Okay... All you 3D Modelers, or anybody who opened up those ff chars, could you help me out alittle?
I know this is NOT Final Fantasy related, BUT it is ripping models out of games and opening them in a modeler program...? related... question. :isee:
A web-site (
www.thelostworlds.net) is basically like how this site is to Final Fantasy, that site is to Legacy of Kain games. Minus the forum like atmosphere, which is nice! ... and redundant. (I try not to be the same type of noob, so bear with me)
They (or two guys really) Developed utilities that extract raw data from the BIGFILE.DAT found in the games (Just like the LPG tools, see the similarity?
) and one more utility that can view the 3D models as well as convert the native file type (.srobj) into something more usable (.x)
Ah ha! DirectX! Just like the pro's and semi-pro's use! I quickly found the main character to the game Soul Reaver, converted him to .x, and converted him into .3ds for importing into 3D Studio Max.
Joy of joys! He's there, in the program, faceted all over.
BUT!
And here's my question:
Why this?
I throw on a quick meshsmooth, and part of him remains faceted! Further more, if I tried any iterations, the facted part remained the same.
I remembered what I read on a forum about a geometric dumper for an n64 emulator, this guy imported Mario's head from mario64 and it was all faceted. So some other guy told him to select oll the verts and do a Weld with a threshold small enough to put all the polygons together the way it's suppost to.
So I do that, and now it does this:
It RENDERS partially normal smoothed, but parts of it are still faceted! I should also mention that in the viewport no noticable changes can be seen, at all! It still looks like the first picture. :weep:
I know that most of the faceted part is actually double sided. (In the game it's a cloth he pulls off of his face and puts back during game play) But that doesn't really count some of the other polys that aren't double sided, and yet act the same way! I should also mention that it only rendered that part smooth after I told the renderer to force 2 sided. So I think it has
something to do with the whole two-sided buisness.
I've tried flipping the normals, to no avail. -_-
This could be attributed to the conversion process straight from .x (which is command text openable in notepad) but I highly doubt it. I think it has something to do with the vert/poly properties used in the game to make it render properly during the game.
If this has no place here... Sorry! But it seems like this is the only place to ask for help! (I doubt the guy who programed the converter knew much about Max, the models appear completely smooth in his program) If anybody here could help me out, I'm be very appreciative. Thanks!