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Miscellaneous Forums => General Discussion => Topic started by: Intel-Xeon on 2002-10-20 23:50:27

Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-20 23:50:27
I am looking for an FF7 model editor. I think Ficedula has one but his page is down...

Does anyone know of one that I can get?
Title: FF7 Model Viewer/Editor
Post by: Darkness on 2002-10-21 00:26:43
*cough*

that would be alhexx.
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-21 03:22:57
Um... I may be stupid in asking this, but, how do I view models of the characters with this!? All I see are squares and triangles. There are like 12 total .p files.
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-21 07:43:45
Uhmm... The characters are made up of those square & triangle models.

Currently, the best way to view models would be to load up FF7 or use Fice's Ifalna. For editing, you need to use Alhexx's Ultima, or use Mirex's converting prog (I forget it's name offhand) to convert it into a format you can work with. (Myself, I'm working with Lightwave.)

Currently, there is no "Perfect" way to view the models short of exporting them and reconstucting them as I have done. Sorry.
Title: FF7 Model Viewer/Editor
Post by: mirex on 2002-10-21 11:49:06
If you wait a few days, i can help you with viewing and if you work with a LightWave then even with exporting ... i would like to release some beta in near days. FF7 models viewing is done, i have to finish exporting into lightwave, i'll try to do assigning bones->models in the evening.

But if you want to edit models in the game, then probably Alhexx's Ultima is the best choice.
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-21 20:52:51
Once you're perfected exporting to Lightwave, then comes the challenge of reversing that process. Then we can start doing MAJOR model work fo the remake!
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-21 23:16:07
... I solved it on my own. I didn't extract the stupid things from the lgp archives... -.-

Now then... I need a good way to reconstruct the pieces of the character models.

And how do I get Lightwave if it costs over $1000!?

Sidenote:

Damn! Nice job on FF7 theater Seph!
Title: FF7 Model Viewer/Editor
Post by: ShinRa Inc on 2002-10-22 03:39:08
Quote
Currently, there is no "Perfect" way to view the models short of exporting them and reconstucting them as I have done. Sorry.


I've found no errors in any of the models with Ficedula's latest Ifalna release.  But, that's just the Field sprites.

Don't know if anyone's planning on making a Battlescape viewer or anything along those lines, but aside from Hojo and few other models....and the Yoga-inspired poses, Mirex's Leviathan displays the battle sprites adequately.
Title: FF7 Model Viewer/Editor
Post by: Renderguy on 2002-10-22 04:02:55
You don't, http://www.milkshape3d.com]Milkshape3D provides a fairly good model editing program.  You Might also try http://www.blender3d.com]Blender
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-22 21:06:25
*cough*warez*cough*.

Just so long as you don't use it to make money, it's technically legal...

And thanks. I'm hoping to get a new issue out real soon...
Title: FF7 Model Viewer/Editor
Post by: Darkness on 2002-10-22 23:31:22
i own milkshape legit :)
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-23 02:39:08
*Cough*
Need Url
*Cough*
PM is useful
*Cough*

Seph, can you mail me the textures you used for your Seph Models? I can import him into Milkshape but he has no color!
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-23 02:45:28
*cough*sorry...*cough cough*Don't have one*cough*

Must be a cold going around... ;)

All the textures for the game models (except the eyes I made for S3D & Jerhis) are straight from the game.

I also have legit MS, but it sucks ass at everything but model conversion.
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-23 03:06:38
*Cough**Cough* I need Lightwave baaad *Cough**Cough**Cough*

Huk~

There. All better. I want some model of Sephiroth I can manipulate. Heh.
Title: Common cold...
Post by: Nori on 2002-10-23 03:20:52
Errrmmm, Intel-Xeon and few other members
If you guys need a cold medicine let me know...
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-23 21:38:21
Quote from: Intel-Xeon
I want some model of Sephiroth I can manipulate.


When you get Lightwave, use Mirex's Biturn (formerally Conv) prog and convert the game's Sephiroth Model. Doesn't take long to set it up...
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-24 16:41:26
Once I open Mirex's model getting program, it closes immediately. I have his other programs in the same directory as he said. I tried dragging the lgp files onto the .exe file and nothing happens!

Someone help me please.
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-24 17:23:59
You gotta use LGPTools and extract the model parts first.

Dunno why it's closing immediatly...
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-25 00:17:31
Okay. I have all of Sephiroth's body parts.... huk~

Now, is there a way to easily reconstruct Sephiroth?
Title: FF7 Model Viewer/Editor
Post by: Renderguy on 2002-10-25 03:04:10
Sorry Intel-Xenon, I'm not very good at linking on this board. The links were blender3d.com and milkshape3d.com.  And for anybody who asks, yes I do own a legal copy of Milkshape.

As for your sephiroth question, short answer, not that I know of.  For a while,
I was tring to reconstruct Aeris in Milkshape.  First off, I was new to milskshape (I had only used Povray/Moray) so that may have made it harder, but essentially I dicovered one valuable tool.  In Lgp tools, in the hrc file that the charecter is in, It will tell you which objects to use for which bones, and those usually are good clues as to what body part it is.  

Hope this is helpful.
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-25 03:05:02
Not yet... right now you have to do it by hand. I'm working with Mirex to get it so his prog auto-exports the model all setup for you.

It's taking some time...
Title: FF7 Model Viewer/Editor
Post by: mirex on 2002-10-25 07:11:18
Soo, here is beta 0.823 of Biturn (http://bin.mypage.sk/FILES/Bi823b.rar), it can complete ff7 models.

You have to extract all files that belong to model from final fantasy lpg's, then run this biturn, and click on files that end with ??aa if you want to view battle files, or on files with extension .hrc if you want to look at field models. It should load whole creature, field ones are also animable. (for that there are controls below picture, you figure them out by trying)

It is best to extract it into lwo6.5, because it can save nearly all data that are needed there (but milkshape cannot load lwo6.5) ....
And weight maps in lwo6.5 aren't correct i think, so if you want you can turn them off in options.

But its an early beta with lots of bugs, models are upside down, textures aren't displayed right, anims freeze sometimes, alpha textures arent exported etc etc, but i hope it can do for now.

Oh and here is a pic i made (rendered in lw), its nothing great, im not graphician. Cloud's friend (http://bin.mypage.sk/FILES/CloudsFriend.png)

Intel-Xeon: If this version quits inmediatly too, then ... i'll have to discuss it with you, and fix it.

Ok, im goin off to the cottage in woods with friends of mine, i'll get back on Sunday, see you then.
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-25 09:22:06
First bug: All the weight maps are off by 1 bone. IE: Bone 0 need weightmap 1, but has none. Bone 1 has WM1, but needs WM2.

More bugs as they pop up. Besides the bit of cleanup I've had to do (namely the afformention bug, plus getting the textures to appear correctly) it works VERY well! Much better than the old version!

edit: Oh, and I AM an artist. Clickity! (http://www.sephiroth3d.com/stuff/battle-show-off.jpg)
Title: FF7 Model Viewer/Editor
Post by: Smurgen on 2002-10-25 20:32:10
I like the magic picture things!
Title: FF7 Model Viewer/Editor
Post by: Intel-Xeon on 2002-10-26 22:33:49
Um... Who made LGPTools again? I forget..
Title: FF7 Model Viewer/Editor
Post by: atzn on 2002-10-26 22:48:02
If I'm not mistaken it should be ficedula who made LGPtools.....
Title: FF7 Model Viewer/Editor
Post by: ShinRa Inc on 2002-10-27 19:31:51
You're lucky I'm too busy hunting for residence to start off another violent and bloody graphics war or something.   :erm:

Maybe I'll sit down and finish Rearl.swf........................
 :o
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-27 20:12:38
I hate the bloody/violent pict wars you do. I perfer to have a creative pict war. You almost always bloody everything up...
Title: FF7 Model Viewer/Editor
Post by: ShinRa Inc on 2002-10-27 22:54:36
For the record, all I had was a truck chasing Sephiroth around.

you decided to decapitate President ShinRa.

:\
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-27 23:20:45
And then you blew up the characters in a firey death. Then it escilated. I'm not saying I'm not partially to blame... I'm just saying I try to do the more creative thing, while you tend to do the more violent thing. Our first war comes to mind...

And I was at least trying to be creative with my decaptication entry. Yeah, I got a bit bloody... I don't deny that... I just think you just started being too violent & bloody after that.

I refer to, of course: My image post (http://forums.qhimm.com/viewtopic.php?t=1349&postdays=0&postorder=asc&start=30) made after your bloody explotion. I just did a nice way to continue it. You could of done something similar with Shinra or something, but instead, you take the violent & bloody path, and shoot his head. I tried to go away from the violence, but you brought me back. That is why the Dragon incinerates your logo, and that's why you blew up the dragon.

All because you are more violent & bloody in your work than me.
Title: FF7 Model Viewer/Editor
Post by: mirex on 2002-10-28 13:47:44
Seph: thanks for solving that bug.
Intel-Xeon: while fice's site is down, you can use mine unmass (http://mirex.mypage.sk/FILES/unm_w075.rar), works for getting files from lpg's too.
ShinRa: i vote for less blood too. Oh and i've made new resizable preview window with changeable background color, hope you will like it ... (Options/Preview in separate window), (3D general/background color).
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-10-28 15:01:14
Bug #2: You need to offset the Polys with Textures by a very small margin. (I usually use 10mm)

Bug #3: When exporting a skeleton, the images do NOT export in 32-bit mode. I have to go back and convert them again.

Bug #4: When I turn smoothing on, it ends up being 5128 or so in LW. (I have it set for 89.53 or so)

Bug #5: You need to instance the 32-bit images, and turn the instances to Alpha only, apply them to the img polys on the Transparancy channel, and invert the layer.

Bug #6: Currently, Pixel Blending and Texture Anti-aliasing are on. They should both be off.

If you need help, I can send you a cleaned up model I converted.

Oh, and I found an optimum surface setting for  the battle characters so that they are colored, and can be effected by lights. 75% ambience, 50% Diffuse. This just my setting. I thought I'd just share it.
Title: FF7 Model Viewer/Editor
Post by: Alhexx on 2002-10-28 18:37:46
Does anyone of you expect me to write a post here, too? :D

 - Alhexx
Title: FF7 Model Viewer/Editor
Post by: ShinRa Inc on 2002-10-28 18:41:20
I HAVE CHILDHOOD ISSUES

Or something.

The gun thing was partially a test for another project I've been working on for months, too.
Title: FF7 Model Viewer/Editor
Post by: ficedula on 2002-11-02 00:48:59
(Slight topic bump ... sorry ;)

Anyway; my site is now back up at http://ficedula.cjb.net as always ... may still be the *odd* problem, but it should be accessible most of the time now. No updates I'm afraid, but at least you can download stuff from it.
Title: FF7 Model Viewer/Editor
Post by: mirex on 2002-11-04 11:23:12
Ok, all of bugs stated are fixed, althought #2 ain't a bug. I've put it into my bin Biturn 0.824w (http://bin.mypage.sk/FILES/bi0_824.rar), and i'll upload it to my page too.
And now also a second pose for battle characters (weakness) can be extracted.

ficedula: tested, your page works ok
Title: FF7 Model Viewer/Editor
Post by: ShinRa Inc on 2002-11-04 17:24:17
Forgive my usual ignorance and whatnot, just got in after a few days on the road...

Is it just me, or do the battle sprites (at least) look somewhat metallic in Biturn? o.O

Other minor note is, textures are being applied with a hot pink background.

Two frames down.....87 to go? =o

I shall resume being quiet now
Title: FF7 Model Viewer/Editor
Post by: Sephiroth 3D on 2002-11-05 04:11:08
First of all: Yay! New version!

2nd: Bug: Now it doesn't export the Alphas at all. It's pushes them out as 32-bit (when done individually) but the Alpha channel is blank. Same with the _a files. Blank.

3rd: The off-set is a BIT too much. Tifa's eyes were noticablly distant from her head.

4th: Red XIII (battle) doesn't even have his first frame work. Flaw? Bug? What?

5th: Are those (battle) skeletons identical to FF7's? If so, Square added a STRANGE way of connecting the shoulders... Why are they parented to the hips, instead of the top of the chest?

Not much else for now. Great work!
Title: FF7 Model Viewer/Editor
Post by: mirex on 2002-11-05 11:19:56
ShinRa: yes everything is now little shiny. I discovered GL_SHININESS in gl, so i used it. If it bugs somebody, i can give there a switch.
pink textures - you have to switch a options/bitmaps/pink2alpha. Ill give it on by default in next version. explanation: ff7 textures have no alpha information, but IMHO palette color 0 should be transparent, so i marked it with pink (as it is used).
more frames - yea.... but .... no time for battle anims .... maybe.
And how is new preview window, is it ok ?
Sephiroth 3D:
 #2: yes i know, i made it like that because: why to export alpha, when lw does not use it ? or it should be there ? ok, ill give it back to both textures
 #3: ookay, i'll lower the distance
 #4: my brother told me that too ... no idea. its probably because i cant read anims completly.
 #5: yes its identical to ff7 ... i do nothing with the data, i only read and write them ... and you can take a look at field ones, they have skeleton like that too, and they are right, anims work on them all right. Shame Square for that.

I'll tell you more bugs that aren't solved right now, and i know about them.
some textures aren't assigned right, for example hi-res battle cloud has no face textures. if you want them you have to copy texture file ??ba to ??bb. (im not sure about filenames right now)
And textures aren't displayed right in preview, if they aren't square. (can be seen on hi-res battle cloud too)
Title: FF7 Model Viewer/Editor
Post by: Alhexx on 2002-11-05 17:12:37
The first few steps of Ultima 0.40 are made. I think you won't have to wait until x-mas for my editor release :)

 - Alhexx
Title: Re: FF7 Model Viewer/Editor
Post by: black18 on 2009-06-02 07:28:02
Really,you found no errors in any of the models with Ficedula's latest Ifalna release,therefore you got a great find to the viewer.


_________________
Scotsman Ice Machine (http://www.nt-ice.com/)

Title: Re: FF7 Model Viewer/Editor
Post by: ultima espio on 2009-06-06 16:42:04
6 and a half years. Well done. Dont bump old topics unless very necessary. Unfortunately this wasnt.
Title: Re: FF7 Model Viewer/Editor
Post by: Rhazor on 2019-12-26 16:17:35
No one has posted in quite a while, but I am hoping someone still looks here once and a while.

That said I am wanting to download a model viewer/editor to edit the models and textures of the game FF7 (steam version) to update the looks and what not. I don't have any desire to edit the game difficulty at the moment(But if there is a program for that too, I would be happy to do that too down the road)

Long story short I am wanting to edit the visual aspects of the game so if anyone has some links that aren't dead for model viewer/editor tools/programs that would be greatly appreciated!

Hope to hear from you guys soon. It is unfortunate the links I have found on the site for what I am looking for are dead =(.
Title: Re: FF7 Model Viewer/Editor
Post by: Gensoul on 2019-12-27 15:07:29
No one has posted in quite a while, but I am hoping someone still looks here once and a while.

That said I am wanting to download a model viewer/editor to edit the models and textures of the game FF7 (steam version) ...

This thread died in 2002. Someone already got told off for necro-bumping it back in 2009.

You'll probably get more help in the FF7 Tools section:
http://forums.qhimm.com/index.php?board=48.0 (http://forums.qhimm.com/index.php?board=48.0)

Or the Graphical Modding section:
http://forums.qhimm.com/index.php?board=24.0 (http://forums.qhimm.com/index.php?board=24.0)
Title: Re: FF7 Model Viewer/Editor
Post by: Kaldarasha on 2019-12-28 01:45:36
Give me some time and I will introduce you into the big (but limited) world of model editing. A short preview. You need kimera, bitrun, wings3d (because blender doesn't export 3ds very well) and pCreator.
Title: Re: FF7 Model Viewer/Editor
Post by: Kaldarasha on 2019-12-28 11:52:42
Okay let's start. First you need to extract the models from the archives (char.lgp, battle.lgp, magic.lgp, high-us.lgp, condor.lgp, chocobo.lgp, wold_us.lgp). In the magic.lgp are the spell effects but also the models of the summons and the limit break animations.
Now you can open the models in Kimera. Usually you want to open hrc files, only battle and magic doesn't use the hrc files (but they follow the same concept). Kimera is very simple but it has a few functions to edit the meshes of the models. Currently I use it more to rearrange the models like the size of the skeleton and give them the final touches. But the main part of the model editing I use another more functional 3d editing program.
With bitrun you can convert the models for another 3D program. I use Blender so I have to convert it to obj files.
Blender hasn't a built-in plugin to export a model into 3ds, so I export it to obj back and open it with wings3d to export it to 3ds. Then I use pCreator (which can only handle 3ds files) and save them as p-files. As last step I open the new files in Kimera and do place the, new piece to it's correct position, which isn't that easy because it needs a to be mirrored a few times (bitrun and/pCreator do messup the orientation).
Title: Re: FF7 Model Viewer/Editor
Post by: Rhazor on 2019-12-28 13:52:54
Thanks for the help. I appreciate it. I wasn't expecting a response from a post that was so old, but thought it was the most relevant thread that was already open on the subject.
Title: Re: FF7 Model Viewer/Editor
Post by: Rhazor on 2019-12-28 14:27:03
I was able to get about 1/2 of the programs you mentioned, but was unable to find a source that was legitimate if one at all for bitrun and pCreator.

Thanks for your help so far and I appreciate the run through on how to use them.