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Final Fantasy Forums => Tools => FF7 Tools => Topic started by: mirex on 2004-03-17 19:19:46

Title: [FF7PC] Biturn - v.85
Post by: mirex on 2004-03-17 19:19:46
Hello FF7 fans and 3DS Max users, finally something for you :) Biturn now supports Max through ASE file format, which can be imported/exported in MAX; Format supports textures, objects, bones and vertex colours what is
just what FF7 model needs.
here are some sample pictures for comparison;
biturn:
(http://mypage.sk/BIN/joker_bi.jpg)
max:
(http://mypage.sk/BIN/joker_max.jpg) (http://mypage.sk/BIN/joker_max2.jpg)
lightwave:
(http://mypage.sk/BIN/joker_lw.jpg)

3ds Max-rendered joker is without colours because i still dont know how to turn on rendering of VertexPaint property in Max. I aint graphician.

here is link for new Biturn 0.85 (http://mirex.mypage.sk/FILES/bi085.rar), and here link for ASE plugins (http://mirex.mypage.sk/FILES/max-ase.rar) if your max does not want to import/export ASE.

one more pic: (http://mypage.sk/BIN/emerald.jpg)
Title: FF7 models to 3ds Max
Post by: _Ombra_ on 2004-03-17 23:16:20
New Ultima on the way with new specs, Bitrun exporting to Max, Leviathan with scene.bin support... what's going on today? :D

You guys are great :wink:
Title: FF7 models to 3ds Max
Post by: Reno on 2004-05-03 14:09:40
http://www.freewebs.com/the_omega_theory/Pictures/Reno1.JPG

http://www.freewebs.com/the_omega_theory/Pictures/The%20Turks%202.jpg

That's my problems... =/
Title: FF7 models to 3ds Max
Post by: Mofokubik on 2004-05-03 17:09:54
Great work Mirex, but when I needed it the most, it wasn't supported. You see i'm making Cloud and Sephiroth fighting for my 3D Animation class final project. I ended up finding Q3A versions of Cloud and Seph and using Biturn to change them into a format that 3DS uses. So either way Biturn still came in very handy for me. :)
Title: FF7 models to 3ds Max
Post by: Darkdevil on 2004-05-03 18:23:51
Quote from: Reno
http://www.freewebs.com/the_omega_theory/Pictures/The%20Turks%202.jpg



Merry go round link ahoy!
Title: FF7 models to 3ds Max
Post by: mirex on 2004-05-06 07:25:05
Quote
http://www.freewebs.com/the_omega_theory/Pictures/The%20Turks%202.jpg

This link does not work.
But the first picture looks ok to me, because 3ds max does not display textures in editor, you must render picture to see them. As you see 'joker' above, first pic is from 3ds max editor - no textures; second is from renderer output - with textures.
Anyhow i dont know if it can be done other ways, because i dont know how to work with 3ds Max.
Title: FF7 models to 3ds Max
Post by: darkmm on 2004-05-19 18:05:39
Biturn works nice although I used the latest to import models in Lightwave I have no idea how to get rid of the white edges/matrial around the textures (in lightwave).
Should I switch to 3ds max or is it easy to do something in LW?

http://www.xs4all.nl/~steen09/tifa.jpg
Title: FF7 models to 3ds Max
Post by: mirex on 2004-05-20 06:17:14
Quote from: darkmm
I have no idea how to get rid of the white edges/matrial around the textures (in lightwave).

Its easy, you just have to switch something. Are you using latest version of Biturn ? I thought that it does it all right.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-12 08:00:03
hey. this worked great for me:

(http://img76.photobucket.com/albums/v231/TallgeeseIIII/cloud1.jpg)
(http://img76.photobucket.com/albums/v231/TallgeeseIIII/cloud2.jpg)

if you want to render vertex colors. just make a new material, and make the diffuse "Vertex Color" then apply it to everything that uses vertex colors.

PS: i made that buster sword for morrowind a while ago, pm me if anyone wants it.
Title: FF7 models to 3ds Max
Post by: Darkdevil on 2004-06-12 08:17:42
Holy ****!

That looks absaloutly awesome!
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-12 08:20:21
omg, doesn't it! haha, i just need animations now, and i'll make some game mods outta this stuff, like warcraft 3 units or something! any idea how to get all the proper animations? (i'd kill myself to see cloud's omnislash in this quality)
Title: FF7 models to 3ds Max
Post by: Messiah99 on 2004-06-12 08:24:32
If someone here found a way to import those models back into the game I would be youre personal assassin for it! Hahaha, j/k, but that does look awesome, tis a shame theres not much that its good for except looking at.  :(
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-12 08:39:30
well no necessarily. I make game mods myself. well, a friend and i do, he's a better modeller than me and i'm a skinner. we've done tribes 2, warcraft 3 and morrowind mods already. these models are perfect for warcraft 3. unfortunately it'll take a lot to convince my friend to help with warcraft 3. we used to love it but it's such a pain in the ass to model for  (they use boxes for bones, regular bones will not work, it's really stupid) that we just gave up. he does love ff7 as much as me if not more, but that game is one of the worst modding experiences in our lives, lol. anyway, warcraft 3 models are usually around 800 polys. some of these models are around 3000, but that's ok, the 800 poly models are that way so you can have 50 on the screen at once. one or two diamond weapons (2786 polys) won't hurt the speed.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-12 08:43:04
speaking of diamond weapon...

(http://img76.photobucket.com/albums/v231/TallgeeseIIII/diamond.jpg)
Title: FF7 models to 3ds Max
Post by: Darkdevil on 2004-06-12 08:53:37
Quote from: TallgeeseIIII
some of these models are around 3000, but that's ok, the 800 poly models are that way so you can have 50 on the screen at once. one or two diamond weapons (2786 polys) won't hurt the speed.



Of course, you would have to re-size the models for a direct port wont you?
Or am I misunderstanding?
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-12 09:20:42
well i'd have to size the actual model proportionally to the other models,  yes. in case you don't know, polys are just how complicated a model is, not how big on the screen, the more polys you have the bigger the filesize and the more your computer has to display at a time, you could have a really small model with 100,000 polys and it could take an hour to render. that would be cinimatic quality though.
Title: FF7 models to 3ds Max
Post by: Darkdevil on 2004-06-12 09:27:14
I see.

What program are you using for the SSyou postes?

I cant find Bitturn anywhere.....
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-12 09:30:20
3DS Max 5, and i dunno about biturn, i got it off on of alhexx's site's links
Title: FF7 models to 3ds Max
Post by: Messiah99 on 2004-06-12 11:32:57
If I could actually play Warcraft 3 on this pc I would love to see a FF7 mod for it, that would be awesome. But even if I cant, Im sure a lot of other people would. Good luck if you do decide to undertake that projact!
Title: FF7 models to 3ds Max
Post by: halkun on 2004-06-13 06:13:55
You know, I have Neverwinter nights......

With it you can make your own 3d cinimas with characters and animations to watch....

Woudn't it be intresting to take the 3dmax Cloud and company, and using NWN's scripting engine, retell FF7's story using NWNs bones and FF7s characters and backgrounds (You can convert a 3ds model into a  setting for NWN)

I'll have to experiment
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 06:24:36
hmm... possibly, i have it too, but it isn't installed.. i was thinking i might do an unreal tournament 2004 mod, mianly so i could ride around in the highwind killing people with the masamune and stuff, hehe.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 07:16:16
still... i can't do anything without getting the animations first, and i need mirex's help or someone for that
Title: FF7 models to 3ds Max
Post by: halkun on 2004-06-13 08:19:27
I have the nwn's hacker guide. You can use nwn's bones. There are 154 animations available for nwn which are *MANY* more than the original battle model has.

All you do is load a generic character in gmax and replace the NWN model parts with the exported FF7 model parts. You keep the old bines but use the new model.

I have a copy of FF7PC now so tomarrow I'm going to play with GMAX a little and see what I can do with nwn models. If I'm right, all I need is the FF7 Max models and I'll do a body swap and see how NWN deals with it.

The downfall is we loose the cool FF7 poses we all like, but giving those up for 154 poses and the ability to play as cloud in NWN should make up for that.
Title: FF7 models to 3ds Max
Post by: Neo_Cortex on 2004-06-13 11:02:30
Hi! I've been watching this forum for a while so I decided to write my 1st post here. So, need help with 3d studio max and FF7 models.
I'm using 3d studio max version 5 and 6. The ase export/import plugin works in 3d studio max 5 only, but when I load the model, the entire model is soooo black. I've tried to enable vertex colours and to add  vertex color map property(thanks Mirex) but it didn't work for me. Please can, somebody help me? Please write the entire procedure if u can.
Thanks
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 16:22:24
i'm about to install a new power supply but i'll write that up when i'm done, no problem. and about the nwn stuff, i think i'll install it today and give it a try.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 17:21:39
(crap, i lost my cd key to nwn, i gotta find another way...)

ok, ff7 model tutorial:

Step 1: Open Unmass 0.8
Step 2: Open battle.lgp
Step 3: Select all the files
Step 4: Extract it to wherever you want
Step 5: Open Biturn w0.85
Step 6: Navigate the browser on the left to the folder you extracted them to.
Step 7: Wait like 20 minutes for it to load up all those files (it's a pain, i know, but it must be done)
Step 8: Click the "Options" button at the bottem and make sure "Logging Mood" under the "General" tab is set to "Everything to file"
Step 9: Find the file you want to extract (they're in the same order as leviathan puts them when you first open it, use that as a referance guide)
Step 10: Set the Destination format to .ASE
Step 11: Set the destination filename to the directory you want to extract it to.
Step 12: Open 3DS Max 5
Step 13: Click import and scroll to .ASE (if you have the importer it will be there)
Step 14: Import the file
Step 15: Select all pieces of the model, then  right click on one of them, and click properties.
Step 16: At the end of the right side on the first tab, there's an option that says "vertex Color", put a check by that. Also, click the shaded button to make it look even better.
Step 17: Press 'M' on your keyboard to open the materials window
Step 18: Click a blank material. Then click the square to the right of "Diffuse" the 3rd one from the bottom should be "Vertex Color" select that.
Step 20: select all parts of your model. Then select this new material, then click the button below the material sphere's that looks like a sphere with an arrow leading into a cube. If it asks you what to apply it to, click selection.
Step 21: render it by hitting f9 for quick render or f10 for rendering options and you're done.

If that all didn't work, you may have a different .ASE importer, i don't know what the one i'm using is called, the filename is "asciiimp.dli" if that helps, i'll send it to you if you need it.
Title: FF7 models to 3ds Max
Post by: halkun on 2004-06-13 18:22:00
Can gmax use 3dMax's import scripts? (I know I can only export gmax and text files. I can't seem to find an ASE inporter.

Also, Just a quick check on gmax's material editor shows me that I don't have this magical "vertex" one. Do I have to import an ace file first?

Here a screenshot (http://the-afterm.ath.cx/mat.png) of the material editor.

I guess I don't understand what a material is. It also doen't help that I'm so used to ac3d, I don't even know how to move objects around on the scene

I just downlaoded it the other day to gawk the the NWN models. the file import/export work great for gmax/nwn. I was even able to play with that slider thingy so you can see all the diffrent frames of animation. I was just thinking you could select the model bit and press "delete" and replace it with a new imported 3dmax model or something. I can import 3d Studio max shapes and meshes. Can't I just skip the the whole converting to ace first?

I too will experiment
Title: FF7 models to 3ds Max
Post by: Neo_Cortex on 2004-06-13 18:34:19
Thanks TallgeeseIIII for this tutorial!!! It looks great! I'll try it soon!
Btw: I'm using Ase importer/exporter plugin downloaded from this site
Title: FF7 models to 3ds Max
Post by: halkun on 2004-06-13 18:41:02
heh ^_^

1) Take off shoe
2) Insert foot.

Where is this site. I thought bitrun was one of qhimm's/alexx/fice's tools (I'm sooooo out of pratice. with ripping the PC version apart...)

ADUUNDUM: Oops Mirix, it's yours... ^_^; I'm so terrible I forgot you....
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 18:48:59
sorry guys, i dunno anything about gmax, try to get 3ds max 5 (can't say how, *whistle* but that's the only way i know of for now. also, my nwn installation failed, and i don't really know why, i'll try again later when i'm not busy.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 19:39:25
ha! got it installed, ok, now to learn about the file setups and stuff, oi
Title: FF7 models to 3ds Max
Post by: Neo_Cortex on 2004-06-13 19:53:33
TallgeeseIIII

I've tried your tutorial->Didn't work
After aplying the material with vertex color, 3d studio says something about maping coordinates and it won't be rendered properly!
So when I checked the vertex color property in object properties the model was still black and after aplying the material it was even more black!!

So can u post me your ase importer/exporter and the cloud model converted to Ase format(I'll try model that works for 100% because maybe I have a bad-converted model). Thanks
Title: FF7 models to 3ds Max
Post by: halkun on 2004-06-13 19:53:44
Quote from: TallgeeseIIII
ha! got it installed, ok, now to learn about the file setups and stuff, oi


I've been hacking nwn for a while, and have the end-all-be-all book on it on my HD somehwere.

I'm going to start a new thread on hacking nwn (This could be a really cool project) and post a link to the book there.

(It's OK, the book is freely distributable)
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 20:28:43
halkun: cool, thx

neo cortex: did you try actually rendering it yet? it gives me the mapping coordinates message too, but it's not an error, just press continue and it should render the vertex coloring anyway. if it doesn't then i really have no idea, and i can't post the files, i don't have server space atm, sorry, i can email you the importer/exporter, but the model is too big for even that, would that be ok?
Title: FF7 models to 3ds Max
Post by: halkun on 2004-06-13 20:40:45
I'm thinking that there are no lights on in the scene, maybe.....
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 20:48:11
that's possible. anyway, with nwn, i got a keygen, and installed it, then closed the keygen, then when i tried to play it, it asked me for the damn key again! i don't have the key anymore, i closed the god damn keygen, so now i probably have to install it a 3rd time, god i hate bioware!
Title: FF7 models to 3ds Max
Post by: Neo_Cortex on 2004-06-13 21:09:26
TallgeeseIIII

I've trie to render that model but it was still black!
You can upload the files to bin.mypage.sk just put the ase plugin and the model into one rar archive and don't forget to set the compresion level to Best. Rename that archive for example Neo.rar so I can find it. And if this wont work send me an email to [email protected]
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-13 23:54:52
ok, i sent you an email with all the files

i need the animations for these models, i think mirex can do it, he's pretty talented, he just has to see this, message first...
Title: FF7 models to 3ds Max
Post by: mirex on 2004-06-14 11:06:24
TallgeeseIIII: really nice renders :)

Battle animations are still not decoded properly ... usually only first frame of anim is looking correct. Its a long way to decode them, and i dont know how. Animation frame was decoded by id Phaeron, from which we did not heard anything since.

Quote from: TallgeeseIIII
Step 7: Wait like 20 minutes for it to load up all those files (it's a pain, i know, but it must be done)

If you want Biturn to load directory with lots of files faster, then go to Options and turn off file sorting. Files wont be sorted but it will go fast. Or i would recommend to split files to more directories.
Quote
Step 8: Click the "Options" button at the bottem and make sure "Logging Mood" under the "General" tab is set to "Everything to file"

why is this needed ? It slows down conversion, and is meant mainly for debugging purposes.

Quote
Neo_Cortex: I'm using Ase importer/exporter plugin downloaded from this site
halkun: Where is this site.

Neo_Cortex probably means that link on bottom of my 1st post of the thread.

Newest Biturn versions can be downloaded here, also there is ASE imp/exporter which I found somewhere on the net and worked, and Unmass: http://mirex.mypage.sk/index.php?selected=1

uh and sorry for delay, I was ill for last week.

If you have different ASE importer/exporter that works in other 3dsMax versions then please send it to me, I'll upload it to my homepage to have it all stored in one place.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-14 18:12:09
for that looging mood thing, i didn't know what it did honestly, but i know i changed it so i wanted to make sure everyone did the same thing as me so we didn't get different results, lol
Title: FF7 models to 3ds Max
Post by: mirex on 2004-06-15 09:46:02
now comes to my mind that there is another option that can speed up loading of directory with many files ... turn off "checking of file type" ... but then you have to know which file to click, they won't be coloured and they wont have their filetype displayed. ;)
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-15 14:44:33
ah, i see. btw, in the world map lgp, there's a buncha models like the highwind, the chocobo, the tiny bronco etc. that have animations that DO work, do you see any way to export those?
Title: FF7 models to 3ds Max
Post by: mirex on 2004-06-15 15:02:46
Well .. AFAIK fileformat .ASE does not support any animation through bone movement or something .... would be animation through vertex movement enough ? Because that is possible i think.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-15 15:11:03
hmm, i don't think so, i would need the bones there for stuff if i added the models to anothr game.
Title: FF7 models to 3ds Max
Post by: mirex on 2004-06-15 17:48:32
Then i'll have to research more on the .ASE format. Sorry but dont await results in reasonable time, no time you know ...
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-15 18:20:26
of course, it's no problem
Title: FF7 models to 3ds Max
Post by: Neo_Cortex on 2004-06-16 06:23:02
TallgeeseIIII

Thanks for the files. I've tried the plugin and model you sent me and guess what happened. Still black, super black!!!! Black when I render it, black in 3D studio.
There must be something wrong with my 3D studio!!!!!!
I've done everithing you wrote in the tutorial!!!

And can you see the vertex colors before rendering?
And is there any Ase plugin for 3d studio max 6?
And the link to the Ase plugin is on the bottom of the 1st post of the thread.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-06-16 10:08:51
hmm, yes i cansee the vertex colors before rndering, and yes there must be a setting in your 3ds max that needs to be chnaged, i can't think of what it could be though, sorry pal...
Title: FF7 models to 3ds Max
Post by: Creative Inc on 2004-07-18 00:43:01
All the models look amazing when rendered. I was wondering, could someone post a few of the max versions of the models for me please? I would like to play around with them, yet I do not own a copy of ff7. Textures would be nice 2. And oh, I use Max 4.2, so this version or earlier would be nice... or 3ds fomat or whatever works best for you guys.

Thanks.
Title: FF7 models to 3ds Max
Post by: mirex on 2004-07-19 10:49:11
models in 3DS format look crappy, it would be best if you've had ASE format importer in MAX. Try one that is in first post of this thread.
Title: FF7 models to 3ds Max
Post by: Cyberman on 2004-07-19 15:17:51
Quote from: Creative Inc
All the models look amazing when rendered. I was wondering, could someone post a few of the max versions of the models for me please? I would like to play around with them, yet I do not own a copy of ff7. Textures would be nice 2. And oh, I use Max 4.2, so this version or earlier would be nice... or 3ds fomat or whatever works best for you guys.

Thanks.

Hmmm textures are a bit tough in FF7's data.
I think the PC's characters are much easier to convert.  I'm still playing 'find that animation' data to get all the parts of the PSX version looking right. Heck I don't even have the textures working yet (because of the way Windows initializes OpenGL Dang it).

Cyb
Title: FF7 models to 3ds Max
Post by: wingzeroismine on 2004-07-27 00:55:04
Hi, I saw this page and really thought this would be nice. I also use lightwave(7.0), but instead of white around the eyes and mouth, I have black. I was wondering if someone could tell me how this can be fixed, as I did not see the answer to this.
Title: FF7 models to 3ds Max
Post by: Cyberman on 2004-07-28 05:14:14
Quote from: wingzeroismine
Hi, I saw this page and really thought this would be nice. I also use lightwave(7.0), but instead of white around the eyes and mouth, I have black. I was wondering if someone could tell me how this can be fixed, as I did not see the answer to this.


The eyes have the models texture applied to them, likely it means that either the texture needs to be exported and the UV coords with it. Or 3ds is ignoring the texture and you need to figure out how to turn it on.  Either way the eyes aren't colored vertices like the rest of the models.

Cyb
Title: FF7 models to 3ds Max
Post by: Almighty_gir on 2004-07-28 05:25:11
cyberman is right, well...kinda. basically what they did, was hover 1 plane in front of another for the eyes and mouth, this was so that instead of texturing the whole model, they just textured the lips and eyes, and alphamapped them so the rest of the plate is invisible. these planes are already skinmapped. you just need to have the right texture and alphamapping settings.

hope this helped :)
Title: FF7 models to 3ds Max
Post by: mirex on 2004-07-28 12:31:00
wingzeroismine:  yea Almighty_gir is right, just play around with Lightwave, you have to modify settings of the material with mouth/eye texture and alpha texture to make it right. Check if alpha texture is loaded, as it should make black part disappear. Also it could be that the Lightwave shows alpha transparencies only in render window, not in editor.
Title: FF7 models to 3ds Max
Post by: wingzeroismine on 2004-07-28 19:53:08
oh hehe, I forgot to render a frame and see if it did anything. I'll try that now and see what happens.

alright, now when rendered it appears white. While I have your attention, what are the hrc files for the hi res battle characters? I don't really want to spend time loading every map model until I find them if someone has already found the battle models.

I suppose I need to be finding 3DS as I cannot find a way to fix the textures in lightwave.
Title: FF7 models to 3ds Max
Post by: Cyberman on 2004-07-28 21:06:17
Quote from: wingzeroismine
oh hehe, I forgot to render a frame and see if it did anything. I'll try that now and see what happens.

alright, now when rendered it appears white. While I have your attention, what are the hrc files for the hi res battle characters? I don't really want to spend time loading every map model until I find them if someone has already found the battle models.

I suppose I need to be finding 3DS as I cannot find a way to fix the textures in lightwave.


There is only one set of hirez battle models in FF7 that's cloud and Sephiroth at the end.
On the playstation the battle models are located in ENEMYXXX directories.  The character ones in the last ENEMYXXX directory.  the Hirez model of Cloud is hicloud.lsz.

As for the format, well it's a bit tricky, I'm going to work on that as soon as I gut my program and clean up it's code a lot.

Cyb
Title: FF7 models to 3ds Max
Post by: mirex on 2004-07-29 06:58:45
Quote from: wingzeroismine
While I have your attention, what are the hrc files for the hi res battle characters?

Well filed models are in field.lgp and they have hrc's. Battle models are in battle.lgp and they don't have any hrc's, try to look inside battle.lgp. Character models are at the end of it.
Title: FF7 models to 3ds Max
Post by: Cyberman on 2004-07-29 16:17:24
Ahhh FUN!

I have the beginings of the new 3d Core. The advantage with this is converting to other file formats.  As I can 'package' the whole model into a single object and then make an 'automagic' format routine on it.

What I have is Color objects (vertex colors) Vertex objects Regular Triangles and Quads (with colored verticies) and textured Triangles and Quads (with UV coords).  Then a singular universal object that packages the Verticies Quads and Triangles with texture all together.

The next object is going to be 'Mr Skeleton' so some dumb questions reguarding these. In FF7 we have bone lengths what position are these referenced from? Angle 0 0 0 starting at the models origin right?

Does one rotate the object relative to bones origine as well? For example say we have an arm, we rotate it so it's physically in the right position then translate it to the bone length and rotate it so it's in the right location for the whole model.

Cyb
Title: FF7 models to 3ds Max
Post by: mirex on 2004-08-06 07:18:16
So if you use Max6 then here is ASE plugin for it (i havent tested it): http://www.maxplugins.de/max6.php?page=2&range=Import%20/%20Export
Title: FF7 models to 3ds Max
Post by: mirex on 2004-09-13 12:26:36
found some more 3DS MAX plugins for ASCII importer, for 3DS MAX 2-6
if you need it try it
http://racing.edgegaming.com/files/pafiledb.php?action=category&id=2
Title: FF7 models to 3ds Max
Post by: Cool Newbie on 2004-11-05 09:10:38
http://www.geocities.com/sulim_2000/pic/cloud.gif

MOD EDIT: Changed img to url. Users with slower connections might prefer choosing if they want to download an 800k image or not, no offense.
Title: FF7 models to 3ds Max
Post by: James Pond on 2004-11-05 15:15:26
seeming as you just posted the link, and didnt say a thing about it, im going to ask the following question for teh benefit of some users...

What exactly was the point in posting that?  I dont mean to be evil sounding, but coming into 2 month dead topic and posting a random .gif, just confused me really... :isee:
Title: FF7 models to 3ds Max
Post by: Cyberman on 2004-11-05 17:51:41
Well it appears to be cloud walking in a 3d background.  As for WHAT it is ment for, I donno maybe he wanted to show he had succeeded at 3ds cloud modeling? :)

Cyb
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-11-05 17:55:29
he animated the cloud battle model from the game, what's hard to understand about that?
Title: FF7 models to 3ds Max
Post by: Cool Newbie on 2004-11-05 23:49:58
sorry for not explaining, but it was just to show that the ff7 battle model to 3ds max works using mirex's program.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-11-06 00:32:04
yeah, i figured it out originally but i never animated it, nice job.
Title: hmm
Post by: Mamoruanime on 2004-11-11 00:23:14
The tools are awesome, however... My problem lies more with 3dsmax6 ...

the asciiimp.dli file for 3dsmax6 doesnt seem to want to work.. Ive had this problem with some of my plugins, and I cant seem to rectify it...

I'm not really too sure what it is I have to do to the plugin to get it to work...

Ive heard some stuff about a 3dsmax6 sdk to compile it or whatever, but I dunno *shrugs*

If anyone has it compiled, can you please email it to me at Mamoruanime at Hotmail.com please (sorry, I wont use @'s when giving out my email ), or upload it somewhere please?

Thanks in advance ^_^
-Mamoruanime
Title: FF7 models to 3ds Max
Post by: mirex on 2004-11-11 11:38:10
I'd say that .dli is compiled file ... maybe try looking into Max's plugins options for it, if it is loaded and turned on...
Title: FF7 models to 3ds Max
Post by: Mamoruanime on 2004-11-12 01:44:38
lol I've went through all of the settings... I'll post the error msg (which is completely inaccurate, assuming i'm reading it right :P)

Since ive tried multiple downloads for the same plugin (version 6 of course) I can only assume maybe its my copy of 3dsmax6... :\ Ive had this trouble before with many plugins...

(http://www.omnidev.net/mamoruanime/error.jpg)

Hmm... are there any other .ase importers for 3dsmax6 by any chance?
Title: FF7 models to 3ds Max
Post by: mirex on 2004-11-12 10:14:06
You can also try to find a LWO (6.5) importer for Max 6. Biturn exports good LWO models, problem is only that importers I had (for Max 5) wont read all the information from it.
Title: FF7 models to 3ds Max
Post by: Mamoruanime on 2004-11-12 10:20:08
hmm yea I should try that ^_^ thanks

I also have Lightwave 3d lol so I suppose that works both ways (but I prefer 3dsmax over Lightwave)
Title: FF7 models to 3ds Max
Post by: alloy on 2004-11-12 10:37:18
URG, that means 3dsmax cant find the import plugin,  dli is one plugin extension. I searched google and um that import plugin is hella old >.> 1999 old.

http://www.vazka.sk/~stiglic/?N=D just look for the asciiimpr6 zip

heres a newer version for max six.


WOOPs  :o  um i thought i put a link there. sorry i did that late at night. ^^;
Title: FF7 models to 3ds Max
Post by: Mamoruanime on 2004-11-13 00:38:21
Quote
heres a newer version for max six.
? Where?
Title: FF7 models to 3ds Max
Post by: Xaos on 2004-11-13 05:37:59
Quote from: halkun
I have the nwn's hacker guide. You can use nwn's bones. There are 154 animations available for nwn which are *MANY* more than the original battle model has.

All you do is load a generic character in gmax and replace the NWN model parts with the exported FF7 model parts. You keep the old bines but use the new model.

I have a copy of FF7PC now so tomarrow I'm going to play with GMAX a little and see what I can do with nwn models. If I'm right, all I need is the FF7 Max models and I'll do a body swap and see how NWN deals with it.

The downfall is we loose the cool FF7 poses we all like, but giving those up for 154 poses and the ability to play as cloud in NWN should make up for that.


This is exactly the kind of thing we were looking for for our NWN FF7 Project!  Anyone who has any possible time to spare, We would love you forever if you can give us info on how to import models from ff7 into NWN aurora toolset.  Check us out here:
http://ff7mod.hyperboards.com/index.cgi
Title: FF7 models to 3ds Max
Post by: Mamoruanime on 2004-11-28 13:56:35
i'm still having no luck with the ase importers... same with a couple other people ive talked to about it :x...

what are you guys doing other then loading the plugin through 3dsmax6? I keep getting that "plugin not found" error when I have 3dsmax6 load asciiimp.dli, and its quite irritating XD

anyways, thanks for your time
Title: FF7 models to 3ds Max
Post by: mirex on 2004-11-29 11:17:23
Try getting Max5, I can tell you it works, i tried it. No idea about max6
Title: FF7 models to 3ds Max
Post by: Mamoruanime on 2004-11-29 20:40:58
cant find it (not to suggest i'm getting it any other way then purchasing it), which really sucks lol otherwise I woulda used it instead
Title: FF7 models to 3ds Max
Post by: mirex on 2004-11-30 11:01:02
Hmmm I'd suggest writing a question to some MAX users forums .... try asking for some good importers plugins. LWO or ASE would be good. But if they would suggest you some importer/exporter for other format with good capabilities, i could write an exporter for it to Biturn.

If it could do polygon color, vertex/point colours, textures, point texcoords, bones then it would be good.

-- my nostalgic rant --
This is why I started to write one separate convertor program (Biturn) instead of what everybody does, writing plugin importers. When you write importer for one program (MAX5 in this case) it becomes useless when that program goes out  of fashion.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2004-12-01 18:33:12
can't go wrong with .3ds, and .wrl and .dxf aren't bad either.
Title: FF7 models to 3ds Max
Post by: Mamoruanime on 2004-12-03 21:11:06
I reckon I could convert each individual mesh to 3ds, rebuild the bones, replace textures, and repaint each vertex XD but thats quite tedius... ah well :-p alls well I guess
Title: FF7 models to 3ds Max
Post by: mirex on 2004-12-04 08:49:37
Quote from: TallgeeseIIII
can't go wrong with .3ds
3ds is definitely out, it does not support vertex colours, so battle models are looking very blocky
Title: FF7 models to 3ds Max
Post by: Almighty_gir on 2004-12-04 11:33:13
battle models look inanely bad in .3ds format...

not to mention that it doesnt support animations either, so if you could export animations with bitturn, they would be lost in the .3ds format.

strangely tho, i can model better than they could back then :O 2000 polies for models that are THAT undetailed....very very shoddy work...
Title: FF7 models to 3ds Max
Post by: Micky on 2004-12-04 14:22:57
I wrote an exporter once for Maya Ascii (.ma). Textures and vertex colours work fine, and animations are not a problem either. But I never got around to use the skeleton data and the first animation frame to get them looking correctly.
Alias has a free learning version of Maya available, if anyone is interested.
Title: FF7 models to 3ds Max
Post by: mirex on 2004-12-04 14:45:38
Micky: could you provide your maya exporter for max ? I'd like to export few  files and learn the format .... Is there also an maya ascii importer for max ?
Title: FF7 models to 3ds Max
Post by: sfx1999 on 2004-12-04 17:40:43
Maybe you can make a texture generator for it.
Title: FF7 models to 3ds Max
Post by: Micky on 2004-12-04 19:38:20
Quote from: mirex
Is there also an maya ascii importer for max ?

I doubt it, as .ma (maya ascii) is a text version of .mb (maya binary). Both are a dump of the internal state of maya, so it is just a bunch of "createNode", "setAttr" and "connectAttr" instructions. You need to know quite a bit about maya internals to make use of it, but if you really want to I can see if I can get it into a releasable form.
Title: FF7 models to 3ds Max
Post by: [MAG]Cloud on 2004-12-14 03:07:19
Will bitrun be able to extract the higher polly models any time soon?
Title: FF7 models to 3ds Max
Post by: SkriK on 2005-01-01 19:50:25
Hello.
I'm a project Leader at Wc3campaigns.com which title is Final Fantasy VII,
feel free to visit Wc3Fantasy thread (http://www.wc3campaigns.com/showthread.php?t=54228).
I haven't read all of these replies but i will.
I have no kind of skills concerning modeling or even texturing.
The thing i reacted on in this thred was a model pic on the first page posted by TallgeeseIIII, his cloud extraction, and i say the same thing: I could kill myself to se Cloud's Omnislash in that quality.
If anyone of you could make animations to an extracted model I would like you to do models for me.
I can't give you anything else than Credits.
Title: FF7 models to 3ds Max
Post by: Almighty_gir on 2005-01-01 20:56:14
hay, i replied in the wc3 thread as well, what your asking is illegal, you CAN NOT use the origional models from ff7 in your mod. the fact you are even making the ff7 storyline on a diferent platform will get you a C&D note. using their material will get you sued to hell and back.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2005-01-03 12:14:53
have you ever done it? have you ever released a mod with content from a licensed game? because i have, and no such thing ever happened to me. maybe i was lucky, who knows, but i know for one thing they can't sue if you don't sell it, well, they can technically sue for anything but it would most likely end in a settlemtn to just stop what you're doing, which a simple cease and desist will do. which is of course entirely possible, the point is, even if you don't release it, or if you get a cease and desist, you're making the mod for yourself. most of the mods i do for games, i don't even release, i just make a model, use it in the game because i like it, and be done with it, bigger more complex mods i use for multiplayer with freinds and other stuff, so honestly, who the hell cares what the legal consequences are. they're not that bad, that is IF you even release it. the part we're dealing with here is the actual construction of the mod, that part doesn't hurt the creators of the original product, so why are you wasting your time telling these folks how much of a criminal they will be? i know, probably the same reason i'm wasting my time explaining this to you, to be annoying, right?

(i've delt with people with your attitude before, it's highly annoying, i assure you)
Title: FF7 models to 3ds Max
Post by: Alhexx on 2005-01-03 14:18:13
Quote from: TallgeeseIIII
have you ever released a mod with content from a licensed game? because i have, and no such thing ever happened to me. maybe i was lucky


Yes. You had luck or the creators of the original game didn't find your mod or weren't interested.

Quote
but i know for one thing they can't sue if you don't sell it


Wrong. They can - you have used their material without their explicit permission, and this is illegal.
This can also be called as piracy, since their material is in your release.
Whether they're going to sue you or not - that's another story.



However, if you want to create a "bigger" mod, and you're expecting that many people will play it, you should think about creating the mod all by yourself.
1. You're not going to risk injuring copyright
2. You can take a look here (http://forums.qhimm.com/viewtopic.php?t=3782) to see what happens to you if you claim that you created everything by yourself...

 - Alhexx
Title: FF7 models to 3ds Max
Post by: Almighty_gir on 2005-01-03 16:19:02
Quote from: TallgeeseIIII
have you ever done it? have you ever released a mod with content from a licensed game? because i have, and no such thing ever happened to me. maybe i was lucky, who knows, but i know for one thing they can't sue if you don't sell it, well, they can technically sue for anything but it would most likely end in a settlemtn to just stop what you're doing, which a simple cease and desist will do. which is of course entirely possible, the point is, even if you don't release it, or if you get a cease and desist, you're making the mod for yourself. most of the mods i do for games, i don't even release, i just make a model, use it in the game because i like it, and be done with it, bigger more complex mods i use for multiplayer with freinds and other stuff, so honestly, who the hell cares what the legal consequences are. they're not that bad, that is IF you even release it. the part we're dealing with here is the actual construction of the mod, that part doesn't hurt the creators of the original product, so why are you wasting your time telling these folks how much of a criminal they will be? i know, probably the same reason i'm wasting my time explaining this to you, to be annoying, right?

(i've delt with people with your attitude before, it's highly annoying, i assure you)



people of my attitude? dude, im a semi-pro modeler, i get payed to model things for people under contract, and i can tell you i would be EXTREMELY pissed if i found someone was using something i made for the wrong purposes (since all the contracts ive been under have made the creation 50% my ownership due to creative rights, and 50% to the buyer for uhm...well paying for it haha) means that if the model is found outside of the origional contracts purposes, both myself and the buyer would be pissed.

second, if you create something, and then someone else claims its theres. that just makes me wanna go eat people... seriously, it makes me a very unhappy bunny.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2005-01-04 04:09:55
alright, you guys are right, i don't know why i said all that but for sake of my pride i'm just going to say i'm sorry then end this. i don't really want to make anyone angry and i wrote this at school, a place i really didn't want to be at the time and iguess i was aggrivated about it, i apologize.

i'd also like to say congratulations on getting into the modelling business, i'm working on my modelling portfolio right now to get into art school so i can do the same thing, and you're right, i would be mad too if some punk stole my models and claimed them as his. (which i've never done so don't worry about it)

i don't know if you went to art school or not but i was also hoping you could give me some tips for this portfolio, i'm a senior in highschool right now and i'm already behind in applying, and i only have one completed model (i usually get halfway through one then get bored and move to a new one so i have a folder of about 20 incomplete models)

thanks guys, sorry once again.
Title: FF7 models to 3ds Max
Post by: Almighty_gir on 2005-01-04 04:50:40
no need for so many apologies in 1 post :P dude, im 19 im not IN the buisiness yet, i dont have a working portfolio right now either, people ask for my work, i show them. all i do is small contracts, usually for serious clans or people wanting to make a game from scratch.

if you only have 1 model, i would suggest basing your portfolio arround it, show 1 maybe 2 early work in progress shots of it. explain any difficulties you had with it, and how you overcame them. and show the final product (and it is a product, since you are trying to sell your skills). dont expect success right away.

post on the forums at www.3dtotal.com or www.polycount.com (sorry if you considder this advertising, but i think it would be a great help in this case).

the people on the polycount forums are all hardened pro's and i guarentee you will feel humbled by them, but keep going, they are nice guys, who help out all they can.

read lots of tutorials, you can never read enough, and use this (http://thnom.tehunlose.com/model_resource/male.htm) resource site to practice making heads. use photoshop to draw your topology (polyflow) onto the faces, and then try to make your model the way you drew it...

thats all i can really advise :o
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2005-01-04 05:03:26
ha, thank you, yeah, i go to cgtalk.com's game art work in progress forums daily, i've only posted once and i never did finish the model, anyway, here's a pic of the single model, it has 10 1024x1024 maps, 5 diffuse, 5 bump, and 2 256x256 maps for the head ornament. it's about 11k polys, it's fully posable due to a rigged biped as well.

http://img.photobucket.com/albums/v231/TallgeeseIIII/beauty.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-open.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/back.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/front.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-back.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-front.jpg

just incase you've never seen the Tallgeese 3 before, it's a model of this:

http://actionfiguresbygofigure.com/media/tallgeeseIII(archenemy).jpg

- Moderator Edit -
Okay, and once again...
If you have big images to post, just post links here and not the images themselves - your six images had an overall dimension of 800 x 3600 Pixels and were ~350kb in size - this is definately too much.
 - Alhexx
Title: FF7 models to 3ds Max
Post by: belmont717 on 2005-01-21 21:06:10
Is this post about improving the FF7 models in the game?  I was reading the most of the posts and I'm not too sure.  I'm quite new here so please forgive my cluelessness.
Title: FF7 models to 3ds Max
Post by: TallgeeseIIII on 2005-01-22 05:23:42
no, sorry, it's about taking the models from teh game and putting them into a 3d format so they can be ported to other games, animations, higher quality renders, that sort of thing.
Title: FF7 models to 3ds Max
Post by: belmont717 on 2005-01-22 18:56:37
Thanks for the heads up TallgeeseIIII.  For a moment there I thought the post was about improving the models for the game.  That would be soo cool if it was.   :D .
Title: FF7 models to 3ds Max
Post by: mirex on 2005-06-05 10:50:15
One guy called Simon Engledew has recompiled ASE plugin for 3ds Max 6, can you give it a try ?

http://mirex.mypage.sk/FILES/asciiimp_max6.rar

I also asked him if he can recompile it for 3ds Max 7, lets see if he can do it.
Title: FF7 models to 3ds Max
Post by: MaTiAz on 2005-06-05 13:49:27
Quote from: mirex
One guy called Simon Engledew has recompiled ASE plugin for 3ds Max 6, can you give it a try ?

http://mirex.mypage.sk/FILES/asciiimp_max6.rar

I also asked him if he can recompile it for 3ds Max 7, lets see if he can do it.

Good. Let's hope so :)
I'm now downloadin 3DS max7 trial because my 3DS max 6 trial expired :/
Title: FF7 models to 3ds Max
Post by: mirex on 2005-06-05 17:58:47
You know what ? He did ! But its not tested at all, you have to try if it works.
http://mirex.mypage.sk/FILES/asciiimp_max7.rar
Title: FF7 models to 3ds Max
Post by: MaTiAz on 2005-06-06 17:17:15
Thanks ;) I'll now download it and see if it works. And then i'll post some expiriences.
Title: FF7 models to 3ds Max
Post by: mirex on 2005-06-06 19:39:19
Okay i'm waiting for your comments.
Title: FF7 models to 3ds Max
Post by: Reunion on 2005-06-06 20:22:50
It gives me this error message:

Loading DLLs

DLL <...asciiimp.dli> failed to initialize.
Error code: 193- %1 is not a valid Win32 application.

but that could be just me...
Title: FF7 models to 3ds Max
Post by: MaTiAz on 2005-06-07 15:09:58
Quote from: Reunion
It gives me this error message:

Loading DLLs

DLL <...asciiimp.dli> failed to initialize.
Error code: 193- %1 is not a valid Win32 application.

but that could be just me...

It isn't just you. It happens for me too. But the 3DS max 6 ASE importer loads just fine. Haven't tested any ASE models just yet...
Title: FF7 models to 3ds Max
Post by: mirex on 2005-06-08 12:10:27
Please try to load some ASE models so we can see if it works.

Yeah problem is that he does not have MAX7 so he only recompiled it and he has no means of trying it. Uh oh.
Title: FF7 models to 3ds Max
Post by: MaTiAz on 2005-06-08 12:34:18
OK, the ASE importer for 3DS max 6 works in 7, I loaded the Tifa model converted to ASE in Biturn, works fine. Thanks Mirex for the program ;)
Title: FF7 models to 3ds Max
Post by: Alhexx on 2005-06-08 15:22:53
Now we just need to export models from 3ds max back into FF7, heh  :erm:

 - Alhexx
Title: FF7 models to 3ds Max
Post by: Cyberman on 2005-06-08 16:07:20
On that subject you might want to convert to the original files prior to EDIOS and Square repackaging.  This will be sure all models can be moved to whichever plaform you want.

Cyb
Title: FF7 models to 3ds Max
Post by: Shin-sama on 2005-09-26 14:09:50
Quote from:  
OK, the ASE importer for 3DS max 6 works in 7, I loaded the Tifa model converted to ASE in Biturn, works fine. Thanks Mirex for the program  


Where you put that stuff??  :weep:

'plugins' folder does'nt work and in main I still don't get the ase import action.. also got those two dll's [msvcp]
Title: FF7 models to 3ds Max
Post by: Myonosken on 2005-10-21 11:35:18
I don't know if this is not allowed, but could someone host models that have been extracted? My 3DS is playing up, and I can't extract them. It could be very useful for other people.
Title: FF7 models to 3ds Max
Post by: Cyberman on 2005-10-21 15:24:25
Quote from: Nanotechmonkey
I don't know if this is not allowed, but could someone host models that have been extracted? My 3DS is playing up, and I can't extract them. It could be very useful for other people.

No as this would be the same as pirating a game. The content inside FF7 is copyrighted as well as the game. The same goes with FF8 and FF9.

Cyb
Title: FF7 models to 3ds Max
Post by: mirex on 2005-10-21 16:55:20
Nanotechmonkey: 3DS has nothing with extracting of the files.
Title: FF7 models to 3ds Max
Post by: Myonosken on 2005-10-21 19:40:02
I figured that out too earlier- my idiotic brain lapse.  :P

It was beause I had edited a few and I got it stuck in my mind I NEEDED to use it.
Title: 4D Blue or Blender
Post by: SuperFlyXXI on 2005-10-22 14:34:21
I don't have 3DS Max. I've been using 4D Blue and/or Blender to do my animating needs. Has anyone worked with these tools? Here's the reason why.

In 4D Blue, when I use Ambient lighting, my Cloud character is completely gray (color of the light). Unless I'm missing something from my rendering options, I don't know why this is the case. The only way I can get light to appear from this model is to use Spot lights or Point lights, etc.

In Blender, Cloud is never colored. Not even in the preview pane.

Anyone know what I can do about this or know of an open source/freeware app that I can use that will do the trick?

--- 4D Blue ---
(http://superflyxxi.yi.org/images/Cloud-AmbientLight.jpg)
(http://superflyxxi.yi.org/images/Cloud-DirectionalLight.jpg)
Title: FF7 models to 3ds Max
Post by: mirex on 2005-10-22 15:54:34
How do you load the model into the Blender ? What file format are you using ?
Title: FF7 models to 3ds Max
Post by: SuperFlyXXI on 2005-10-23 17:34:34
Quote from: mirex
How do you load the model into the Blender ? What file format are you using ?


I've exported the Cloud character using that Unmass then Biturn to extract the file into all the possible formats. I imported Blender using all the formats that it supports, and all of them had the same results. I wish my site was up so you could see the pictures, but the model comes out gray.

Off the top of my head, I can recall OBJ, LWO, and RAW. I don't think it [Blender] supports 3DS.
Title: Looking for a file.
Post by: Irocky on 2005-10-28 16:07:00
I was looking around for a MDX -> 3DS converter so I can improve a warcraft 3 model of sephiroth to use in a warcraft 3 game cuz the model i found sucks in comparison when I found this forum. I got the idea instead of editing that crappy model, I can use the original from the game! But sadly I only own the PlayStation verion so I ask someone if I may have a copy of the " battle.lgp " file form the PC version. If anyone wants proof that I infact own the game, i culd send u a PS version file  :P  dont know what good it would do though.
Title: FF7 models to 3ds Max
Post by: Cyberman on 2005-10-28 19:10:27
Sephiroth is in the PSX version of the game
in
\ENEMY6\SERFIROS.LZS
as for converting the PSX version of the game models that's a different issue all together.  The battle models for characters (IE sepheroth) are LZS compressed and have an index at the begining pointing to sections in the file.  Section 0 is the actual model where as the TIM is the texture for the model's textured polys. After the TIM in character models come the weapons (sephiroth has 16 versions of Musame I think) of which all have 16 :D
Between section one and the TIM are all the battle animations for the model.

Since I do not have information reguarding the 3ds format I cannot make something to export to it let alone export the texture information (correct texture information that is). Or the weapon models for that matter. Animations would be pretty much the same situation. I have looked but have not found such information.  I might be stuck with blender format or gmax's format.

Cyb
Title: OK
Post by: Irocky on 2005-11-02 16:34:23
OK, but I wasn't asking about the PSX version, srry if I didn't make that clear  :roll:  but since it can be done with the PC version (which I don't have) could someone send me a copy of the required PC file? And if you can't just a simple no (or better yet, no response at all) would be appreciated, no flamming is needed :\  But if you can send me a message.
Title: FF7 models to 3ds Max
Post by: Aaron on 2005-11-02 16:54:35
See this:
http://forums.qhimm.com/viewtopic.php?t=4870

You'll need the PC version to have the PC file.  Stop asking.

[edit] Yeah, I think this was made sufficiently clear in the thread I linked, plus a mod stepped in and locked it (i.e. you should not attempt to continue the discussion), gonna have to issue a warning.
Title: aight
Post by: Irocky on 2005-11-03 04:03:04
aight thats all i was asking, getting the file from a friend anyhoo. Thanks for the help tho. And only reason i posted twice is because I didn't see my post after I made it, so I thought maybe I did something wrong, and posted again. Again, sorry...

PS: thanks cyberman  :D

edit: hmm i think i culdnt find the post afterwards cuz i clicked New Topic instead of New Reply :\
Title: FF7 models to 3ds Max
Post by: Angeousa Quicksilver on 2005-11-11 14:43:18
to change models in ff7 to better qualites etc, you would need not only to change the models but also the backgrounds
the scripts in the game eetc
to make it look perfect, or there will be some size problems etc (models waling through bigs stone etc or reaching the roof).
Title: FF7 models to 3ds Max
Post by: Nii on 2005-11-18 02:58:18
Hey guys, I just found this thread and I've been trying to do some importing of my own with a little problem...

The imported .ase of cloud has his bones as just lines! How do I get it to act like proper bones?
Title: FF7 models to 3ds Max
Post by: Cyberman on 2005-11-18 05:24:09
Quote from: Nii
Hey guys, I just found this thread and I've been trying to do some importing of my own with a little problem...

The imported .ase of cloud has his bones as just lines! How do I get it to act like proper bones?

Ummm his bones are just a length and rotation.. that's why they are just lines. :)
The actual objects for the bone need to be attached also I believe.

Cyb
Title: FF7 models to 3ds Max
Post by: Nii on 2005-11-19 07:40:44
Ah ok, I now use the biped model instead anyway... however...

I'm currently using 3ds max 5, and after much (boring) work managed to fit my mesh outside of my biped model. I set my biped to not show the objects, so only the footsteps will be seen. After saving and loading however, the "footprint" is still there BUT I cannot select it!!! Its not listed in the object list either...

Any idea how I can salvage my poor biped =]?

Thanks

EDIT: As a side question, is it possible to scale the size of the biped? The normal scale tool doesn't seem to affect it.

Hmm don't worry I just redid the whole thing... =] Warcraft 3 cloud almost ready!
Title: FF7 models to 3ds Max
Post by: Nii on 2005-12-23 01:38:34
Thread REVIVAL XD
Sorry bout that, but this thread isn't that old anyway. And besides, its from this thread that I got the tools that I managed to make what you see below. Took like a month of slaving away though, animation so hard ><

http://users.tpg.com.au/~trang_ha/wc/3.avi
http://users.tpg.com.au/~trang_ha/wc/cloud2.avi
http://users.tpg.com.au/~trang_ha/wc/sephy.avi
Title: FF7 models to 3ds Max
Post by: mirex on 2005-12-23 07:32:37
Wow, that's like world of warcraft ? Its looking very nice !
Title: FF7 models to 3ds Max
Post by: Nii on 2005-12-23 08:02:44
Thanks! Its from Warcraft 3 =]
Title: FF7 models to 3ds Max
Post by: Otokoshi on 2005-12-23 13:35:55
Wow!  Cloud and his Omnislash in Warcraft III.  I'll have to give this a try whenever you release this.  Great work!
Title: FF7 models to 3ds Max
Post by: Chrisu on 2006-02-24 21:54:01
I just looked at that .avis and wondered: what funny thing r u doing here??
Title: FF7 models to 3ds Max
Post by: Nii on 2006-02-27 12:20:39
Its intent was not humour. It was a port of ff7 models into WC3 with custom spells using triggers to try and emulate spells from ff7. Admittedly I hoped it would've been more obvious...
Title: Sorry
Post by: Myonosken on 2006-04-19 10:54:19
Sorry to revive this thread, but is there an .ase importer available for 3DSMax 8? And, if not, which format should I use instead?

Thanks.
Title: FF7 models to 3ds Max
Post by: mirex on 2006-04-19 13:15:34
Please show me a list of the file formats that 3ds Max 8 can load, so I can tell you which would be suitable. So far older 3DS maxes supported formats were lacking some important features to load FF7 files.

About importer - no idea, you might have to search the net, or find someone who can recompile the plugin for newer 3DS max.