[HD Remake] Mideel WIP

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Well, I thought so, but it would be cool to experience these scenes under different day times.
About some details: I used blendswap  as some things (toast, basket, flowers) on that site are really cool and saves time.
I removed the tap, because it was way too big and want add other details so that it looks a little better.
UVs will be posted here:
Texturing I will post in your thread.
 
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- About day/night cycles: I would love to have this feature in the game, it's definitely on my wishlist... but I don't think it's a reasonable wish at this point. In the same trend, I would also like to have weather change for outdoor scenes  :D
- I didn't know about blendswap. However, so far I candidly took every item of a scene as "an occasion to learn more about modelling". Maybe it's better for my own skills, but I agree it may not be the most time-efficient method.
- I had some conversation with sl1982 about scaling objects. I would recommend putting back the tap, and scaling it to a size that you like. If you have the sink without the tap, it looks weird and non-functional (or at least that's my opinion).
- Will be waiting for your UVs. And thanks again for the feedback  :)
 
Oh gosh!!! So sharp and clear textures on 2A!!! Only sheets are too bright! Amazing work! Textures look so real!!!
 
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Well, thanks :)
As said it is not finished but nearly. The floor for example is totally not done and some details are not modelled yet, and missing materials on the bed make it very bright.
 
Great job on that new scene, anaho!  :) You got great materials there. Your cycles rendering also give a much more realistic feel to how the scene is lit, I like that very much.
Where did you get those ship pictures?
 
Can anybody test the new ITMIN2a please?
I would like to avoid messing with layers and formats unless it is totally necessary.
 
Awesome job in finishing that scene, anaho  ;D  Great work on the textures (did you get that blenderguru tutorial on making realistic bread?), I still have some catching-up to do so that I can make them that good. Too bad I can't test it for you (I don't have a PC version).
 
Indeed, such great work wad removed :-\
Also contact Obese bear, last I knew he knew how to convert them properly. You can also contact omzy since he did make a field pack himself
 
I meant no harm by it. I thought uploading the finished work  ( as in guaranteed to work correctly in game ) would be a matter of minutes.
Apparantly getting them in-game is not as easy as I thought. I am partly to blame as well, because I should have learned it way sooner.
 
Well, let me know how that works, because none told me how I am supposed to arrange my render layers to make the implementation in the game.
I think it is necessary for us modellers to know how that's done, and a corresponding tutorial would be more than useful.
 
So how exactly do I get that in game?
Part 1, how to get the layers out of the Game

needed tools:

  • FF7-PC
  • Palmer

I'm not going into unpacking the field file, but make sure you have it extracted, giving 'itmin2'

now open Palmer,
left click on the window, select open field file and select the extracted field file.
If all goes well, the scene should be shown on screen.
once again left click on the screen and select 'Export PNG Files'
now you'll end up with several files;


  • itmin2_0_00000000.png
  • itmin2_0_00000128.png
  • itmin2_0_00000129.png
  • itmin2_0_00000130.png
  • itmin2_0_00000516.png

These are the different layers of the field file.

Now what you have to do is to recreate these specific files (with higher resolutions of course :-) )

Part 2, how to get the new layers into the Game

Make sure to have the above images in the correct naming in a single directory.
Make sure there are no underscores in the directory names.

now open Palmer,
left click on the window, select 'import PNG files' and select the newly created png files.
If all goes well, the scene should be shown on screen, otherwise play around with the right click menu and turn layers on and off.
If all new files are loaded, once again left click on the screen and select 'Write Modpath Textures'
now you'll end up with several files;


  • itmin2_00_00.png
  • itmin2_01_00.png
  • itmin2_02_00.png

These are the files which should be placed in the modpath, in this example:
mods/<modpath>field/itmin2/ (Palmer will tell you this also...)

If the above has been completed, fire up FF7 (it's usefull to have a savefile with a save located close to the field) and go to the field.

Basically that's all there is to it.

(there might be some catch with the bit-depth of the png's, but don't remeber that exactly anymore)
I hope this helps, otherwise I might fill this up later with some screenshots if needed/wanted.

 8)

[edit:field file and png's are uploaded in the repo under Original Models (Reference) under the name Tut.zip]
 
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I dont get this to work at all .
Whenever  want to import a .png Palmer stays black and that Modpath stuff never happens.
Also what do you mean by the above images? What is the correct naming?
 
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Naming of all layers has to be the same as what palmer outputs or else it wont work.
 
This programm just does nothing at all...
Regardless of what .PNG you import scrren just stays black.
Maybe it does not work on W7 64?
 
It has been a while since I have used it but it was on Windows 7 x64 and it worked fine.
 
I am uploading the finished scene to the repository. Since no one is willing or able to tell me how to exactly get this ingame, this will probably the last scene of mine as I dont see the point of recreating gameart that is never going to be used ingame anyway.
 
Timu or someone was explaining it the other day, I can't remember where.
 
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