M
makipl
Guest
Gold shovel for me! 
After ten hours of extensive work I finally made it to produce my own battle stage from scratch and create working tool to convert OBJ meshes to FF8 battle stage. It's still mess as it's hard as hell (The UVs are messed up, there's also MOD jump that needs extreme amount of testing and also unknown GPU byte that sometimes needs to be 0x24 and sometimes 0x2C or sometimes all it show is just black screen)
Anyway, I'm tired, this is proof:
It crashes after finishing camera animation in un-reversed function so I don't know what's messed up. I never had such problems earlier with test geometries before.
As it's now it doesn't require any manual tweaking
I made some further tests and...
actually FF8 supports triangles, quads and two unknown (in wiki I noted it as padding as it's always 00, but in code it's actually get parsed just like triangles and quads, touching that produces glitches)
FF8 doesn't support 24BPP textures
FF8 doesn't support second TIM texture, it's just a binary leftover, the engine never touches this
That might be all
Fast 5k triangle test (It's much more than the most complicated battle stage):
No problems at export, everything is fine. FF8 loads it without problems but there are a lot of graphical bugs, maybe I should split the meshes like in original FF8?
Anyway that's how it looks before it vanishes at the end of camera animation and soon after crashes(I think I know why, but I need to prove it)
After ten hours of extensive work I finally made it to produce my own battle stage from scratch and create working tool to convert OBJ meshes to FF8 battle stage. It's still mess as it's hard as hell (The UVs are messed up, there's also MOD jump that needs extreme amount of testing and also unknown GPU byte that sometimes needs to be 0x24 and sometimes 0x2C or sometimes all it show is just black screen)
Anyway, I'm tired, this is proof:
It crashes after finishing camera animation in un-reversed function so I don't know what's messed up. I never had such problems earlier with test geometries before.
As it's now it doesn't require any manual tweaking
I made some further tests and...
actually FF8 supports triangles, quads and two unknown (in wiki I noted it as padding as it's always 00, but in code it's actually get parsed just like triangles and quads, touching that produces glitches)
FF8 doesn't support 24BPP textures
FF8 doesn't support second TIM texture, it's just a binary leftover, the engine never touches this
That might be all
Fast 5k triangle test (It's much more than the most complicated battle stage):
No problems at export, everything is fine. FF8 loads it without problems but there are a lot of graphical bugs, maybe I should split the meshes like in original FF8?
Anyway that's how it looks before it vanishes at the end of camera animation and soon after crashes(I think I know why, but I need to prove it)
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