FF7 Model Viewer/Editor

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Not yet... right now you have to do it by hand. I'm working with Mirex to get it so his prog auto-exports the model all setup for you.

It's taking some time...
 
Soo, here is beta 0.823 of Biturn, it can complete ff7 models.

You have to extract all files that belong to model from final fantasy lpg's, then run this biturn, and click on files that end with ??aa if you want to view battle files, or on files with extension .hrc if you want to look at field models. It should load whole creature, field ones are also animable. (for that there are controls below picture, you figure them out by trying)

It is best to extract it into lwo6.5, because it can save nearly all data that are needed there (but milkshape cannot load lwo6.5) ....
And weight maps in lwo6.5 aren't correct i think, so if you want you can turn them off in options.

But its an early beta with lots of bugs, models are upside down, textures aren't displayed right, anims freeze sometimes, alpha textures arent exported etc etc, but i hope it can do for now.

Oh and here is a pic i made (rendered in lw), its nothing great, im not graphician. Cloud's friend

Intel-Xeon: If this version quits inmediatly too, then ... i'll have to discuss it with you, and fix it.

Ok, im goin off to the cottage in woods with friends of mine, i'll get back on Sunday, see you then.
 
First bug: All the weight maps are off by 1 bone. IE: Bone 0 need weightmap 1, but has none. Bone 1 has WM1, but needs WM2.

More bugs as they pop up. Besides the bit of cleanup I've had to do (namely the afformention bug, plus getting the textures to appear correctly) it works VERY well! Much better than the old version!

edit: Oh, and I AM an artist. Clickity!
 
You're lucky I'm too busy hunting for residence to start off another violent and bloody graphics war or something.   :erm:

Maybe I'll sit down and finish Rearl.swf........................
 :o
 
I hate the bloody/violent pict wars you do. I perfer to have a creative pict war. You almost always bloody everything up...
 
For the record, all I had was a truck chasing Sephiroth around.

you decided to decapitate President ShinRa.

:\
 
And then you blew up the characters in a firey death. Then it escilated. I'm not saying I'm not partially to blame... I'm just saying I try to do the more creative thing, while you tend to do the more violent thing. Our first war comes to mind...

And I was at least trying to be creative with my decaptication entry. Yeah, I got a bit bloody... I don't deny that... I just think you just started being too violent & bloody after that.

I refer to, of course: My image post made after your bloody explotion. I just did a nice way to continue it. You could of done something similar with Shinra or something, but instead, you take the violent & bloody path, and shoot his head. I tried to go away from the violence, but you brought me back. That is why the Dragon incinerates your logo, and that's why you blew up the dragon.

All because you are more violent & bloody in your work than me.
 
Seph: thanks for solving that bug.
Intel-Xeon: while fice's site is down, you can use mine unmass, works for getting files from lpg's too.
ShinRa: i vote for less blood too. Oh and i've made new resizable preview window with changeable background color, hope you will like it ... (Options/Preview in separate window), (3D general/background color).
 
Bug #2: You need to offset the Polys with Textures by a very small margin. (I usually use 10mm)

Bug #3: When exporting a skeleton, the images do NOT export in 32-bit mode. I have to go back and convert them again.

Bug #4: When I turn smoothing on, it ends up being 5128 or so in LW. (I have it set for 89.53 or so)

Bug #5: You need to instance the 32-bit images, and turn the instances to Alpha only, apply them to the img polys on the Transparancy channel, and invert the layer.

Bug #6: Currently, Pixel Blending and Texture Anti-aliasing are on. They should both be off.

If you need help, I can send you a cleaned up model I converted.

Oh, and I found an optimum surface setting for  the battle characters so that they are colored, and can be effected by lights. 75% ambience, 50% Diffuse. This just my setting. I thought I'd just share it.
 
I HAVE CHILDHOOD ISSUES

Or something.

The gun thing was partially a test for another project I've been working on for months, too.
 
(Slight topic bump ... sorry ;)

Anyway; my site is now back up at http://ficedula.cjb.net as always ... may still be the *odd* problem, but it should be accessible most of the time now. No updates I'm afraid, but at least you can download stuff from it.
 
Ok, all of bugs stated are fixed, althought #2 ain't a bug. I've put it into my bin Biturn 0.824w, and i'll upload it to my page too.
And now also a second pose for battle characters (weakness) can be extracted.

ficedula: tested, your page works ok
 
Forgive my usual ignorance and whatnot, just got in after a few days on the road...

Is it just me, or do the battle sprites (at least) look somewhat metallic in Biturn? o.O

Other minor note is, textures are being applied with a hot pink background.

Two frames down.....87 to go? =o

I shall resume being quiet now
 
First of all: Yay! New version!

2nd: Bug: Now it doesn't export the Alphas at all. It's pushes them out as 32-bit (when done individually) but the Alpha channel is blank. Same with the _a files. Blank.

3rd: The off-set is a BIT too much. Tifa's eyes were noticablly distant from her head.

4th: Red XIII (battle) doesn't even have his first frame work. Flaw? Bug? What?

5th: Are those (battle) skeletons identical to FF7's? If so, Square added a STRANGE way of connecting the shoulders... Why are they parented to the hips, instead of the top of the chest?

Not much else for now. Great work!
 
ShinRa: yes everything is now little shiny. I discovered GL_SHININESS in gl, so i used it. If it bugs somebody, i can give there a switch.
pink textures - you have to switch a options/bitmaps/pink2alpha. Ill give it on by default in next version. explanation: ff7 textures have no alpha information, but IMHO palette color 0 should be transparent, so i marked it with pink (as it is used).
more frames - yea.... but .... no time for battle anims .... maybe.
And how is new preview window, is it ok ?
Sephiroth 3D:
 #2: yes i know, i made it like that because: why to export alpha, when lw does not use it ? or it should be there ? ok, ill give it back to both textures
 #3: ookay, i'll lower the distance
 #4: my brother told me that too ... no idea. its probably because i cant read anims completly.
 #5: yes its identical to ff7 ... i do nothing with the data, i only read and write them ... and you can take a look at field ones, they have skeleton like that too, and they are right, anims work on them all right. Shame Square for that.

I'll tell you more bugs that aren't solved right now, and i know about them.
some textures aren't assigned right, for example hi-res battle cloud has no face textures. if you want them you have to copy texture file ??ba to ??bb. (im not sure about filenames right now)
And textures aren't displayed right in preview, if they aren't square. (can be seen on hi-res battle cloud too)
 
The first few steps of Ultima 0.40 are made. I think you won't have to wait until x-mas for my editor release :)

 - Alhexx
 
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