Final Fantasy Forums > Graphical Mods

Understanding model files

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picklejar:
Hello everyone, I am new to the forums and a little new to working with FF7 models.

I'd like to create a new game that uses some of the FF7 models.  To get started, I'd like to create a program that can do basically what Ifalna does: load model data and render 3D models (and ultimately animations) in a window.

I have successfully used LGPTools to extract (from char.lgp) all the model-related files: *.p, *.a, *.rsd, *.tex

So now, my question is: Where can I find more information on the file format of these files, and/or source code that reads these files and generates 3D models and animations from them?

Thanks in advance!

syntax error:
Its easier to export them to Blender or some other
3D renderer, look at the wiki to find all infos about formats and rotations.

picklejar:
I somehow missed the fact that we have a Wiki!  Wow, there's so much useful info there!  This is such an awesome community!  :D

I found the info I wanted on the Wiki.  In case anyone else wants the same info, here it is:

*.P file format: http://wiki.qhimm.com/FF7/P (also discusses relationship to *.RSD and *.HRC)
*.A file format: currently in: http://wiki.qhimm.com/FF7/Field (but maybe needs to be separated into separate Wiki page)
*.RSD file format: maybe http://wiki.qhimm.com/PSX/RSD (but this is for PSX)
*.TEX file format: maybe http://wiki.qhimm.com/PSX/TIM_file (TIM is really TEX I think)

Borde:
If you need source code, you can take a look at Kimera's source (in the tools subforum). I also have C code for working with field models if you need it (it's pretty old, though)

picklejar:
Ah, thanks Borde, I see that you are the one that wrote Kimera.  Awesome, I will definitely have to check it out, including the source.  :D

I'm stuck at rendering the complete model correctly.  I can render individual bones (e.g. hip, chest, etc.), and I can parse the skeleton structure fine (chest is a child of the hip, etc.).  I'm just having problems with putting all the bones in the right places.

I am REALLY close, though, I think.  Once I place a parent bone, the way I place one of its child bones is that I apply the following transformation: Translate by "parent bone length" in the negative Z direction, then apply Y rotation, then apply X rotation, then apply Z rotation.  This is REALLY close to the right solution, I think, but it's not quite right: Cloud's upper body looks perfect, but his lower body, starting with his legs, is messed up: his legas are going behind him instead of downward from the hip.

Anyway, I'll keep playing with it... thanks!

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