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Messages - SpooX

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101
Hi Anaho,

welcome back :)
I've upladed MDS7PB2 as a blender file into the Repo.
Since you already did:

You might as well play around with this one:


if you want. (or anyone else for that matter)
 8-)

102
Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2013-01-03 23:14:10 »
Looking good! I really like the detailed reflections on the lamps. Looks like you'll have fun with lighting and reflections  :)
thanx, yep there are some challenges in there  ;)


Do you have plans for modelling the outdoor landscape for the FMV?

Does this answer your question?

Junon by Night

Just testing out some new hardware....
Not quite the water cooled supercomputer from Timu, but at least it is portable, and also has some blue lights on it as well, but fortunately not as bright...  ::)
 8-)

103
Completely Unrelated / Re: New Compie!
« on: 2013-01-03 22:37:03 »
How fast can it run tic-tac-toe?
"Would you like to play a game professor?"


sorry just couldn't resist
 8)

104
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-03 22:14:39 »
96 looks fine with regards to the shadows.
As for the dirt, tone down the colors a bit, but you might solve that by a color correction after rendering.
I must agree, you will find not much dust in a shop, concider the owner, even in the slums, would be proud to have his own little shop. I don't think one should concider that fanboism, but logic needed to build the scene.

Nice going Mayo, keep up the good work (and please get rid of those full blown RGB posters  :P)
 8-)

Ps I'm still in the process to get my scenes back up and running....

105
Completely Unrelated / Re: New Compie!
« on: 2013-01-03 22:06:38 »
My oh my, there is always boss over boss...
Just when I burned down my laptop.... :oops: seems that modeling Junon (pushing >3m polys, not even a third completed) brings bad luck...
I'm just wondering, seems like you have triple SLI, are you going to fill those slots up?
Then you have some nice CUDA rendering power...you might need to put a reactor next to it though... :evil:

 8-)

106
Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2012-12-20 20:53:32 »
just a small update....



 8)

107
Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2012-12-16 08:34:11 »
Also I don't know if I am accurate or not but based on this picture the tube on the top of the picture looks like it has another one extruding outwards and upwards again. Your reference picture begs to differ though... What do you think???

If you take a look at the original and complete field file, it's much better visible.

the shadow you see on the pipe originates from the diagonal pipe above it.

You can also have a look at the Weapon animation, where it's in view in the first few frames.
 8)

108
Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2012-12-14 19:36:13 »
Here's a better different render look



Very nice, as always!
Concerning the ripples on the flags of the 3rd pic, do you plan to mesh them (via cloth sim) or only do it via texturing?

we'll see, if it is not needed, I won't. because Junon is big as it is, and if I can reduce any vertices, it's worth it (especially when things have to animated).
All the streets, with all the houses, and all the details, really slows this little old CPU very much down... :|

...and indeed it seemed a bit dead here. So hopefully people get inspired.  ::)
 8-)


...an other rendered shot to see more details...



 8)

109
Team Avalanche / Re: Midgar Remake
« on: 2012-12-14 19:24:31 »
nice toy octane....finally something to fire up the triple SLI with....
would be nice if that would also be incorporated in Maxwell...

Here's a little overview of Sector 8...

 8)

110
I had these still lingering around my hdd (and on several backups  ::))


and some details...



enjoy.
 8-)

111
Team Avalanche / [HD Remake] Gallery J....
« on: 2012-12-14 18:07:42 »
A place to store the next big city pictures.










 8-)

112
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-12-02 18:00:43 »
Quote
The writing on the jar reads “China” (漢), possibly the first character of “Chinese Medicine” (漢方).
The writing on the pipe is “Welcome” (迎歓). While “Welcome” would normally be written 歓迎, the the characters are read from right to left, as is done traditionally in Japan. Thanks to Qhimm for reminding me of this.
The welcome mat reads “Torishima Item Shop” (アイテムの鳥島屋).
A lot has already been deciphered....
Hint:Look Here
 8)

113
Team Avalanche / Re: Midgar Remake
« on: 2012-11-28 22:34:26 »
OK, let's give Octane a testdrive...
it looks a bit like Maxwell Fire.
 8)

114
Just a small message to notify that some new export features are added, for details see first post.
 8)

115
Just tested all my new computer parts tonight, will have it built in the next few days and can get testing/tweaking on this. At a quicdk go on my laptop, it said mathutils didnt exist >.>

Will have to update my python stuffz.

Note: Said computer is notably awesome, and sweet pics are sure to come!
oh you can remove the mathutils line, it's just a line which comes from some experimenting with calculations in the script, it runs perfectly without it. In fact the calculations have moved into the exporter.

PS I test these scripts on Blender 2.6 and above.
 8-)

116
Well SpooX i offer my computer as a render farm for you as well. Case you run into something you can't do. But your Quatro is designed for that. So hell, it might be better then my desktop card haha
thanx for the offer, but I use my laptop mostly for modeling....

I should get this working to make blender scripts!

try this as a test:
Code: [Select]
# -------------------------------------------------------------------
# EALS_1 walkmesh (and cam) Blender Python script generated by SpooX
# -------------------------------------------------------------------
import bpy
import math


def clearScene():
    #clear scene of all objects
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete() 
def createMesh(name, verts, edges, faces):
    me = bpy.data.meshes.new(name+'Mesh')
    ob = bpy.data.objects.new(name, me)
    ob.show_name = True
    bpy.context.scene.objects.link(ob)
    me.from_pydata(verts, edges, faces)
    me.update(calc_edges=True)
    return ob

def putCamTarget():
    # Create Empty as target
    bpy.ops.object.add(type='EMPTY', location=(859.9117,335.7209,155.5186))
    bpy.context.active_object.name = 'CamTarget'
def putCam():
    # Create a camera and get the shape name.
    data = bpy.data.cameras.new('EALS_1Cam')
    vcam = bpy.data.objects.new('EALS_1Cam', data)
    vcam.location = (937.4153,-3487.447,1835.102)
    vcam.scale = (1.0, 1.0, 1.0)
    #data.angle_x = 30.0336
    data.lens = 65.2343812616088
    data.draw_size = 100
    data.clip_end = 10000.0
    data.sensor_width = 35.0
    bpy.context.scene.objects.link(vcam)

def addTrackToConstraint(cam, name, target):
    cns = cam.constraints.new('TRACK_TO')
    print(dir(cns))
    cns.name = name
    cns.target = target
    cns.track_axis = 'TRACK_NEGATIVE_Z'
    cns.up_axis = 'UP_Y'
    cns.owner_space = 'LOCAL'
    cns.target_space = 'LOCAL'
def run():
    verts1 = (
    (825.0,-276.0,116.0),
    (791.0,-369.0,116.0),
    (707.0,-302.0,116.0),
    (651.0,-138.0,116.0),
    (596.0,-221.0,116.0),
    (593.0,-130.0,116.0),
    (803.0,-192.0,116.0),
    (772.0,-110.0,116.0),
    (807.0,-60.0,116.0),
    (924.0,-151.0,116.0),
    (944.0,-50.0,116.0),
    (1061.0,-188.0,116.0),
    (1155.0,27.0,116.0),
    (997.0,10.0,116.0),
    (1074.0,95.0,116.0),
    (1196.0,-50.0,116.0),
    (1073.0,-217.0,116.0),
    (1251.0,-88.0,116.0),
    (1206.0,-243.0,116.0),
    (1154.0,-264.0,116.0),
    (1102.0,-259.0,116.0),
    (1297.0,-88.0,116.0),
    (1231.0,-293.0,116.0),
    (1364.0,-200.0,116.0),
    (1337.0,-238.0,116.0),
    (1373.0,-77.0,116.0),
    (1399.0,-183.0,116.0),
    (1438.0,-48.0,116.0),
    (1479.0,-165.0,116.0),
    (1539.0,-109.0,116.0),
    (1495.0,23.0,116.0),
    (1601.0,-38.0,116.0),
    (1624.0,87.0,116.0),
    (1462.0,93.0,116.0),
    (1584.0,157.0,116.0),
    (1460.0,246.0,116.0),
    (1392.0,252.0,116.0),
    (1313.0,143.0,116.0),
    (1344.0,314.0,116.0),
    (1294.0,350.0,116.0),
    (1201.0,109.0,116.0),
    (1139.0,333.0,116.0),
    (1114.0,171.0,116.0),
    (977.0,279.0,116.0),
    (1027.0,326.0,130.0),
    (1147.0,486.0,204.0),
    (-392.0,-301.0,0.0),
    (-306.0,26.0,0.0),
    (-7.0,-22.0,0.0),
    (1046.0,501.0,204.0),
    (1178.0,538.0,204.0),
    (1043.0,630.0,204.0),
    (1228.0,537.0,204.0),
    (1218.0,618.0,204.0),
    (1074.0,704.0,204.0),
    (1021.0,656.0,204.0),
    (1234.0,693.0,204.0),
    (1077.0,740.0,204.0),
    (1360.0,779.0,204.0),
    (1039.0,830.0,204.0),
    (1163.0,1115.0,204.0),
    (1460.0,857.0,204.0),
    (1238.0,1145.0,204.0),
    (1501.0,925.0,204.0),
    (1556.0,993.0,204.0),
    (1556.0,1069.0,204.0),
    (1523.0,1147.0,204.0),
    (1261.0,1243.0,204.0),
    (1540.0,1207.0,204.0),
    (1296.0,1289.0,204.0),
    (1542.0,1267.0,204.0),
    (1426.0,1330.0,204.0),
    (914.0,943.0,204.0),
    (903.0,1038.0,204.0),
    (909.0,1135.0,204.0),
    (1094.0,1182.0,204.0),
    (997.0,1278.0,204.0),
    (1103.0,1228.0,204.0),
    (941.0,1322.0,204.0),
    (865.0,1289.0,204.0),
    (764.0,1252.0,204.0),
    (652.0,1185.0,204.0),
    (711.0,1110.0,204.0),
    (583.0,1080.0,204.0),
    (906.0,834.0,204.0),
    (785.0,735.0,204.0),
    (763.0,843.0,204.0),
    (650.0,794.0,204.0),
    (586.0,844.0,204.0),
    (634.0,688.0,204.0),
    (754.0,611.0,204.0),
    (809.0,654.0,204.0),
    (-76.0,-268.0,0.0),
    (563.0,795.0,188.0),
    (591.0,691.0,191.0),
    (521.0,750.0,193.0),
    (474.0,697.0,0.0),
    (544.0,638.0,0.0),
    (457.0,678.0,0.0),
    (524.0,619.0,0.0),
    (346.0,414.0,0.0),
    (440.0,689.0,0.0),
    (27.0,705.0,0.0),
    (162.0,499.0,0.0),
    (330.0,864.0,0.0),
    (473.0,730.0,0.0),
    (85.0,996.0,0.0),
    (204.0,973.0,0.0),
    (401.0,399.0,0.0),
    (492.0,432.0,0.0),
    (541.0,607.0,0.0),
    (639.0,533.0,0.0),
    (557.0,621.0,0.0),
    (652.0,492.0,0.0),
    (530.0,380.0,0.0),
    (650.0,402.0,0.0),
    (623.0,277.0,0.0),
    (503.0,337.0,0.0),
    (461.0,323.0,0.0),
    (592.0,203.0,0.0),
    (426.0,316.0,0.0),
    (407.0,293.0,0.0),
    (526.0,68.0,0.0),
    (389.0,264.0,0.0),
    (370.0,124.0,0.0),
    (313.0,231.0,0.0),
    (469.0,7.0,0.0),
    (356.0,-17.0,0.0),
    (394.0,-61.0,0.0),
    (353.0,-96.0,0.0),
    (334.0,-25.0,0.0),
    (305.0,-39.0,0.0),
    (309.0,-142.0,0.0),
    (273.0,-48.0,0.0),
    (244.0,-62.0,0.0),
    (272.0,-173.0,0.0),
    (194.0,-97.0,0.0),
    (234.0,-238.0,0.0),
    (201.0,-282.0,0.0),
    (124.0,-115.0,0.0),
    (145.0,-304.0,0.0),
    (36.0,-285.0,0.0),
    (310.0,-6.0,23.0),
    (320.0,41.0,0.0),
    (259.0,73.0,0.0),
    (288.0,40.0,0.0),
    (279.0,-2.0,35.0),
    (241.0,11.0,0.0),
    (16.0,-94.0,0.0),
    (102.0,-53.0,0.0),
    (247.0,-18.0,35.0),
    (232.0,-47.0,34.0),
    (162.0,-79.0,13.0),
    (76.0,-18.0,0.0),
    (-30.0,152.0,0.0),
    (188.0,44.0,0.0),
    (200.0,81.0,0.0),
    (38.0,155.0,0.0),
    (220.0,-28.0,30.0),
    (181.0,-45.0,10.0),
    (162.0,-13.0,0.0))

    faces1 = (
    (2,1,0),
    (2,0,3),
    (2,3,4),
    (3,5,4),
    (0,6,3),
    (3,6,7),
    (6,8,7),
    (6,9,8),
    (8,9,10),
    (9,11,10),
    (10,11,12),
    (10,12,13),
    (12,14,13),
    (11,15,12),
    (11,16,15),
    (15,16,17),
    (16,18,17),
    (16,19,18),
    (16,20,19),
    (17,18,21),
    (18,22,21),
    (21,22,23),
    (22,24,23),
    (21,23,25),
    (23,26,25),
    (25,26,27),
    (26,28,27),
    (27,28,29),
    (27,29,30),
    (29,31,30),
    (30,31,32),
    (30,32,33),
    (32,34,33),
    (33,34,35),
    (33,35,36),
    (33,36,37),
    (36,38,37),
    (37,38,39),
    (37,39,40),
    (39,41,40),
    (40,41,42),
    (40,42,14),
    (40,14,12),
    (41,43,42),
    (41,44,43),
    (41,45,44),
    (48,47,46),
    (45,49,44),
    (45,50,49),
    (49,50,51),
    (50,52,51),
    (51,52,53),
    (51,53,54),
    (51,54,55),
    (53,56,54),
    (54,56,57),
    (56,58,57),
    (57,58,59),
    (58,60,59),
    (58,61,60),
    (60,61,62),
    (61,63,62),
    (62,63,64),
    (62,64,65),
    (62,65,66),
    (62,66,67),
    (66,68,67),
    (67,68,69),
    (68,70,69),
    (69,70,71),
    (59,60,72),
    (60,73,72),
    (74,73,60),
    (74,60,75),
    (74,75,76),
    (75,77,76),
    (74,76,78),
    (74,78,79),
    (74,79,80),
    (74,80,81),
    (74,81,82),
    (81,83,82),
    (59,72,84),
    (72,85,84),
    (72,86,85),
    (85,86,87),
    (86,88,87),
    (85,87,89),
    (85,89,90),
    (85,90,91),
    (48,46,92),
    (95,94,93),
    (87,88,93),
    (93,94,89),
    (93,89,87),
    (95,96,94),
    (94,96,97),
    (96,98,97),
    (97,98,99),
    (99,98,100),
    (98,101,100),
    (100,101,102),
    (100,102,103),
    (101,104,102),
    (101,105,104),
    (102,104,106),
    (104,107,106),
    (100,108,99),
    (109,99,108),
    (110,99,109),
    (111,110,109),
    (112,110,111),
    (109,113,111),
    (109,114,113),
    (113,114,115),
    (114,116,115),
    (114,117,116),
    (118,116,117),
    (118,119,116),
    (118,120,119),
    (121,119,120),
    (121,122,119),
    (123,122,121),
    (122,123,124),
    (123,125,124),
    (122,124,126),
    (126,124,127),
    (126,127,128),
    (127,129,128),
    (130,129,127),
    (131,129,130),
    (129,131,132),
    (131,133,132),
    (132,133,134),
    (132,134,135),
    (134,136,135),
    (135,136,137),
    (136,138,137),
    (136,139,138),
    (138,139,140),
    (139,141,140),
    (127,142,130),
    (124,144,143),
    (143,144,145),
    (145,144,146),
    (144,147,146),
    (141,139,148),
    (139,149,148),
    (133,150,134),
    (150,151,134),
    (134,151,136),
    (151,152,136),
    (136,152,139),
    (127,124,143),
    (148,149,153),
    (148,153,48),
    (153,154,48),
    (144,156,155),
    (153,157,154),
    (148,48,92),
    (148,92,141),
    (143,142,127),
    (143,145,142),
    (142,145,146),
    (155,158,147),
    (155,147,144),
    (151,158,159),
    (151,159,152),
    (159,149,152),
    (152,149,139),
    (153,149,160),
    (160,158,155),
    (142,131,130),
    (131,142,146),
    (158,150,147),
    (158,151,150),
    (150,146,147),
    (150,133,146),
    (146,133,131),
    (158,160,159),
    (160,149,159))

    clearScene()
    ob1 = createMesh('EALS_1WalkMesh',  verts1, [], faces1)
    putCam()
    putCamTarget()
    cam = bpy.data.objects['EALS_1Cam']
    target = bpy.data.objects['CamTarget']
    addTrackToConstraint(cam,"myTrackTo",target)
    return
if __name__ == "__main__":
    run()

and let me know what you think (it's EALS_1).
 8)

<edit:removed import mathutils line from the code >

117
For comparison, my laptop has a core2 Duo processor at 1.8 GHz, and 2 Go of RAM, with a nVidia GeForce 7300 card. And I don't have a HDMI cable to plug it to the TV, I just did that with a good old VGA cable  :P   My laptop is 5 years and a half old, now. By the way, I'm bringing the laptop to a repair store today.
ah, that's more 'real-world' for me :)
I'm at a T7200 (Core 2 @2GHz) with a whopping 4Gb (3,25 Gb usable grrmble >:()
for a GPU I have an nVidia QuadroFX 2500M (home cooked...... never thought I'd put computer parts in the oven...lol ;D)
Right now it's at the age of 6.5 and still running.
But at least it's running, and (somewhat) portable.
 8-)

118
Thankfully, hellbringer616 is currently helping me out with the render, what took me more than 2 hours took him about 10 mins  :o
That's a huge difference...makes me wonder what kind of hardware you guys are using..... :-o

I did try to rely on separate layers which do not interact with one another (make the flower fields on two distinct layers for two distinct renders, and then combine them in paintshop), but my computer could not handle even that!
...makes me wonder what kind of hardware you are using...... :)
though if you have a HDMI connection, it can't be that old...

Oh, and as a very lame anecdote: I realized that the first PSX disk of my FF7 game is missing (probably lost during one of my 15 moving in and out in the past 15 years  :cry: ), does that mean that I won't be able to extract the field screens corresponding to the first disk? (I actually don't know what's on each disk, data-wise - I assume the necessity for several disks stemmed from the weight of the FMVs).

If I'm correct, you don't have to worry about that, since all field files are on all the discs for the psx.
The only difference is the fmv's.
 8-)

119
Hi Mayo, I'm glad your still alive, hope your laptop can still manage :-)

I don't know if blender can use layers, where you can hide and unhide objects, that's how I work with max. (imagine Junon with 7 streets containing 10 detailed houses per street...that definately slows my laptop down, just by working on that, or a detailed plate of Midgar, with tables and candles inside Les Marroniers....) :-o

The next stage of the tool will be to include the blender exporter.
 8)

120
Team Avalanche / SpooX Walkmesh exporter alias ShinraTool
« on: 2012-11-24 16:20:54 »
For those who want to (re)create field files for TA....
I uploaded SpooX Walkmesh exporter alias ShinraTool in the repo.
so it is accessable only for the people who have the appropriate access.

notes V01A: (2012-11-24)
runs on windows
works with psx version of FFVII
delivers only maxscript with walkmesh and camera.

I included a pdf with all walkmeshes and their names in the same folder.

any bugs, suggestions or anything else, just let me know in this thread.


How to use it:

 - insert your psx cd, and select a dat file from the field directory.
 - the maxscript will appear in the export folder.
 - in max open the maxscript editor, load or copy paste the script inside, and press [ctrl]-E (or use tools, evaluate all)
 - set 1 viewport to the camera.
 - load the background image as a background ([Alt-B] and set the display to match bitmap or render settings)
 - set the rendersize in the rendersettings to the size of the background image, and press [shift]-F in the viewport to display the
   saveframe accordingly.
 - slightly adjust the fov to match the walkmesh on the background, and if needed adjust the roll of the camera to match.


notes V01B: (2012-11-28)
Blender exporter included.
    - note that in the script all objects in the current scene will be deleted....

notes V01C: (2012-11-28)
    For all people with different modeling packages, I decided to include a Wavefront object exporter, for the walkmesh and camera.
    The catch here is that you can't export a camera in this format, so The camera is created as a simple line,
    starting from the camera position, towards the target. At least you can easily set the camera on the exact position,
    but just have to play with the fov or focal length of your modeler.
    Another negative issue with this format is that it can not handle animation, or keyframes.
    Could do a camera track as a spline also, but that will take a lot of time to set up I think

enjoy, and post your results. Especially when you have some nice shiny hardware to show off...... :-D
 8-)

121
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-09 21:44:37 »
can we have a blind Caith, constantly walking into everyone, waving a stick around?
Barret could be deaf (due to the giant gun at his hand) that could be easily done by changing his dialogue to "What did you say....?"

just some random thoughts :D
 8)

122
Graphical / Re: Handicapable Cloud
« on: 2012-11-09 21:16:23 »
I got this to work by quite simply...

I glued the wheelchair to cloud's waist, then I cut off cloud's legs and feet, glued them to his waist.

Presto, 100% working cloud, I was looking at most of his animations, and very few even need to be changed since his waist is at a consistent height (ie, while walking, running, using his sword, etc) and during some scenes, its just amusing to watch cloud flip off trains and whatnot. =3

so, no field edits had to be done, apart from making a new char.lgp hrc file of a shinra soldier with a wheelchair, and then tell the flevel to load that instead of the normal soldier that cloud becomes in Junon and on the cargo ship.

errr.... talking about animation....how do you plan to solve the cutscene where cloud escapes on a motorbike?
The escape
 8)

123
Graphical / Re: Handicapable Cloud
« on: 2012-11-09 20:49:38 »
lol

sorry, couldn't resist....



detail shot:


 8-)

124
Q-Gears / Re: Q-Gears v0.21 Run Wild
« on: 2012-11-09 20:44:15 »
As a newbie modeller from Team Avalanche, my feeling is that the originals were, for the most part, not 2D renders of 3d models. My judgement is mostly based on the fact that, when you try to remodel a scene (and we can have direct input regarding walkmesh and camera location), there are always some elements whose perspective is wrong, or have misalignment. These "errors" can hardly be noticed until you make actual 3d representations of them, but there you have it.
Now, as in Team Avalanche we do make 3d environments to make 2d renders, such work can be later re-used within the scope of a remake, in my opinion. However, some scenes may need revision, as I do know that some modellers did the texturing by "applying textures from view", which works when there's only one still image, but is completely wrong if the camera is moved around.
I must disagree with that. Most scenes are rendered as 3d models.
see this at about 30sec.
apart from that:
interview with Nomura
Quote from: Tetsuya Nomura
Nomura: I originally handled the pixel graphics, so I thought that if there were no pixels then my work would be gone (laughs). Later I took some training to learn CG, but I went into design and direction rather than working as a modeller.
More evidence can be found in the field-files in ways of reflections, light and shadows.
But that's just my opinion of course.... :roll:

Quote from: Mayo Master
...I do know that some modellers did the texturing by "applying textures from view"

who is?
 8)

125
Graphical / Re: Handicapable Cloud
« on: 2012-11-09 17:34:54 »
it's a good laugh  ;D
are you going to give the other crutches? (maybe link it to the HP, if the HP is getting low for someone, get them crutches   :roll:)

Do we need to adjust all the fields to make them wheel chair friendly?
 8-)

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