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 - Borde

Pages: 1 2 [3] 4 5 6 7 8 ... 35
51
Scripting and Reverse Engineering / The S Files (FF7 PC)
« on: 2013-01-07 13:27:05 »
Hello everyone.

I'm currently having a look at the S files stored at magic.lgp. It's obvious by now they define 2D animated sprites used during battles. I'm finding hard to understand how it all works, though. I'm starting this thread to compile the knowledge we currently have about them.

Based on Aali's and NFITC1 job, so far this is what I've got about the format:

Code: [Select]
File header:
   unsigned char FileType
   unsigned char Version
   unsigned short UnknownField_2
   unsigned int NumFrames

Frame header:
   unsigned short UnknownField_0
   unsigned short NumSprites

Sprite definition:
   unsigned int Flags
   signed short XTargetOffset
   signed short YTargetOffset
   short XSource
   short YSource
   unsigned short TexturePageIndex
   short UnknowField_E
   unsigned char SourceWidth
   unsigned char W2
   unsigned char SourceHeight
   unsigned char H2

The contents of the sprite is defined by the rectangle starting at (XSource, YSource) and with dimensions (SourceWidth, SourceHeight). These values aren't in standard texture coordinates, they are in pixels instead.

XTargetOffset and YTargetOffset define position of the first pixel of the image on the target surface (most likely a QUAD), being (0,0) the center of said surface.

Although usually these coordinates point directly to regions in TEX files (some are very easy to identify due to file names), sometimes they don't. My guess is here is what Aali called TexturePage comes into play. I think some of the TEX files are compiled by the engine in a single TexturePage (provably they have fixed dimensions, because they will be needed to generate texture coordinates). I don't know where these pages are defined though.

Attributes W2 and H2 are also pretty puzzling. They are usually equal or very similar to SourceWidth and SourceHeight, but sometimes their value is 0. Maybe their purpose is to stretch the sprites?

I hope someone around here can shed any light about this.

Thanks.

52
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-01-03 16:02:48 »
Ok, I'll ask him. Thanks Hellbringer616.

53
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-03 15:37:36 »
Thanks, that's fine by me. It really is a great cloud model :).

Also Borde, does improving kimera for animation editing include fixing the interpolation bug?

I know when I was making that mod it was pretty daunting because once I interpolated an animation, going back in to edit an interpolated frame would cause it to crash - This is just speculation based on what I was looking at, but it seemed to be something to do with how once interpolated, the rotational positions became floats instead of integers, which seemed to crash it when you actually view the values.

I wasn't aware of such bug. I checked but couldn't find anything wrong. Maybe I didn't understand correctly. Could you detail the steps further and what happens exactly?

Thanks.

54
Yeah, I undesrtand. I've been away form here for several months befor too. It can't be helped.

55
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-02 09:31:23 »
I like SS96 best (although SS48 looks great too). On the other hand, I'm not sure that recreating the bumps on the floor would have a desiderable effect. I think it's fine the way it is.

56
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-01-01 17:14:19 »
I hope so. Animations aren't a problem any more. Effects, on the other hand, could pose a problem. Akari old me they are pretty much hard-coded into the executable, so they must be modified in assembler one by one... which sucks.

57
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-01 13:52:14 »
This thread is great. So much quality content getting released at the same time makes for something special.

By the way, I noticed your mod BloodShot. Great job. It must have been a real pain to get it done. I also saw you had troubles with long field animations. There was a pretty ugly bug in Kimera that prevented them from getting written correctly. It should work correctly now. Anyway, I'm currently working to improve the animation edition.

58
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-01 09:54:14 »
I'm with sl1982. Great job Mayo Master! I just think it would benefit from softer shadows, as if the light was a bit more diffuse.

59
Releases / Re: Battles playing at 60fps
« on: 2013-01-01 09:14:25 »
I think I solved all the problems regarding animations interpolation, so at least that's one less problem. The new version of Kiimera allows you to interpolate automatically all the animations in the game so there is no need to process one by one any more, either.

We still need to get effects interpolated. Anyone has information about them?

EDIT: Aali has been researching about effects and found out pretty much everything is hardcoded into the EXE. That means that getting interpolated effects implies finding all the functions used by effects and modifying them to work at the new framerate. I'm sorry to say I think the future of this mod looks very grim...

60
I'm sure we'll be able to someday Obesebear. At least battle animations are pretty much done. Animation loops aren't really handled in the correct way but I'm not sure the effort to do so would pay.
Unfortunately we still need to figure out how to the decode the special effects. My guess is they are stored in the elusive .s files.

61
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2012-12-31 19:44:12 »
Merry Christmas everyone!

It's been a while since my last update. Sorry about that, I've been busy. I had several new features I wanted to implement, but it's been way too long and I just couldn't let the year slip away without releasing something. So here you have, version 0.97 is out. Here is what's new:
  -Added support for limit break animations (needs data from battle.lgp).
  -Added a dialog to load animations that are used by a field model at some point (using Ifalna's filter)
  -Added a dialog to interpolate all the animations in char.lgp, battle.lgp and magic.lgp.
  -Implemented full compression support for battle animation packs.
  -Fixed a ton of bugs releated to animations interpolation and writting.

About Limit Breaks, please refer the post in the Scripting section to see where they are:
http://forums.qhimm.com/index.php?topic=13950.msg195791;boardseen#new
You'll need to tell Kimera the path where you have battle.lgp contents stored at. To do so, please edit Kimera.cfg and write it at BATTLE_LGP_PATH.

By the way, I also included all the DLLs that windows usually complains about. Hopefully, by using the same versions we will avoid the differing behaviours on different computers.

Happy new year everyone!

62
Hello everyone and Merry Christams.

Maybe this is old news and I just missed it, but I just noticed where limit break animations are stored and thought I'd share it just in case. They are in magic.lgp, as expected, in a collection of standard summon animation files. These are the files:
*Barret: limbr2.a00, limbr3.a00, limbr4.a00, limbr5.a00, limbr6.a00, limbr7.a00, hvshot.a00
*Cid: limcd1.a00, limcd2.a00, limcd3.a00, limcd4.a00, limcd5.a00, limcd6.a00
*Cloud: limcl2.a00, limcl3.a00, limcl4.a00, limcl5.a00, limcl6.a00, limcl7.a00, blaver.a00, kyou.a00
*Aerith: limea2.a00, limea3.a00, limea4.a00, limea5.a00, limea6.a00, limea7.a00, iyash.a00, kodo.a00
*Red XIII: limrd3.a00, limrd4.a00, limrd5.a00, limrd6.a00, limrd7.a00, limsled.a00
*Yuffie: limyf1.a00, limyf2.a00, limyf3.a00, limyf4.a00, limyf5.a00, limyf6.a00, limyf7.a00
*Tiffa: limfast.a00
*Cait Sith: dice.a00

 All limit animation packs have 8 body animations and 8 weapon animations (although most of them are empty).

63
Team Avalanche / Re: Time to celebrate!
« on: 2012-12-23 13:13:45 »
Congratulations sl1982! Thanks for your efforts and whish you luck with your kid.

Merry Christmas to everyone!

64
Diffuse texture only, I'm afraid. Also, keep in mind there is no skinning support either, so you will need to chop down the model in pieces. Alpha blending is supported, but I'm not really sure how is it handled (expect priority problems, though). The polycount shouldn't be a problem.

65
Graphical / Re: Extracting summon monster models
« on: 2012-11-04 22:20:43 »
The shading on Shiva (as with every other character) is indeed vertex color. 3D Studio Max supports Vertex color, I can confirm that, but I'm not sure if any of the formats we can export the models as supports that sort of information. I was working on one that did, but never got to finish it.
If you're going to edit the models, it would probably be best scrapping the baked shading completly, though. I'd paint the model with plain colors and ask 3DStudio to give me an ambient occlusion lightmap.

66
Graphical / Re: Cid's Head modeling contest result
« on: 2012-10-23 22:41:23 »
You will need to open the skeleton file (either the HRC or the AA file, depending if you're editing the field or battle model) for the model you want to modify. Then double click on the part you want to change and the part editor will pop up. Now just open your model and then apply the changes. The new part wil replace the old one and then you just need to save the changes to the skeleton.

Good luck.

67
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2012-09-30 23:26:13 »
Actually, I think they went for vertex color instead of textures in order to cut development time. I mean, it's way easier giving a vertex a color than having to play with UVs. Also, I think it was even harder back than due to the usage of more immature modeling tools. FF7 never seemed to have any problem rendering fully textured models (such as the battle scenes).

68
Releases / Re: Battles playing at 60fps
« on: 2012-09-08 21:10:33 »
I'm impressed by the amount of progress this project has seen since the last time I checked. Great job guys.

As for my end, I finally have good news. After spending countless hours checking and rewriting my encoding/decoding functions,I found out what went wrong... at a completly different place. Turns out I was ignoring the root rotation. It was suposedly ignored by the game, but looks pretty damn clear it's not. That was also the reason why Cid's fleeing animation was wrong.

69
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2012-09-08 20:33:49 »
Mmmm... you have that problem even with the latest version of Kimera, whitERaven? I used to have lots of overflow problems with the last version too on my new machine (running windows 7 x64), but it seems to be working correctly now.

70
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2012-08-29 20:14:04 »
So the last version had the infamous cancel crash too? Well, that's certainly unfortunate. I'm sorry Leonhart7413, I'll make sure it doesn't happen any more.

71
But pixelation is also there on the PSX version. At the very least, we can use a postprocessing filter to make it less glaring. And I was under the impression that the minigames speed was already capped when using AAli's driver.

72
Not showing any kind of in-game stuff? It somehow smells fishy for me. I hope they aren't planning to release the PSX ISOs packed with VGS or some other sort of emulator. That would be pretty disapointing.

Nice to see you around Millenia, by the way!

73
FF7 Tools / Re: [RELEASE] FF7tk
« on: 2012-07-04 20:36:18 »
Nice idea sithlord48. Had this been done earlier, I'm sure we would have avoided some headaches. I don't feel like rewritting my code anymore, though. I've got some ported to C though. I can post it if you're interested.

74
Troubleshooting / Re: Bad Animation in Battle Model RSAA
« on: 2012-07-03 17:09:31 »
So the animation really breaks the game. Yeah, I guess that makes sens.
As for animation 8 and 9, if they don't show up on the combo box it means they are empty animation slots (refered to as "special" animations in old docs). They don't seem to serve any other purpose.

75
Troubleshooting / Re: Bad Animation in Battle Model RSAA
« on: 2012-07-03 13:08:18 »
Well, 0xF actually. Unless the indices are different in-game than on the physical file. If you can give it a try it would be nice.

Thanks NFITC1.

Pages: 1 2 [3] 4 5 6 7 8 ... 35