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Messages - paul

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76
Q-Gears / Re: QGears team needs more people!
« on: 2015-04-26 20:49:25 »
Nicely, i thought you will be needing original assets for this small prototype/showcase..

We just booted the qgears engine 0.21... and being a noob we are...we can't really find any authoring tools for it, to change the background, set the walkmesh, change character models, or import a new one...

Help?

I read somewhere writing engine is "easy". If you could point us to the right direction, we'd love to help expanding its environment and capacity.


Run the data installer project (q-gears-launcher) on the PC data to obtain pretty much all game assets for the field module. There are lots of issues that need to be fixed though - check the github issue list. The only person who said it was "easy" was Akari, and by this he means to write an engine for this specific purpose I believe.

Also there are no authoring tools, models/animations are in Ogre mesh format. Everything else is XML, someone needs to write an editor/IDE type thing for this data.

77
Team Avalanche / Re: Build a 3D engine from scratch
« on: 2015-04-18 11:38:05 »
QGears will allow you to make your own RPG / be like RPG maker. Thats why it uses XML/LUA/PNG/Ogre mesh formats so its simple to mod. At the moment you run a data installer which converts the FF7 data to this format.

78
Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-04-12 18:29:05 »
Looking good :D

79
I think its rendered but you can use real time 3d models since thats how Xeongears fields work

80
Using hex editing I manage to change it so that I was controlling weapon, the big gun and the barrier.

81
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

82
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.

83
There will be ff7 world map script assembler added to this project soon: https://github.com/paulsapps/SUDM

84
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.

85
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-03-26 12:34:51 »
Thanks, its now a problem of rotation :)

86
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.

87
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.

88
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 :)

89
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.

90
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!


91
Update:

Bgroff is integrating Akari's dialog changes - but Akari will be using github from now on so this should be easy in future (right Akari? Don't make me have to kill you ;)).
Basic data installer/converter added.
SUDM is integrated into QGears data installer.
Started conversion of PC field to QGears format, some files remain todo.
Quite a bit of work left on SUDM before QGears can use what it outputs (support for renaming vars via metadata, renaming functions, dropping functions, inserting function block comments).

Once this work is completed a lot more fields will automagically work after being "installed".


92
FF9 Tools / Re: [FF9] Online viewer
« on: 2015-02-25 22:03:57 »
So what was  the issue with model textures?

93
Team Avalanche / Re: Spell effects
« on: 2015-02-24 19:47:15 »
Nice, I've never seen those models before either?

94
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.

95
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.

96
I love how that page isn't linked to by the FF7 section, I had no idea it existed.

97
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?

98
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.

99
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".

100
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.

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