Author Topic: FF7 Model Viewer/Editor  (Read 23572 times)

atzn

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« Reply #25 on: 2002-10-26 22:48:02 »
If I'm not mistaken it should be ficedula who made LGPtools.....

ShinRa Inc

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« Reply #26 on: 2002-10-27 19:31:51 »
You're lucky I'm too busy hunting for residence to start off another violent and bloody graphics war or something.   :erm:

Maybe I'll sit down and finish Rearl.swf........................
 :o

Sephiroth 3D

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« Reply #27 on: 2002-10-27 20:12:38 »
I hate the bloody/violent pict wars you do. I perfer to have a creative pict war. You almost always bloody everything up...

ShinRa Inc

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« Reply #28 on: 2002-10-27 22:54:36 »
For the record, all I had was a truck chasing Sephiroth around.

you decided to decapitate President ShinRa.

:\

Sephiroth 3D

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« Reply #29 on: 2002-10-27 23:20:45 »
And then you blew up the characters in a firey death. Then it escilated. I'm not saying I'm not partially to blame... I'm just saying I try to do the more creative thing, while you tend to do the more violent thing. Our first war comes to mind...

And I was at least trying to be creative with my decaptication entry. Yeah, I got a bit bloody... I don't deny that... I just think you just started being too violent & bloody after that.

I refer to, of course: My image post made after your bloody explotion. I just did a nice way to continue it. You could of done something similar with Shinra or something, but instead, you take the violent & bloody path, and shoot his head. I tried to go away from the violence, but you brought me back. That is why the Dragon incinerates your logo, and that's why you blew up the dragon.

All because you are more violent & bloody in your work than me.

mirex

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« Reply #30 on: 2002-10-28 13:47:44 »
Seph: thanks for solving that bug.
Intel-Xeon: while fice's site is down, you can use mine unmass, works for getting files from lpg's too.
ShinRa: i vote for less blood too. Oh and i've made new resizable preview window with changeable background color, hope you will like it ... (Options/Preview in separate window), (3D general/background color).

Sephiroth 3D

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« Reply #31 on: 2002-10-28 15:01:14 »
Bug #2: You need to offset the Polys with Textures by a very small margin. (I usually use 10mm)

Bug #3: When exporting a skeleton, the images do NOT export in 32-bit mode. I have to go back and convert them again.

Bug #4: When I turn smoothing on, it ends up being 5128 or so in LW. (I have it set for 89.53 or so)

Bug #5: You need to instance the 32-bit images, and turn the instances to Alpha only, apply them to the img polys on the Transparancy channel, and invert the layer.

Bug #6: Currently, Pixel Blending and Texture Anti-aliasing are on. They should both be off.

If you need help, I can send you a cleaned up model I converted.

Oh, and I found an optimum surface setting for  the battle characters so that they are colored, and can be effected by lights. 75% ambience, 50% Diffuse. This just my setting. I thought I'd just share it.

Alhexx

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« Reply #32 on: 2002-10-28 18:37:46 »
Does anyone of you expect me to write a post here, too? :D

 - Alhexx

ShinRa Inc

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« Reply #33 on: 2002-10-28 18:41:20 »
I HAVE CHILDHOOD ISSUES

Or something.

The gun thing was partially a test for another project I've been working on for months, too.

ficedula

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« Reply #34 on: 2002-11-02 00:48:59 »
(Slight topic bump ... sorry ;)

Anyway; my site is now back up at http://ficedula.cjb.net as always ... may still be the *odd* problem, but it should be accessible most of the time now. No updates I'm afraid, but at least you can download stuff from it.

mirex

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« Reply #35 on: 2002-11-04 11:23:12 »
Ok, all of bugs stated are fixed, althought #2 ain't a bug. I've put it into my bin Biturn 0.824w, and i'll upload it to my page too.
And now also a second pose for battle characters (weakness) can be extracted.

ficedula: tested, your page works ok

ShinRa Inc

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« Reply #36 on: 2002-11-04 17:24:17 »
Forgive my usual ignorance and whatnot, just got in after a few days on the road...

Is it just me, or do the battle sprites (at least) look somewhat metallic in Biturn? o.O

Other minor note is, textures are being applied with a hot pink background.

Two frames down.....87 to go? =o

I shall resume being quiet now

Sephiroth 3D

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« Reply #37 on: 2002-11-05 04:11:08 »
First of all: Yay! New version!

2nd: Bug: Now it doesn't export the Alphas at all. It's pushes them out as 32-bit (when done individually) but the Alpha channel is blank. Same with the _a files. Blank.

3rd: The off-set is a BIT too much. Tifa's eyes were noticablly distant from her head.

4th: Red XIII (battle) doesn't even have his first frame work. Flaw? Bug? What?

5th: Are those (battle) skeletons identical to FF7's? If so, Square added a STRANGE way of connecting the shoulders... Why are they parented to the hips, instead of the top of the chest?

Not much else for now. Great work!

mirex

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« Reply #38 on: 2002-11-05 11:19:56 »
ShinRa: yes everything is now little shiny. I discovered GL_SHININESS in gl, so i used it. If it bugs somebody, i can give there a switch.
pink textures - you have to switch a options/bitmaps/pink2alpha. Ill give it on by default in next version. explanation: ff7 textures have no alpha information, but IMHO palette color 0 should be transparent, so i marked it with pink (as it is used).
more frames - yea.... but .... no time for battle anims .... maybe.
And how is new preview window, is it ok ?
Sephiroth 3D:
 #2: yes i know, i made it like that because: why to export alpha, when lw does not use it ? or it should be there ? ok, ill give it back to both textures
 #3: ookay, i'll lower the distance
 #4: my brother told me that too ... no idea. its probably because i cant read anims completly.
 #5: yes its identical to ff7 ... i do nothing with the data, i only read and write them ... and you can take a look at field ones, they have skeleton like that too, and they are right, anims work on them all right. Shame Square for that.

I'll tell you more bugs that aren't solved right now, and i know about them.
some textures aren't assigned right, for example hi-res battle cloud has no face textures. if you want them you have to copy texture file ??ba to ??bb. (im not sure about filenames right now)
And textures aren't displayed right in preview, if they aren't square. (can be seen on hi-res battle cloud too)

Alhexx

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« Reply #39 on: 2002-11-05 17:12:37 »
The first few steps of Ultima 0.40 are made. I think you won't have to wait until x-mas for my editor release :)

 - Alhexx

black18

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Re: FF7 Model Viewer/Editor
« Reply #40 on: 2009-06-02 07:28:02 »
Really,you found no errors in any of the models with Ficedula's latest Ifalna release,therefore you got a great find to the viewer.


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ultima espio

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Re: FF7 Model Viewer/Editor
« Reply #41 on: 2009-06-06 16:42:04 »
6 and a half years. Well done. Dont bump old topics unless very necessary. Unfortunately this wasnt.

Rhazor

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Re: FF7 Model Viewer/Editor
« Reply #42 on: 2019-12-26 16:17:35 »
No one has posted in quite a while, but I am hoping someone still looks here once and a while.

That said I am wanting to download a model viewer/editor to edit the models and textures of the game FF7 (steam version) to update the looks and what not. I don't have any desire to edit the game difficulty at the moment(But if there is a program for that too, I would be happy to do that too down the road)

Long story short I am wanting to edit the visual aspects of the game so if anyone has some links that aren't dead for model viewer/editor tools/programs that would be greatly appreciated!

Hope to hear from you guys soon. It is unfortunate the links I have found on the site for what I am looking for are dead =(.

Gensoul

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Re: FF7 Model Viewer/Editor
« Reply #43 on: 2019-12-27 15:07:29 »
No one has posted in quite a while, but I am hoping someone still looks here once and a while.

That said I am wanting to download a model viewer/editor to edit the models and textures of the game FF7 (steam version) ...

This thread died in 2002. Someone already got told off for necro-bumping it back in 2009.

You'll probably get more help in the FF7 Tools section:
http://forums.qhimm.com/index.php?board=48.0

Or the Graphical Modding section:
http://forums.qhimm.com/index.php?board=24.0

Kaldarasha

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Re: FF7 Model Viewer/Editor
« Reply #44 on: 2019-12-28 01:45:36 »
Give me some time and I will introduce you into the big (but limited) world of model editing. A short preview. You need kimera, bitrun, wings3d (because blender doesn't export 3ds very well) and pCreator.

Kaldarasha

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Re: FF7 Model Viewer/Editor
« Reply #45 on: 2019-12-28 11:52:42 »
Okay let's start. First you need to extract the models from the archives (char.lgp, battle.lgp, magic.lgp, high-us.lgp, condor.lgp, chocobo.lgp, wold_us.lgp). In the magic.lgp are the spell effects but also the models of the summons and the limit break animations.
Now you can open the models in Kimera. Usually you want to open hrc files, only battle and magic doesn't use the hrc files (but they follow the same concept). Kimera is very simple but it has a few functions to edit the meshes of the models. Currently I use it more to rearrange the models like the size of the skeleton and give them the final touches. But the main part of the model editing I use another more functional 3d editing program.
With bitrun you can convert the models for another 3D program. I use Blender so I have to convert it to obj files.
Blender hasn't a built-in plugin to export a model into 3ds, so I export it to obj back and open it with wings3d to export it to 3ds. Then I use pCreator (which can only handle 3ds files) and save them as p-files. As last step I open the new files in Kimera and do place the, new piece to it's correct position, which isn't that easy because it needs a to be mirrored a few times (bitrun and/pCreator do messup the orientation).

Rhazor

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Re: FF7 Model Viewer/Editor
« Reply #46 on: 2019-12-28 13:52:54 »
Thanks for the help. I appreciate it. I wasn't expecting a response from a post that was so old, but thought it was the most relevant thread that was already open on the subject.

Rhazor

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Re: FF7 Model Viewer/Editor
« Reply #47 on: 2019-12-28 14:27:03 »
I was able to get about 1/2 of the programs you mentioned, but was unable to find a source that was legitimate if one at all for bitrun and pCreator.

Thanks for your help so far and I appreciate the run through on how to use them.