S
Salk
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No kidding!
Great W.I.P.!
Great W.I.P.!
Then I assume all scenes will be rendered then recompiled for the FF7 engine?To answer your questions, I'm using Max as a modeller, therefor the dataset would be max-files
On occasion I use a primitive, however most of the time I start with a single face and push vertices around to create an object.
Oh, and no lights yet, just a skylight of the renderer.
Well the original backgrounds were hand drawn (starving anime artists of the late 90's likely), scanned then pixel edited to make the backgrounds look good. The data then was carved up (cells were used for certain parts) into blocks and stored accordingly. Since TA plans on using the original FF7 engine this is your process (accept you are generating 2d files from 3d scenes) and you need to use the original background information to put the animated data back in. Down side to some of that is the animation rates may need some correlation so you don't have a speeding background (LOL) torches shoot fireballs type stuff (like any game that's animated faster than it originally was designed for).The hardest part is to guess the right position, some backgrounds are easy and detailed, but the current one is a real b*tch. I think many backgrounds do have faults in them. Probably due to time constrains (for instance compare NMKIN_2 with SMKIN_2, the upper right corner with the crane (or whatever it might be). The placement of the objects are overlapping, and not consistent with real space, but I guess that's why it's called Final Fantasy ???
So without further delays, here's the update, enjoy.
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pretty much I guess.Then I assume all scenes will be rendered then recompiled for the FF7 engine?
I am assuming a lot probably![]()
Yes I know, well the drawing part. Actually it was done by Kusanagi some of it can be seen in here (group of artists) and drawn in 3d (well in perspective that isWell the original backgrounds were hand drawn (starving anime artists of the late 90's likely), scanned then pixel edited to make the backgrounds look good. The data then was carved up (cells were used for certain parts) into blocks and stored accordingly. Since TA plans on using the original FF7 engine this is your process (accept you are generating 2d files from 3d scenes) and you need to use the original background information to put the animated data back in.
If the background really are rendered as 2d, and it seems to be that way, then the lighting is indeed painted in or over, but it seems that it is possible to to reverse engeneer the lights in the backgrounds.Down side to some of that is the animation rates may need some correlation so you don't have a speeding background (LOL) torches shoot fireballs type stuff (like any game that's animated faster than it originally was designed for).
I had wondered about the lighting, now I know, FF7 I believe rarely used actual lights (more like overlays to brighten sections). This was debated, I am sure Akari or Mickey knows far more than I do.
All the lighting was done by the 'artist' who drew the original scene. So it may be necessary to adjust the lighting so it's correct.
Cyb
I remember someone at MIT was researching reverse ray-tracing to find the original light source information transform the page into 3d data and then re-render it with a different lighting. It was fairly successful. There was also a person at CMU who did some reverse ray tracing to get geometry data for things in pictures as well (2006 I think the later was and 2002 was the MIT person). That aside I believe you are right, since the scenes have 'overlaid' illuminations in the block data I suppose using the alignment can be used for best guess on spot illumination. To get the original lighting an initial best guess will be needed and looking at the walk map will also help I suspect along witch camera data).If the background really are rendered as 2d, and it seems to be that way, then the lighting is indeed painted in or over, but it seems that it is possible to to reverse engeneer the lights in the backgrounds.
FFVII fields uses light and color matrixes as source for lighting calculations. Each model has it's own light and color matrix. It's not related with real lighting, just used to create more realistic view. KAWAI opcode can rotate this matrixes to simulate dynamic lighting.I had wondered about the lighting, now I know, FF7 I believe rarely used actual lights (more like overlays to brighten sections). This was debated, I am sure Akari or Mickey knows far more than I do.
Do you know if it would be possible, from this data, to extract and/or extrapolate enough information to create "real" light sources in field?FFVII fields uses light and color matrixes as source for lighting calculations. Each model has it's own light and color matrix. It's not related with real lighting, just used to create more realistic view. KAWAI opcode can rotate this matrixes to simulate dynamic lighting.
Not really based upon reading some old articles, although...Final Fantasy VII was the first game in the series to use developers on both sides of the Pacific. The main game engine was developed at the Japanese offices of Squaresoft, supervised by Hironobu Sakaguchi, while the impressive video sequences were created at the new and expensive offices of Square USA in Honolulu, Hawaii. Squaresoft fully took advantage of the many talented and experienced computer animators and powerful computers this side of the Pacific.
but....There were a huge number of people we had never worked with before. Up until that point Squaresoft’s teams had only ever dealt with the traditional 2D medium. All of a sudden we had new people coming in working with software like Power Animator and SoftImage that we had never heard of before. From an industry point of view, it was unbelievable what we were trying to achieve. That is why we all had this strong feeling; this great enthusiasm.
I haven't seen impressing renders out of POVray (that doesn't mean there aren't, but I haven't seen any (haven't searched either :winkHonestly I think this stuff would look incredible in POVray
Well, the coordinates of the walk mesh are known, my models are based upon the walkmesh, so technically speeking, the lights I use do have coordinates and can be exported, they only have to be transformed into FFVII coordinates, but that shouldn't be too hard.Do you know if it would be possible, from this data, to extract and/or extrapolate enough information to create "real" light sources in field?
There is no real lights in game. It's just used to calculate polygon shading. Light and color matrixes rotates together with model so if you see midel shaded from left, when you rotate it it will be shaded from right.Do you know if it would be possible, from this data, to extract and/or extrapolate enough information to create "real" light sources in field?
Can you give me name of this field?I know there aren't any real lights, I also have a basic understanding of how the lighting is applied. What I dont know is what kind of information it uses to do this "lighting". For example, at the bottom of the northern cave there is a bright green light coming from the center of the field, how is this effect achieved?
Its las4_1 on the PC version.Can you give me name of this field?
nope, not as far as I know at least.Haven't checked this for a while and just wondering but, are there any fields that are fully textured yet?
I always thought lights were rendered as different layers within the background maps (visible with Palmer), I haven't looked at any bsx file yet, it might be interesting if there are any lights and positions in there....I know there aren't any real lights, I also have a basic understanding of how the lighting is applied. What I dont know is what kind of information it uses to do this "lighting". For example, at the bottom of the northern cave there is a bright green light coming from the center of the field, how is this effect achieved?
This field doesn't have any light transformations, just background animations. That's it.Its las4_1 on the PC version.Can you give me name of this field?
Actually, that is the plan, more or less. the idea is to have high resolution backgrounds that are as faithful to the original as possible. If people went around changing details willy-nilly, we'd have chaos.Who cares, you are not remaking the backgrounds to be 100% the same way right.