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Project forums => Team Avalanche => Topic started by: Timu Sumisu on 2013-07-17 02:01:35

Title: Out of hibernation
Post by: Timu Sumisu on 2013-07-17 02:01:35
I'll leave this here...

(http://img585.imageshack.us/img585/7115/xcg.png)
Title: Re: Out of hibernation
Post by: Rundas on 2013-07-17 02:24:40
What's that? :-o
Title: Re: Out of hibernation
Post by: Kaldarasha on 2013-07-17 02:54:48
Looks like a UV map, from a caracter I think (in the upper left corner one part looks like an eye).
Title: Re: Out of hibernation
Post by: Dubular on 2013-07-17 03:55:35
That wouldn't be a certain flower girl perhaps?
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-17 12:12:02
That wouldn't be a certain flower girl perhaps?

Good guess, but nop!
Title: Re: Out of hibernation
Post by: Kaldarasha on 2013-07-17 12:52:56
Ah, I see parts of a red cape...
Title: Re: Out of hibernation
Post by: Template on 2013-07-17 13:41:39
Ah, I see parts of a red cape...
AHA! So it's obviously Zangan. Damn I'm good.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-17 15:00:16
and here I thought i was working on genesis!
Title: Re: Out of hibernation
Post by: ZL325 on 2013-07-17 15:53:11
I was gonna say Vincent, since you modelled him, but i guess it could be Zangan also. Lol
Title: Re: Out of hibernation
Post by: Kompass63 on 2013-07-17 23:02:00
I think I see a weapon for Barret, probably but that is the pattern of your new pants :wink:
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-18 23:46:26
Any more guesses?

(http://img809.imageshack.us/img809/663/78p7.png)
Title: Re: Out of hibernation
Post by: Covarr on 2013-07-19 00:22:58
I know who it is.
Title: Re: Out of hibernation
Post by: JordieBo on 2013-07-19 12:32:31
Because of all the random shaped parts I wanna say Yuffie.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-19 13:21:05
Props to those who guessed right.

(http://ft.trillian.im/5037a48851c07f2a89424b01e0cd17a8f045ae91/6idrmKyQu0tILypntEUt8q1xOfam1.jpg)

(http://ft.trillian.im/5037a48851c07f2a89424b01e0cd17a8f045ae91/6idunLooK2hw7IEzw3nR0u6VTUKNt.jpg)

I just slapped the original ff7 eye texture on, and the size/placement seems pretty decent, might make them a tad bigger. Also for those that don't catch on, the only part actually textured is the bottom of the headband, thats the resolution/detail level likely to be seen throughout the texture.




P.S. Sorry, Too lazy to crop the blender ui out.
Title: Re: Out of hibernation
Post by: obesebear on 2013-07-19 15:39:13
You're getting pretty good at this
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-19 15:41:40
You're getting pretty good at this

disappearing for ages? I know right!
Title: Re: Out of hibernation
Post by: genesis063 on 2013-07-22 23:12:52
One quick possibly retarded question.  What program are you using and could you make battle animations through this using the old models?

Edit: sorry forgot to add.
Quote
disappearing for ages? I know right!

Atleast you god some where on the project unlike me on mine.  To busy getting back into The Old Republic.  I do plan to finish them someday hopefully.  Atleast one of them is out right.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-23 03:58:16
Blender and photoshop. If blender can animate for ff7, someone let me know... it would be glorious.

also, have an update:

(http://ft.trillian.im/5037a48851c07f2a89424b01e0cd17a8f045ae91/6ijK59aKn4eDDz9idrP1agxYLC6e8.jpg)
Title: Re: Out of hibernation
Post by: ZL325 on 2013-07-23 11:30:44
I can't wait to see your masterpiece done! It looks amazing so far. Vincent rocks! ;)
Title: Re: Out of hibernation
Post by: Rundas on 2013-07-23 16:06:54
Tell me there will be a battle as well. I hate all of the current Vincents besides Kaldarasha's.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-23 16:47:44
You guys'll be getting a battle model, chibi-ized field model, and maybe some extra goodies.
Title: Re: Out of hibernation
Post by: Rundas on 2013-07-23 16:49:38
Wonderful :D
Title: Re: Out of hibernation
Post by: Cyberman on 2013-07-25 22:48:25
Blender and photoshop. If blender can animate for ff7, someone let me know... it would be glorious.

also, have an update:
Are you view it in blender or FF7? IE making parts in blender then stuffing it into FF7?
Depending on the process you are using you should be able to animate it in blender (why wouldn't you in other words).

Cyb
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-26 12:33:33
I /could/ animate it in blender, but how would i get these animations into the game?
Title: Re: Out of hibernation
Post by: cmh175 on 2013-07-26 14:14:47
The models are made as .3ds and when completed are exported piece by piece (upper chest, head, etc) and are converted using pcreator. There hasn't been a process and conversion tool for the animations yet. That would be pretty awesome though. Otherwise Kimera works to edit the games animations for now.
Title: Re: Out of hibernation
Post by: Borde on 2013-07-26 19:05:53
Hello everyone.

Yes, Kimera can edit animations, but it's a real pain. The option is there more as a proof of concept than an actual end-user feature. I've got plans to make it more reasonable, but it's going to take a while to implement.

I'm actually surprised nobody came up with a script to, at least, import the animations into Blender (or any other modeling suite). It would be pretty easy. It would be rather tedious too, though.

By the way, nice job Timu Sumisu. Good luck with it.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-26 19:18:48
Could you magic some blender export plugin Borde? Pretty pleeaaaase!!
Title: Re: Out of hibernation
Post by: Borde on 2013-07-26 20:08:09
I'm sorry Timu Sumisu but right now I'm working on something else. Also, as I said, it's not exactly the most exciting task to tackle. I promise I'll give it a shoot some day (if nobody does it first), but don't hold your breath.

By the way, I'm curious, what do you want to do exactly? Is it the cape physics simulation?
Title: Re: Out of hibernation
Post by: Cyberman on 2013-07-26 20:49:16
I /could/ animate it in blender, but how would i get these animations into the game?
The animation format is a bit complex if I remember correctly (delta compression).  Lots of bit packing et all.

The skeleton / HRC data is known.

My guess is convert blender information to rotation information based on the bone data then convert from the rotations to deltas then compress the delta data. If I remember correctly the start rotation and position information is in the first few bits of data. Also some animations are things like moving an arm or one step. (The battle code repeats these animations which include rotation and translation information for the delta informatino).

I'm a bit fuzzy at that point (heh) as I am unfamiliar with blenders python scripting and python API. The internal data formats might be at issue as well.

I believe the dx/dy/dz data is on the whole model whereas the delta data on the angles is per bone (using bone length for the offset). I can't remember much more (lame I know).

Cyb
Title: Re: Out of hibernation
Post by: Borde on 2013-07-26 21:29:16
Both field and battle animation formats are pretty much fully decoded already Cyberman. Kimera sourcecode includes functions to decode and encode both formats.

It's true battle animations representation could pose a problem for a scripting languange since they involve working with a bit stream, but one could work with an intermediate format (such as COLLADA) and do all the conversions on a separate program written in C++. Many modeling suites also include an interface for writting plug-ins directly in C++, though they are usually pretty nightmarish (I shudder to think of the time I had to write a plug-in for XSI).
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-27 14:19:03
While cape physics would be cool, My want for an animation export would be to simply have an artist friendly way of making animations for the game. make a set of actions in blender, name them according to what ff7 wants, and hit export -> boom you have new animations :P If only it were so easy.

Also if ff7 could be tricked into using some kind of mesh deformation it would be kool!
Title: Re: Out of hibernation
Post by: ZL325 on 2013-07-27 20:07:17
If someone were to create said tool, does that mean we'd no longer need to break up the models into pieces? Not certain on how the game even loads the models though.. lol Sorry for my ignorance.
Title: Re: Out of hibernation
Post by: Borde on 2013-07-27 20:35:30
Nop, I don't think there is any way of making FF7 render skinned models. Maybe Aali could somehow do it with his custom driver. But really, I think QGears would the most viable option for getting rid of that restriction (and many others).
Title: Re: Out of hibernation
Post by: Rundas on 2013-07-27 20:45:52
Isn't Q-gears abandoned, as in not being worked on?
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-27 20:55:22
I think it'd be easier to make a new game with current era tools :P
Title: Re: Out of hibernation
Post by: Rundas on 2013-07-27 21:33:33
Was Q-Gears stopped by Square? Like when they tried to port Metroid Prime to Cryengine 2 and got shut down?
Title: Re: Out of hibernation
Post by: Borde on 2013-07-27 22:24:53
I think it'd be easier to make a new game with current era tools :P
Pretty much. Though that's what QGears is, to some degree.

Was Q-Gears stopped by Square? Like when they tried to port Metroid Prime to Cryengine 2 and got shut down?
I don't think QGears project was ever officially stopped. The last version was released more than a year ago, though. Since there are still several aspects of FF7 that noone seems to have figured out yet, the project isn't going to be completed anytime soon (if ever).
Title: Re: Out of hibernation
Post by: Aali on 2013-07-27 22:42:08
Making FF7 render weighted meshes isn't very difficult at all actually, the problem is inventing a new model format to support it and writing the loaders/exporters/etc for it. This is something I've wanted to do since like version .6 of the driver but I don't think I will ever have the time to actually do it.
Title: Re: Out of hibernation
Post by: Kaldarasha on 2013-07-27 23:21:10
Making FF7 render weighted meshes isn't very difficult at all actually, the problem is inventing a new model format to support it and writing the loaders/exporters/etc for it. This is something I've wanted to do since like version .6 of the driver but I don't think I will ever have the time to actually do it.

I even fear it would be useless work, because we have to less model artists around here, who can redo all models to make it workable. And when it's done, SE has surely released a remake for PS4/5.
Title: Re: Out of hibernation
Post by: Borde on 2013-07-27 23:45:14
Making FF7 render weighted meshes isn't very difficult at all actually, the problem is inventing a new model format to support it and writing the loaders/exporters/etc for it. This is something I've wanted to do since like version .6 of the driver but I don't think I will ever have the time to actually do it.
You never cease to amaze me Aali. But yes, you're right, writting the associated tools would be a chore. If you ever decide to go on with that, I'd suggest using an existing format (such as Cal3D) and expand it with any additional data needed.
Title: Re: Out of hibernation
Post by: obesebear on 2013-07-29 05:10:30
Making FF7 render weighted meshes isn't very difficult at all actually, the problem is inventing a new model format to support it and writing the loaders/exporters/etc for it. This is something I've wanted to do since like version .6 of the driver but I don't think I will ever have the time to actually do it.
You know, I've always wondered if there's anything the everyday members could do to help people like you and Borde
Title: Re: Out of hibernation
Post by: ZL325 on 2013-07-29 13:43:34
Every qhimm member would need to learn how to program at a high level as these two, in order for them to get the help they would need. Lol
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-29 13:50:49
Every qhimm member would need to learn how to program at a high level as these two, in order for them to get the help they would need. Lol

Or at a low level! *badum ching bad programming joke...*
Title: Re: Out of hibernation
Post by: Ryusaizo on 2013-07-29 13:57:20
Indeed, coming out of hibernation seems to be affecting us all.

If we had thirty-fourty more programmers, at the skill shown for the various projects. I am sure the project would finish rather quickly.

That is assuming we all don't just sit around and drink, like all programmers do.

Title: Re: Out of hibernation
Post by: Covarr on 2013-07-29 15:37:05
More programmer? Nah, this project needs more artists.
Title: Re: Out of hibernation
Post by: Kaldarasha on 2013-07-29 16:15:25
Well, I wish there were two or three more programmers. I specially would like to bother someone to look in the sound system of FF7, because it's buggy.
And a small footstep-sound.dll would be something nice, too.
Anyway, if we have more artists (10+), I would like to jump in and learn more basics of Blender to create some textured models. But we have to less of everything.
Title: Re: Out of hibernation
Post by: sithlord48 on 2013-07-29 16:36:21
Well, I wish there were two or three more programmers. I specially would like to bother someone to look in the sound system of FF7, because it's buggy.

you could always bother yourself and look into it...

programing is not that difficult , but like other things in life you must practice to get better at it.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-29 16:45:24
If we have more artists (10+), I would like to jump in and learn more basics of Blender to create some textured models.

If you jumped in now we'd have 1 more of those 10 artists :P
Title: Re: Out of hibernation
Post by: Mayo Master on 2013-07-29 17:14:12
If you jumped in now we'd have 1 more of those 10 artists :P
I hope I can make the count to 2. Maybe?
you could always bother yourself and look into it...
programing is not that difficult , but like other things in life you must practice to get better at it.
For some people, time can be an issue. I barely have the time to work on my field screen scenes, for one thing. We could also use more guidance as to deliver things that can be made to work - I recall anaho couldn't get his Mideel scenes in the game, and his problems have been left unsolved. Same issue when I wanted to get my indoor scenes of Aerith's house in the game.
Title: Re: Out of hibernation
Post by: ZL325 on 2013-07-29 18:16:31
Or at a low level! *badum ching bad programming joke...*

Nicely said.  8) lol

I'm currently in the works of something, with that being said... Timu would you be able to give me some criticism and tips with what im working on?  Lol Sorry to be a bother, if not.. haha
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-07-29 18:23:36
What is?
Title: Re: Out of hibernation
Post by: Borde on 2013-07-29 23:10:03
I'm with Covarr. You never have enough artists. At my job they must account for over 75% of the staff.
Title: Re: Out of hibernation
Post by: sl1982 on 2013-07-29 23:54:31
I do know how to get the field scenes into the game. Unfortunately I am barely able to come up with enough time to check the forums these days. I have some vacation in a couple weeks and I may be able to look at it then.
Title: Re: Out of hibernation
Post by: Mayo Master on 2013-07-31 04:42:19
I do know how to get the field scenes into the game. Unfortunately I am barely able to come up with enough time to check the forums these days. I have some vacation in a couple weeks and I may be able to look at it then.
Cool, I'll be looking forward to seeing your explanation. Personally, I'm even more blind because I don't have a PC version of the game. Perhaps it'll be worth writing a stickied procedure about this.
Title: Re: Out of hibernation
Post by: Hellbringer616 on 2013-08-01 15:40:58
Cool, I'll be looking forward to seeing your explanation. Personally, I'm even more blind because I don't have a PC version of the game. Perhaps it'll be worth writing a stickied procedure about this.

I'd be willing to donate a copy of the rerelease for you to us, You'll have to convert it using Kranmers patch but thats straight forward, And if it'll help you work on your models, i am definitely game
Title: Re: Out of hibernation
Post by: Mayo Master on 2013-08-01 15:48:50
I'd be willing to donate a copy of the rerelease for you to us, You'll have to convert it using Kranmers patch but thats straight forward, And if it'll help you work on your models, i am definitely game
I didn't know the recent pc re-release version could be moded. If that's the case, I might as well get my own copy, I don't mind spending some $15 (thanks for the offer though). Where do you find this Kranmers patch? Found it! I should get this soon.
Title: Re: Out of hibernation
Post by: Covarr on 2013-08-01 15:52:45
The S-E store and Steam versions don't even necessarily need converted to mod. It depends on how the mod is produced. Any that require Aali's driver will still need to be patched, but I think with 7thWrapper we'll be seeing more and more mods that don't need it (am I correct in my understanding of 7thwrapper? Seems it works with the Steam version).
Title: Re: Out of hibernation
Post by: Template on 2013-08-01 23:23:31
The S-E store and Steam versions don't even necessarily need converted to mod. It depends on how the mod is produced. Any that require Aali's driver will still need to be patched, but I think with 7thWrapper we'll be seeing more and more mods that don't need it (am I correct in my understanding of 7thwrapper? Seems it works with the Steam version).
That's news to me. I had done a test on v.15 that didn't fly. I think it will work with STEAM but someone may have to buy Iros a copy if they want him to adapt it.
I'll do some checking on v.20 and see if I can get it to work.
Title: Re: Out of hibernation
Post by: Covarr on 2013-08-02 15:11:23
That's news to me. I had done a test on v.15 that didn't fly. I think it will work with STEAM but someone may have to buy Iros a copy if they want him to adapt it.
I'll do some checking on v.20 and see if I can get it to work.
Well damn. I'd figured since it was intercepting LGP reads it could easily work with the Steam version.

I can do some testing when I get home, also. Hell, I'll even buy him the Steam version myself if he's willing to add support for it.
Title: Re: Out of hibernation
Post by: Template on 2013-08-02 16:48:32
Its the same thing 2012 is doing though isn't it? Need to figure out how to get between the launcher and the actual exe they hid inside. There may be a trick I have not considered.
Title: Re: Out of hibernation
Post by: Rundas on 2013-08-02 19:47:48
I agree that 2012 and Steam support would be great, but for the love of god, why wouldn't you convert your game?
Title: Re: Out of hibernation
Post by: cmh175 on 2013-08-02 19:56:20
I have to agree. Unconverted the game is nearly unplayable for me. Playing on a tv I have to have the enhanced and upscaled backgrounds, which still don't look great that big. When I solely launch the 2012, ugh it's just bad. I no longer have cloud saves, but that's not really a big deal, and I don't care about achievements for any game. Installing is easy too because I kept the 2012's game install executable. On the rare occasion I need a fresh game install it only takes about 15 minutes or so, including running bootleg.
Title: Re: Out of hibernation
Post by: Rundas on 2013-08-02 19:59:53
I too use a T.V. because I emulate a huge amount of games (dumped from my own copies of course!) and the re-release backgrounds are insanely pixelated and shitty.
Title: Re: Out of hibernation
Post by: Iros on 2013-08-02 23:29:07
Well damn. I'd figured since it was intercepting LGP reads it could easily work with the Steam version.

I can do some testing when I get home, also. Hell, I'll even buy him the Steam version myself if he's willing to add support for it.

I am testing support for the 2012 version - it was a bit harder than I expected, but I think it is working now, so next version should support this :)

Is the Steam release the same as the 2012 version?
Title: Re: Out of hibernation
Post by: Rundas on 2013-08-02 23:35:09
Mostly, except I think all Steam games rely on some .dll's found in the Steam folders. (This is just a presumption, I actually have no idea)
Title: Re: Out of hibernation
Post by: Template on 2013-08-03 01:50:30
I am testing support for the 2012 version - it was a bit harder than I expected, but I think it is working now, so next version should support this :)

Is the Steam release the same as the 2012 version?

I believe it is functionally. This should be compatible for both but only a test will show.
Title: Re: Out of hibernation
Post by: sl1982 on 2013-08-05 13:48:23
Alright i will see what i can do making a tutorial. I will need all the render files to make masks. What program was used to create the renders?

Sent from my SGH-I747M using Tapatalk 4

Title: Re: Out of hibernation
Post by: Mayo Master on 2013-08-05 17:22:20
Alright i will see what i can do making a tutorial. I will need all the render files to make masks. What program was used to create the renders?

Sent from my SGH-I747M using Tapatalk 4



Thanks! anaho and I use Blender 3d. However, at this point: I couldn't check what the various layers were for my scenes, so I couldn't arrange the blender file along the proper layers to make the relevant renders. Do you need the blender files?
I think that my scenes for ealin_1, ealin_12 and msd5_i (perhaps mds5_dk) would be go to go, even though I would like to re-work on them later (mostly for using Cycles rendering engine, which is way better than the one I've been using for these). I also aim to get colne_be3 done soon (and this will be done with Cycles).
By the way, I just got the 2012 PC version of the game, and downloaded Palmer. Question: do you need to convert the game to the old version (using Kranmers' patch) in order to use Palmer? I've read about needing to unpack the lgp files, I'm not sure what's to be done about it (sorry for being such a noob when it actually comes to modifying the game).
Title: Re: Out of hibernation
Post by: sl1982 on 2013-08-05 17:24:59
Not quite sure about how to modify the game. Should be a tutorial somewhere. All i will need is the blender file i suppose. Plus all i am doing is making masks and cutting up the final render. So it wont be much effort to do the touchups and re cut it if we save the masks.

Sent from my SGH-I747M using Tapatalk 4

Title: Re: Out of hibernation
Post by: Mayo Master on 2013-08-05 21:46:15
So.... I just uploaded a big .zip to the Repo for the ealin scenes. The file's pretty big (some 80 Mb) because of all the texture files.
By the way, I am not sure you need to make masks and cut the final renders: in Blender it is possible to group objects along layers, and render only some layers while making the others invisible, while still have "interactions" between layers (eg. objects from a non-rendered layer can still cast shadows on the rendered layer).
Let me know if you need any help, I'll try to guide as best as I can. Note that the blender file also have what it takes to make the ealin_12, but the compositing setup has to be slightly different.
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-08-05 22:14:23
Cant u just lasso tool the masks?
Title: Re: Out of hibernation
Post by: sl1982 on 2013-08-06 20:59:43
You can. But if it isnt pixel perfect it will show

Sent from my SGH-I747M using Tapatalk 4

Title: Re: Out of hibernation
Post by: Rundas on 2013-09-02 16:37:30
Progress update?
Title: Re: Out of hibernation
Post by: Timu Sumisu on 2013-09-03 18:00:44
I'll try and have one up thusday night.
Title: Re: Out of hibernation
Post by: kela51 on 2013-10-17 17:57:39
any news?