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Messages - paul

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76
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2015-04-03 22:46:15 »
I must have bad eye sight cause I didn't even notice they where jpg's cause they look so good to me :s

77
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-04-03 10:07:47 »
Spending 12 months (probably more) to get what we have now working in UE4 really is a waste of time IMO. No matter what we need the FF7 format info, algorithms etc. This is always the blocker, always step1, we don't even have this yet so what would be the point in moving to another engine?

Fields are driven by lua scripts that can be reloaded on the fly, a visual editor only brings a couple of extra bits for free such as positioning entities etc, but we can easily add that if need be.

78
There will be ff7 world map script assembler added to this project soon: https://github.com/paulsapps/SUDM

79
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-03-27 06:56:37 »
I think the animation and rotation seems to work, its just that the default roatation seeems to be wrong, have a look at the last screen shot here https://github.com/q-gears/q-gears/issues/115

Akari has them working yes - but that is with PSX models, this is PC data.

80
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-03-26 12:34:51 »
Thanks, its now a problem of rotation :)

81
Q-Gears / Re: QGears team needs more people!
« on: 2015-03-26 12:34:15 »
We would like to create a small RPG that shows what the engine can do, with 100% new assets. Obviously this is no small task :)

If you join the IRC channel that is usually a good place to talk.

82
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-03-25 12:28:58 »
Help make QGears work at all, then feel free to port to UE :)

Right now we need people that know the FF7 formats etc. I have an issue with model sizes/rotations, no engine will solve this problem.

https://github.com/q-gears/q-gears/issues/115

Rendering g-shaded triangles really doesn't need UE.

83
Nice work, once this is cracked FF7-9 WM's will be reversed so can come up with sane design to support them all in QGears :)

84
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-03-01 12:52:40 »
For QGears we can probably just use a depth map, but there is no point looking at that till the field is almost 100% complete.

85
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-28 22:35:55 »
Good work :) What's next on the plan? You'll have done all of Midgar before long!


86
FF9 Tools / Re: [FF9] Online viewer
« on: 2015-02-25 22:03:57 »
So what was  the issue with model textures?

87
Team Avalanche / Re: Spell effects
« on: 2015-02-24 19:47:15 »
Nice, I've never seen those models before either?

88
Yeah I think the fact that you have to run FF7 as admin needs to be documented better, took me a while to figure that out too.

89
That page could use some offsets, couldn't it? As for other stats, that's mostly based on whether or not you make it a physical or magical action. There are also some hard-coded considerations in there, but those are documented. I can offer some help if you tell me what you need.
Because it's very technical. Most people that come to the wiki don't want that level of detail.

Everything on there is very technical so that reason makes no sense to me, if someone can understand all the stuff about file formats then this damage algorithm is simple.

90
I love how that page isn't linked to by the FF7 section, I had no idea it existed.

91
FF9 Tools / Re: [FF9] Online viewer
« on: 2015-02-20 12:08:35 »
Yes it's a tool but since there is message to 'NOT create new threads here.' in Tool forum I posted here:)

Most data is on wiki (mesh / animations / 0xdb cluster / file structure). Rest is my own investigation:)

For textures I emulated psx vram. Materials are stored in 0x12 files like wiki said but I needed to dig into Psy-Q SDK to figure out how to read tpage and clut data. I also had some difficulties with animation and monsters (data is in two separated directories).
I can post information how to read this file (probably in separate thread(s)).



That information would be really really useful. I assume this it working correctly with all models/animations?

92
FF9 Tools / Re: [FF9] Online viewer
« on: 2015-02-20 11:19:32 »
I don't have FF9.IMG to test :(

Isn't this more of a tool than reversing related? Or is it tool to do online collaboration of FF9 reversing? Btw where did you get all file formats information? There don't seem to be too much on the wiki.

93
Q-Gears / Re: Orge3d version change
« on: 2015-02-18 22:18:27 »
Even if they dropped OGL2 there is still a DX9 renderer for Windows. Mac only supports OGL 3.0/3.1+

And for Linux versions/hardware/drivers that has no OGL3+ see Akari's point 2.

Edit: Btw using OpenSceneGraph and totally dropping DX on Windows is far worse than dropping OGL2.X IMO. Lots of Windows OGL drivers are seriously broken and using DX is the only "fix".

94
Isn't this format likely to be similar to FF7 where it is splitted into a grid and each grid contains a collection of meshes? Is FF9 WM the same way? If so the FF8 must be too.

95
Don't forget qgears team have this:

https://github.com/paulsapps/SUDM

Which will eventually support disassembly of all FF7 scripts (AI/Field,World whatever else). Creating an assembler (and then a generic compiler) shouldn't be too much more work..

/plug

96
Team Avalanche / Re: Midgar City Information
« on: 2015-02-14 11:25:44 »
Please tell me that these are real-time Qgears renders...

That could easily be done in real time in Ogre.

97
Team Avalanche / Re: Midgar City Information
« on: 2015-02-12 22:58:04 »
http://s36.photobucket.com/user/Killerx20/media/Midgar%20Renders/NightTest6.jpg.html

This guys last rendering is looking like hes getting near done, must be at least 70% complete? SpooX is this the same model you're working on with this guy? Looks awesome btw.

98
Chrome thinks your zip is malware and won't let me save it.

99
Nice work, this means reading mesh without U/V and texture information is fully reversed now?

100
Q-Gears / Re: QGears team needs more people!
« on: 2015-02-09 12:14:01 »
Its sort of possible to do this already. You can use any 3d software that has OGRE mesh import/exporter to make your mesh/uv/textures/animations.

Then for the scripts they use LUA, so edit the text file, save, and re-enter the field to re-execute the script. You can also type script/LUA directly into the console (use ~ to display the console).


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