Decent FF7 Model Viewer

  • Thread starter Thread starter Sephiroth2000
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I would like to be able to export the coordinates of the shapes that make up these characters as well so I could reconstruct them in AutoCad or 3DMax.
Dont know about PSX files ... if you are interested in PC files this is possible.
 
Dont know about PSX files ... if you are interested in PC files this is possible.

Yes, I've seen it done in another thread (PC version).
You know there is this program FF7vm001 http://www.cute.or.jp/~makuchan/pce/ff7v.html which can view the 3D models of PSX version, but it has no option for extracting them.
Hence it IS possible to manipulate the PSX files on a PC, the problem is how is it done?
 
Are you sure the models are identical?

If not the same, better. :)


  • *The model format is not the same
    *They are no different in quality than the PSX version

It appears Eidos took the original data files and ported them to something that worked for them.  The P model information is completely different than the playstation information. FF7mv was supposed to have a sequel but the author never made it.  I suppose he got busy.  It would have been nice if he had shared the model information.  However As you can see the PSX versions model data is loosely extractable.  Definately imperfect Kelsinki is further along than I by all means :) I stoped for a bit because banging my head against the wall didn't help ;)

It's the same models per sea they are just same original data :)
I wish they WERE the same it would save me a lot of hassle dang it.

Cyb[/list]
 
Hmmm, I seem to be getting a small bug with this program, whenever I convert it to 3DSmax, the character's are missing facial features/textures and some of the polygons are off. Is there a fix for this?
 
Well, the models come with .tex files, which contain all of the eyes and mouths that would appear on the models. I haven't screwed with 3DSMax in a long time, especially with ff7 models, but as far as I know you'll have to paste the textures onto the models manually.
 
When you load it in 3DSmax I doubt it loads the materials with it. You will have to apply them yourself I guess...
 
Hmm, that still doesn't explain that polygons being misaligned. Perhaps there is a fix for Biturn that I missed...
 
Alright Kislinskiy
why Icouldn't make heads or tales of the 'unknown' part of section 0 of the model files.  Please so DOH loadly 3 times .. it will make me feel less stupid :oops:
here is a BETTER look at the structure of the begining of that section :)
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Code:
typedef struct{   UINT16 Parent; // parent bone   INT16 BoneLength;// length of this bone (not completely understood yet)   UINT32 Offset;  // Offset to data that belongs to this bone} bone_data;UINT32 BONE_COUNT;bone_data ROOT_BONE; // There is always a ROOT bone even if there is no model data!bone_data bones[BONE_COUNT];

That's it.. kindly beat your head against the wall and laugh like a madman it's so simple ARGH.  You have a ROOT BONE, I was always ignoring that thinking it was just empty data, which it is. So basically at 0x0000 you have the count of bones then the Root bone then the actual bone information.  You may now sigh and let out a light scream.

Essentially the root bone is all zeros and that was what was confusing me.  Any bone that does NOT have an offset is a JOINT! (IE if the Offset value is 00000000) and has no visable data.  That's it.. I know, too simple :lol:

Cyb
 
That's also new to me.  :) The last time I looked at this file format was in January. I know about the Parent-UInt16, the root bone and the joints but I didn't know that the negative values are the bone length.

[loud]DOH!! DOH!! DOH!![/loud]  :wink:
 
So basically it's kind of empty data bone lengths and offsets to bones and joint lengths.  NO position information but the lengths are there and there jointedness is 'obvious'

I'll post a 'structured' decoding of Yuffie sometime.

Now.. if someone would kindly put up the other data information used to position the parts in the PC version I bet one could figure out the thing on the PSX quickly (mumble).

Cyb
 
NO position information but the lengths are there
Maybe its like in PC version, in skeleton file are only lengths and parents of the bone, and rotations of the bones are in different file.
 
NO position information but the lengths are there
Maybe its like in PC version, in skeleton file are only lengths and parents of the bone, and rotations of the bones are in different file.
Well they aren't seperate files however, they are seperate sections.

For example Section 1 of the PSX file has the following information
bone information
visable structures.

the bone information is a binary equivalent to the PC's HRC data
the visable structures are binary versions of the PC's RSD formation

The bone information has offset references to the visable structures for regular bones and a NULL offset for Joints.

SO if you have the file format for the bone rotation information for the PC let me know! Because then I can piece one of these things together from that on the PSX which is all compiled.

Cyb
 
Looking at that indicates to me that it's some intermediate format they created and nothing like the HRC or RSD files I guess they started making there own proprietary first hmms.

If it's not in ASCII it probably isn't the base format (sigh).  I wonder how many text files are in the PC version.

Cyb
 
Would this be of any service?
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Code:
File Name: SEFIROS.LZSFile Size: 98044TOD found at offset 1820FileSize:336348 Version:0 Resolution:16 NumFrames:248TOD found at offset 11072FileSize:400840 Version:0 Resolution:176 NumFrames:88TOD found at offset 18820FileSize:412008 Version:0 Resolution:40 NumFrames:200TOD found at offset 19304FileSize:336728 Version:0 Resolution:96 NumFrames:104TOD found at offset 22780FileSize:343140 Version:0 Resolution:72 NumFrames:144TOD found at offset 22820FileSize:237148 Version:0 Resolution:136 NumFrames:128TOD found at offset 23356FileSize:347568 Version:0 Resolution:72 NumFrames:96TOD found at offset 23396FileSize:387184 Version:0 Resolution:136 NumFrames:40TOD found at offset 23416FileSize:281768 Version:0 Resolution:96 NumFrames:128TOD found at offset 24388FileSize:405620 Version:0 Resolution:8 NumFrames:16TOD found at offset 24408FileSize:374792 Version:0 Resolution:96 NumFrames:88TOD found at offset 24428FileSize:172992 Version:0 Resolution:72 NumFrames:96TOD found at offset 24448FileSize:331048 Version:0 Resolution:88 NumFrames:32TOD found at offset 25216FileSize:30360 Version:0 Resolution:64 NumFrames:48TOD found at offset 25456FileSize:131720 Version:0 Resolution:24 NumFrames:8TOD found at offset 25516FileSize:254684 Version:0 Resolution:32 NumFrames:88TOD found at offset 25556FileSize:414472 Version:0 Resolution:88 NumFrames:24TOD found at offset 28268FileSize:414520 Version:0 Resolution:88 NumFrames:56TOD found at offset 28348FileSize:226020 Version:0 Resolution:16 NumFrames:72TOD found at offset 28508FileSize:290816 Version:0 Resolution:56 NumFrames:24TOD found at offset 28708FileSize:329908 Version:0 Resolution:152 NumFrames:144TOD found at offset 30356FileSize:25728 Version:0 Resolution:136 NumFrames:112TOD found at offset 30616FileSize:25728 Version:0 Resolution:32 NumFrames:24TOD found at offset 31632FileSize:364988 Version:0 Resolution:112 NumFrames:144TOD found at offset 31932FileSize:24276 Version:0 Resolution:120 NumFrames:56TOD found at offset 32132FileSize:135912 Version:0 Resolution:232 NumFrames:200TOD found at offset 32832FileSize:436704 Version:0 Resolution:144 NumFrames:368TOD found at offset 34220FileSize:466168 Version:0 Resolution:32 NumFrames:128TOD found at offset 34380FileSize:366220 Version:0 Resolution:136 NumFrames:1044 bit TIM + CLUT found at offset 51420FileSize:5728 BufferX:320 BufferY:0 Width:176 Height:6410000000080000004C0000000000E0011000020000003436D12D4D1DEA10E230TOD found at offset 58052FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 60608FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 63164FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 65720FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 68276FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 70832FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 73388FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 75944FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 78500FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 81056FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 83612FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 86168FileSize:167544 Version:0 Resolution:56 NumFrames:72TOD found at offset 88724FileSize:111284 Version:0 Resolution:56 NumFrames:72TOD found at offset 91280FileSize:111284 Version:0 Resolution:56 NumFrames:72TOD found at offset 93836FileSize:111284 Version:0 Resolution:56 NumFrames:72TOD found at offset 96392FileSize:107840 Version:0 Resolution:56 NumFrames:72
 
Haven't posted here for a little while....did anyone make any more attempt on trying to figure out how the transparencies work with enemy models?

Thanks,
~Sky
 
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