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Topics - SpooX

Pages: [1]
2
Announcements and site development / Mail notifications
« on: 2014-06-16 15:52:19 »
Is it just me, or do the mail notifications don't work anymore?

notify on posts, and also on private messages seem not to be working...
 8-)

3
Team Avalanche / [HD Remake] Transports - Highwind
« on: 2014-02-25 15:33:26 »
A place to dump Highwind renders...





 8-)

PS, I hope Mayo will be a bit less lonely now...  ;)

2015-10-27
Sorry, was getting bored... ;-)


8-)

4
Team Avalanche / [HD Remake] Cetra Castle
« on: 2014-02-25 15:27:47 »
Close to be forgotten as it got lost during a Qhimm crash....







 8-)

5
Team Avalanche / [HD Remake] Midgar Sector 8
« on: 2014-02-25 15:16:49 »
Detailing out Midgar Sector 8 before any disaster.

Overview



Robson Theater


and with lights.


8)

6
Part 1, how to get the layers out of the Game

needed tools:
  • FF7-PC (for getting the lgp files, the version does not matter).
  • 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
Like this:

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 :-) )
(that's for the next part)
 8-)

8
Team Avalanche / [HD Remake] Gallery J....
« on: 2012-12-14 18:07:42 »
A place to store the next big city pictures.










 8-)

9
Team Avalanche / SpooX Walkmesh exporter alias ShinraTool
« on: 2012-11-24 16:20:54 »
For those who want to (re)create field files for TA....
I uploaded SpooX Walkmesh exporter alias ShinraTool in the repo.
so it is accessable only for the people who have the appropriate access.

notes V01A: (2012-11-24)
runs on windows
works with psx version of FFVII
delivers only maxscript with walkmesh and camera.

I included a pdf with all walkmeshes and their names in the same folder.

any bugs, suggestions or anything else, just let me know in this thread.


How to use it:

 - insert your psx cd, and select a dat file from the field directory.
 - the maxscript will appear in the export folder.
 - in max open the maxscript editor, load or copy paste the script inside, and press [ctrl]-E (or use tools, evaluate all)
 - set 1 viewport to the camera.
 - load the background image as a background ([Alt-B] and set the display to match bitmap or render settings)
 - set the rendersize in the rendersettings to the size of the background image, and press [shift]-F in the viewport to display the
   saveframe accordingly.
 - slightly adjust the fov to match the walkmesh on the background, and if needed adjust the roll of the camera to match.


notes V01B: (2012-11-28)
Blender exporter included.
    - note that in the script all objects in the current scene will be deleted....

notes V01C: (2012-11-28)
    For all people with different modeling packages, I decided to include a Wavefront object exporter, for the walkmesh and camera.
    The catch here is that you can't export a camera in this format, so The camera is created as a simple line,
    starting from the camera position, towards the target. At least you can easily set the camera on the exact position,
    but just have to play with the fov or focal length of your modeler.
    Another negative issue with this format is that it can not handle animation, or keyframes.
    Could do a camera track as a spline also, but that will take a lot of time to set up I think

enjoy, and post your results. Especially when you have some nice shiny hardware to show off...... :-D
 8-)

10
Completely unrelated / The power of Blender...
« on: 2012-10-01 19:10:47 »
Check this out, completely done with open source.



click image..hint
 8)

11
General discussion / FFVII DVD Resolution in 1997
« on: 2012-01-04 19:29:32 »
Quote
FFVII HIGH QUALITY CG COLLECTION
This is a big one. Square didn't save any of the production materials for FF7, so all re-releases including the PC version have been at the PS1's native resolution of 320 X 224

However......at the time of the game's release, Toshiba was preparing the world's first computer DVD drive and needed something to show it off. Square printed 500 copies of a DVD containing every cinema scene in FF7. These are 30 frames a second at 720 X 540 -- a vast improvement

The biggest boon to this find is finally being able to read the words on Jenova's helmet. As you can see, it's not something they meant for us to read. Unless Jenova really did come from Hong Kong

As you might have anticipated, this disc isn't cheap

eBay Price: $1,499.95

More comparison screens:
Title
Information
Loveless Square
Shinra Motorcycle Room
Gold Saucer
resource: http://www.platypuscomix.net/interactive/thingsyoucanteverhave3.html

as it seems it is still findable at fleebay...

Unfortunately my wallet doesn't go that deep, but I would love to get my hands on that object...

Does anybody here by any chance has such a disc..?

 8-)

12
Team Avalanche / TA HD Logo Movies
« on: 2011-06-09 21:40:52 »
For those interested,
I did put a Max file into the repo containing the Eidos intro movie (animation, setup to match eidoslogo.avi).
If anyone here wants to render and composite it, your free to do so.
 8)
if anyone is in need of the vector logo's checkout brandsoftheworld

13
General discussion / Wiki down?
« on: 2011-04-11 22:48:10 »
Is it only me, or is the wiki down....(for some days now)?
Quote
database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:
 (SQL query hidden)
 from within function "MediaWikiBagOStuff:_doquery". MySQL returned error "145: Table './qhimm_wiki/objectcache' is marked as crashed and should be repaired (localhost)".

14
New one to update the gallery....

 8-)

15
Team Avalanche / Newsflash !
« on: 2011-02-11 21:38:32 »
I'm finished :D



just kidding, but still got something to show you. ;)


Click on the image to see the animation of the news....
what do you think?
the newsreader is some random japanese news reader, don't really know who he is, just picked one from google, also I hope the text makes some sence...[i/]
 8-)

16
Completely unrelated / Biased forum?
« on: 2010-10-12 17:53:41 »
Well I think there are some weird spell check rules in place here...... :-o



(didn't know where to drop this, so dropping it here...)

17



Here a little test rendering on the Mako Reactor (click image to see animation)

Please C & C.

Also testing a way to upload video, due to bad quality of imageshack.

18
Team Avalanche / Bombing Mission Cinematics
« on: 2010-08-03 22:23:33 »
Results from thread Here in Tech Related.

I think it better fits here as it is relevant to the bombing mission


The funny thing is that it is hardcoded, that the view is jittery at the end.
(I already noticed this by trying to track the camera of the movie)


Click on the image to see a quick preview with only the walkmesh...
The camera path as exported from opening.cam (PC version)


Above the actual camera path (as already shown in the related thread, most of the camera positions are blank..unfortunately) :oops:

as the movie is 320*224 and the rendersettings is set to 512*512, the walkmesh is a bit off.

19
I'm wondering, through a discussion with Timu, is it known where we can find the camera placement/movement for the movie sequences? probably in the field files?

As in the intro movie at the end there are some Shin-ra soldier models placed at the platform, and the second fmv cloud is visible during the camera pan towards the reactor.

I'm trying to find out if it is possible to extract this data from the field files and import in max or other program...

Any help would be appreciated.

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