB not set will be directly drawn (not blended). The blending mode and/or STP enable can be changed between primitives (lines, polygons, etc), but within any given primitive only one STP/blending mode is in effect. The MSB can however thus be used to mask the blending effect (giving the "illusion" that two different blending modes are at work on the same primitive).

Black pixels work differently in that they are transparent by default (i.e. not drawn) when MSB is not set, regardless of the current blending mode. Setting the MSB bit of these pixels instead forces the GPU to output a black pixel, also regardless of the current blending mode.

EIIIE that's a suprise. Ok that makes things interesting I'll have to YET again change my texture processing algo (LOL).
As for guessing what blending modes FF7 uses for models and textures, I'd naturally assume that for the facial texture there is no blending (only black-masking), while any weapons that use translucency (Cloud's ultimate weapon?) uses the additive (destination + source) mode, for that glowy effect. I know from experience that Square loves that blending mode of the bunch. ;)
Actually from my processing the eyebrows are blended but not the lips on cloud.
 
So..... cool....

Just something. When i run the program, an error message appears: Invalid Filename. But the program Run. Do you know why?

EDIT: The only thing now is export/import animation.... Great work Ficedula

EDIT 2: Seems some models crash the program. I try to view RYAA. But the program refuse to work. And crash to windows wihout error. Could be my battle.lgp? RTAA seems to show an error message (but that not close the program) : stream read error
 
I know about some of those errors (it can't decode every model), but you should be able to view RTAA fine. That's Cloud's model, and I was using that to test...!

I'll certainly fix some of the problems, though, when I encounter them.
 
maybe because my spanish FF7?

another issue is: When you want to make png's from the model, you should choose what angle. Always use the front.
 
Umm.... Is it just me, or does this viewer swap left and right 'pants' on a lot of models. That is, the length of Sephi's coat, Aeris' dress, Tifa's skirt, it has the left side and the right side swapped. Or at least both sides are rotated 180 degrees. on the y axis....
 
Rendering error? What rendering error? Look! A three headed monkey!

:P

New download in up (same place as before) with that fixed & frame offsets now taken into account.
 
Nice job L. Spiro! 8)


Nice job Fice! 8)

Can't wait to use it when some of the bugs are worked out. :)


 :-? My Zack sure does look weird! (result of Reunion's patch for char.lgp)
zackweird3xn.png
 
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