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Messages - Cyberman

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26
Even if a designer or business analyst tells you there's a constraint you can happily incur, you avoid it unless it's a problem. I can't even count the number of projects I've worked on where a 'cast iron guarantee' that this or that won't change has turned out anything but (though that's a grumble for another time...).
Welcome to the world of ... consistent inconsistencies.
As for why it counts down constantly, hard to say. Perhaps it's just sloppy design.
Another option is that it was easier to do that way.
I have numerous timers in most of my projects. I've runtime timers, they are all triggered by various flags from the hardware.
That being said it is oft simpler to just have the timer running if it's not doing anything.
I believe if the timer is referenced by the script it's "in use" otherwise it's just thier. The script engine may be able to set it's direction and initialize it's values but the script doesn't make it count (kernal does).  So it may simply be counting because they decided it wasn't good for the script to be able to start and stop the timer.

Cyb

27
That CDFraction is actually in the memory range of the Field Memory bank. A field script can change it directly by accessing offset 5D of bank 1/2 so the affecting code needn't be in the exe. I can't think of any instance where this is used, however.
It would make sense though for semtry or better put program correctness. Remember they didn't make the script FIRST then make the engine they made the engine then made the script.
Thus having a timer go either way does make sense. It was probably ment as "this is a timer you can use" not "this is the count down timer for the reactor scene".

Cyb

28
Q-Gears / Re: Current state.
« on: 2013-09-11 21:07:16 »
So how far is the game playable now, with this implementation? I already dream of play FFVII withs all the graphics enhancement mods like on pc, on a tablet.

I don't believe it is, just the content is extractable currently and you can script locations but not run in game script at locations.

Cyb

29
No I don't know what the flag does.

Jhowever why not force a new battle scene (that's identical in layout but different boss) with the next boss? Or terminate Palmer in a different way and then jump to another battle? Isn't that what happens with life sephiroth in the final battle scenes? I'm not familiar with FF7 scripting for the battles but it would seem to be logical in any case to do that (hey logic and programing sometimes do not mix I've noticed).

Cyb

30
Team Avalanche / Re: Out of hibernation
« 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

31
Ok so i sucess everything about controlling all bosses of the games, its not like the code for manip all enemy or a remodelling skin , its the real bosses, in the party, i found  the way to change bosses animations  avaiable in attack, magic, deadblow etc,so to summarize i can control ultima weapon will all his moves , bones and animation in battle ( some characters like the 4 weapons are too big sized to fit in a character model file, so i deleted their unused animation , it work, same way for hi-res cloud i deleted some of his weapon data and he can be used in PSX now, i didnt tryed safer sephiroth yet his file is really big but i think i can have him in the team if i delete some animations ( like his death animation and supernova casting animation)

I 'll post screen shot later when i'll finalize this, for now i have finished dayne, rufus, and reno ( once again its not a re skin like the shinra mod for pc ,its the real ones) , im actually on ultima weapon in the party , since he is the smaller of the 4 weapons he 'll fit well in the game.  Its on PSX/PSP btw.
Let me know when you are having fun ...
LOL

Anyhow sounds like you have been busy.

Suggestions (thoughts) you should be able to shift reduce the vertices or you could just divide them.
That is the only thing you need to do is scale the list of points that the models are made of.
These are int16 values if I remember correctly. To scale these you will need to iterate through just these points and multiply by the scale factor.
AGAIN these are integers (not floating point) so if you know any C you would need to do this
Code: [Select]
//(example 1/10th scale)
float scale = 0.1;
for(index = 0; index < vertex_count; index++)
{
 // cast scaled vertex back to integer after converting it to a floating point and
 // multiplying it by 1/10th to scale it
 vertex_pool[index].x = (int)(scale * (float)vertex_pool[index].x);
 vertex_pool[index].y = (int)(scale * (float)vertex_pool[index].y);
 vertex_pool[index].z = (int)(scale * (float)vertex_pool[index].z);
}
This will reduce the scale (size) but not the actual amount of data it uses.
Animations are at fixed locations (from what I remember)
Obviously you can't increase or decrease clouds sector count sizes (for example) regarding the model. This would require messing with the field.bin table which conintains the absolute sector locations in it. (LBA)

As for scale pick what makes sense I can't remember the scale of the data in the models. I believe it's something like each count is a mm or something odd like that.

So 32767 would be 32.767m and -32768 would be -32.768m. That gives a maximum span of 65m cubed for all models (big enough I would say).
I don't remember a scale factor being applied to models either (wiki is your friend I guess).

Cyb

32
Team Avalanche / Re: Out of hibernation
« 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

33
you may wish to look for posts regarding translation. Several people have mentioned various methods to modify the existing font mapping to do this very thing. You may need to consider what symbols end up mapped out / in. You should refer to the wiki information regarding the symbol coding used in FF7.

Good fortune in your endevor.

Cyb

34
Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-06-30 21:33:03 »
Hi guys,

Just a small progress update on this scene, as I'm looking for some advice about texturing with Cycles...
So, below is where I am at. I still need to add a bunch of trash objects (papers, bags, empty containers, debris, small rocks) and add grime and dirt on the bricks and the concrete.


Now, I have the feeling something is off about how the walls and floor interact with the light. I am not sure what, though. 2 things I'm unsure off:
- I have set the green bricks and the concrete with purely diffuse shaders. Should I integrate some kind of glossy shaders as well? I thought diffuse-only made more sense, physically, but the contrast with how the orange tiles interact with the light is odd. Or perhaps should I lower the glossy factor of these orange tiles?
- The light feels too even. I only have 4 lamps based on meshed objects (2 of them being visible), but it gives a lighting very similar to an ambient light setting (while I have no such setting). Should I set the lighting objects with angle-dependent lighting? I thought of using something like this http://blenderartists.org/forum/showthread.php?264052-IES-Like-Lights-in-Cycles-Architectural-Lighting but I'm not sure.

I'll appreciate some tips on the subject.
Well my memory serves hopefully.

Diffuse lighting was a 'short cut' invented by early render designers to simulate radiosity (because they hadn't really thought of it probably). This sets a fixed illuminance of a surface.  However illuminated surfaces radiate light, and do so in an uneven manner. In the first posting it appeared you had saturated both diffuse and radiant lighting. I suggest reducing the diffuse to just visible (IE render it with diffuse first and make the scene JUST visible) then add in the radiant lighting and direct lighting and see how it looks afterward.

I'll spare you a long discussion of lighting models ... hehehe

Cyb

35
Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-06-19 01:49:53 »
Unfortunately any simulation has it's caveats for example dirt and grime would require fluid flow analysis (Yes exciting but think about it dust flows in the atmosphere and muck flows in other fluids like water, water can handle larger amounts of dirt that's all). Each fluid changes how the material deposites out. For example alluvial fans in a river are muck from upstream the same goes with the "fine filth" deposited by water tricking and surging through sewers. This is a water runoff sewer obviously.

Dirt color(s) is dependant on source and volume. Not sure how one would simulate that satisfactorally, it's a non trivial thing.
You have fluid flow (CFD) and you have numerous boundary conditions in the fluid flow. Not only that the fluid is changing (IE as the liquid slows more material is deposited out and it varies depending on the material density thus many color variations) you need a source for the material (pigmentation I suppose) but that will vary depending on flow rate etc. Oddly some material tends to flow on the surface of the water than IN the water and other visa versa (this also leads to stratification in fluids).

That's just an off the top of my head thing too. :D

Their is some on the subject per sea on wikipedia :D


cyb

36
As for the recentsuggestion, he does have a fair point. I've nary sat down and calculated the typical NTSC overscan range.
Do either of you remember if FF7 on the PS1 had a screen position adjustment option vertically and or horizontally?
I'll have to now get PCSX running on my machine (LOL).
I know most of the time the vertical total and timing for the display system is setup in various fields
IE

    • vertical front porch
    • vertical total
    • vertical back porch
    • vertical blanking
    • horizontal front porch
    • horizontal total
    • horizontal back porch
    • horizontal blanking
Sync was often dumped in as part of the blanking however... hmmm it's been a while I'll have to look at the GPU.
I know some of the games were made so the positioning (coordinates) on the screen worked in NTSC or PAL systems identically.

Anyhow back to musing I guess.

Cyb

37
Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-06-15 12:23:25 »
That looks fairly realistic .. grime hmmm it would be nice to create a filth simulation to layer dirt and grime over time :D

Is it possible to fix objects (merge into a new object I guess) once placed in a scene then use a 'spray' approach to add the grime?
I remember someone using the output of a kinect and painting the texture data onto objects in his scene (something similar)..

Bricks did come out pretty well, unfortunately those bags look a bit too 'fresh' that doesn't mean they don't look realistic. Anyhow nice job did you use radiosity to generate the ambient light (or is that what you were refering too in 'cycles'?).

Cyb

38
Team Avalanche / Re: Tiny Bronco
« on: 2013-06-08 00:54:24 »
Thanks! Well, the cutscene is a long way off (I would need to learn making animations, to begin with!), I fear (not that I wouldn't like to do it!)...
Some random good and bad news: I just got my i7 core with 16 Gb RAM beast, did a couple of test renders and the speed is really satisfying  :)  The bad news are: my actual jobs are keeping me very busy and tired, I don't have the energy to do 3d modelling when I'm home (I just need to unplug my brain), which is why I've not been very productive of late. I hope that can change by the end of the month.
heh... sad thing is I have to get away from work to work. (Mutter) some people talk too much for my own good.
As for the Highwind, that'd be an interesting challenge, I would like to give it a try (later, though). Besides, the completion of such a model would be necessary to make a bunch of scenes.
The high wind is it's own area in the game (technically speaking) but I don't think their is much else too it. Does have a store too.
And if I ever happen to make really nice models, I'll have to see how I could submit these to 3d printing  :evil:
Well don't 'thing a verse' it because they have followed google and decided sharing is them owning your work.

Anyhow, would be nice to have a physical model of the highwind (liked it a lot).

Cyb

39
Oh okay. Thanks, guess I'll do some digging. *equips a shovel and spins it to the fan fare music then places it on his back*
I would suggest looking in the TOOLS forum for 'model conversion' you could roll your own tools my using the wiki information under FF7. Their are 2 sets of models the chibi style ones are in the field (IE hence field models) these are seperate from the battle models (hence why they look different). Fortunately FF7 used a relatively simple model setup. The complex part is the animation. You need to match the bone count to make the animations to just work without modification.

You don't want to make new animations as I don't believe tools are available for that and the format is non trivial in nature to decode let alone make (uses delta compression and bit packing).

You should look at the tools area to see what model formats / programs the converters were made for before you assume you have one that will work.

For what little I could help you with, you will just need to be patient in doing this, take your time and think things through and you do just fine.

Cyb

40
Q-Gears / Re: I want to do some tests and I need help
« on: 2013-05-02 01:18:46 »
¡Hello!
I found your project very interesting and I wanted to do some test, but for doing that I need some help from the devs.
Those are the tests:

1.- Compiling running on linux (easy)
2.- Test moving to Irrlitch (not so easy)

In order to do those tasks I would like to know if I could get a simplified version of the sourcecode (specialy for the second task), to make a fork on github.
Something like just basic just rendering version or something like that.

Thank you!
Their are some requirements to compile it (question 1)
  • You will want to have codeblocks installed in your linux distribution
  • You will want to have the CORRECT version of Ogre dev libraries installed in your linux distribution
  • You will want to have cmake installed as well.
Their are a few posts floating in here that will help. Akari is much more atune to the various configuration information needed.
Sadly I have been idle for a long time (not lazy just crazy things in life take precidence).
Developement has been using Code Blocks for the IDE (and it allows you interactive debugging as well).

Question 2
Since it uses OGRE 3d it won't be plug and play but most of the system is broken up into modules. Akari did a good job of that.

The biggest issue might be creating intermediate content needed for IRRLicht to use.
Also you may need to consider what content features you need for what format you dump too.
Unless you have the FF7 orginal content (PS1 or PC) using Qgears might be a bit difficult since it has to have the original content to make the new content for use in Qgears.

It uses LUA I believe for scripting and scripts in FF7 are actually ported to LUA (I think as I said it's been a while and I nuked my copy of Qgears that I had almost working sadly).

Cyb

41
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-04-30 00:37:54 »
The original picture can be viewed at: http://mirror.ff7data.com.ar/ff7/data/field/flevel.lgp/mds5_w.png.

So... there are mostly 2 things that have been bothering me in that scene. First is the seat on the left hand side, near the back wall of the bus, where one of the shop clerk sits. This particular seat is actually considerably smaller that all the other seats on the scene. I thought of resizing it so that it matches the others, but it looks like the walkmesh in that area corresponds to the small height of the seat. So...
a/ I can carry on with a seat whose size matches the other, but we'll have to test how that'd look in game
b/ I keep the seat tiny, and we'll have to assume that a kid's seat is being used in that place.
I suggest replacing the seat with an object like a box or something (the seat isn't used anyhow so... I wouldn't care if it looked like a box instead). You could make it a baby seat for a car instead for example :D

The other part that concerns me is much worse: the bus driver seat, dashboard, etc. In the original picture, it's actually a complete nonsense. The seat is misaligned with the cabin, the height of the seat and its position would make it impossible to see the road when driving, it's a mess really. I made some corrections already in my version (the seat is closer to the dashboard, higher, and the steering wheel is more vertical, like in an actual bus), but if that's fine with you, I'd like to redesign that part quite a bit. I think the original picture from the outside of the bus (http://mirror.ff7data.com.ar/ff7/data/field/flevel.lgp/mds5_1.png) could be used as some reference (in addition to some photos of real buses). A redesign of this section would not be a problem as far as the walkmesh is concerned.
Yeah it always puzzled me about that chair. Also no broken glass visible inside (heh).
Well, actually there's a third thing that may need to be corrected. There's some sort of metallic handrail+grid between the bus driver seat and a passenger seat behind it. In the original picture, this handrail/grid is in the middle of the walkmesh  ???  I'm of a mind to put it on the edge of the walkmesh (moving it towards the front of the bus), especially since redesigning the bus driver seat section will move this part more towards the front of the bus, as well.
Well walking through a handrail does seem odd no? :D
So... that's about it for the moment, some feedback would be appreciated.
You mentioned an old machine and the graphics system on it. You may wish to uprade with a display card (I did on this machine cause the built in one was a 'wtf' do I need this for kind of thing) and disable to iinfernal err internal one. I have 8 gigs on this OLD machine (yep it's 3 years old) it's a quad core and runs OK dokey. I've been looking at upgrades recently myself, but I don't really want to talk about what my next machine will be (bigger is all I can say). All the machines at work have the built in display system disabled and have NVIDIA qudro cards in them because of the huge difference it makes in just doing simple tasks. Running Xp with 2G ram and a quadro card makes my work a lot easier (I do beat the snot out of the machine too I run several applications and compile stuff simultaneously).

Anyhow if you check what bus you have change your Vid card installed instead. That is a good upgrade you don't need a gaming monster card but a good display card IS priceless :D I rarely play games on machines. Save maybe oblivion (which is mostly because I can't mod it on the <censored> PS3 system).

Cyb

42
Scripting and Reverse Engineering / Re: Chocobo Stats
« on: 2013-04-25 10:44:22 »
quick note about the 'weird' stuff in the game for the chocobos. It is also entirely possible their are leftovers from developement that weren't 'cleaned' away. Just like that 1/35th soldier figure (no one has figured out what it's for). Their are a number of bits left over from the developement. Just like many things games have schedules to ship.

So don't be surprised at bits of useless stuff drifting in the data. Not every bit has a real meaning in otherwords (at least not anymore).

Cyb

43
I would also like to chime in and ask how the project is going. I have a pretty solid background in programming and would be interested to get the most recent sources
build-able and running on my pc. wonders what still needs to be done
If you grab code blocks you should be able too load up and compile it from the source be sure to have the right version of ogre as well.

cyb

44
Actually, I've already made functional custom models; I'm just handling a few annoying animation transitions. For example, as NFITC1 mentioned above, some actions call a series of animations, in sequence (jump forward, throw an item, jump back, for example). If I want to replace these three actions with a relevant animation for the new custom character, and I only want to use a single animation rather than three, I'll need to change the index NFITC1 pointed me to earlier in this thread. Otherwise, I'll have to try to fill two of the three animations with animations that flow smoothly with the animation I really want to use, which is quite difficult, if not impossible in most cases. The character still functions, but looks glitchy during certain animation sequences.
My memory is a bit hazy but don't the battle scripts fire of a series of animations for each script? IE 'walk' a step and move for example. I was thinking that it takes several activations of an animation for example for it to run to anywhere then throw something. I am trying to remember battle scenese with unique sequences in them (palmer fight prod clod the mysterious ninja fight etc.)

I remember someone complaining about how they fired a sequence of animations for attacking as being annoying or something. Anyhow, the animations are I believe dependant on the battle scene scripting correct? The battle engine has it's own script engine, I'm not sure it matters too much unless you plan on duping the battle scenes from FF7 itself.  I digress a bit I guess.

I suppose you might wish to work on the combat system first? Hmmm I remember Akari discussing the scripting a few years back.

The attack limit is what 9999? or something (heh).

Cyb

45
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-04-17 22:20:25 »
Portable to everything?
Oh..no FFVII PC rewritten in Java.
If it has a LUA interpretor in it and you decide to rewrite all that C/C++ code sure. :D

Cyb

46
You misunderstand...I'm fully acquainted with the model format; I'm the one that wrote the breakdowns on the wiki page you linked to :)
Ahh I see said the blind man! :D
I know where the individual animations are. I want to know where it is delineated as to which action corresponds to which animation. As in the example I made above, when the player tells Playable Character 1 to Steal, Character 1's animation 2B initiates. If the player tells Playable Character 2 to Steal, Character 2's animation 3A initiates.
that I did understand the fact is literally ALL of those indices are animations (so their are quite a few) and zeroth ones I suspect are not available or special I remember that discussion with Micky eons back.
Proud Clod seems to have the ability to affect the animation index of the various enemies ("If enemy does BrainBlast, do animation 09", etc). But I haven't seen any reference to doing the same with playable characters.

The end result would be the following: if I replace Barret with Zemzelett (which I'm not really going to do, in case you were wondering), I'll need to migrate Zemzelett's animations in place of Barret's (I can't simply swap files, as Model Settings Data is different between playable characters and enemies, and texture data is in the wrong place...not to mention weapon bone data being limited in enemies, etc). When the player tells Barret to throw a potion, the game somehow decides what animation to use for this. This does not appear to be contained in the model file itself. Thus if Zemzelett only has 0x2A animations, and Barret's "item use" animation is animation 0x3C, I can't simply replace Barret's animations en mass - I'll need to not only keep the total number of animations the same, but I'll also have to match up which animations I'd like to be performed for which actions, by fully mapping all animations and their actions. However, if I could modify the animation index itself (what animation each action calls), I could re-map the entire index to only utilize the 0x2A animations, and point each action to the corresponding animation with ease.

Point in fact, however, I'm not really familiar with the fine details of what Akari called Model Settings Data in his reversing work for QGears (and what I've continued to call that same name for consistency). If somewhere therein lies the animation index, please do point it out. Simply swapping the Model Settings data, even if animations are also swapped, results in a crash.
If you wanted to 'swap' things like that you would likely need to expand the indexes and number of animations in the file. For reference I would recomend going from cloud to aireth tifa or cid. As these all have similiar animation.  It should include the victory animation also. You likely can find that when the battle ends normally. Prod Clod I remember being helpful as it abused each character (heh). Erstwhile I'm sure you can figure it out faster than I can. Apart from playing each animation after decoding the data in Q-gears on the character in battle I'm not sure what else you could do.  That is once nice thing, about Q-gears as it can let you do just what I suggested as you have complete control via LUA scripting to do just that.

Granted it's an incredibly boring way to do it ... but that's just me. I believe the battle results are also scripted as part of the battles.  You may wish to examine that for your plans. Although it might be more or less work with a tool you are potentially unfamiliar with. If so hopefully you have a better route.

Cyb

47
Whilst making custom playable characters, I'm faced with the hassle of battle animations. The animations themselves, in this case at least, are not the problem (I'm harvesting them in entirety from other models). The problem is that if I replace an existing playable character's battle model with a custom model that has unique bones, parts, and animations, the original character's animation index (for lack of a better term) still says, "When Steal is initiated, play animation 4B".

A simple, if crude, workaround for this is to identify every animation for the original model, identify every animation for the custom model, then swap the correct animations, leaving the total number of animations intact since the original model, and using a null value (30 1A 00 00) for everything that won't be used.

This works to an extent, but when the original character performs several animations for a particular action and the custom character will only perform one (or less than the original, in any case), I'm forced to jam several animations together and try to still make it look fluid and natural. Moreover, if I intend to use the same animation for more than one action (and the original character didn't also use only one animation for these exact actions), I must duplicate it entirely within the model, wasting space and cluttering the file needlessly.

I've no clue where this data is stored (KERNEL.BIN?), but does anyone have a clue as to where each action of each playable character is assigned an animation number?
On the playstation the animation data is included with the model. ALSO the weapon is a bone in the character model.
It should be very similiar in the PC data (perhaps located differently). The index of each animation that the character has is the same and the same number of animations. Break limits I think were handled seperately.
There are several sub files on the playstation first came the bone structure data then the vertices and polygons. The next came the animation data. Although most was very short (the index list is at the begining of the file ).

Anyhow anything past the TIM image was the weapon model bones (which had no textures in them). The animations where between the HRC data bones and model data.
The format was outlined a while ago which I probably have a copy of somewhere (heh).
Looks like the data in the wiki is somewhat incomplete (as in not much has been updated it since I added too it).

anyhow the animations for the PC are outlined here the PS1 is fairly similiar but the packaging is the trick.  Your biggest challenge will be associating the correct animation with the correct file section.

Also compressing the animation data will be a bit interesting. The data I believe is identical between PC and PS1 (raw data).  The PS1 battle model stuff looks to need a bit of clean up in the wiki but it's mostly their.
As I said the hard part is knowing which section is what animation. I believe the movement animations are just cycled and the attack animation is just fired for the weapon if it's a hand weapon, otherwise if it's a distance weapon (Yuffie Barret Vincent) I think their is just an attack animation that's fired.

Anyhow ... I digress what was I babbling about? :D

Cyb

48
Q-Gears / using q-gears for testing team avalanch data?
« on: 2013-04-17 00:44:11 »
It's been a while Akari what do you think of the practicality of doing that?
If one extracts the data ("normal") for FF7  and replaces field backgrounds with new media, what difficulty would it be to use Q-gears to test the new field data?

Unfortunately I've yet to make a working copy, that's not your fault it's the fact my drives are SATA interface with SCSI commands and most OS's don't like that (mutter) for boot up (especially Linux with the complex boot sequence they have now).

Cyb

49
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-04-17 00:38:04 »
7mimic is a fine tool to use, I use it to extract the backgrounds, however to get the different layers, you do need Palmer, you also need it to construct the layers again to be able to put it in game (mod dir).

Since the psx version is bound to hardware, it makes no sense in trying to get updated images inside, exept if we have some briljant genius who can port the whole game to the ps3....
 8)
Really it would make more sense to use Q-gears XML controlled media data.  At least the format data can be tested. Hmmm I'll see oif Akari has some input on using it to test background data quickly.
Not sure how well the backgrounds work off hand in Q-gears.
The advantage of Q-gears is its "portable" to most anything. Flexible, and it mostly works (mostly). :D I almost compiled Q-gears but right now I have my system limping badly so one thing at a time.

I thought their was another tool than Palmer. as I said it's been a long long time.

50
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-04-15 22:25:55 »
Hey guys,

If you think these scenes are good enough to be released, I would appreciate if I could get some guidance in order to render the separate layers. SpooX mentioned earlier they can be retrieved with Palmer on the PC version, but I only have PS1 disks. Thanks!
7mimic I think ( look here ) (thanks lazy bastard for the link) will give you the layer information for the playstation. It could also mess with the animation sequences. Also note that layers where animations where supposed to be or covered by something sometimes had green sections behind them. That's where 7mimic can be VERY useful.

I know a tool exists to create / modify new field location image data (it's been a long time). I would suggest you start with a 'small' render so it takes less time and you can see what problems you have with the encoding. Pallet data might be somewhat of an issue.  I do remember their being a tool for it but for the live of me I cannot remember.

Stephen

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