Battle model question...

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more power to u Mirex...i'm sure u'll get Max in time...if not maybe a more advanced lwo 6.5 + importer plugin for Max?

thanks again for all the effort :)

btw where r the summon models (i.e bahamut, ifrit, leviathan, Highwind) anyway? r they also stored in battle.lgp?
 
mirex: Sorry, I hadn't enough time to read this topic ... I'll try to do that and reply something useful... ;)

 - Alhexx
 
Mirex: Here's the only one I could find online. I'll see about making/posting more after I get tomorrow's S&D issue done.

http://www.sephiroth3d.com/stuff/battle-show-off.jpg
battle-show-off.jpg


Giffen1: That sounds about as bad as the Lightwave importer for Maya...

The Dragon was orignally my "test subject" for Conv/Biturn. The one in the wallpaper was done with one of the first versions of Biturn. The characters, however, I completely modeled myself. I did have to put it together, and position it myself, though. Bones weren't supported yet when I did it.

As for those movie models, I've always heard they exisited, but I could never find a copy of them. They seemed to dissapear completely from the internet right around the time I started looking for them. Sucks, don't it?
 
summon battle models anyone? i can't seem to find them in the battle lgp folder.

and Cid's Highwind...is there a model that can b found?
 
if not maybe a more advanced lwo 6.5 + importer plugin for Max?
I've been playing with Max, and one way or another i cant find any way to colour vertices. IMHO it is not possible in Max, so even plugin won't help. If you know how to make in Max a triangle with each corner of it coloured with different colour, send it to me.
So only way how make model look all right is to recolour model parts (for example whole cloud's skin to one pink instead of various shades of pink)  and let Max Shading make the work. It should look good.
Im fixing that 3DS output, i will post when its done.
btw where r the summon models (i.e bahamut, ifrit, leviathan, Highwind) anyway? r they also stored in battle.lgp?
I think that summons are in magic.lgp, and highwind should be in world.lgp. But summon models cannot be viewed completed, only by parts. They have different fileformat i think. Haven't checked on it yet.
Here's the only one I could find online. I'll see about making/posting more after I get tomorrow's S&D issue done.
Thank you, i will post it in my gallery.

-- edit --
Now i see that vertex colours can be done in MAX ... so i will work on it.
 
I think that summons are in magic.lgp, and highwind should be in world.lgp. But summon models cannot be viewed completed, only by parts. They have different fileformat i think. Haven't checked on it yet.

different format? does that mean i can't open them in biturn? (Hopefully support in future versions :wink:  )doesn't matter if they're in parts...i'd probably end up rebuilding them either way. thanks i'll check em out :D

-- edit --
Now i see that vertex colours can be done in MAX ... so i will work on it

YAY!!
 
Found another image I did. This has my fully animatable Rufus model. Body parts converted with Biturn, but I seperated it all, so it's fully and easily animatable.

rufus-&-elena.jpg
 
nice.

as for me i've put my "FF7 to 3dsmax" retexturing on hold. Gotta wait for Mirex. Can't wait to see what he can come up with next. Man...I'm so excited.  :D

Equally as exciting as waiting for Devil May Cry 2 to b released for PS2...Wahoo!!

a-hem (collects himself)...anyway...

Sephiroth 3d: i remember u mentioning in another thread that u could save the vertex colors into a "vertex map" in LW 6.5+

so does this mean that u've successfully managed to seperate the textures now?

If u could can u teach me how? I'm still not that "proficient" when using Lightwave -_-
 
A "Vertex Map" is what Lightwave calls the collection of point color information on a model. It's not really a map. It's applied to a model, not (too much) unlike a regular map, but you can't (TIKO*) be exported as an image map.

Now that I think about it now, taking it to LW6.5/7, then creating a UV Map for the model, and "baking" the model with it's vertex colors on it would be one way to export the vertex colors as an image map. You'd just need a way to export LW's UV map info and import it into Max. (Otherwise, you'd have to manuall rebuild the UV map in Max.)

The problem is that the colors would be resolution dependant, and might loose quaility as you get closer to the model.

And Sorry, I can't teach you. I'm rather busy with school, and my webcomic. (I'm swamped with homework, and it's only the first week!!)

That reminds me... I need to work on my FF7 theater webcomic sometime soon...

(*That I Know Of)
 
A "Vertex Map" is what Lightwave calls the collection of point color information on a model. It's not really a map. It's applied to a model, not (too much) unlike a regular map, but you can't (TIKO*) be exported as an image map.

Now that I think about it now, taking it to LW6.5/7, then creating a UV Map for the model, and "baking" the model with it's vertex colors on it would be one way to export the vertex colors as an image map. You'd just need a way to export LW's UV map info and import it into Max. (Otherwise, you'd have to manuall rebuild the UV map in Max.)

The problem is that the colors would be resolution dependant, and might loose quaility as you get closer to the model.

And Sorry, I can't teach you. I'm rather busy with school, and my webcomic. (I'm swamped with homework, and it's only the first week!!)

some other time then....i'll check in on wut u said...hopefully i'll manage to at least try to get some of it on my own
 
Since all of you seem to have the battle models and I don't, I'd like to get you guys interested in a trade...

I got a perfect Highwind, Ifrit, Squall and Midgar... 3Ds files. Anybody interested? PLEASE get me those battle models!!!

And since I'm lazy with reading back, please mail me about it ;-)
 
Oh my god...

Once again: This topic was dead for almost and we don't like to see such topic resurrected.

Secondly: We're a commmunity, not a boutique. Trades won't lead to anything.

As for your lazyness:
*Alhexx sits down and begins to read his auto-biography*
When I first came to this board, I came here to get those battle models, too. However, there weren't any useful tools available, so I had to start writing my own ripper (now better known as Ultima).

So:
You will still have less work with browsing through the tech forum and reading those posts than I, writing my own tools.

Here are some words that might help you:
ultima, milkshape, battle database, lgptools

 - Alhexx
 
i'm new to lightwave although i can use max pretty well, but for the battle models i am using lightwave for now, i have got the bones by choosing convert skelatogon to bones, rotating works pretty well, but when i try to say make the legs move using the bones, the leg just comes off, how do i get the bones to stick together?

thx, any help or tips would be appreciated. :o
 
well just found a way to convert the .lwo models created by biturn to 3ds max while maintaining the colours

its done using deep exploration.

u simply convert the lwo to vrml 2.0 and then import into 3ds max and you will have the full model with the proper vertex colours.

now i just have the problem of getting the proper bones in 3ds max its not as easy as lightwave where u just choose convert skelegon to bones.
 
Would you be so kind as to send them to me please?
My email account wont go above a meg per email so thats out of the question. Maybe you could meet me on aim or icq?

I dont have litewave (anymore) but i didnt really know how to use it either but. If you add bones in litewave, wont they be in the max or 3ds files after they are converted?
 
well just found a way to convert the .lwo models created by biturn to 3ds max while maintaining the colours

its done using deep exploration.

u simply convert the lwo to vrml 2.0 and then import into 3ds max and you will have the full model with the proper vertex colours.

now i just have the problem of getting the proper bones in 3ds max its not as easy as lightwave where u just choose convert skelegon to bones.

i'd like to offer advice bein one o the first who attempted this lwo>max conversion...import it by parts and rig it yourself...that way you can have an easier time than say manipulating the bones in lwo to give you a free pose so that you can bone it anew in max....coz vrml 2.0 doesn't do bones...even if it does..max won't recognise it :/

i was planning to improve upon the models in terms of making them high poly but unfortunately i hav somehow lost interest in FF7...for the time being....until "Advent Childern" comes out anyway
 
Can someone give me a link to Lightwave? I used to have it, but the system had a memory wipe, and I lost it. :(
 
Can someone give me a link to Lightwave? I used to have it, but the system had a memory wipe, and I lost it. :(
Considering that's a $1500 piece of software, I don't think it would be quite legal to "give you a link."  That's not an approriate thing to ask for here, if you are going to do that, do it privately.
 
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