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Messages - Vehek

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76
FF8 UV data is one of the thing that's been at least partially documented before, and so far it mostly seems to work.

Example using my first method of applying rotations.


I still need to figure out how to properly apply the rotations. Even this method is a bit off, more than this particular model shows. There are also some things I need to do for ease of use.

I admit I'm rather ignorant on how the PSX actually draws things.

77
General Discussion / Re: Submarine Parking
« on: 2010-01-01 21:30:13 »
I've done this before, but I don't remember much about how to do it.

I think it involves getting in and out of the submarine repeatedly when a chocobo is next to the dock. You might want to look this up on the web, as it's a known glitch.

78
In case anyone's wondering, I messed with my script too much and didn't keep backups, so I can't reproduce those results from before.  :oops:
I've attempted to recreate it, but I don't know how close I've gotten. I've fixed the misplacement of vertices though.

Current results:


I suppose it's working better skeleton-wise than my other version of the script, which uses Blender's Pose module.


However, the first method can only do one frame from one animation.


(I don't know much about 3D.)


Animation Test Image

79
Q-Gears / Re: To Clear up some things.
« on: 2009-11-26 00:01:40 »
It's now supposed to be a general 2.5d RPG engine, which I think can't actually directly use the original game data.

80
I've been trying to import FF8 field models into Blender for the last two or three weeks. It hasn't gone as well as I hoped, probably because I don't really understand how to do it.




During this, I've concluded that what I called "Rotation1" is the Z-rotation.

81
Completely Unrelated / Re: Qhimm+ Translation Project
« on: 2009-09-17 16:37:09 »
  "What about Malboro?"  "oh it sounds ok as Marlboro anyway, so we can use that"
Go ahead and change it, but people probably won't even notice this one. Gamers already sometimes spell it as "Marlboro".

82
Completely Unrelated / Re: Qhimm+ Translation Project
« on: 2009-09-16 15:54:57 »
My problem here is that some of these "mistranslations" seem to be blown out of proportion.

The only difference between "Malboro" and "Marlboro" is one letter. Not a big difference, and it's still possible to guess that it refers to Marlboro without looking at the original Japanese. It's not like they kept one of the earlier romanizations or Woolsey's "Oscar".

83
Completely Unrelated / Re: Qhimm+ Translation Project
« on: 2009-09-15 16:08:22 »
3 translators agree with Care (I have not checked with others as they are busy).
But "Cure" has so much weight that even though "Care" might have (possibly) been the original intention all the way back in the beginning of the series, it's weird to translate it as something else.

84
On his blog, VanishedOne regarded those tiny files as unused. They (files like blin69_2) don't even exist in the PC version.

85
Archive / Re: FF8 Mods
« on: 2009-08-11 06:01:30 »
Some work was done on FF8 field models relatively recently. It's stopped for the moment, since koral left.

http://forums.qhimm.com/index.php?topic=8130.0

86
Archive / Re: Models by X-Dina (Satoh)
« on: 2009-08-10 07:04:24 »
You know? I never made the connection before this thread (and the subsequent username change).

87
An old press article (Both are the same, just on different sites)
http://www.thefreelibrary.com/Eidos+and+SquareSoft+Announce+the+Release+of+Final+Fantasy+VII+for...-a020830206
http://findarticles.com/p/articles/mi_m0EIN/is_1998_June_25/ai_50113699/

There's also the endgame credits too. No programmers from Eidos are listed, as far as I can tell.

88
Completely Unrelated / Re: About Koral...
« on: 2009-08-06 21:59:56 »
All this makes me...

If you'd just quiet down, seifer, maybe this would end.

89
General Discussion / Re: Final Fantasy 8 - Retranslation.
« on: 2009-08-06 21:02:21 »
Chrono Trigger's fan retranslation was meant for information. Making a patch out of it was an afterthought.
Some people apparently like the patch more than the original translation, but those are the minority.

90
General Discussion / Re: Final Fantasy 8 - Retranslation.
« on: 2009-08-06 05:22:58 »
(To Prince Lex)
If you're talking about the RPGONE translation... I don't like the Sky Render/RPGONE translation  of FFVI very much. When I compared it to some partial (non-patch) translations by other people, I found that at times, it was just as inaccurate in meaning as the SNES translation.

91
General Discussion / Re: Final Fantasy 8 - Retranslation.
« on: 2009-08-06 04:02:14 »
While they may be arbitrary or strange at times, name changes aren't necessarily "mistranslations". As I see it at the moment, a mistranslation is generally misinterpreting something you're translating.

92
General Discussion / Re: Qhimm went down?
« on: 2009-08-06 02:27:41 »
Some of the last posts were lost because of this.

93
General Discussion / Re: Final Fantasy 8 - Retranslation.
« on: 2009-08-05 17:19:38 »
A few months ago, there was some argument at GameFAQs over whether Edea's speech at the parade was different in meaning or not.
http://www.gamefaqs.com/boards/genmessage.php?board=197343&topic=48710512

94
I don't think sickness is to blame for koral's absence. I believe she left around the time that Seifer Almasy did.

95
Don't know about what happened here, do you?

http://forums.qhimm.com/index.php?topic=8395.0
He got a Japanese script eventually.

A lot of drama and arguing between Seifer and others about his projects...

96
By looking at the PSX version, I've gotten more information on the field model animation data. (They really are the same format in both PC and PSX.)
The game writes things to the skeleton bone data.

What I assume to be the rotations are copied to 0x0C of the corresponding bone's data.

Code: [Select]
Byte Numbers refer to bytes of each bone's four bytes in the animation data.

Short Rotation?1 = (Byte1 << 0x02)| ((Byte4 & 0x03) << 0x0A)

short Rotation?2 = (Byte2 << 0x02) | ((Byte4 & 0x0C) << 0x08)

short Rotation?3 = (Byte3 << 0x02) | ((Byte4 & 0x30) << 0x06))

or, more closely following the game's ASM:
Short Rotation?1 = (Byte1 << 0x02)| ((Byte4 << 0x0A) & 0xC00)

short Rotation?2 = (Byte2 << 0x02) | ((Byte4 << 0x08) & 0xC00)

short Rotation?3 = (Byte3 << 0x02) | ((Byte4  << 0x06) & 0xC00)

97
why are there flags like that for this? I mean it's one thing if it were something like saying something mean to aries but...the third option from the inn keeper?

i don't get why it would be something as specific as that -.-
Probably bad programming. Maybe they forgot they used that memory location already when they implemented the ghost.

98
I heard the Corel area demo (at least the 3Dfx / Glide demo) used Wave files, not mp3s.

Edit: ONLY the 3Dfx demo it seems has the Wave music.

99
Well, I thought I copied over the right number of bytes, and I copied the data from Squall's model. It might just be that the MCH's animation data is unused for PCs.

On a different note, while Biturn can load Zell's model without a problem, FF8 doesn't seem to tolerate that very well when using Squall's animations and Zell's original number of bones.

100
I tried copying the possible pose data from the MCH over some animation data.

Did I do something wrong, is the format not quite the same, or is my guess wrong?

On chara.one, it looks like the MCH name section really is unused and the MCH Number part I listed determines which MCH to load.

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