101
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Looking good! I really like the detailed reflections on the lamps. Looks like you'll have fun with lighting and reflectionsthanx, yep there are some challenges in there
Do you have plans for modelling the outdoor landscape for the FMV?
How fast can it run tic-tac-toe?"Would you like to play a game professor?"
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???
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?
The writing on the jar reads “China” (漢), possibly the first character of “Chinese Medicine” (漢方).A lot has already been deciphered....
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).
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 >.>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.
Will have to update my python stuffz.
Note: Said computer is notably awesome, and sweet pics are sure to come!
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 hahathanx for the offer, but I use my laptop mostly for modeling....
I should get this working to make blender scripts!
# -------------------------------------------------------------------
# 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()
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 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
Thankfully, hellbringer616 is currently helping me out with the render, what took me more than 2 hours took him about 10 minsThat's a huge difference...makes me wonder what kind of hardware you guys are using.....
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......
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 ), 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).
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.
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.I must disagree with that. Most scenes are rendered as 3d models.
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.
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.
...I do know that some modellers did the texturing by "applying textures from view"