[FF7PC] Battle model > Field model Conversion FINALLY!! (2006-04-30)

  • Thread starter Thread starter Reunion
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I'm very proud of you Reunion... but I have noted a problem with this idea...
What about their cute little Sailor suits?! We won't see Barret in that cute little scarf thingie!  :weep:  Unless someone finds out how to put the battle anims into sailor uniforms... heheh..
 
It’s never going to be perfect anyway.

As you know, the lighting during battles is just drawn onto the models, which of course creates dark triangles in certain areas.

From looking at your pictures, I can’t tell if there are any “inverted normals” or just areas that are dark just because that is the real color of the triangle.

I am sure it must be clearer which triangles have “inverted normals” when the game is actually running, so, assuming there really are triangles that have been inverted, well there aren’t going to be many options open to you anyway.

You could run the model vertices through a quick script and calculate them yourself.

If there are randomly-inverted normals, I am at a loss to explain how that could be if you’re just using 3-D Studio Max.

Are you sure you are attaching the correct normals to each triangle?
As I am sure you know, Final Fantasy® VII models pool their vertices and normals, eliminating doubles, then each triangle just uses the indexes of the pools to get the normals/vertices it needs.

So when you have your list of normals you should be pooling them together and eliminating doubles, then pointing to the correct indexes (eliminating doubles isn’t REALLY required but saves space).


My advice would be to make your own normals with a script or to check that you are linking your normals correctly and indexing them correctly.


In the pictures, the hands and feet seem to have their normals slightly offset, but not inverted.
It very-well could be an indexing problem.


L. Spiro
 
Hey i have a great idea why not release like a beta version of the ones you have so far.  of the main characters that would be sweet.  just a thought is all.
 Awesome job by the way i always wondered what it would be like to have more human looking models on ff7 lol
 
By any chance are the normals in the wrong format? For instance, in Direct3D, the Z-axis goes from back to front, and in OpenGL, it goes from front to back.
 
Here is an example the start of clouds right arm.

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==-> Vertice Pool <-==----------------------Vertex    X-Coordinate    Y-Coordinate    Z-Coordinate------    ------------    ------------    ------------     0       -0.045455        1.227273       -1.818182     1        1.636364        0.954545       -0.454545     2       -0.045455        1.681818       -1.090909     3       -0.045455        1.227273       -4.636364     4        0.954545        0.500000       -4.636364     5       -0.045455        1.227273       -3.318182     6       -1.045455        0.500000       -4.636364     7        1.000000        0.000000       -3.318182     8        0.954545       -0.590909       -4.636364     9        1.090909       -0.681818       -3.318182

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==-> Normals Pool <-==----------------------Normal    X-Coordinate    Y-Coordinate    Z-Coordinate------    ------------    ------------    ------------     0        0.051469        0.946591       -0.318302     1        0.656850        0.628415       -0.416705     2       -0.054373        0.961588       -0.269056     3        0.005818        0.999364        0.035180     4        0.901214        0.429040       -0.061137     5       -0.024062        0.999493       -0.020874     6       -0.893454        0.445372       -0.058180     7        0.999380        0.023734       -0.025996     8        0.887646       -0.446132       -0.114239     9        0.909199       -0.411918       -0.060671

All of  the normals are correct but normals 7 and 8 are wrong they should be like this:
7       -0.999380       -0.023734        0.025996
8       -0.887646        0.446132        0.114239

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==-> Polygon Pool <-==----------------------Coord    Vert1  Vert2  Vert3  Norm1  Norm2  Norm3  Edge1  Edge2  Edge3-----    -----  -----  -----  -----  -----  -----  -----  -----  -----    0        0      1      2      1      2      3      0      1      2    1        3      4      5      4      5      6      3      4      5    2        6      3      5      3      5      7      6      5      7    3        7      8      9      8      9     10      8      9     10    4       10      8     11      8     11     12     11     12     13    5       12     13     14     13     14     15     14     15     16

Could somebody explain why normals 7 and 8 are wrong in this example.
 
Since I am not a programmer I probably will never be able to get the lighting right. So I will leave it up to you guys to work on this.

Here is my first release of the hi-res Cloud model.
Problems:
No lighting!
Needs to be offset to line up with the field background
This is just for n_cloud_sk
 
Why not try just making everything a flat color like the normal field models?
 
Makeing everthing a flat color still would not give the models light. They would still be rather dark...
 
do the arms move like they do in the cutscenes?
like on disk one where he shrugs, will this model shrug?
 
Well of course he does, I never touched the animation files. However because the model is a different size the some of the animation positions won't match up. I'm not going to bother to fix them now.
cloudshrug.gif
 
Thanks for posting part of your work but... It's just me or the file is not accesible?
 
Thanks for posting part of your work but... It's just me or the file is not accesible?

Because it is a network-adress (192.168.* and 10.* are therefore not routable).

Well, everybody needs to learn. :D
 
Argh! Cant you upload what you have done already! I really Can't wait for this :D So excited, that animation looks Sweet! Hopefully its released at the same time as SaiNt's Hi res patch :)
 
I just got this game yesterday and got it all working correctly with no graphical errors thanks to all the guys here on this board, only to find you are doing all this AWESOME work. =P Just keep it up, I can't wait to see the results.

It'd also be great if you could go into more detail on how you did it, I'm really interested.

I did ask in this post about where the high res model came from, but searching gave me the answer I needed. I didn't know the end battle with seph used a high res cloud model! O_O
 
Thanks man, Much better :)
ff7airship5ta.jpg

Still pretty dark, and My card makes those nasty Girdlines but it works :) I always wanted to do this, but I just never really new how. Glad someone finaly did. Hope you get that ligting worked out :)
 
Could someone pls explain to me how to get this to work, I assumed it could done with lgptools. But that didn't seem to work.

Thanks in advance corpse
 
I got it working with lgp tools. All I did was backup char.lgp in the field folder, then extracted all of the char.lgp files after opening it, to another folder. Once that was done, I just copy and pasted all of the modified files in the folder with the extracted char files. Then i created a new lgp file in lgp tools, and chose that folder to create the new one, then chose the original char.lgp (not the backed up one) as the file to save to, and it worked. I'm sure there's probably an easier way, but that's just how I ended up doing it.

Also, Reunion, how does one go about replacing the low res cloud battle model with the high res one? I'm thinking it would be a bit easier seeing as how the high res one was a battle model to begin with, right?

EDIT: I just noticed something Reunion, when viewing the model data for all the characters, the model of cloud with his sword doesn't get replaced, so its going to revert back to that model for those animations, right?
 
Hey, thanks for the explanation Kedohin.
I've just tried the patch. Looks nice but Cloud seems to be a bit miss-placed (too high Y coordinate value?).
Anyway, keep up the good work Reuinion!
 
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