Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Halfer

Pages: 1 2 3 4 5 [6]
126
Wow cool! Especially with the camera shot!

Do the world map files contain the same headers as other files? I wonder if the rendering settings are fixed in the executable or maybe it's a setting in wmx.obj?

127
Great MakiPL, I'm glad that you can understand this so well and are willing to make tools for editing these files! Looking forward to these tools! :D.

P.S. I also wonder if we can someday change the restriction of texture sizes and other limits in the FF8 somehow.

128
Great find! I wonder why it is showing as ellipse. Also the placement of vertices looks very odd in order to make a proper face with uv's

129
Nice, May I ask what programs are you using in your picture and with the analyzing. Would also help me a lot to make faster analyzes.

130
Okay, I probably found out how the ground is formed.



I highlighted one unmodified section of mesh which seems to represent vertices. Each section at the header start (haven't checked much further) seems to contain 9 vertices which are connected to each other. The numbers colored with orange are nullified vertices and then I added hex number 01 to the possible Z-axis variable. This was the result:



It seems to go a little over the ground which is expected with 01 value since it's the first bit to represent the shortest distance in this 3d dimension. Also the XY-axis seems to collide in the middle which is also expected since they are 00 00 both now.

Here's a little clarification how it may work:
Code: [Select]
Offset: 0x3dd8
B3 F3   B3 F3     00 00
B3 F3   CD F7     00 00
B3 F3   E7 FB     00 00
B3 F3   00 00     00 00
B3 F3   1A 04     00 00
B3 F3   34 08     00 00
B3 F3   4E 0C     00 00
B3 F3   68 10     00 00
B3 F3   99 EF     00 00
X-axis, Y-axis,    Z-axis
X and Y axis may differ.

So to sum up it seems that each vertices has 6 bytes reserved where 2 bytes represents axis in XYZ-format. Hope this gives some insight for you MakiPL! :)

EDIT: I tested it with a0stg101.x and this is what I got (sorry for bad angle, maybe we can get better angles when we can alter the camera):


This is what i changed:
Seems to work how i described it. I'm tired now so going to sleep :/

131
That may be the case, I hope someone with lot of knowledge in compressions could have a look at this. I did find out that after the header in 0x3d90 the variables are for vertices/faces for the ground part.  However I thought about the structure for a long time but it just didn't make sense. Maybe more experiments would do the work but yeah.... Compression would still be a big limiting factor in cracking the format.

132
Yeah no problem, I found out also that the next parameters does something to the faces/vertices when bytes are reversed, seems like you also found it so keep us updated if you find the structure! :D

133
Okay here's something I pulled off.

Found at offset 0x3d90. this byte seems operate with ground mesh somehow
Code: [Select]
01 00 00 00Nullifing the first byte vanishes the ground, not sure if the object itself is removed, parts of it, or the texture.


134
I'm not quite sure about this but correct me if i'm wrong. Isn't it a bit hard to analyze the camera settings or any other variables if you don't know if the file is compressed. I mean, can't variables change a bit randomly if it turns out it is compressed? Although I don't see any reason for it to be compressed unless the whole camera scene is included in the file which feels pretty dumb thing to do by a developer.

135
Where did you find these lines? Are they in the map files or in different location on installation disc?

136
There is also a production error in the "Escape from Dollet" FMV. Rinoa and Zell are seen from X-ATM092's view with normal costumes. I don't know why there is this kind of error but I think it has something to do with the time Square had to make the game or maybe they let it slip through cracks in hopes of not been found because of low resolution.

Anyways here's a screen from frame where you can see Rinoa and Zell somehow:


Actually looks like there was some kind of post processing used for not rendering the whole scenes again.

In this pic you can see Rinoa's cape faintly behind Selphie's legs.


In this you can see Rinoa's capes shadow on ground.

137
EQ2Alyza, exactly, this is probably what many people do including me. Joined just recently and looking for motivation. I'm going to drop out here that i'm right now working on Squall cgi model and going to plan something huge with it :P .

138
General Discussion / Re: FF8 ps3 psv save file edit
« on: 2015-01-20 17:27:01 »
PSP is not the only method. You actually were really close to your solution since you came all the way here.

http://forums.qhimm.com/index.php?topic=9713.0

This is what you are looking for and you do not need PSP for this, only PC to open your save file.

139
Nice analysis!

140
I found some early shots of the game, maybe you are interested.

http://psxmedia.ign.com/media/previews/image/ff8jan18.jpg  (background is in game, but the car isn't used, translation would be nice)

http://psxmedia.ign.com/media/previews/image/ff8oct2610.jpg  (some kind of vehicle, interesting)

http://psxmedia.ign.com/media/previews/image/ff8oct264.jpg  (removed battle field)

http://psxmedia.ign.com/media/previews/image/ff8septone6.jpg (different camera angle)

Pics are from this website. http://goatee0092.tripod.com/ff8alpha/ff8pic.html
There's a lot of pictures, mostly from trial version.

If you have any pictures of the game in early stages or other unused/ probably unknown material I would be super happy, especially of 3d renders. I'm very fascinated of ff8 material but unfortunately there seems to be only low amount of material available. My only dream would be if Square-Enix showed more renders and materiasl from game as it seems like they putted really much effort in making all the backgrounds and CGI movies. Would be awesome to get a peek behind the scenes.


141
Scripting and Reverse Engineering / [FF8] .x battle fields
« on: 2015-01-13 16:55:51 »
Full documentation of battlefields done by MaKiPL found here: http://wiki.qhimm.com/view/FF8/FileFormat_X

Tool to extract battle stages found here: http://forums.qhimm.com/index.php?topic=16017.0




Hello!

I've started to study a bit of Final Fantasy 8 files and I happened to see that there was no documentation of .x battle fields in Qhimm's forum. I didn't find any threads about this file format or I completely missed it so I decided to make this thread.

After searching about this format I came to conclusion that this is DirectX file. However they are compressed and they are not lzs compressed (maybe a modified version?). Since I don't have any experience in decompressing, I wanted to ask if someone has already worked around this or if it's relatively easy to work on based on success of decompressing other files?

Accessing these files would be the next big leap after we finally got the textures working.

Also on side note (off-topic), I found something interesting from wmx.obj (world map object?) while opening it with NuGraf. NuGraf reported that the password was wrong so maybe it's encrypted?

142
Hello.

I've been lurking a long time in these forums and just now made account to interact with you modders a little bit.
Sorry in advance for off-topic post but I've been thinking if you guys could livestream your modding sessions so everyone interested in this would have an opportunity to watch and possibly give real-time hints about these graphical mods.
Also it would give a chance to newcomers/newbies (like me) a better insight of FF8 modding.

Pages: 1 2 3 4 5 [6]