Author Topic: [FF7PC] Battle model > Field model Conversion FINALLY!! (2006-04-30)  (Read 208781 times)

Reunion

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---The Reunion Patch---

The total battle models converted is 53!

This patch will change 47 field models in Char.lgp.

Aeris: earithf_sk, n_earith_sk
Barret: pballet_sk, sd_ballet_sk, yballet_sk
Cait Sith: sd_ketcy_sk
Cid: pcid_sk
Cloud:cloud_sk, chair_sk, clouds_sk, hei1_sk, hei2_sk, hei4_sk, n_cloud_sk, pcloud_sk, reifuku_sk, sd_hei_sk
Dyne: daing_st, dainy_st
Elena: sd_eriana_sk
Hoyo: sd_hojyo_sk
Palmer: sd_palmer_sk
RedXIII: c_red_sk, P_red_sk, sd_red_sk
Reno: sd_leno_sk, sd_leno_sk(notex), sd_leno_sk(red)
Rude: sd_rudo_sk
Rufas: sd_lufas_sk
Sephiroth: n_sefiros_s(bkhd.hrc), n_sefiros_s(erha.hrc), readc_sk, sefiro3_sk, swordc_sk
Tifa: n_tifa_sk, ptifa_sk, tifas_sk
Vincent: sd_vincent_sk
Yuffie: pyufi_sk, r_yufi_sk, sd_yufi_sk
Zack: lzacks_sk, szacks_sk, zacks_sk

Others:
Jenova: jenova_sk
nible_katana
potion_sk(eghe.hrc)

This patch will also change 6 world map models in world_us.lgp.

Diamond Weapon - diaweap_sk
Emerald Weapon - e_weap_sk
Cid - sd_cid_sk
Cloud - sd_cloud_sk
Tifa - sd_tifa_sk
Tinybronco - tinybronco_sk

-edit- Notice: All field models in this patch will clip below the forground.

Some random screen shots...
http://i4.photobucket.com/albums/y112/FFVIIIReunion/802aa564.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/ef5b38dd.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/cd3a1b01.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/06302a50.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/43b53bc8.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/60203c21.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/5aef03b5.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/fa738930.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/fb382ef8.jpg

Please read the instructions.txt for information on how to install.
The newbie's tutorial for The Reunion Patch http://forums.qhimm.com/viewtopic.php?t=4451

-edit- make sure you have the latest version of lgptools
Download The Reunion Patch
« Last Edit: 2014-07-17 22:55:59 by Covarr »

Colly

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    • Final Fantasy VIII PL
Battle model > Field model Conversion FINALLY!!
« Reply #1 on: 2005-04-03 19:07:29 »
I think textures on your's model is too dark. But this is COOL.
Wow, looks great!

ice_cold513

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Battle model > Field model Conversion FINALLY!!
« Reply #2 on: 2005-04-03 19:12:50 »
5 Things to say

1 it was a long post but it is a have to read 1.

2 I was reading and thinking.That it was a late april fools joke.

3 How can i do that

4 you got any plans to make a auto patch?

5 damn what work you have done

 :love:  :love:  GOOD JOB 8)  8)

EmperorSteele

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Battle model > Field model Conversion FINALLY!!
« Reply #3 on: 2005-04-04 00:02:22 »
Yeah, the vertex's are too dark.. they lok like they're being lit by a different light source.

If you could make a cetra patch or something though, then you'd be hailed as a god around here =P

mirex

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Battle model > Field model Conversion FINALLY!!
« Reply #4 on: 2005-04-04 09:04:15 »
Quote from: Reunion
Sorry, but that probably made no sense to anyone and it really does not matter.

It does make sense, don't worry.
Great work ! Anyho I don't have anything against playing FF7 in old-way, so its nothing for me :).

L. Spiro

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Battle model > Field model Conversion FINALLY!!
« Reply #5 on: 2005-04-04 11:00:47 »
The vertices on the battle models are of course going to be too dark.

During battles, there is no lighting; all the lighting you see is painted onto the models.

The vertices are stored in groups and each group is like a flag (each group contains a certain “type” of polygons) and the battle models use a group type that causes the Final Fantasy® VII rendering engine to turn off lighting when rendering the vertices in the group being rendered.


Quote
Also it is because the lighting in the battle is nearly fixed, built right in with in the camera angel and the model itself. What I mean by this is in the battle the camera is basically in one spot so the models are colored according to what you are see from the camera. So the back of the models are a lot darker than the front. This is also why the amount of light changes when you turning the field using a battle model. Both the engine and the coloring contribute to the models being darker. Now these thing are only my bland and very vague assumptions so defiantly don’t take my word for it.


Well now you know.  No actual lighting in the battle.


So, why does it change lighting drastically when your new models face a new direction?
As I recall, battle models do not have normals.
When the game engine then tries to pass lighting over them, it will find no normals in vertex information, so it has no choice but to use a default normal of 0, 0, 0.
All vertices end up with this normal for rendering purposes and this will cause all vertices to change shading/lighting depths all at once as they rotate.


L. Spiro

ice_cold513

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Battle model > Field model Conversion FINALLY!!
« Reply #6 on: 2005-04-05 08:39:13 »
Hummm i feel sorry for Reunion. Doing all this hard work and only getting 5 posts. I was thinking is was going to get 2 to 3 pages.
But anyway i just want to know have you just done the good guys/girls.
Have you got any pics of the the bad guys/girls.
I still think itis a
                             

                                   :P  :P GOOD JOB  8)  8)

rmco2003

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Battle model > Field model Conversion FINALLY!!
« Reply #7 on: 2005-04-05 19:35:57 »
that looks amazing, this would be really effective if there was a way to scale down these new models to the sizes of the original field models, then there would be no size problems or anything. Is this possible?

Zack

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Battle model > Field model Conversion FINALLY!!
« Reply #8 on: 2005-04-05 23:09:11 »
looks awesome especially if the lighting could be fixed

Zophixan

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Battle model > Field model Conversion FINALLY!!
« Reply #9 on: 2005-04-07 06:42:42 »
looks great!

bomer

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Battle model > Field model Conversion FINALLY!!
« Reply #10 on: 2005-04-07 11:36:24 »
Man I've been waiting for so long for someone to do this! GOOD WORK! Whens a public release coming out?

knives

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Battle model > Field model Conversion FINALLY!!
« Reply #11 on: 2005-04-09 18:15:48 »
lol i was looking at the normal field one then the one under it and i fell outta my chair!!

Reunion

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Battle model > Field model Conversion FINALLY!!
« Reply #12 on: 2005-04-10 00:59:42 »
Update:

I finished all of the main characters! Now I will start on the bad guys namely Sephiroth to begin with. Yeah his hair is going cause lots of problems.

As far as fixing the lighing goes I’ve been working to fix the normals I can make normals for it but I don’t know how to index them in the poly section.

http://i4.photobucket.com/albums/y112/FFVIIIReunion/d6b883c7.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/5d8933de.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/d60afe56.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/ea5d1675.jpg

bomer

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Battle model > Field model Conversion FINALLY!!
« Reply #13 on: 2005-04-10 01:23:11 »
:D  Good work! Cant wait till a release. When youv'e done a few enemies like sephiroth, soldiers and the Turks, wreckon you'll do a public release? Really looking forward to it :)

ice_cold513

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Battle model > Field model Conversion FINALLY!!
« Reply #14 on: 2005-04-10 10:40:14 »
yYEA goodwork i so want to see sephiroth and The Turks and Rufus

Reunion

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Battle model > Field model Conversion FINALLY!!
« Reply #15 on: 2005-04-11 22:05:43 »
Lighting:  I am finally able to correct the lighting for the battle files. By using 3dsmax7 I can generate normals for the battle files and index them in the poly section. This however takes me forever! It took me all day just to fix a file that has 156 ploygons. But in any case it is possible and you will be seeing battle models that aren't dark in the field very soon.

ice_cold513

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Battle model > Field model Conversion FINALLY!!
« Reply #16 on: 2005-04-11 23:28:19 »
Cool nice work dont get down on the hard work. Just think all the ppl who tryed and never did this. What about all the ff7 fans too we need you  :love:  :P  :P  :P  8)

EmperorSteele

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Battle model > Field model Conversion FINALLY!!
« Reply #17 on: 2005-04-12 06:30:34 »
Hey, not to sound nitpicky or nothing, but, can ya do anything about barrets gunarm?  it loosk REALLY stout, and the shoulder's too high.  It just rubs me the wrong way..  Short of that, keep up the awesome work =D

Borde

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Wooooooooo!!!!!!
« Reply #18 on: 2005-04-12 07:52:23 »
Impresive. There is no other word to descrive it. Keep up the good work.
Just one cuestion: Is Cloud's model the one used in the final battle? Because it looks far more detailed than i remeber it.

ice_cold513

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Battle model > Field model Conversion FINALLY!!
« Reply #19 on: 2005-04-12 19:44:47 »
Hay Reunion i was sitting down Watching tv. Started thinking what do the battle models look like going up and down ladders.Iam now thinking have you tryed pushing your luck.




And seeing if you can put new models in.JK

Can i see what the battle models i some ladders


KEEPUP THE GOOD WORKUP

Abiko_Tatsukani

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Battle model > Field model Conversion FINALLY!!
« Reply #20 on: 2005-04-12 20:37:25 »
I'm very proud of you Reunion... but I have noted a problem with this idea...
What about their cute little Sailor suits?! We won't see Barret in that cute little scarf thingie!  :weep:  Unless someone finds out how to put the battle anims into sailor uniforms... heheh..

Reunion

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Battle model > Field model Conversion FINALLY!!
« Reply #21 on: 2005-04-15 22:12:18 »
Lighting problems:

Well I’ve kind of gotten the lighting somewhat correct but it has some very noticeable problems. Some of the normals are inversed so their pointing inwards which makes them dark. It is very hard to tell where the wrong ones are amongst the right ones. Could use some help to fix this. Thanks

http://i4.photobucket.com/albums/y112/FFVIIIReunion/8eebc8bd.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/1072c099.jpg

L. Spiro

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Battle model > Field model Conversion FINALLY!!
« Reply #22 on: 2005-04-16 06:52:03 »
It’s never going to be perfect anyway.

As you know, the lighting during battles is just drawn onto the models, which of course creates dark triangles in certain areas.

From looking at your pictures, I can’t tell if there are any “inverted normals” or just areas that are dark just because that is the real color of the triangle.

I am sure it must be clearer which triangles have “inverted normals” when the game is actually running, so, assuming there really are triangles that have been inverted, well there aren’t going to be many options open to you anyway.

You could run the model vertices through a quick script and calculate them yourself.

If there are randomly-inverted normals, I am at a loss to explain how that could be if you’re just using 3-D Studio Max.

Are you sure you are attaching the correct normals to each triangle?
As I am sure you know, Final Fantasy® VII models pool their vertices and normals, eliminating doubles, then each triangle just uses the indexes of the pools to get the normals/vertices it needs.

So when you have your list of normals you should be pooling them together and eliminating doubles, then pointing to the correct indexes (eliminating doubles isn’t REALLY required but saves space).



My advice would be to make your own normals with a script or to check that you are linking your normals correctly and indexing them correctly.


In the pictures, the hands and feet seem to have their normals slightly offset, but not inverted.
It very-well could be an indexing problem.



L. Spiro

ibanezrg220b

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Battle model > Field model Conversion FINALLY!!
« Reply #23 on: 2005-04-16 12:28:06 »
Hey i have a great idea why not release like a beta version of the ones you have so far.  of the main characters that would be sweet.  just a thought is all.
 Awesome job by the way i always wondered what it would be like to have more human looking models on ff7 lol

sfx1999

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Battle model > Field model Conversion FINALLY!!
« Reply #24 on: 2005-04-16 15:56:44 »
By any chance are the normals in the wrong format? For instance, in Direct3D, the Z-axis goes from back to front, and in OpenGL, it goes from front to back.