Decent FF7 Model Viewer

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Texture transparencies? Can't remember well but try this:
1) Black is transparent
2) First palette entry is transparent
 
Well actually a bit further Kislinskiy

    • if bit 15 is of the color is Set (see the Palette) the value is transparent
    • color zero (4 or 8 bit textures) is transparent
    I don't know for certain all black is transparent however palette entry 0 is.
    Apparently the Palettes in FF7 use the PS1's transparency bit as well.

    Cyb
 
I don't know if it's the textures that are transparent...I think it's the entire pologon...


Here's an example with Brain Pod
actual shot taken ingame: www.ffcompendium.com/~Skylark/BrainPod.jpg
with model viewer: www.ffcompendium.com/~Skylark/Brain.jpg

Then one other problem I ran into with the viewer was with Death Dealer....when viewing one of his cards from the bottom the texture doesn't load and you can see completly through it....but if you view it from the top you can see the back of the card.

www.ffcompendium.com/~Skylark/DeathCard.bmp (sorry for the bmp)
 
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?
Not me. I was not working on ff7 for a long time ... right now ripping apart HalfLife models
 
I don't know if it's the textures that are transparent...I think it's the entire pologon...


Here's an example with Brain Pod
actual shot taken ingame: www.ffcompendium.com/~Skylark/BrainPod.jpg
with model viewer: www.ffcompendium.com/~Skylark/Brain.jpg

Then one other problem I ran into with the viewer was with Death Dealer....when viewing one of his cards from the bottom the texture doesn't load and you can see completly through it....but if you view it from the top you can see the back of the card.

www.ffcompendium.com/~Skylark/DeathCard.bmp (sorry for the bmp)
I'm not sure what you are getting at. The texture determines what part of the polygon is transparent if at all.  Each model consists of a number of objects.  Each texture has a palette, the palette (most often several 4 bit ones), is then used to create the texture in the texture cache follow the rules I outlined.  If the whole polygon was transparent you couldn't see clouds eyes, instead you would just see the polygons behind the eyes and no eyes.  The textured polygons are rendered on the final frame pass.

At least in PS1 FF7 that's the way things are done! :)

Cyb
 
I'm must saying...Leviathan currently doesn't support the transparencies.....if you know how this is done - tell mirex so he can add it to the viewer when he gets time...

Is there any way you can fix the little card error with the Death Dealer so I can view what that card actually is? :P

Thanks.
 
Judging by what's there and what's missing from the Death Dealer's attacks, I'd guess it's The Sun that's missing.  (Sun: Magical Change Status, inflicts Silence/Darkness with Class [63] chance)

The other four cards are all there.
 
Cyberman: I think that Lord_Skylark has in mind the polygons that are half-transparent. Im not sure if they are on PSX though. For example brain pod has transparent little round window on its side, through which you can see the brain inside the jug.

Is there any way you can fix the little card error with the Death Dealer so I can view what that card actually is? :P
Im not sure, but IIRC there is none ... i remember only 7 cards on the texture.
 
On semi transparent (Opaque) polys

You know, have you guys maybe thought that one of the vertexs have the mask bit (bit 15) set and it's interpolating the transparency on the polygon itself?
 
honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
 
honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
If youre referring to his ultimate weapon, yea, its shade changes depending on his health...
 
honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
If youre referring to his ultimate weapon, yea, its shade changes depending on his health...

And his "Organics" Weapon does that I THINK...Not sure though
 
honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
Well its definately not in the textures because there are no textures for weapons. Unless they handle that as an exception to the rule (IE unique operation).
I've almost got textures working on the models.
That and the animation information will make things visiable.

Cyb
 
Well things have been quiet for a while.

State of things are thus:
We know the (mumble) bone format and length information
It's now pretty fast to decode that information on the PC.

The remaining objective is the animation information.

Unforunately for the PC and PSX this is poorly understood.

This weekend it should meet it's match.. or maker or both ;)

Cyb
 
Naru *SHOULD* be up by then, I'm still using a temporary root drive (Read: binaray duct tape) to keep the system from atrophy.

I can catch the information and can toss it into gears.

If anyoe is going to do a write up, for ease of editing, you mind following the header/subheader/trinary header format that's in my latestest version of Gears. That would be great if I can keep it uniform.

Also does any one mind if I convert the European english to American english and clean up the grammer with some of the files? My spell shecker just has a horrable time with some f the stuff you guys write.
 
I have no problem with loosing the U out of colour :P. As long as its in english (Any form of) Ill read it ^_^
 
It's also losing the "z" in realized, and dropping a few extra  "u"s, "e"s, and a little clean up in scemantics
 
It's also losing the "z" in realized, and dropping a few extra  "u"s, "e"s, and a little clean up in scemantics
It would be interesting to see if Euro english is more like LEET speak than actually from British origins.  Of course the British say Maths (which is very confusing because it could be a plural of Math or it could refer to Mathematics that's why in american English if you say that you get strangled it leavesto much in contention and believe it or not.. it's actually irritating to hear for some people).

Back on subject I actually made some progress, at least with the PC format and also discerning more animation information.

EX using cloud as an example the PC version RTDA file has 94 animations. Oddly examining clouds model there are 94 sections between section 0 (battle model and skeleton information) and the models texture.  So that leads me to believe that all sections between 0 and the Texture are the animations.  Another thing I believe that the animations may infact only store rotation data, and no translation data per sea.  Why? Well I think the FF7 engine itself handles the translation. There are only a few places where anyone leaps into the air etc.  This is important because those happen to be the special attacks.  The animation for the special attacks like these are likely somewhere else. OR The other possibility is that there is a flag indicating if it's just rotation information or not (you would only need rotation for the static poses Victory Being hit Dead and Standing for example).

Just a thought. :D

Cyb
 
i think that:
All bones are rotated in each frame, any character pose can be done by rotation. There are needed only 2 positions, player's current position (that should be somehow modified by engine, because it depends on enemy's position) and weapon's position for thrown weapons.
 
i think that:
All bones are rotated in each frame, any character pose can be done by rotation. There are needed only 2 positions, player's current position (that should be somehow modified by engine, because it depends on enemy's position) and weapon's position for thrown weapons.
Hmmm
There are positions in SCENE.BIN in the BATTLE directory right? For each character I mean.

I think you are right, the system likely translates then generates the information.  Thrown weapons are just Yuffie right?

Progress:
Yes I'm making progress, it's slow because I have to deal with C++ classes and there way of handling things. Nothing is as simple as making a COPY of data is it? (geesh)

However Maybe in a week I'll be able to put images up with the new object system. Then maybe the battle scenes and textures will be visable as well.

So my current order of priorities on  updates are:

    • Finish recoding and generating a functional model from FF7's battle models.
    • Make FF7's battle models viewable with the new system.
    • Read and decode Battle Scenes into new system.

    (note this automatically makes then viewable the way the new viewer is set up)
    • Initial release distribution made (IE other people can play with it).
    • BCX files.
    • BSX files.
    • Finish deciphering Animation format.
    • Add export dialog and built export to POV ray include file and texture.
    • Add plugin support to allow new file type exports.
    • Scene Script Viewer/Decompilor with dialog.
    • XML data base of known variables added
    • Background viewing for FF7
    • FF8 Model support
    • FF8 Background viewing.
    • FF9 Model support
    • FF9 Background viewing.

    Cyb
 
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