Using the high quality Cloud model in game?

  • Thread starter Thread starter Dreakon
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Though if they'd port Kingdom Hearts to PC, i'd rather use those models.. though they'd probably present many of the same problems =/
 
En zoals ik al zei, hi-res textures my ass. Het zijn gewoon dezelfde textures...en voor de poppetjes worden helemaal geen textures gebruikt, dat zijn shaded poly's. Maar het is leuk dat je het op 1024*768 kan spelen als je spelplezier daarmee verband houdt hoor

someone wrote that on a dutch tweaker forum, without giving the total translation: the dude says that that for the characters there aren't any textures being used, but shaded poly's.

is this true?
 
Though if they'd port Kingdom Hearts to PC, i'd rather use those models.. though they'd probably present many of the same problems =/

Yeah...  Sephiroth from Kingdom Hearts rules!!!! :)
 
En zoals ik al zei, hi-res textures my ass. Het zijn gewoon dezelfde textures...en voor de poppetjes worden helemaal geen textures gebruikt, dat zijn shaded poly's. Maar het is leuk dat je het op 1024*768 kan spelen als je spelplezier daarmee verband houdt hoor

someone wrote that on a dutch tweaker forum, without giving the total translation: the dude says that that for the characters there aren't any textures being used, but shaded poly's.

is this true?

For the most part, yes.  The only part that are textures are eyes, mouthes, and tatoos.  Everything else is vector-shaded.
 
ah i figured the patch make thingy, and i used yours, but it would freeze b4 loading a battle :p
Sounds like you might've applied the patch twice. Anyway, *I* did that once, which caused the game to crash as soon as a battle starts. What happens if you copy battle.lgp from one of your game discs, replace your old battle.lgp, and then try to patch that file?

it would take a hella lot of coding to convert and
Well, IIRC, Terence Ferguson mentioned something about converting the Ergheiz 3D models before...something like their format had already been decoded (not all PSX devs invent new formats.)
Still, even if they aren't, all you need is something that can convert the models to a fairly standard format. Then you can use one of the existing .P converters. Animations shouldn't be *too* much of an issue.

Are there any free 3d programs I can use?
I think the student edition (stripped down and free) of Maya just came out. The two unknowns are whether there are any converters for the special file format it uses, and if there's .P <-> Maya converter. If there isn't, Alhexx or Mirex *might* be able to add it.
 
I just wanna say thanks to everyone here, by following what you typed, I was able to do this myself (I know, its not impressive, I still like it though, heh).

hirescloud1.jpg

hirescloud2.jpg
 
Just tried the executable version of Dreakon's patch (the one that you don't have to use LGP Tools to apply), and I'm getting an error message similar to ye-roon's.

However, its pulling a different read-of-address than what ye-roon got.  Mine says"

Access Violation at 0000000.  Read of Address FFFFFFFF.

Sounds to me like there's either a NULL pointer or uninitialized variable in there that's spitting out garbage when accessed.

If it makes any difference, this is being done on an install of FF7 that doesn't have any patches on it, and this is in Win98SE.
 
Sorry Goku, I think you will have to use LGP Tools.  I know it's inconvenient but the patcher is relatively buggy and I cant post the modified file online since its about 60-something MB.

Unless you can get it working I suggest using the LGP Tools ;)
 
Is it possible to hex-edit the thing instead?  I've never had much luck with the LGP Tools stuff in the past.
 
Ok, ok, so I finally broke down and tried using LGP Tools to apply the patch, dispite the fact that the last time I'd ever used it, I couldn't get the program to work.

I"m pleasantly surprised to say that it worked without problems.  The new model looks NICE with 4x FSAA enabled.

Of course, now that we have a working battle model patch, perhaps some attention should be turned to the Buster Sword model?  Currently it's only vertex shaded, but we could use like 2 textures to turn it into a high-detail model, like that seen on the box....now that'd be cool. :D
 
is it possible to apply textures to objects which dont already have them w/out making the object disapear?  Or would we just have to discard the color info and tell the sword model to accept a texture within a 3d proggie?
 
is it possible to apply textures to objects which dont already have them w/out making the object disapear?  Or would we just have to discard the color info and tell the sword model to accept a texture within a 3d proggie?

That was kinda what I was getting at with my suggestion to texture map the Buster Sword -- remove all the info in the .p files regarding its vertex shading, and (using info from other model parts that have textures to figure out how to store the new texture data correctly for FF7), instead tell it to use a custom texture map (if anyone can get a good detailed scan of the detail seen in the rendering of the sword in the box art, then we should use that).

-edit-

Oh, and by the way:

Did anyone notice that the hi-res Cloud model seems to have each of its fingers INDIVIDUALLY RENDERED (read: not a block with lines that are supposed to indicate spaces between fingers, but actual spaces inbetween fingers)?  I noticed that the other day, and I think that's totally awesome that it has that kinda detail. :D
 
Did anyone notice that the hi-res Cloud model seems to have each of its fingers INDIVIDUALLY RENDERED (read: not a block with lines that are supposed to indicate spaces between fingers, but actual spaces inbetween fingers)? I noticed that the other day, and I think that's totally awesome that it has that kinda detail.
A major improvement!
Now, just do that with all the other main characters, and we'd be all set =P
Shame it wasn't done even for battles...
 
I'm guessing that there was one TrueCloud model (Used for the movies) and we are getting reduced version of that model. The hi-res cloud is pretty much the same as the FMV version. I'm guessing that somewhere locked in a vault is the original hi-definition models for all the characters. It's a shame the porting team didn't have access to that.

Oh well, we have advent children....
 
Anyway, getting back to texture mapping the Buster Sword....

I think I found a suitable texture.  Do any of you remember that part in FF7 where you have to fight several bats and there's this big stalagtite in the Back Row that you need to destroy as well?

Well, if you also remember, once you destroy it, it "cracks", but the game overlaying a texture of a huge hairline fracture going down the length of the stalagtite.  Based on the image of the Buster Sword that is on page 41 of the FF7pc manual, that hairline fracture texture runs in a somewhat simliar pattern to the lines on the Buster Sword.  Resizing/editing and overlaying that texture on the Buster Sword MIGHT just work..... ;)
 
I used Srethron Askvelhtnod's instructions, but when i hit the convert button it saves "cloudquality" as just a file not a ffpatch. I tried it many many times I followed the instructions very carefully. Please help me I can't mod or hack worth s***. :weep:

EDIT: it finally worked but when I try to apply the patch it says: "stream read error" what is going on? And when I start a new game the first battle of the game crashes and I have to restart my computer.
 
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