[FF7PC] Biturn - v.85

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now comes to my mind that there is another option that can speed up loading of directory with many files ... turn off "checking of file type" ... but then you have to know which file to click, they won't be coloured and they wont have their filetype displayed. ;)
 
ah, i see. btw, in the world map lgp, there's a buncha models like the highwind, the chocobo, the tiny bronco etc. that have animations that DO work, do you see any way to export those?
 
Well .. AFAIK fileformat .ASE does not support any animation through bone movement or something .... would be animation through vertex movement enough ? Because that is possible i think.
 
hmm, i don't think so, i would need the bones there for stuff if i added the models to anothr game.
 
Then i'll have to research more on the .ASE format. Sorry but dont await results in reasonable time, no time you know ...
 
TallgeeseIIII

Thanks for the files. I've tried the plugin and model you sent me and guess what happened. Still black, super black!!!! Black when I render it, black in 3D studio.
There must be something wrong with my 3D studio!!!!!!
I've done everithing you wrote in the tutorial!!!

And can you see the vertex colors before rendering?
And is there any Ase plugin for 3d studio max 6?
And the link to the Ase plugin is on the bottom of the 1st post of the thread.
 
hmm, yes i cansee the vertex colors before rndering, and yes there must be a setting in your 3ds max that needs to be chnaged, i can't think of what it could be though, sorry pal...
 
All the models look amazing when rendered. I was wondering, could someone post a few of the max versions of the models for me please? I would like to play around with them, yet I do not own a copy of ff7. Textures would be nice 2. And oh, I use Max 4.2, so this version or earlier would be nice... or 3ds fomat or whatever works best for you guys.

Thanks.
 
models in 3DS format look crappy, it would be best if you've had ASE format importer in MAX. Try one that is in first post of this thread.
 
All the models look amazing when rendered. I was wondering, could someone post a few of the max versions of the models for me please? I would like to play around with them, yet I do not own a copy of ff7. Textures would be nice 2. And oh, I use Max 4.2, so this version or earlier would be nice... or 3ds fomat or whatever works best for you guys.

Thanks.
Hmmm textures are a bit tough in FF7's data.
I think the PC's characters are much easier to convert.  I'm still playing 'find that animation' data to get all the parts of the PSX version looking right. Heck I don't even have the textures working yet (because of the way Windows initializes OpenGL Dang it).

Cyb
 
Hi, I saw this page and really thought this would be nice. I also use lightwave(7.0), but instead of white around the eyes and mouth, I have black. I was wondering if someone could tell me how this can be fixed, as I did not see the answer to this.
 
Hi, I saw this page and really thought this would be nice. I also use lightwave(7.0), but instead of white around the eyes and mouth, I have black. I was wondering if someone could tell me how this can be fixed, as I did not see the answer to this.

The eyes have the models texture applied to them, likely it means that either the texture needs to be exported and the UV coords with it. Or 3ds is ignoring the texture and you need to figure out how to turn it on.  Either way the eyes aren't colored vertices like the rest of the models.

Cyb
 
cyberman is right, well...kinda. basically what they did, was hover 1 plane in front of another for the eyes and mouth, this was so that instead of texturing the whole model, they just textured the lips and eyes, and alphamapped them so the rest of the plate is invisible. these planes are already skinmapped. you just need to have the right texture and alphamapping settings.

hope this helped :)
 
wingzeroismine:  yea Almighty_gir is right, just play around with Lightwave, you have to modify settings of the material with mouth/eye texture and alpha texture to make it right. Check if alpha texture is loaded, as it should make black part disappear. Also it could be that the Lightwave shows alpha transparencies only in render window, not in editor.
 
oh hehe, I forgot to render a frame and see if it did anything. I'll try that now and see what happens.

alright, now when rendered it appears white. While I have your attention, what are the hrc files for the hi res battle characters? I don't really want to spend time loading every map model until I find them if someone has already found the battle models.

I suppose I need to be finding 3DS as I cannot find a way to fix the textures in lightwave.
 
oh hehe, I forgot to render a frame and see if it did anything. I'll try that now and see what happens.

alright, now when rendered it appears white. While I have your attention, what are the hrc files for the hi res battle characters? I don't really want to spend time loading every map model until I find them if someone has already found the battle models.

I suppose I need to be finding 3DS as I cannot find a way to fix the textures in lightwave.

There is only one set of hirez battle models in FF7 that's cloud and Sephiroth at the end.
On the playstation the battle models are located in ENEMYXXX directories.  The character ones in the last ENEMYXXX directory.  the Hirez model of Cloud is hicloud.lsz.

As for the format, well it's a bit tricky, I'm going to work on that as soon as I gut my program and clean up it's code a lot.

Cyb
 
While I have your attention, what are the hrc files for the hi res battle characters?
Well filed models are in field.lgp and they have hrc's. Battle models are in battle.lgp and they don't have any hrc's, try to look inside battle.lgp. Character models are at the end of it.
 
Ahhh FUN!

I have the beginings of the new 3d Core. The advantage with this is converting to other file formats.  As I can 'package' the whole model into a single object and then make an 'automagic' format routine on it.

What I have is Color objects (vertex colors) Vertex objects Regular Triangles and Quads (with colored verticies) and textured Triangles and Quads (with UV coords).  Then a singular universal object that packages the Verticies Quads and Triangles with texture all together.

The next object is going to be 'Mr Skeleton' so some dumb questions reguarding these. In FF7 we have bone lengths what position are these referenced from? Angle 0 0 0 starting at the models origin right?

Does one rotate the object relative to bones origine as well? For example say we have an arm, we rotate it so it's physically in the right position then translate it to the bone length and rotate it so it's in the right location for the whole model.

Cyb
 
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