Final Fantasy VII PSX Replacing models creating new

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Yeah, I can't see the model converting working completely, so custom models are not a possibility just yet.

Here's the problem:
LZS -> FF7 3D -> Generic 3D (for editing) -> FF7 3D -> LZS
 
Yeah, I can't see the model converting working completely, so custom models are not a possibility just yet.

Here's the problem:
LZS -> FF7 3D -> Generic 3D (for editing) -> FF7 3D -> LZS
Well maybe in the future if bitturn can display the bones and keep the animation data and write to LZs its possible? and like you just said maybe a Pc to PSX model converter i don't know the limits of the psx though.
 
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Is it possible to add new texture files into PSX version? If yes then it is the best way to enhance the models.

FF7 models suck because (except for the eyes and mouth) they are vertex colored instead of being textured. Further, these textures of the eyes and mouth are in very low resolution 128x128 or even smaller. Parasite Eve and FF8 models are way better because they are well textured.

A 8-bit color 512x512 texture file only has 257KB. So if you only do 9 primary characters and sephiroth you only need to add 10 textures which are in total only 2 to 3 MB.

From what I read in this topic I have to say that the PC version is far more friendly to mod than the PSX version. It can eat almost everything ( max cap at 2 to the power of 64 polygons ) and with high resolution patch I can even throw in textures with resolution like 1024x1024. My char.lgp is now like 90 MB ( the original is 47 MB ) and the game still runs perfect.
 
You can't increase the file-size of the files, so improving textures are a no-go really.
I'd have thought adding textures could also slow down the game quite significantly too...
 
FF7 models suck because (except for the eyes and mouth) they are vertex colored instead of being textured. Further, these textures of the eyes and mouth are in very low resolution 128x128 or even smaller. Parasite Eve and FF8 models are way better because they are well textured.
Because of this, FFVII could very well have been Squaresoft's swansong. This is what they get for being lazy and not wanting to upgrade their models when they knew it was going to the PSX.
 
Because of this, FFVII could very well have been Squaresoft's swansong. This is what they get for being lazy and not wanting to upgrade their models when they knew it was going to the PSX.
Do you mean that they made the models when it was still being planned for the N64? If that's the case I can understand why they would have to stay away from something that takes up so much storage space.
 
Because of this, FFVII could very well have been Squaresoft's swansong. This is what they get for being lazy and not wanting to upgrade their models when they knew it was going to the PSX.
Do you mean that they made the models when it was still being planned for the N64? If that's the case I can understand why they would have to stay away from something that takes up so much storage space.
Yup. I have no reason to doubt this. It makes complete sense too, seeing as how FFVIII and IX looked infinitely better and VII looks like something designed to work on the N64.
 
I never knew the cartridges had a limit of 32MB; I always thought it was 64MB. In any case, far too small.
 
I never knew the cartridges had a limit of 32MB; I always thought it was 64MB. In any case, far too small.
Initially it was 32MB. Some of the later ones (Resident Evil, Pokemon Stadium 2, Paper Mario, etc.) have exceptions with larger or multiple chips in them. With the technology now, though, the entireties of FFVII, VIII, AND IX could be put in a single (8GB) cartridge. Of course, then the media itself would still cost >$10, not to mention the licenses for each individual game.
 
When I was playing around with it, nearly a year ago  :-o
i found all models use same compression, but could not be edited due to game reading disc address instead of directories.
...
Please correct me if I'm wrong.
Sorry. I wasn't ignoring you, but now I know what you're saying. You are correct. It is, for the most part, physical disc address referencing. However, it only points to the start of the file. The goal is to take the compressed file, uncompress it, edit it, then re-compress it to be smaller than or equal to the size of the original compressed file, then inject it back into the disc image. This is a working method and has been done with other files that are accessed in this way.
The trick is that the file that the compressed file begins by telling the loading process its own file length so it's not dependent on the FAT to tell how big the file is. So long as it doesn't overwrite the next physical file it can be safely injected.
Why go through the hassle of attempting to fit a highres file into the same amount of space rather than just append the hi-res models unto the end of the disk, and redirect the disc addresses via gameshark?  :?
 
LZS Update:
I am very close. My compressed file is 625 bytes (0.94%) larger than the one you gave me (I'm using a two-pass comparison and making some things smaller). That's a compression ratio of 31.56% instead of 32.2%. This is probably small enough for this particular file (they'll each take 33 2K blocks), but for files that are on the edge of their blocks that's insufficient. I'm still working on it so don't fret.
Now I believe I have finished this. I emailed it to ff7rules (at least I think I have) about 15 hours ago, but he hasn't gotten back to me about it. Granted, that's hardly enough time for him to reliably check his email and test it. If anyone else would like a go at an LZS compressor/decompressor, send me a PM or email me.
nfitc1! check your e-mail ([email protected]). I really want to try your LZS compressor/decompressor. Im working on the psx version too! & I now fall in the same problem as ff7rules.
 
OK...

First of all, don't post in old topics.

Secondly, I think he released it; check the bottom of this post
 
im glad someone revived this :P i was hoping it would be breakthrough news though.

Gamefac your working on the psx version too yeah? what you doing to it our goals might just be the same.
 
Okay thanks Kudistos Megistos. I now have the program in my possession

Yeah, im working on the psx version. I love FF7 so much I play during my sleep hour. I play FF7 wherever i go, because I have a psp, and FF7 on the go is win. I wonder what's your reason for modding the psx version ff7rules?

Anyway, I've been lurking for about a month before i came out of the shadow (only because I was confused as hell when i got deep into modding). My goal is to replace the default monsters on the world map for better much more bad ass looking monsters (like: Ultimate, Diamond, Emerald, Ruby Weapon, Black Cape Sephiroth, Cloud, Tifa, Aerith, Cid, etc.).

Now the reason why I wanted the LZS Compress/DECompressor was because I want to compress the hero LZS files (Cloud, Tifa, Aerith, Vincent etc..), so that I can replace default LZS monster with let say a Cloud LZS file.

I can fight enemy Cloud, I can make enemy Cloud attack and cast magic. I can do all of that. IF i can just compress Cloud's LZS file. At this very moment, I can't make the size KB any lesser then the default.. https://www.ff7catalog.com/threads/5853/
Help me vets.  :(
 
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Well we have the same goals my friend :) our reasons are the same

Also you manged to make cloud use magic and attack? did he have a weapon and would it just freeze after you attacked him?

Also one very interesting point ill make the demo cloud model worked in clouds stead so you COULD maybe use that.
 
I mod the FFVII psx version
--

#1 Yes, I can make enemy cloud does his casting animation & attacking animation.
- He does not have his weapon (though I see his buster sword @ a random spot when I cast KOTR).
- Cloud does freeze when I attack him. So what I do is, I put another monster next to him and I attack that monster. and when that monster hp gets to zero, the battle ends (imagine the turks battle. you kill 1/3 turk members, the battle ends).
- Now I can't just leave enemy Cloud alone during a battle, what if I accidently attack enemy Cloud? the game would freeze & the battle would just not be fun right? Answer: Yes, which is why I have a solution to that problem. I make Cloud invisible, which means you could still see enemy Cloud's graphic, but cannot be touched by anything.. Magic/Summons/Items/Odin 1KO etc.. This is what I have to do since I can't find a solution to the freezing problem. If you got a better idea of how to make an interesting enemy Cloud fight please voice your ideas :)

#2 I'd like to try your demo Cloud, maybe I can discover something new for everyone. thanks
 
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