Author Topic: [FFIX PC/Steam] UV Maps - Characters eye blink animation are gone  (Read 11553 times)

Fraggoso

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Hi Forum, maybe you can help adressing a problem/bug with FFIX.

As soon as a textures for characters that have an eye blink animation (which is a second texture sheet with only the closed eyes) gets upsized in width and height, the animation doesn't play at all.
So all blinking is gone (which isn't that bad) as well as closed eyes (Garnet sleeps in the train or if a team member is wounded in battle).

This is only happening if the standard size isn't matching the original format. As long as it's preserved, the animation plays normally.
Also the same thing happenes to all Enemy Modell that are vissible in the Fields like the bandersnatches that chase you. In Battle they look normally, but in Field...oh lord they're messed up.

I can't figure out what's going on as in FFX I never had problems with different UV Maps with animations.

snouz

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I found that this problem also happens on battle scenes. When you have flame or waves animations, it's fucked up.
It's also the case when you upscale worldmap object textures, like the chocobo chest.

Until someone finds the solution, I will just keep these animated textures non-upscaled OR in some case, remove small flames in battle textures.

snouz

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Damn, it only accepts one resolution by model, if I use 512x512 for the body, and 128x128 for the eyes, it creates a weird 4 eyed monster


Using both resolutions for battle scenes textures does work correctly though.

snouz

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I found this in the fbx file \p0data4\assets\resources\models\3\9 (the griffin)


Code: [Select]
Video: 401207184, "Video::9_2.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_2.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_2.png"
}
UseMipMap: 0
Filename: "9_2.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_2.png"
}
Video: 401200320, "Video::9_1.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_1.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_1.png"
}
UseMipMap: 0
Filename: "9_1.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_1.png"
}
Video: 401201112, "Video::9_0.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_0.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_0.png"
}
UseMipMap: 0
Filename: "9_0.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_0.png"
}
Texture: 167414080, "Texture::9_2.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_2.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_2.png"
FileName: "9_2.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_2.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
Texture: 167417928, "Texture::9_1.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_1.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_1.png"
FileName: "9_1.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_1.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
Texture: 167414376, "Texture::9_0.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_0.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_0.png"
FileName: "9_0.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_0.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}

I don't know what to make of it yet.

snouz

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Also the same thing happenes to all Enemy Modell that are vissible in the Fields like the bandersnatches that chase you. In Battle they look normally, but in Field...oh lord they're messed up.

Fortunately, I discovered that field enemies are not the same textures as regular ones.
You have to exclude from the upscaling process folders 245->256 and 524->535 and 574 and 617. The beautiful thing is they will still be upscaled in combat

Fraggoso

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What kind of Program do you use to open the fbx to look into the code?
If I open it with Notepad++ I only get garbage.

snouz

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What kind of Program do you use to open the fbx to look into the code?
If I open it with Notepad++ I only get garbage.

Notepad++
Depends on the fbx. When I looked around, I realized there are 2 types of FBX apparently: ascii (with readable characters) and compiled. Those in "3" (monsters) are readable. Those in "5" not.
I tried opening both types in blender and unity to try and edit UV: blender does not recognize either, and unity understands ascii ones but sees it as a package of different stuff, including animations, models... but it was a dead end for me.

Fraggoso

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I could load them in Maya without any problems but it's also a dead end there.
I also had a discussion with Al (the creator of Memoria) and he said, that UV maps and placement seems to be hardcoded into the Engine, which, if true, means that only an engine rewrite would solve that problem... :/