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Messages - SpooX

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151
Sorry about the trouble for remaking the sign  :oops:
pas des problèmes  :)

By the way, I have a question about some tiny details concerning the re-modelling of Midgar features.
I understand that you aim to recreate something very faithful to the original. However, in the original FF7, there are several features which are "wrong" or "mistakes". A couple of examples to illustrate my point:
- In Final Fantasy VII, in Midgar, several items bear the mention of "Midgal" (like the tiny three-wheeled truck) or "Midgul" (on a couple of signs), which come from a wrong conversion of the Japanese phonetic alphabet into roman characters (they should have shown "Midgar" instead).
I tend to go for the Midgal's Motor Mobiles and Midgul Oil


- As it was mentioned elsewhere, the street layout of Sector 8 is odd, as the vehicle seen in the intro sequence actually come from nowhere and are driving into dead ends.
So, my question is: do you intend to replicate the original features even if they are wrong, or is there any plan to correct/modify these aspects to make things more sensible?
And there's an interresting point, as you can't look around the buildings, you really don't know what's there.actually there are wormholes....  ;D
And it's very normal to drive your cars up and down the stairs I think.

All kidding aside...

it could go either way (modeling wise), however for the graphics the aim is to be as close as possible, and if that will mean cars crash into walls...so be it.
On the other side if it were to be used as a full blown sandboxed environment you could walk and drive around in, there might be some hard to notice changes overall.
Some details are in a due need of some artistic freedom, such as the table setup in Les Marronniers...

So as far as I'm concerned, let the people decide....
but that may be a different thread
 8)

152
If you only knew how hard it is to get a new sign into Midgar....grrmble :x

after bribing lots of guards....



and the more well known view point....



It could be a magic or weapon shop, looking at the barred door....

 8-)

153
Details details details.
Since I am competing for the trophy of being today's pain in the butt, may I point out something?  :evil:
"Les Marronniers" with two "n" is the proper spelling (as it is in the crisis core post-credit scene).
Finally someone who noticed .... :-o
checked it with the opening movie, and you're correct, so you won't get any 'pain-in-the-butt' points from me....this time
No more dinners for now, I have to order a new sign....oh and chairs of course.
 8)

154
Details details details.

Opening Night is here...



Oh and don't forget to bring your own chairs for now
 8)

155
I wonder if you're able to get the wheel system fully animated, as it is my experience that it's quite complicated to achieve.
8)

156
Team Avalanche / Re: Midgar Remake
« on: 2012-08-17 17:01:01 »
 Simply put it is because the reactors are too large, so relative speaking now the plates are able to hold more buildings.
Hard to type with a smartphone....
 8)

157
if anyone is interrested in the movie files;

they are mkv files, encoded with Virtualdubmod with VP80 (google vp8 video codec)
1280x896 but still 15 fps
audio: 22050 Hz stereo Ogg Vorbis.

as a further note, the files within xarch are png files (just rename fgt to png) which contain the achievements.

158
since I'm in the EU, and not in any of the countries supported in the list mentioned earlier....I got no problem there.
Downloading went quick as a breeze, however starting the game gave some trouble as in a network error.

after a while I got my game running.
things noticed:
up-scaled movies, but the field backgrounds are still the same, very noticeable at the end of the opening movie.
the out of the box music sounds very dull (maybe because I'm used to the PSX version).

One question to confirm, installed next to the original (modded) version, so no problem there.

now let's see what happened with all the files.
 8-)

159
Anaho, see PM.
 8)

160
I'm sorry, I haven't released it as it's not 100%.
Also it is (codewise) within a bunch of other functions (some of them can't even be discussed here  :evil:)
The locations of all objects are correct, the only thing missing is an accurate focuspoint for the camera and POV.
For Max I solve this inside Max, for Blender I lack the knowledge of Blender.
 8)

161
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-08-04 22:26:51 »
I can't wait to see that finished and in game. As it is now it looks gorgeous. How will you do the general lighting of the entire area? Colored lights to make it look like the one in FF7, or texturework?
errr lights....?

you mean something like this?



 8-)

162
Started on texturing...


enjoy.
 8)

163
Current projection, full completion by 2030 imho  :P

Ah finally someone with a decent deadline
Now I can breath again....pfew.
 8-)

164
Looks like a wetsuit.
DragonNinja is correct.
(I've checked the Kusanagi sketches and...indeed it is a wetsuite.)
 8-)

165
Q-Gears / Re: Q-Gears v0.21 Run Wild
« on: 2012-06-28 20:27:00 »
So to answer SpooX, you just modify the script a bit (that simple).

hmmmpf... do I yet have to learn another language...?? :roll:
.....
Ohw, got an extra menu option, seems like we got a bonus disc....


I'm so easily distracted...got side tracked again....
 8-)

166
yup I did, don't forget about this one:

Click on the image to see a quick preview with only the walkmesh...


The bad part about this one, is that only the last part is available as coded camera flow, due to the fact that they only used it for placing the walkmesh and characters on top of it, but the other part shouldn't be that hard to figure out.
The intro is the reason I'm building Midgar.....
 8-)

167
Q-Gears / Re: Q-Gears v0.21 Run Wild
« on: 2012-06-27 22:34:59 »
Oh my....
Do we have to reverse QGears to get High Res backgrounds in here? :-o well at least we have access to the source this time ;D
Or could I overlay my 3d models (in OgreMesh) right in there?? Now that would be really cool :-)

Keep em comming Akari, all my cudo's to you.
 8)

168
SpookX don't forget to keep the 'clean' scene as an archive. I believe some of the data is part of the intro anyhow correct?

As for destroying it, is the arcing in the scene file overlay animated tiles?

Cyb

Back to fiddling with OpenKinect (which I almost have bleeding working!)
No worries, every session is a new file, so I can always roll back.
(I'm at about version 68 right now)

Are you going to include OpenConnect in QGears?  ::)
weeeh, let's create some silly dance events in FFVII  :-P
 8)

169
SpooX i might be wrong but i think the geometry you recreated on the top (left and right) near the doors/stairs, isn't correct.
Under the columns you have steps and doesn't look like it.
There are no stairs under the collumns...

(previous render)
But I'll have a closer look, I'm changing the building anyway, the side arms should stop richt left of the round lights anyway. :-)


SpooX how did you get the walkway and camara by the way.
Simple, I've extracted them from the psx field files.
But...the camera setting is not 100% correct, the location is, but fov is of and has to be corrected manually afterwards.

 8-)

170
Team Avalanche / Re: Midgar Remake
« on: 2012-06-26 20:51:03 »
errm... chinese characters....???
I know the japanese characters have their origin in chinese, but I was under the impression they are japanese characters. kanji
But of course I'm no expert....:)
 8)

171
Noob here, do all backgrounds use a focal length of 99.94mm? Or is it just this one? I've been trying to figure it out for the elevator area.
No, they're all different.
For MD8_3 for instance it's 62,773.
The elevator is indeed really a pain to setup, the camera is located below the floor, I'll have a look later to see what I've got.

thanks SpooX that help me out a lot m8, you left out the part about turning on Show Safe Frames i was looking at my screen for about 5 mins thinking ok what the did i do wrong lol, i had do a bit of rework on my models but it came out ok also redone the lighting.

Oops, forgot that, I'll add it to the post.... (shift-f) :o

update from me
i tried to obtain the hq fmv dvd, but someone else got it....
i have not been able to use my left hand for about 6 weeks now due to an accident in sports
thus i highly doubt i will finish anything anytime soon -- being one handed sucks XD
this means that someone else should do the reactor, and i didnt like the direction it was heading anyway
there is an .fbx up for grabs for autodesk users

I always knew sports are bad for your health...  ;)
I hope you get well soon.

MD 8 update....

Now on to distroying the scene hehe... :evil:

oh and for comparison...


8)

172
let's throw in a 'what if'....

Looking at the movies based upon the playstation version, as it is the most original.
There are some extra streams within the video stream.
One of them is the camera data.

Could it be as simple as limiting the display data, for needing space for other data? That could make sense.

And for going into the Toshiba DVD release, I suspect the original is rendered at a higher resolution than on the playstation. It is scaled down to the Toshiba resolution, as well as scaled down for the playstation resolution.

Desktop screens, are just like the field screens, rendered as single images and thus not limited to a TV screen resolution.

 8-)

173
yep.

If you look for instance at the frames of the intro movie with the sector 8 square (on which I'm currently working on) and compare the scene with MD8_3, you'll notice that the details within the animation are less than in the background, benches are missing, lanterns are missing, etc. even the flowers are missing... ;D

Which makes it logical as less details are rendered faster, and the field backgrounds are single image renderings (with the exception of the animation layers).

  But are you saying the sapphire weapon and so forth were full 3d models?

That's als a 'yep', the same goes for the Juno cannon and the cliff, etc.
 8)

174
it is considered quite normal to use matte paintings in the process.


consider this one for example:


that would be extremely expensive to create such a large warehouse...

The flames are layered upon the 3d animation, as making flames would be really expensive (rendering particles) using the technology of that times, but they had sgi stations to work on that. So not only windows 3.11 systems  :-P

 8-)

175
Ah Max....

Try this for a sec in maxscript:
Code: [Select]
-- Max script file generated by SpooX
vertArray = #(
[-13.0000,18.0000,36.0000],
[-13.0000,94.0000,36.0000],
[92.0000,94.0000,36.0000],
[-15.0000,-51.0000,36.0000],
[-38.0000,24.0000,0.0000],
[92.0000,18.0000,36.0000],
[200.0000,94.0000,36.0000],
[200.0000,18.0000,36.0000],
[92.0000,-38.0000,36.0000],
[200.0000,-38.0000,36.0000],
[-369.0000,10.0000,39.0000],
[-368.0000,55.0000,39.0000],
[-326.0000,10.0000,39.0000],
[289.0000,168.0000,69.0000],
[253.0000,168.0000,69.0000],
[289.0000,204.0000,69.0000],
[177.0000,216.0000,75.0000],
[108.0000,115.0000,75.0000],
[108.0000,216.0000,75.0000],
[-328.0000,286.0000,0.0000],
[-328.0000,184.0000,0.0000],
[-386.0000,184.0000,0.0000],
[-9.0000,-363.0000,0.0000],
[-126.0000,-249.0000,0.0000],
[-9.0000,-249.0000,0.0000],
[25.0000,114.0000,75.0000],
[25.0000,216.0000,75.0000],
[-400.0000,286.0000,0.0000],
[314.0000,165.0000,36.0000],
[200.0000,165.0000,36.0000],
[-38.0000,-51.0000,0.0000],
[-99.0000,24.0000,0.0000],
[-9.0000,-143.0000,0.0000],
[177.0000,116.0000,75.0000],
[-126.0000,-363.0000,0.0000],
[-422.0000,-56.0000,240.0000],
[-491.0000,-127.0000,240.0000],
[-491.0000,-56.0000,240.0000],
[-122.0000,-53.0000,0.0000],
[-149.0000,17.0000,0.0000],
[-326.0000,55.0000,39.0000],
[-126.0000,-143.0000,0.0000],
[-279.0000,-30.0000,0.0000],
[-286.0000,-143.0000,0.0000],
[-198.0000,64.0000,0.0000],
[-139.0000,159.0000,0.0000],
[-73.0000,233.0000,0.0000],
[-139.0000,286.0000,0.0000],
[-41.0000,159.0000,0.0000],
[-41.0000,233.0000,0.0000],
[-237.0000,165.0000,0.0000],
[-237.0000,286.0000,0.0000],
[314.0000,94.0000,36.0000],
[314.0000,18.0000,36.0000],
[314.0000,-38.0000,36.0000],
[-326.0000,85.0000,0.0000],
[-386.0000,85.0000,0.0000],
[-313.0000,27.0000,0.0000],
[253.0000,204.0000,69.0000],
[-328.0000,-20.0000,0.0000],
[-99.0000,151.0000,240.0000],
[-38.0000,151.0000,240.0000],
[-99.0000,210.0000,240.0000],
[-38.0000,288.0000,240.0000],
[-197.0000,290.0000,240.0000],
[-233.0000,184.0000,240.0000],
[-328.0000,290.0000,240.0000],
[-422.0000,184.0000,240.0000],
[-417.0000,290.0000,240.0000],
[-491.0000,229.0000,240.0000],
[-491.0000,116.0000,240.0000],
[-422.0000,60.0000,240.0000],
[-491.0000,0.0000,240.0000],
[-422.0000,-127.0000,240.0000]);
faceArray=#(
[1,2,3],
[1,4,5],
[6,4,1],
[3,6,1],
[6,3,7],
[8,6,7],
[4,6,9],
[9,6,8],
[10,9,8],
[11,12,13],
[14,15,16],
[17,18,19],
[20,21,22],
[23,24,25],
[19,26,27],
[28,20,22],
[26,19,18],
[29,7,30],
[5,31,32],
[4,31,5],
[33,31,4],
[18,17,34],
[35,24,23],
[36,37,38],
[32,39,40],
[39,32,31],
[13,12,41],
[33,39,31],
[39,33,42],
[43,42,44],
[42,43,39],
[40,43,45],
[39,43,40],
[46,40,45],
[47,46,48],
[49,47,50],
[46,47,49],
[48,51,52],
[46,51,48],
[20,51,21],
[20,52,51],
[7,29,53],
[8,7,53],
[8,53,54],
[10,8,54],
[55,10,54],
[56,22,21],
[57,22,56],
[51,56,21],
[56,45,58],
[51,45,56],
[45,51,46],
[43,58,45],
[16,15,59],
[58,43,60],
[25,42,33],
[24,42,25],
[5,32,61],
[62,5,61],
[63,62,61],
[62,63,64],
[64,63,65],
[66,65,63],
[65,66,67],
[68,67,66],
[67,68,69],
[70,69,68],
[71,70,68],
[72,71,68],
[73,71,72],
[36,73,72],
[36,38,73],
[37,36,74]);
mm = mesh numverts:74 numfaces:73
for i=1 to 74 do
   meshop.setvert mm i vertArray[i]
for i=1 to 73 do
   meshop.createPolygon mm #(faceArray[i].x,faceArray[i].y,faceArray[i].z)
update mm

Targetcamera fov:20.42 nearclip:1 farclip:1000 nearrange:0 farrange:1000 mpassEnabled:off \
mpassRenderPerPass:off fStop:5.6 shutterSpeed:750 filmISO:100 useRotaryShutter:off \
rotaryShutter:180 diaphragmType:1 diaphragmAngle:0 diaphragmBlades:6 \
sl_xoffset:0 sl_yoffset:0 expValue:14 \
pos:[1478.427,-1195.642,1567.556] \
isSelected:on target:(Targetobject transform:(matrix3 [1,0,0] [0,1,0] [0,0,1] [1477.788,-1195.123,1566.988]))

-- Camera Upvector as spline
ss = SplineShape pos:[1478.427,-1195.642,1567.556]
addNewSpline ss
addKnot ss 1 #corner #line [1478.427,-1195.642,1567.556]
addKnot ss 1 #corner #line [1522.421,-1231.457,1485.183]
updateShape ss
ss

renderWidth = 368
renderheight= 368

after you've run the script follow the following steps:
  • select the object, modify poly (shortcut press '4')
    all faces are selected, press flip.
    press '4' again to go into object mode.

  • press 'c', to set the viewport to the camera.
    press 'alt-b' (set viewport background)
    select zz2 image (I extract them from the psx with 7mimic, and convert them to png with paint)
    set aspect ratio to match rendering output, and check 'Lock Zoom/Pan'
    press ok.
  • You could also set the walkmesh to transparent, by selecting the object and press 'Alt-x'

Presto.
you should end up with something like this:


another tip:
Move everything you see here in a separate layer.

Scaling and Camera are set to the psx camera :-) spot on with this method.

Hope this helps.

Oh and for your question....
SpooX> im using 3dsmax 2011 i cant stand using blender.

anyone know what size camera lens they used with the background.

99,94 mm (that should probably have been 100mm)
 8)

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