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Messages - mirex

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126
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-12-08 23:40:07 »
Jinrei: Look here, you can find file names in this thread: http://forums.qhimm.com/viewtopic.php?p=62916

127
Troubleshooting / Biturn problems...
« on: 2005-12-06 09:38:42 »
Yes Aaron is right, as far as we know it is not possible to convert models back TO ff7, with none of the programs.
You can use Alhexx's Ultima to modify the existing ff7 models (you can change position of vertices and colours of the vertices if i remember correctly, please correct me if I'm wrong)

Yes Biturn is reading MS3D files little incorrectly, I know, its an old bug, and I have no time to fix it.

Be sure to look here: http://forums.qhimm.com/viewtopic.php?t=4351
Also you could look into http://forums.qhimm.com/viewtopic.php?t=4045 to read how are the guys doing their work.

128
Read more about compression here http://www.sylphds.net/f2k3/docs/lzs.txt in ficedula's document. This should help you understand it. If it won't come back and ask more, but only after trying.

129
Scripting and Reverse Engineering / Image Color Depths
« on: 2005-11-14 10:17:31 »
Bitmap_GrayAlpha88,                   // 2 bytes / pixel
        Bitmap_RGB565,                          // 2 bytes / pixel
        Bitmap_RGB555,                          // 2 bytes / pixel
        Bitmap_BGR565,                          // 2 bytes / pixel
   Bitmap_BGR555,            // 2 bytes / pixel
        Bitmap_RGBA5551,                      // 2 bytes / pixel
        Bitmap_BGRA5551,         // 2 bytes / pixel
        Bitmap_BGRA5551_Aflip,         // 2 bytes / pixel alpha flipped (needed for TGA)
        Bitmap_BGRA4444,                      // 2 bytes / pixel
        Bitmap_RGB888,                          // 3 bytes / pixel
        Bitmap_BGR888,                          // 3 bytes / pixel (needed for BMP)
        Bitmap_RGBA8888,                      // 4 bytes / pixel
        Bitmap_BGRA8888,                      // 4 bytes / pixel
        Bitmap_ARGB8888,                      // 4 bytes / pixel (needed for TXMP)


These are formats I use in Biturn bitmap lib. In these formats were stored files I encountered so far ( if i don't count DXT and RLE encodings ).

When I was trying to use PNGlib ( http://libpng.org/pub/png/libpng.html ) I found an example pictures somewhere in the archives. They are stored in various pixel depths, check them out.

130
Scripting and Reverse Engineering / Xeno-gears
« on: 2005-11-10 07:40:42 »
Nice :) ( although I have no idea about Xenogears )

131
Scripting and Reverse Engineering / Need some help
« on: 2005-11-10 07:34:05 »
I don't think it is a problem, it is not a first time we are discussing programming not related to the FF.
Problem is that there are not many VB programmers around here. It'd be better if you would try the forum mentioned in RPGillespie's post.

132
Scripting and Reverse Engineering / 3d drawing order
« on: 2005-11-08 10:25:35 »
Still not enough input. What should be usage of that angle ? Why should it be negative ?

Also, there are tons of math algorithms on the net, try to google for them (aproximate name should be sufficient for google).

133
Scripting and Reverse Engineering / 3d drawing order
« on: 2005-11-07 09:22:17 »
I don't get it, what do you want to get as a result ?

134
Nighthawk: that's not depending on the file format, but on the set compression. JPG could be of the same size, and that PNG can be 10x smaller, depends on compression you set.

135
Scripting and Reverse Engineering / Render error
« on: 2005-11-04 07:07:08 »
If by 'rendering' you mean that you render them through your engine, then it could be caused by issuing wrong UV texcoords to the vertices. Maybe you adress them from some incorrect memory which is changing, and that's why they are moving.

Things like this probably do not happen by switching some 3d effect in OpenGl.

136
Scripting and Reverse Engineering / 3d drawing order
« on: 2005-10-31 08:03:14 »
Hehe we are absolutely off topic with this assembly stuff guys !! But it could be done also like this: ;)
Code: [Select]
mov cx, 4B000h
mov ax, ptr pVal
mov di, ax
push ds
pop es
mov eax, 80BFh
rep stosdw


I hope there is stosdw, I don't remember this anymore.

137
Scripting and Reverse Engineering / 3d drawing order
« on: 2005-10-30 07:33:38 »
L.Spiro: I think that everything you said is allright, except the
Code: [Select]
memset( g_fZBuffer, 0x000080BF, sizeof( FLOAT ) * 640 * 480 ); .. because I think that memset() casts 2nd parameter to unsigned char usually, so it won't help you to set the floats, I would use the for() loop instead:
Code: [Select]
int  i; float g_fZBuffer[ 640*480 ];
for( i=0; i<640*480; i++ )
  g_fZBuffer[ i ] = -1.0;

138
Archive / I can't even install the game - HELP
« on: 2005-10-28 22:11:28 »
no no no, this is some common windows problem ... try google for the error message, you just have to re-enable something or overwrite some file in windows ... I had something like this before.

139
I'd say they are in ff7's .TEX format, as all other ff7 textures.

140
FF7 Tools / FF7 models to 3ds Max
« on: 2005-10-22 15:54:34 »
How do you load the model into the Blender ? What file format are you using ?

141
FF7 Tools / FF7 models to 3ds Max
« on: 2005-10-21 16:55:20 »
Nanotechmonkey: 3DS has nothing with extracting of the files.

142
You bet it won't be similair, there is only chance that it will be easy to hack :-P

143
Nice ! :)

But as usuall to yaz0r, this is again viewer only and it won't support exporting option.

144
Scripting and Reverse Engineering / Animation using OpenGL
« on: 2005-10-21 12:14:29 »
Quote
My engine interpolates already and I have found problems when playing animations where Squaresoft took shortcuts.
Yup mine interpolates too and I saw some problems aswell.

But this shortcut you're talking about is no bad thing. why to have 24 frames to do the cycle when 6 is enough. If you want to interpolate thing that was not meant for it either redo the animation or find another way.

145
Scripting and Reverse Engineering / Animation using OpenGL
« on: 2005-10-19 09:23:23 »
Nehe's tutorials are quite good IMO.

Few things ... first if you draw on timer you should check if you have already ended drawing on last frame ... because sometimes drawing can take you more than 1/24 of second.

Then some animations are easy, because each frame is set of vertice positions. So you only render model with new vertex data.
Some animations are tougher, because they are done by bone rotations.
Some are even tougher because they are done by bone rotations and bone-vertex weight maps.

I don't remember the OpenGl code too much though, but maybe this will give you some idea, it is code from Leviathan to display bones from the model:

Code: [Select]
void CF7BwDlg::GlDisplayBoneChildren( int bone_parent )
{
   int    b;
   float   f;

   for( b=0; b<skelet.bones; b++ )
      if (( skelet.bone[ b ].parent == bone_parent ) &&
         ( skelet.bone[ b ].displayed == false )) {

         glPushMatrix();

         glRotatef( skelet.bone[ b ].roty, 0.0f, 1.0f, 0.0f );
         glRotatef( skelet.bone[ b ].rotx, 1.0f, 0.0f, 0.0f );
         glRotatef( skelet.bone[ b ].rotz, 0.0f, 0.0f, 1.0f );

           //displaying skeleton

            glBegin( GL_TRIANGLES );

            f = skelet.bone[ b ].length / 10;
            glColor3f( 1.0f, 0.8f, 0.8f );
            glVertex3f(  f, 0.0f, 0.0f );
            glColor3f( 0.8f, 1.0f, 0.8f );
            glVertex3f( -f, 0.0f, 0.0f );
            glColor3f( 1.0f, 1.0f, 1.0f );
            glVertex3f( 0.0f, 0.0f, skelet.bone[ b ].length );

            glColor3f( 0.8f, 1.0f, 0.8f );
            glVertex3f( -f, 0.0f, 0.0f );
            glColor3f( 0.8f, 0.8f, 1.0f );
            glVertex3f( 0.0f, f, 0.0f );
            glColor3f( 1.0f, 1.0f, 1.0f );
            glVertex3f( 0.0f, 0.0f, skelet.bone[ b ].length );

            glColor3f( 0.8f, 0.8f, 1.0f );
            glVertex3f( 0.0f, f, 0.0f );
            glColor3f( 1.0f, 0.8f, 0.8f );
            glVertex3f( f, 0.0f, 0.0f );
            glColor3f( 1.0f, 1.0f, 1.0f );
            glVertex3f( 0.0f, 0.0f, skelet.bone[ b ].length );

            glEnd();
 
         skelet.bone[ b ].displayed = true;

         glTranslatef( 0.0f, 0.0f, skelet.bone[ b ].length );

         GlDisplayBoneChildren( b );

         glPopMatrix();
      }

}

146
Archive / ff8 models
« on: 2005-10-18 08:29:46 »
Sorry to dissapoint you, but no, models are not compatible at all. Also the technology used is completly different (ff8 uses texture covered models).

And no, there is no way to convert anything event ff8 to ff7 models so far.

147
Archive / Help with monster data
« on: 2005-10-18 08:21:41 »
Hi, now it comes to my mind that you can view such info in Leviathan too, here is a screenshot, look into upper-left corner. You can download it here.

148
Archive / 3 general Tweaking questions...
« on: 2005-10-17 08:01:45 »
No idea I don't do such things, better if someone from the patch guys answer this.

149
Archive / 3 general Tweaking questions...
« on: 2005-10-16 16:29:50 »
See its easy. You want to find the files for Bugenhagen - you find him in the list, there is note: Bugenhagen 2 - Normal (gwcc) for example.
So you go to the file 'gwcc.hrc', open it with notepat - it is a text file. Inside you see list of the .rsd files which are needed for the model. And inside every .rsd file you see list of files needed for the body part.
Simplier, if you sort the files by the name, files from one .hrc file to another .hrc file belong to the one model. For example files from 'aaaa' to 'aagb' do belong to Cloud (if i remember correctly). Files from 'aagb' to another hrc do belong to Tifa.

Its even easier in Battle models. See the list, for example:
bc    Hedgehog Pie
bd    Smogger

so all files starting on 'bc' (for example 'bcaa', 'bcab', 'bcac' .... ) belong to Hedgehog Pie model, and all files starting on 'bd' ( 'bdaa', 'bdab', 'bdac' ) belong to Smogger model.

150
Archive / 3 general Tweaking questions...
« on: 2005-10-15 14:28:29 »
Quote
and thanks a bunch for the huuge list Mirex
Don't thank me, its not my work, it was done by someone else (dunno who).

Quote
Oh I forgot to ask, but Mirex, would you happen to have a list of the battle.lpg files too?
mine - http://mirex.mypage.sk/FILES/monsters.txt
alhexx's - http://www.alhexx.com/descriptions/other/battle_database.txt
those two letters starting the line are first two letters of the files in the archive

Quote
How did you find out what each of them do anyway?? can you actually view them somehow...?
Yea by viewing them probably :) There are few viewers available on the net, I will ofcourse promote mine ;) Biturn and also see this thread with list of other software: Compilation of Programs

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