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Messages - Akari

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151
Q-Gears / Re: Why repository weigh so much?
« on: 2010-06-12 08:27:44 »
Is it nessesary to store compiled files in trunk/output/, archives of old version in trunk/media/ and doubles of .dll in repository?

Yes. I use svn to sync few of places where I'm working on qgears project. And to not lose anything that can be impotrant. You don't have to grab all the files anyway.

152
FF7 Tools / Re: Welder: A little AI Template Project
« on: 2010-06-11 11:55:19 »
Bit of a tangent, but I had another, similar logic issue with an original version of the header, through a misunderstanding of opcode documentation:

Quote
Popped:  top two values on stack
Pushed:  non-zero value if first pop is less than second pop.

I assumed the 'first pop' was pop1, the second pop2, imagining the stack was:

<top>
pop1
pop2
<bottom>

Actually, 'first pop' refers to pop2, 'second' to pop1.

The difference is important. Imagine

PUSH 0300
PUSH 0001
45 LESSTHAN

I assumed this would ask if 1 < 0300. It doesn't. It does the opposite.

I may have written it wrong in the documentation. I don't really know how it compares, but I'd assume it's top of the stack < next value in stack. If that's not the way it's working then it might be mislabeled and really be greater than or equal to or I got the pops out of order.

Everything is right. 0x4X command work as follows:
1) Pop value from stack and store it to slot1
2) Pop value from stack and store it to slot0
3) Call function that does comparsion depending on X in 0x4X
Code: [Select]
switch ()
{
    case 0: return (slot0_value == slot1_value) ? 1 : 0;
    case 1: return (slot0_value != slot1_value) ? 1 : 0;
    case 2: return (slot0_value >= slot1_value) ? 1 : 0;
    case 3: return (slot0_value <= slot1_value) ? 1 : 0;
    case 4: return (slot0_value >  slot1_value) ? 1 : 0;
    case 5: return (slot0_value <  slot1_value) ? 1 : 0;
}

153
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-11 07:05:53 »
While this is great work and all, if everyone wants my opinion (and i know yo do!) i think we should avoid tackling this for now. It would take away too much time from what we are doing now. Maybe as Q-gears continues to mature and we have at least the bombing mission completed maybe we could devote a bit of time to it. As it stands right now we don't have the manpower to handle this.

Sl1982 is right. Now is too early to do anything. You can load model in game, but it will take 2 or 3 month for me to implement (translate from old code) walkmesh, scripting, scene models iteraction, camera to see how thos model looks in game. So stay tuned and keep good work =)

Yeah, actually, I agree. As it stands, Q-Gears isn't developed enough to consider an entire switchover to a realtime rendering engine - we're only talking about theorietical implementations.
Maybe if we get more people to help out in the future we could devote a small team to convert the high poly scenes into ones optimised for the ogre format or something, I dunno.

For test I can work with high poly models.

154
Q-Gears / Re: What's left to be done?
« on: 2010-06-11 06:57:41 »
If someone here can create 3d like here on this image then I gladly spend all my time to add this features. But I don't believe in this.

ps: I really hope I mistakes and we can produce ffvii levels at such quality.
How tempting.....:-D Is it real time rendered?

Yup. This is real time rendering. More screens at http://www.ag.ru/screenshots/battle_vs_chess. Game will be released by the end of summer.

In static of this scene is 50000 polygons (but this is square scene and you can look all way around). Models has aproximately 20000 polygons each. Whole scene takes 300000 polygons one pass and about 1000000 polygons to render as whole (including all particles, shadows, depth-pass and so on). Models are the most heavy here.

I think nmkin5 scene could be redused to 5000-10000 without losing quality at all. And needs to be reduced to 1000-2000 in real. Then for game, i think, nmkin5 nmkin4 nmkin3 needs to be created as one model. They use same material and same geometry. In 3d it will be posible look around (if we don't deside lock camera to certain angle).

Ok for now I return to my battle exporter. There is so much left to be done =)

155
Q-Gears / Re: What's left to be done?
« on: 2010-06-10 20:39:41 »
I agree, but as I previously mentioned, if you're able to implement measures that can be seen as better than the current FF7 getup, i.e dynamic lighting, reflect maps, dynamic cameras etc, only then will it be viable to create realtime-friendly models for the scenes. For now, I think, using the more detailed models and high render settings will produce an overall better looking game.

If someone here can create 3d like here on this image then I gladly spend all my time to add this features. But I don't believe in this.

This is scene from game we developing now (Battle vs Chess). Whole scene takes 3 weeks for an artist to finish. Scene contains twice less polygons than this scene from ffvii including all particles.

ps: I really hope I mistakes and we can produce ffvii levels at such quality.

156
Q-Gears / Re: What's left to be done?
« on: 2010-06-10 20:17:18 »
Now that's interesting, how is the poly count on this model?

Too much on my opinion. It can be a lot of simpler and it doesn't reduce quality. For render it's ok. Though it's harder to skin it =)

157
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-10 19:58:05 »
Lol at Akari posting in two forums, but it was very appropriate to do so(one of the rare cases)

Love it!

Because it related with q-gears and remodelling project. I'm not sure if everyone looking at each forum =)

Now I want to try it with textures. Wireframe not very demonstrative.

158
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-10 19:27:50 »
First step to make FFVII 3d =)

Model from sl1982


159
Q-Gears / Re: What's left to be done?
« on: 2010-06-10 19:18:27 »
Just for test. nmkin5 3d model from sl1982



160
Scripting and Reverse Engineering / Re: .s Files
« on: 2010-06-05 09:29:22 »
This can be sounds =)
Or it can be shapes - animation for sprite particles. In PSX version there are animations for billboard sprites that show effects like FIRE. Not really sure if this is it, but in magic effects there are only few things: assembled code, texture, models, models animations, sprites animations, sounds.

161
Q-Gears / Re: Akari, I need info please...
« on: 2010-06-05 04:39:05 »
I have searched this entire forum and have also searched your site on sourceforge, considering your last release was in 08' I was wondering if you have made any headway with the project since then and was also wondering if I could get any technical data/ notes that you may have on the subject.

Also if you would like to guide me in a direction as to go...I will be more than glad to help you.

I update SVN alost everyday. You can find all sources, exporters ans reverse info there.
http://q-gears.svn.sourceforge.net/viewvc/q-gears/trunk

I need help with Reversing, Programming and Converting.

162
Is halkun a part of this project? I would surely join if others would work on it or show some development at least with text posts...

Just as sl1982  said I'm the only one who is contributing to this project now. You can help if you want. More people means new releases will come much faster )

163
Q-Gears / Re: What's left to be done?
« on: 2010-05-29 16:34:41 »
I agree with seeing Sl's scene in FF7 (if possible at current state) that'd be an amazing teaser haha ;D

Yup. I create this teaser as soon as i can =)

My current plans are:
2 step:
- Particle system (in progress)
- Resource management and organization (in progress)
- Battle models exporter (in progress)
3 step:
- basic field and battle moduls
- loaders for field and mattle moduls
- walkmesh and character controller work together
4 step:
- unified lua scripting system
- animation commands
- battle and field scripting

So, on a theoretical note. Since this is basically a whole new game engine. Could one say.. Ohh... Add HDR and And bump mapping? just curious. No need to implement it of course

Everything is posible.

164
Q-Gears / Re: What's left to be done?
« on: 2010-05-29 06:58:43 »
I agree with seeing Sl's scene in FF7 (if possible at current state) that'd be an amazing teaser haha ;D

Yup. I create this teaser as soon as i can =)

My current plans are:
2 step:
- Particle system (in progress)
- Resource management and organization (in progress)
- Battle models exporter (in progress)
3 step:
- basic field and battle moduls
- loaders for field and mattle moduls
- walkmesh and character controller work together
4 step:
- unified lua scripting system
- animation commands
- battle and field scripting

165
Q-Gears / Re: What's left to be done?
« on: 2010-05-22 05:35:11 »
Writing up a tutorial for reverse engineering a game is 1000x harder then it sounds.

In real most part of reversing is easy =)
I just translate asm into pseudocode and then analize it. I have description of most addreses already so it's not that hard.

166
Q-Gears / Re: What's left to be done?
« on: 2010-05-21 11:52:20 »
Added exporter for effect's mesh from RAM.


167
Q-Gears / Re: What's left to be done?
« on: 2010-05-19 08:11:10 »
If only I knew C++, or pretty much any programming languages at all for that matter. I'm really interested in this actually.
Actually, while I'm sort of on topic in this thread, Maybe you could clarify something for me, Akari.

When it's done, Is Q-Gears still going to somehow compile into a brand new "FF7.exe" file for FF7PC (or even the PSX version so theoretically we can play it without an emulator) that's more up to date and more compatible with newer computers and programs? Or is it simply going to be a test program to be able to load resources from the PSX version (Which I believe it can already do, pretty much).

It's just that it's been such a long time since that "FAQ" was posted, and I remember reading somewhere that the initial goals have changed somewhat.

You can hemp with reversing things. There too much for one man to handle. If you have some instant messanger like ICQ or jubber than you can contact me and I explain what to do.

Main goal of this project is create engine that can be used to create games like FFVII, Xenogears, FFIX, FFX and so on and bunch of converters to convert data from this games to engine. I even think we can enhance things. For example now I play with nmkin5 field location made by Team Avalanche. =) Fully 3d FFVII =)

Hey Akari, long time no see! I can't believe you still have that tool :D Good to see it was helpful but i think it's a bit outdated. Somebody should step up and update it

Hello, long time no see =)
What tool are you talking about?

I wish I could offer support, but aside from a little experience with Python and C++, and the barest understanding of the FF7 engine, there's little I can give you.

You can help with reversing. Contact me and I explain what you can do. =)

168
Q-Gears / Re: What's left to be done?
« on: 2010-05-16 11:24:05 »
This seems to be the hardest project being done. Who are helping you Akari??

Noone =)

169
Q-Gears / Re: What's left to be done?
« on: 2010-05-15 09:07:30 »
For those who interested in what's going on with q-gears:
I finish some low level staff, console commands and variables, inputs, events.
I'm working on loading of resources now. Background loading, file organization and such staff.
I'm work on particle system that can handle ffvii type of effects. It's not that easy. All effects are hardcoded so to implement them each of them needs to be reversed. Results will be here soon.
I'm work on battle 3d extractor/converter.

Wait for the good news =)

170
Q-Gears / Re: Invalid filename in subversion
« on: 2010-05-05 21:29:23 »
Done.
copy of file somehow get into version.

By the way - added lastest sources =)
Almost finished with the core.

171
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-20 19:26:01 »
By the way you forget few more models that used in Bombing mission.

- Potion blue bottle.
- Green Materia.
- Savepoint.
- 3 different door models.

172
Team Avalanche / Re: New Project
« on: 2010-04-19 12:05:39 »
We have svn. Why not use it as source control for all project files?

173
Team Avalanche / Re: Team Avalanche Boss Project
« on: 2010-04-14 10:59:05 »
Why not take ideas for modeling and coloring from crisis core? They have Guard Scorpion =)

174
Q-Gears / Re: What's left to be done?
« on: 2010-04-09 11:31:21 »
Added new dat dumper to ffvii utilites.

Now working on console for q-gears to make it user friendly.

175
Q-Gears / Re: What's left to be done?
« on: 2010-04-08 10:15:39 »
Now set iso to extract in cmd from as "extract.exe isofile.iso"

Ok...let me list the ways I typed this file and NOTHING comes up in cmd.exe.
Microsoft Windows XP [Version 5.1.2600]
C:\Documents and Settings\Mako>"C:\Documents and Settings\Mako\Desktop\extract.exe"
Xenogears Main Disk Dumper v0.9.67
  Created by Graph and _Ombra_

USAGE:'extract.exe isofile' extract files from xeno cd image.

C:\Documents and Settings\Mako>'extract.exe isofile'

'extract.exe isofile.iso'
"extract.exe isofile"
"extract.exe isofile.iso"
'extract.exe xeno.iso'
"extract.exe xeno"
'extract.exe cd1.iso'
ect...tried many more...

It doesn't seem to do anything am I typing it in wrong?. God I so not good with cmd line stuff. Thank for you help akari I'd turn to someone else but I want to try this tool its just frustrating.



Like this

C:\>C:\way to executable\extract.exe C:\way to image\xenogears.bin

I use bin/cue xenogears image. Maybe this is why you have trouble.

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