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Topics - Omzy

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1
Project Eden v1.0
A collection of 4x-resized background textures for FFVIII.
These are the result of my field resizing batch script which I will release once it has been tested more. As this is a beta release, many textures have bugs that you will notice in-game. Some of these bugs are from the photoshop script, and some of the bugs are from Tonberry's hashing. Over time, as players point out these bugs, both will be refined until we are at 100% completion. Note that there may still be some bugs in Tonberry that may affect your gaming experience, potential crashes or lag during summons have been noted.

Pardon a few of these screenshots which may be missing lighting or other little things--they should look normal in-game, for the most part.
(Click to Enlarge)





Download
Download the 1.3GB pack. Then, if there are other files that have been fixed, you can download those packs and apply them manually.
*If any of these links go dead, ask the community for a mirror.

Download: Project Eden (~1.3GB)
Torrent: Project Eden (~1.3GB) (Link down for now, anyone have mirror?)

Install
Requires the most updated version of Tonberry.

After downloading the big pack, you may download individual fixes and 'patch' the folders inside the big pack with the fix (copy&replace). Your directory structure should resemble this:
C:\Program Files (x86)\Final Fantasy VIII\textures\(lots of folders). Refer to Tonberry's documentation for folder structures.

Feedback
-If you have trouble installing or getting files downloaded, post in this forum so that others can respond with help.
-Please document glitches in this format when you find them, and keep the running list posted in each new reply so we can see all of them in one spot.

[Name of field file from PuPu/Deling] : [problem with Tonberry or Project Eden?] : [description of problem]

Glitched Field List
(alphabetical, re-post this quote if you are adding to the list)
Quote
Tonberry Hash Errors:
bcsaka_1 or bcsaka1a : Tonberry hashing error : flag animation is old texture
bgroad_4 : Tonberry hashing error: bushes on bottom are old texture

Project Eden Glitches:
bghall_3 or bghall3a: Project Eden glitch : black borders around water
bghall_4 or bghall4a : Project Eden glitch : wrong elevator layers
bgroad_4 : Project Eden glitch : white border around tree leaves
*See newest replies for updated list

2
Tonberry v1.5
External Texture Support for Final Fantasy VIII
*Beta version, please let me know if there is something preventing you from using it


                   

This drop-in package allows:
I) Support for Hi-Res external textures (field files for now) to 4x original size in an FF8\textures directory
II) Future support for ANY texture (characters, monsters, battles, world map, cards, spells, summons, menus, and just about anything else you can think of)

Instructions (for players):
1. Extract Tonberry_v1.x.rar into your FF8 directory (typically 'C:\Program Files (x86)\Final Fantasy VIII')
2. Make sure to drop in the most up-to-date hash map files, from hashmap_v1.x.rar.
3. Download and place your properly formatted textures from their respective projects into the 'textures' folder (see below)
4. Install VC++ 2010 Redistributable (x86)
5. Play!
6. (Optional) If your Windows installation is not on drive C, change your prefs.txt file 'drive_letter' from C to your drive letter. If you're using textures of different sizes, change 'resize_factor' in prefs.txt.

Formatting Textures (for modders creating texture packs):
1. Create 4x textures with dimensions exactly 4 times the width and 4 times the height of the originals (PNGs supported only).
2. For field files, use PuPu to export and import your images (PuPu Updated and Working).
3. For non-field textures, PuPu will not work, and they will have to be renamed by hand or custom batch scripts.
4. Most textures won't require this, but field files have pages. If a field texture has a width of 1664 it has 13 pages (each 128x256 => 512x1024) and if it has a width of 1536 it has 12 pages. PuPu will automagically slice them up for you and name each page properly starting with a suffix of _0 and ending at _11 or _12 (_13 to _25 for 4-bit indexed textures).
5. Ensure your textures have the proper folder structure with 'textures\firsttwoletters\texturename\texturefile.png\'. E.g. for bghall_1 => 'textures\bg\bghall_1\bghall_1_0.png' for the first page, 'textures\bg\bghall_1\bghall_1_1.png' for the second page, etc. If you have a texture that doesn't require pages, the format would be the same, except with the page suffix '_0' (note that this has changed). E.g. mc00 (cards) => 'textures\mc\mc00\mc00_0.png'.

Adding Support for Other Types of Textures:
->How Tonberry Works
As mentioned above, Tonberry currently only recognizes field files. This is because in order to replace textures, it must read the original paletted textures from directx, generate a key that identifies the texture, and then lookup the texture in the '/textures' folder. Generating the key takes a lot of work on my end. I have to have up to 16 versions of each texture colored with each possible palette from the original source files. I've written programs to generate keys for field files, but it will take some time to support each additional file type. If you have a project that demands support for another file type, you can make it happen if you have some basic programming experience. If not, you'll have to convince your fellow modders to do that work for you if I can't.

Here's how to add support:
1. Find the game source files that contain the type of textures you are working on. They might be LZS compressed, have weird file extensions like md5, bin, etc, but they are all binary files of zeros and ones when it comes down to it.
2. Decode the files using the wiki documentation or asking around. Myst6re has apparently decoded most of them, as is evidenced in Deling (sorry if that's negative publicity myst but its true!). Also, contribute new knowledge to the wiki if you can along the way.
3. Find out if the texture type uses palettes (IMPORTANT!)
4. Write a simple program in python/c++/your favorite language that takes the source game files and exports the textures exactly as they are in the file. No need for map files or anything that will map the blocks to the screen, just dump the image data from the file (mostly applies to fields I think).
5. Export every possible paletted version of each texture. This means that if there is an area in the file with palettes, instead of finding which palettes go to which blocks in the image data, literally export an entire image that uses 1 palette, and do that for every palette.
6. Optimize your program to only export palettes that are used. For example, if you have 3 palettes pink, green, and yellow, but the blocks of the file only make references to pink and yellow palettes and never actually use the green palette, that version of the texture will NEVER be loaded to memory anyway, so don't export it.
7. Format your textures in the manner described above but with suffixes for each palette number. For example, palette 12 on mc00 would be mc00_0_12.png. There will be 2 suffixes including the page. For example, for the 3rd page and 8th palette of bggate_1, it would be bggate_1_2_7.png.
8. You now have a directory full of images that is ready to be hashed.
9. RAR it up and send it to me and I should have it working in short order.
10. Be prepared to make mistakes at any point, they are inevitable, but persevere in the name of art!

Examples of paletted texture files (what your output should look like):


*Please DO NOT post any direct links to files, always link to this forum thread. Especially, do not make any links to adfly or any other ad site
Download: Tonberry_v1.5.rar Mirror 1
Download: hashmap_v1.3.rar Mirror 1
Download: Tonberry_s1.5.rar (SOURCE CODE ONLY)

*hashmap contains most updated hash files, tonberry contains most updated DLLs*
*My policy on my mods is always that you have complete freedom to take them, use them, modify them, and even release derivative works--just give a line of credit in your release and do not draw any monetary profit from my links or releases. I think if you make something, including a derivative work, it is fine to solicit donations, but I encourage you to retain these same policies of openness for whatever you make so we can always further the modding community on every front.

Credits:
-Matthew Fisher at Stanford University for developing the original d3d9Callback interceptor: http://graphics.stanford.edu/~mdfisher/D3D9Interceptor.html
-Aali for developing the original work that allowed me to replace textures in FF7 (his OpenGL driver and Palmer, which PuPu is based on)
-Myst6re for her Deling field editor, which is quite an amazing tool (http://forums.qhimm.com/index.php?topic=13050.0)
-yarLson and sl1982 for their work on the FF7 field backgrounds, EQ2Alyza for her battle scene enhancements
-Salk for keeping me motivated to stay crunchy!

*Known issues:
-Memory issues--may crash after extended use. Temporary solution: Get RAMRush and set it to automatically optimize.
-Lag during some summons or other events that resolves by itself
-Possible hash collisions resulting in glitches where random textures are replaced by other textures.
-Works with the Steam release of FF8 only. I don't have any impetus to try to make it work with anything else, but I have posted the source above.

Debug Version
How to use:
Note the 'debug0' folder inside the 'tonberry' folder with category subfolders inside. If you rename this folder to 'debug' (erase the 0), Tonberry will dump all textures into these folders while your game is running. Be careful! You may amass gigs of textures in them if you are not aware and are just playing normally. Have a save prepared at a certain point and only play for a few minutes, depending on your hard drive size. To turn this feature off, simply rename the 'debug' folder to anything else like 'debug0'. Alternatively, you can rename only some of the subfolders to turn specific types off. Subfolder categories:
-unsupported: size/format is not yet supported (256x256 currently only supported)
-nomatch: not yet hashed, but will be in the future with modder help
-nomatch2: hashed once, failed second round of hashing (shouldn't happen)
-noreplace: hashed and intended to be replaced but the new texture failed to load or didn't exist
-replaced: successfully replaced
-error: texture not otherwise accounted for (shouldn't happen)

Next on my agenda:
1. Project Eden, the FacePalmer of FF8
2. Help people build support for other texture types

3
Hi all,

I just started playing the Steam version of FF8 and the characters and objects look nice and crisp but the backgrounds are so pixelated that it makes me die a little on the inside. When I had that feeling playing FF7, I resized them myself with long-handed photoshop algorithms, but I could conveniently rely on Aali's driver doing the import nice and clean.

However, with FF8, according to Aali (in response to Mcindus' Triple Triad HD project),
FF8PC emulates the playstation GPU for most parts of the game. Thats bad news for several reasons but just to name a few it means the game has limited memory available for textures, doesn't use relative UV coordinates and does not readily accept textures in any other size or format than it was designed to. I don't think you'll have much luck, unfortunately.

My problem is that I'm so obsessive that I can't take no as an answer. I know that if I take the game apart myself binary bit by bit, I can build it again, theoretically, so that it will work however I want it to, given an infinitum of time. My question for those who have the knowledge of game engines, gpu architecture, executables, drivers, etc, what is the path of least resistance to allowing this game to accept larger textures? This may include some reverse engineering, recompiling executables, creating DLL's, etc.

Please use this topic as a place to sound off and throw your ideas around.

My hope is that when I have time on my hands in about a year, this question will be answered, or at least someone can provide me with the right direction to learn the things necessary to complete this task. I really believe it is a step-by-step endeavor, but right now the steps are not clear to me.

4
FF8 Tools / [PSX/PC] Field Importer/Exporter - PuPu (v2.1)
« on: 2012-08-17 03:43:13 »
PuPu
FF8 Field Importer/Exporter



This tool allows you to:
I) View the individual layers of each field file that the game reads to synthesize a background
II) Export these layers to PNGs so they can be manipulated in image-editing programs (batch enabled)
III) Import resized versions of these layers back into a format that can be played in game with Tonberry (batch enabled)
--> Get Tonberry

Instructions:
1. Use Qhimm's Garden or Mirex's Unmass to extract the contents of FF8 field
2. Unzip PuPu_v2.1.rar
3. Place PuPu.exe in the same directory as the extracted 'mapdata' folder (changed from previous release)
4. Run the program and it will automatically load all field files contained in the 'mapdata' folder
5. Select one or multiple field files in the left box (CTRL + click  for multiple or SHIFT + END to select all)
6. Select the layer you want to view in the right box
7. Use the 'Export' button to save the selected files as PNGs
8. Use the 'Import' button to convert the selected files back to the game format

Download: PuPu_v2.1.rar

Credits:
-Aali for writing Palmer, which inspired this tool

*Known issues:
Not memory-perfect (may mistakenly report 'Missing import files...' after a long run of files) - Close, re-open, and restart where it left off if this happens

5
Updated 8/20/12, Posted new download including all recent fixes, no longer providing links for old downloads = PROJECT COMPLETE
*This is the thread for the Field Pack release, not for the FacePalmer script. See FacePalmer v3.0 for that.

Omzy's FFVII Field Pack
A 100% complete collection of 4x-resized background textures for FFVII.
These are the result of my field resizing batch script FacePalmer. In addition, dozens of special cases were finished by hand.





Download
Download the 3GB field pack. Then, if there are other files that have been fixed, you can download those and apply them individually.

*It is recommended not to use the 'remove glitched textures' option in Bootleg or you may irreversibly lose a lot of playable content.

*If any of these links go dead, send me a PM (it emails me instantly).

Omzy's FFVII Field Pack (~3GB)
Mirror 1 (Thanks to Template)

Install
After downloading the field pack, you may download individual fixes and 'patch' the folders inside the big pack with the fix (copy&replace). Once finished, you should have a field folder that is ~3.05gb. Your directory structure should resemble this:
C:\Program Files\Final Fantasy VII\mods\FacePalmer\field\(lots of folders)

In the ff7_opengl.cfg file, find the line with the mod_path and change it to:
mod_path = FacePalmer/

To suppress "GLITCH: missed palette write to external texture" messages, add the following lines to the end of your ff7_opengl.cfg file:
# Disable Error Notifications
disable_popup = on


Feedback
If you have trouble installing or getting files downloaded, post in this forum so that others can respond with help.

Don't hesitate to PM me if you find any issues with in-game bugs or quality. I haven't had a chance to playtest everything myself, so there may yet be a few things that aren't completely right.

Potentially Erroneous Fields
delmin2    (Costa del Sol Inn)
zz3      (chocobo sage's house)
icedun_1   (frost cave)
Gold Saucer Entrance

Update 7/13/13:
I've playtested through 75% of the game and have a larger list of erroneous fields (~20). Whenever I get around to finishing the game (for the 15th or so time), I'll release more fixes  :-)
Waiting oh so patiently for FF8 driver support so I can wreck that game's graphics too...

6
Updated 7/16/12, fixed lighting textures issue, Thanks to Aali on getting missing files imported = PROJECT COMPLETE
*This is the thread for the Photoshop script, not for the mod pack release. I've updated that with the new downloadable backgrounds. See Omzy's FFVII Field Pack for that.

FacePalmer v3.0
A Final Fantasy VII Texture Resizing Batch Script for Photoshop CS5.1

Examples of what this script can do (click pictures to enlarge):




Bowl on Don's desk:


Requirements
Requires Aali's Palmer 0.7b for input and conversion
Rheikon's Frontend helps a lot with Palmer's batch functions
Requires Adobe Photoshop CS5.1 (untested on other versions)
Recommended ExtendScript Toolkit for script editing
Requires Perfect Resize 7.0 Professional Edition (PS Plug-in)
Requires Perfectum Filter v1.4 (PS Plug-in)
Requires Aali's OpenGL Driver to play in-game
Tested under Windows 7 32-bit

Script Instructions
1) Extract flevel.lgp using UnLGP
2) Copy and paste the script into a text editor and save as a .jsx
3) This script must be placed into %Photoshop%\Presets\Scripts
4) Batch export layers to PNGs in Palmer
5) Place all of these folders inside %Photoshop%\ff7TexturesIN\
6) Open Photoshop, run File->Scripts->FacePalmer
7) Open Palmer again and batch import the folders in %Photoshop%\ff7TexturesOUT\
8 ) Place all new folders in Palmer's output folder into %FFVII%\mods\%modpath%\field\
9) Play the game!

Special Cases
The following files still need to be hand-finished after running the script:
blin69_1, chorace, chorace2, hyou5_2, itown1a, itown2, itown12, junair, junonl2, junonr2, las1_1, las4_2 (missing block bug in original game), las4_3 (missing block bug in original game), losin1, onna_5, sango2, ship_2, sininb41, trnad_1, trnad_3, uttmpin4, whitein, zcoal_1, zcoal_3

Script
FacePalmer_v3.0.jsx

7
ff7MapToObj

Note: This program uses info from Ficedula's World Map Viewer (Reeve): http://forums.qhimm.com/index.php?topic=6057.0

I wrote this little program so that I could render a heightmap of the ff7 world map.

Seeing as how this is my first c++ release ever, don't expect it to be fast or efficient. In fact, since it makes external calls to LZSCDec.exe (because I didn't write my own decompressor), expect it to run slow. Also, I don't guarantee that it works on all OS's due to variability of int sizes, but it probably does.

Instructions (sorry if its not as easy as plug and play, but it is not legal to bundle the textures):
1) Extract the .rar from: http://www.mediafire.com/?c76sb586q66ee0q into your data/wm directory:
2) Use Biturn: http://mirex.mypage.sk/FILES/bi087b4.rar to extract the textures from data/wm/world_us.lgp. You MUST extract ALL textures as .TGA files AND place them in a new folder: data/wm/textures. You can select multiple textures at once and extract all at once. No need to do it one by one.

The program will read wm0.map, wm2.map, and wm3.map and output wm0.obj, wm2.obj, and wm3.obj. It uses NFITC1's LZS decompressor.

Notes: The textures for wm0 are 90% accurate, but should be exactly the same as Reeve's due to some unknown data (read thread). The textures for wm2 and wm3 are mapped differently, so are totally incorrect. There is one small hole in the wm2.map (underwater) mesh that I am pretty sure was part of the original game and not caused by me. The .obj files are rather large (wm0.obj is 20mb) so expect it to act up unless you've got a good 3d program and adequate system memory.

Downloads:
ff7MapToObj: http://www.mediafire.com/?c76sb586q66ee0q
Biturn (required): http://mirex.mypage.sk/FILES/bi087b4.rar
NFITC1's LZS decompressor (required, bundled with permission): http://www.mediafire.com/?hwyyk2zjjjj

See my Fallout 3 WIPs at the MDMD forums: http://z9.invisionfree.com/industrialpolygons/index.php?showtopic=562

Screenshots (click to enlarge):
World Map (wm0) textured mesh

World Map (wm0) mesh

Underwater Map (wm2) mesh -- Note that if you superimpose it in the central ocean of wm0, it drops in nicely.
There is a deep chasm that follows the path from Junon to Costa del Sol
and there is a channel that goes through the western continent to Lucrecia's cave.

Snow Map (wm3) mesh


Source (Visual C++ 2010):
Code: [Select]
/*
ff7MapToObj
by Omzy ([email protected]) 09/05/2010
        [REL] thread at: http://forums.qhimm.com/index.php?topic=10717.0
See my WIP at the MDMD forums: http://z9.invisionfree.com/industrialpolygons/index.php?showtopic=562

Description: Converts a final fantasy 7 .map file to an .obj file that can be opened in various 3d rendering programs.

Requires: lzscdec.exe (by NFITC1) and .map files (wm0, wm2, wm3 from data/wm) must be in same directory.
Download lzscdec.exe from http://www.mediafire.com/?hwyyk2zjjjj
        Requires: textures directory with .tga's from world_us.lgp in data/wm.

For documentation on .map format, see http://wiki.qhimm.com/FF7/WorldMap_Module
For documentation on .lsz compression, see http://wiki.qhimm.com/FF7/LZS_format
*/

#include <iostream>
#include <fstream>
#include <stdlib.h>
#include <string>
using namespace std;

string getMtl (short mtlIndex) //mtlIndex is 9 bit value that represents texture id
{
//mtlcodes.txt and mtlnames.txt are in separate files to make texture swapping easier
char * mtlCode = new char[2]; //mtlcode is 2 alpha characters
ifstream mtlcodefile ("mtlcodes.txt", ios::in); //Codes match material names in mtlnames.txt
if (mtlcodefile.is_open())
{
int count(0); //This loop gets the code at line mtlIndex
mtlcodefile.seekg(0, ios::beg);
while (!mtlcodefile.eof() && mtlcodefile.good() && count < mtlIndex)
{
mtlcodefile.get(mtlCode, 3);
mtlcodefile.ignore(100, '\n');
count++;
}
}
else cout << "Unable to open" << "mtlcodes.txt" << endl;
mtlcodefile.close();

char * curCode = new char[2]; //Current code in file
string mtlName = "";
ifstream mtlnamefile ("mtlnames.txt", ios::in); //Names match material codes in mtlcodes.txt
if (mtlnamefile.is_open())
{
mtlnamefile.seekg(0, ios::beg); //This loop gets the name at the line starting with mtlCode
while (!mtlnamefile.eof() && mtlnamefile.good())
{
mtlnamefile.get(curCode, 3);
if (mtlCode[0] == curCode[0] && mtlCode[1] == curCode[1])
{
mtlnamefile.seekg(0x0001, ios::cur); //Skip '=' in file
char * temp = new char[1];
while (*temp != '\0')
{
mtlnamefile.get(temp, 2);
mtlName.append(temp);
}
break;
}
else
{
mtlnamefile.ignore(100, '\n');
}
}
}
else cout << "Unable to open" << "mtlnames.txt" << endl;
mtlnamefile.close();

//cout << mtlIndex << " " << mtlCode << " " << mtlName << endl;

return mtlName;
}

char * getTexDims (string mtlName)
{
char * texDim = new char[4];
//Open .tga file to check dimensions given mtlName

ifstream mtltexfile ("textures\\" + mtlName + ".tga", ios::in);
if (mtltexfile.is_open())
{
mtltexfile.seekg(0x000C, ios::beg);
mtltexfile.read(texDim, 0x0004);
}
else
{
cout << "Unable to open " << mtlName << ".tga" << endl;
}
mtltexfile.close();

return texDim;
}

void mapToObj (string filename, int numblocks, int dimension)
{
ifstream mapfile (filename + ".map", ios::in|ios::binary); //Input file
ofstream objfile (filename + ".obj", ios::out); //Output file

int totalVertices = 0;
int totalVTs = 0;

if (mapfile.is_open() && objfile.is_open())
{
objfile << "mtllib tgalib.mtl" << endl;

int * meshloc = new int;
int * lzssize = new int;

for (int i = 0; i < numblocks; i++) //There are 69 Blocks in wm0.map, ignores last 6 blocks (see below)
{
//Calculate north-south block (nsblock) and east-west (ewblock) offsets of block (7x9 grid of blocks = 63)
//Block size is 8192*4 = 32768x32768 coordinate units
//Note that blocks 63, 64, 65, 66, 67 and 68 replace blocks 50, 41, 42, 60, 47 and 48 (respectively), according to the story of the game.
int ewblock = i % dimension;  //take mod to get 0-8
int nsblock = floor ((float)(i / dimension)); //take floor to get 0-6

//cout << i << " " << ewblock << " " << nsblock << endl;

for (int j = 0; j < 16; j++) //There are 16 meshes in each block
{
//Calculate north-south (ns) and east-west (ew) offsets of mesh (4x4 grid of meshes = 16)
//Mesh size is 8192x8192 coordinate units
int ew = j % 4;  //take mod to get 0-3
int ns = floor ((float)(j / 4)); //take floor to get 0-3

int pos = i * 0xB800 + j * 0x0004;

mapfile.seekg (pos, ios::beg); //Block i, Mesh j
mapfile.read ((char *) meshloc, 0x0004); //Read location of mesh (pointer is 4 bytes)

pos = i * 0xB800 + *meshloc;
mapfile.seekg (pos, ios::beg); //Mesh LZS starts here
mapfile.read ((char *) lzssize, 0x0004); //Size is 1st 4 bytes
mapfile.seekg (-0x0004, ios::cur); //Go back 4 bytes because .lzs file includes size
char * memblock = new char [*lzssize + 0x0004];
mapfile.read (memblock, *lzssize + 0x0004); //Read the compressed mesh to memory (don't forget to read the size header)

ofstream lzsfile ("mesh.lzs", ios::out|ios::binary); //Write compressed mesh to mesh.lzs file
if (lzsfile.is_open())
{
lzsfile.write (memblock, *lzssize + 0x0004);
}
lzsfile.close();

//system("lzs.exe -d -q mesh.lzs"); //Decompress mesh with Ficedula's LZS decompressor
system("lzscdec.exe mesh.lzs D mesh.dec"); //Decompress mesh with NFITC1's LZS decompressor
remove ("mesh.lzs");

fstream::pos_type meshsize; //Copy data from mesh.dec to memory
ifstream meshfile ("mesh.dec", ios::in|ios::binary|ios::ate);
if (meshfile.is_open())
{
meshsize = meshfile.tellg();
delete[] memblock;
memblock = new char [meshsize];
meshfile.seekg (0, ios::beg);
meshfile.read (memblock, meshsize); //Read size header? Just need #triangles  & #vertices
}
meshfile.close();
remove ("mesh.dec");

//Here we add the mesh in memblock to the .obj file
//May need to add offsets for block # because map is 9x7 grid of 63 blocks.
unsigned char * mem_ptr;
unsigned short numTriangles, numVertices;
mem_ptr = (unsigned char *)(memblock);
numTriangles = *mem_ptr;
numTriangles += *(mem_ptr + 0x0001) << 8;
mem_ptr = (unsigned char *)(memblock + 0x0002);
numVertices = *mem_ptr;
numVertices += *(mem_ptr + 0x0001) << 8;

//cout << numTriangles << " " << numVertices << endl;

for (int f = 0; f < numTriangles; f++) //Triangle (face) data. Each triangle consists of 12 bytes. The first 3 are vertex indices.
{
pos = (int) (memblock + 0x0004 + 0x000C * f);
mem_ptr = (unsigned char *)(pos);
unsigned char v0 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char v1 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char v2 = *mem_ptr;
mem_ptr += 0x0002;
unsigned char u0 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char vt0 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char u1 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char vt1 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char u2 = *mem_ptr;
mem_ptr += 0x0001;
unsigned char vt2 = *mem_ptr;
mem_ptr += 0x0001;
unsigned short mtlIndex = *mem_ptr; //Texture is 2 bytes read lower then upper, but only lower 9 bits
mtlIndex += *(mem_ptr + 0x0001) << 8; //For that reason we throw out the top 7 bits

//Debug
//char upper7 = mtlIndex >> 9; //Upper 7 bits (unknown)
//Debug

mtlIndex = mtlIndex << 7;
mtlIndex = mtlIndex >> 7;
mtlIndex++;

//cout << getMtl (mtlIndex) << endl; //Material name
string mtlName = getMtl(mtlIndex);
objfile << "usemtl " << mtlName << endl; //Use texture from tgalib.mtl
objfile << "f " << (int) v0 + totalVertices + 1 << "/" << totalVTs + 1 << "/" << (int) v0 + totalVertices + 1 << " "; //face line format:
objfile << (int) v1 + totalVertices + 1 << "/" << totalVTs + 2 << "/" << (int) v1 + totalVertices + 1 << " "; //f v1/vt1/vn1 v2/vt2/vn2 v3/vt3/vn3
objfile << (int) v2 + totalVertices + 1 << "/" << totalVTs + 3 << "/" << (int) v2 + totalVertices + 1 << endl; //Vertex and Vertex/Normal values are same

//Easier to write the UVs here since they are considered part of a triangle (face) in the .map file. Obj file doesn't care where they are, just their order
//Get texture dimensions given mtlName
char * texDim = new char[4];
texDim = getTexDims (mtlName);
short texWidth = (texDim[1] << 8) + texDim[0];
if (texWidth < 0) texWidth *= -1;
short texHeight = (texDim[3] << 8) + texDim[2];
if (texHeight < 0) texHeight *= -1;
//cout << texWidth << " " << texHeight << endl;

objfile << "vt " << (float)((float) u0 / texWidth) << " " << (float)((float) vt0 * -1 / texHeight) << endl; //Note that V's are flipped
objfile << "vt " << (float)((float) u1 / texWidth) << " " << (float)((float) vt1 * -1 / texHeight) << endl; //All UVs must be divided by texheight/width for normalization
objfile << "vt " << (float)((float) u2 / texWidth) << " " << (float)((float) vt2 * -1 / texHeight) << endl;

totalVTs += 3;
}

for (int v = 0; v < numVertices; v++) //Vertex data. Each vertex consists of 8 bytes. The first 6 are coordinates (2 each).
{
pos = (int) (memblock + 0x0004 + 0x000C * numTriangles + 0x0008 * v);
mem_ptr = (unsigned char *)(pos);
short x = *mem_ptr;
x += *(mem_ptr + 0x0001) << 8;
mem_ptr += 0x0002;
short y = *mem_ptr;
y += *(mem_ptr + 0x0001) << 8;
mem_ptr += 0x0002;
short z = *mem_ptr;
z += *(mem_ptr + 0x0001) << 8;
objfile << "v " << (int) x  + ewblock * 32768 + ew * 8192 << " " << (int) y << " " << (int) z + nsblock * 32768 + ns * 8192 << endl;
}

for (int vn = 0; vn < numVertices; vn++) //Vertex/Normal data. Each vertex/normal consists of 8 bytes. The first 6 are coordinates (2 each).
{
pos = (int) (memblock + 0x0004 + 0x000C * numTriangles + 0x0008 * numVertices + 0x0008 * vn);
mem_ptr = (unsigned char *)(pos);
short x = *mem_ptr;
x += *(mem_ptr + 0x0001) << 8;
mem_ptr += 0x0002;
short y = *mem_ptr;
y += *(mem_ptr + 0x0001) << 8;
mem_ptr += 0x0002;
short z = *mem_ptr;
z += *(mem_ptr + 0x0001) << 8;
objfile << "vn " << (int) x  + ewblock * 32768 + ew * 8192 << " " << (int) y << " " << (int) z + nsblock * 32768 + ns * 8192 << endl;
}

totalVertices += numVertices;

//Mesh added to .obj file.
delete[] memblock;

//Report progress
system("cls");
cout << "ff7MapToObj by Omzy" << endl << endl;
cout << "Converting " << filename << ".map..." << endl;
cout << "Progress: Block: " << i + 1 << "/" << numblocks << " Mesh: " << j + 1 << "/16" << endl;
}
}
delete[] meshloc;
delete[] lzssize;
}
else cout << "Unable to open" << filename << ".map" << endl;

mapfile.close();
objfile.close();

return;
}

int main () {

mapToObj ("wm0", 63, 9);
mapToObj ("wm2", 12, 3);
mapToObj ("wm3", 4, 2);

system("Pause");
return 0;
}

8
Hello all, my first post here.

I am working on a total conversion ff7 remake for Fallout 3 with some others at the MDMD Forums:http://z9.invisionfree.com/industrialpolygons/index.php?act=idx. So far I've managed to get a working battle menu UI into the game and I was about to start working on developing the battle system. A friend of mine wants to help by starting work on the environments. However, I realized that I needed a complete world to drop cities and towns into before he can build them (for technical reasons). I made a heightmap using a flat screenshot of the ff7 world map and then hand-drew the mountainous regions and applied some photoshop filters to give them slopes. The problem is, its just not as accurate as I would like it to be.

What I really want is to get the original 3d map from the game and render it into a 4096x4096 heightmap. Then it will be absolutely true to the original. I'm kind of like you guys in my craziness to get things done properly, so that's why I came here to ask for help.

This dead thread: http://forums.qhimm.com/index.php?topic=5825.0;nowap
+
This wiki article: http://wiki.qhimm.com/FF7/WorldMap_Module

are the basis for my interest here.

Tonberry actually rendered the full map and posted this image:


As I said, I need it 4096x4096, so I'll need to render it on my machine. What I'm asking is for help taking the wm0.map and wm2.map files from data/wm, parsing them for their mesh data, and rendering this somehow. I am educated enough to follow instructions and I know a bit of java/c++, but I have never used anything like OpenGL or done any hex editing for that matter.

Basically, I don't want to spend a week doing this when someone else with skills can accomplish it in a few hours. It is the only low-level part of my project (I work with functions like Player.Cast FireBall Enemy  ;D)

Thanks in advance for any replies,

Omzy

Disclaimer: I own multiple copies of ff7. I'm not attempting to rip any game assets for direct use. My profit-less distribution is intended to meet all legal requirements upon eventual release.

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