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Messages - Cyberman

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76
I'm back from my trip to Europe and can resume this discussion at last.
Before I get back to the points you guys mentioned, I would like to point out two things:
- I am totally unaware of how things are implemented/programmed/computed within the game (and how the game handles assets, objects, and scenes). Besides, I have no insight into that because the versions of FF7 I own are only the PlayStation ones (so no mods for me to play with, at least so far. Anyone knows if the recently released PC version is mod-compatible?)
It's secureROM'd so this is not going to happen without some questionable operations. I have no idea if the new data is remotely similar. Currently people are just wanting to use the new engine so it works on there newer PCs. It appears it is mostly a rework of the graphics engine so it can run better on newer systems.
- The particular scene I am trying to model is actually full of inconsistencies. Among other things: The wooden supports of the trophy shelf have wrong perspectives (which is why they cannot be modelled in 3D like in the original picture), the bed is too small compared with many items (such as cans and cigs - if the bed is 2m long, the cans are 25 cm tall), the lighting doesn't add up (the actual lighting devices should be casting blue-shaded or white light, but the scene shows warm colours). Thus some aspects of modelling are difficult to choose.

Well as I was saying earlier there are many paths to get to where you want to go.  It would be good to use the actual engine to do so apart from just making it a higher resolution.  The original scene makers drew something and it was scanned in (very much how Anime is done by drawing certain amounts of a scene and overlaying sections etc). The person who ran the FF7 project was a film major so they used a more movie like method. It wasn't designed to be realistic (in any fashion).
I will make an effort to make things "dirtier" with textures (though I did apply some in my previous render). As for the lighting, I am still unsure: the original scene actually does not look very dark. The TV does show a brightly overexposed area in its vicinity. Anyway, I'll play around with the lights some more. So far I tried to be consistent with the lighting as should be given by the TV, lamps, and such, more than with the resulting colours of the scene. I have 3 lights: the TV, a daylight neon tube in the ceiling of the "pipe", and an outside light coming from the surrounding market plaza (which looks blueish).   
Then, I know you can apply a video as a texture on a mesh in Blender, but we'll have to see how things can be implemented within the game indeed.
FF7 has no scene lighting instead it has cameras and 'modulation tiles', these tiles brighten sections of the background. Did you notice they never had spot lights ANYWHERE in the game except if they were fixed or in a movie?
See further on about my thoughts. It doesn't HAVE to be a major challenge although I suppose one could make it difficult (LOL).
If I get it right, do you mean to make an initial render with the 3d modelling software (i.e. Blender in my case) and then we can add extra layers accounting for changes in light, suspended dust, and such, with an image processor such as Photoshop or Paintshop? Or rather make several renders with different lighting conditions (namely the one from the TV) and have them "loop" within the game to create an "animated light"? Or use both techniques?

Anyway, I already have a bunch of things to try in order to improve the scene.
The scene is made up of a complex tile scheme that handles the background, foreground, and animation, all of which are controlled by the field script.  They use this to add moving fountains water flowing (repeated sequences). Tiles can have transparent pixels. I believe FF7's engine Added those on top of the existing color image. So essentially it increase scene brightness doing that.  The physical tiles exist in a MIM file so those need to be generated as well.

It is too bad one cannot use a battle scene instead of the field scene data. Unfortunately the engine does not allow flexibility to move inside a battle scene. I suppose to open doors leave etc one could just make the objects enemies and 'attack' them. Still it would not be the same.

Anyhow FF7 field screens consist of a background (everything is in front of it), sprites (player can walk behind or in front) and animated sprites (like the pitcher plants in the ancient forest or the water scene in the city of the ancients).  So when you are making a re-render keep these elements in mind.  The animated sprites can be transparent (so you could have slowly moving dust and light overlaying everyone in the scene). They can also be turned on and off (doors closing et al). It does add up if you aren't careful however (consumes more tile space).

The PSX builds scenes (see this image to clue yourself in) from data in the PSX VRAM. The PC information is here.

77
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2012-09-20 21:19:04 »
Took a break on the MP itself and did some work on its weapons, to give it just a little improvement.

Update: Last update for awhile till i learn how to effectivly texture cloths. Models still needs some final tweaks. Anyone know of any good tutorial for cloths, boots, gloves?


Just to warn you FF7 limits how much you can do with textures. Be careful with texturing everything as very little was textured in the FF7 engine. To be specific just the eyes sometimes totoes and specific parts. Everything else used guarad shading and 24bit RGB colours.

78
You can most certainly change the color of parts, but I haven't experimented much with it yet. The documentation on the wiki explains the details of part data, including RGB values.

The PSX uses 24bit RGB vectors for it. Tweaking colors might have interesting effects. Some of the color changes in the object and 'baked' in shading of the objects are via the color vectors.

Cyb

79
I can put "make the trophies more dull" on my to do list, if you think that'd be better *nods*

After closer examination of my Hi-res render, I was considering the additional revisions:

- Instead of making corrugated metal sheets and grids with bumpmaps, I should do them with actual 3D meshes
- I should revise some junction between the floor and the mattress

There's something I could really use some advise about: overall, I feel like the place feels "too clean". I tried to fix it by putting some subtle "dust" textures, but I think it doesn't achieve the effect I would like. To be more specific, I feel like the scene needs to convey a certain "thickness" to the light, and I'm not sure how to do that. I thought about particle modelling (for floating dust) but I'm not sure that's the way to go. The lighting effects in the renders by anaho and Spoox are pretty awesome, and I really don't know how to do something like that.
I believe in FF7 they have semitransparent overlays to simulate light in areas. That technique is used I believe in wall market (?) So to achieve a mottled atmosphere you could add a 'floating' textures that modulates everything like static. You will have to check what needs to be modified in the basic scene for animating the TV. Doors have triggers I believe there are lights that do the same thing. In wall market they have 'area' lights.  Anyhow by choosing the right dither pattern you can add a dusty look as your character moves around. It would seem like you will need to experiment with that a bit. Fortunately you can do that expost factor in the scene.
Second you probably wish to DARKEN the scene. In fact you could let the light from the TV be the 'modulation' for the scene. IE as the scene changes so can the 'area' light that covers the scene. So if you have a low ambient light you can add the light 'area' to increase the brightness of areas with the i/r^2 distance of the TV.

Can you export a POV scene file from Blender? I might be able to show you want I mean by applying the affects in a short movie. I suppose I could YoTub it so you can view the scene with 'animated' TV textures (like stained glass but animated).

For your scene you could make 2 scenes 1 with a darkened color setting and 1 with everything in white mostly and add media then use a light source from the TV to modulate the intensity of the overlay. After that you can play the overlay over the scene as part of the animation. I don't know how that would look but it might be worth a try.

Anyone remember how they added scene 'lights' for areas such as wall market? I believe there were tiles that had different colored light areas that lay transparently on the screen to brighten things like a light would (the light would be in front of the character so it might take a bit of tweaking).

Cyb

80
Thanks!

Blender indeed uses Python for its scripting.
Well, I don't know how experienced modellers would use the cloth physics, but this is how I did it. Let's take the case of the hanging clothes in the background:

I used a refined mesh for rectangular clothes, which I let fall onto the clothesline. The refined mesh is necessary for getting nice ripples. The collision physics (including self-collision) make the cloth ripple and wave dynamically with the cloth subject to gravity, and I let the "simulation" run until the cloth assume a "near-rest" position. It may not be very clear in the picture, but the clothes are hanging on both sides of the clothesline. So in that case, I had to compute all the animations between the release of the cloth and the "near-rest" position. Once all the animation is computed, I could access whatever frame and render it (I was interested in the "near-rest" position so I rendered the very last frame I calculated).
Probably there are much simpler ways to do what I did, if you have some tips I'll appreciate  :)
First I am not an expert at blender, however I suggest you export the final frame as a static model then do a polygon reduction on it. That should speed things up for you. Otherwise you will have however many polygons it used per mesh instead of the reduced count you probably can get concatenation strips of polygons into larger ones. There are a number of polygon reduction algorithms I believe for blender. You are just working on a static scene correct? Is the TV ever on in the game? I can't remember.

Cyb

81
Update - I started to use Blender's cloth physics...

... much to the agony of my poor old laptop  :|
Blender uses Python for it's scripting correct?
I haven't used it in years heh. Probably should do an update and play with it. :D

Anyhow, the cloth physics is just a static mesh being bent over 3d objects correct? So you just apply it once. You haven't reduced the polygon count yet I assume then on the draped meshes?

Anyhow that's a good job thus far on the "man in pipe" field position. :D

Cyb

82
Learn about structure of model settings. there are a lot of interesting data, including the animation scripts. =)

As you may know the game doesn't uses the animations from models, but uses scripts instead. And one game animation may include many model animations )

Hmmm that would explain a few things about in battle. So basically they could combine walking etc. That would explain battle cut scenes they added later on.

It would also make everything in the end much more compact.

83
Ah, thanks.
I just looked at Akari's battle model extraction code. Hmmm is all I can say.

I'm not sure how he's extracting the texture data unfortunately. I remember what I did was make some code that performed a reversed triangle texture fill using the TIM data onto a bitmap using the UV coordinates, but what Akari's code is doing appears to be different.

Slight deviation:
There are a few complicated issues regarding how to read some of the data structures. For example using a standard C type structure and typedef won't necessarily work because the structures aren't necessarily ordered by the order things are in the structure. In addition the size in memory is also does not necessarily correspond to what the types are within the structure. It is not specified in the C definition (compiler specific).

I can see why it was done that way, but wow lots of numeric values in the code.

As the prior person said final battle model. This has a much higher resolution texture.

Unfortunately I believe only 2 models use the 8bpp textures cloud and sepheroths model.

Cyb

84
Thanks for the TIM info. Incidentally, when I mentioned to you the other day that it didn't look like PSX battle models used normal TIM format, it was due to a mathematical error I'd made, and thus ended up looking at the wrong data.
I can imagine that might have been a bit frustrating. I remember what I did in my 'extraction' utility was iterate through the offset table looking at the first DWORD of each chunk of data to identify the TIM. That was a long time ago! (2005 I think I feel old).

Cyb

85
OK, with an enemy battle model and a playable character battle model mapped out, I can now begin my Dr Frankenstein-esque experiments with battle models :)
If you wish to add textures you need to check the textured quads and triangles comment I made to cloud.

I'm certain Akari extracted the textures for battle scenes so I am hoping he had a better scheme than I did for the textures.

If you want to 'adjust' models etc. You might consider how they 'built' the original data I believe they just used make and compiled data sets into what we have now. That would be the simplest method (and if you changed anything you would always be able to be sure to get a new 'build').

You may also wish to look at the HICLOUD. battle module.

Cyb

86
Texture Data Section - [at offset 0x0000B408]

Note: This section (in this case, consisting of one 'file'...maybe in all playable character battle models?) is modified TIM data.

Texture Data (modified TIM format) - [at offset 0x0000B408]
Code: [Select]
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Greetings OK so ... notice the first line
Code: [Select]
10000000
TIM header identifier (this identifies it as TIM data)

08000000
4bpp
CLP bit set (colour look up table present)
0000004C
CLUT length total (offset to actual pixel data is another way to look at it)
0000
X offset for CLUT (0)
01E0
Y offset for CLUT (480 just below the screen buffer)
0010
CLUT width (16 for 4bpp mode works fine)
0002
CLUT height (2 which means there are 2 palettes used in the texture)

0000
Your average every day BLACK
318D
0 (A)
C (B)
C (G)
D (R)
Decoded by
(value >> 15) alpha bit (transparency)
(value >> 10) & 0x1F (blue)
(value >> 5) & 0x1F (green)
value & 0x1F (red)
0420 0001 0448 675B 
skipping a few lines
Code: [Select]
00001E0C
7692 bytes(?)
0140
320 (location X start of image data
0000
0 (location Y start of image data)
003C
60 (16bit pixels) or 240 4bpp pixels
0040 
64 pixels
So a 240x64 image (but 60x64 in the frame buffer)
If you want to extract this data into an actual image you must traverse the textured triangles and quads in the model bone section. Those include the UV coordinates and the actual palette associated with the data. These are drawn over other data in the bone model. The eyes can be difficult to draw because of this. The down side to this technique is that it will leave areas of the image untouched. I never resolved that issue.

Pixel transparency is a REAL pain watch out for it. The data IS RGBA just to warn you ahead of time. Also the play station did a weird thing with black data I defer to halkun regarding that because I remember it was a total PITA to get right.

Cyb

87
Yes, I've been using Akari's code and information on the relevant wiki page. I've got almost all data mapped out, but I'm still not entirely sure of where Cloud's animation data ends...there's a section of data after animation data and before the next section that is 855 bytes long, and looks suspiciously like more animation data...but is not related to the first animation data referenced in other parts of the file. I'm also still in the dark about a large collection of offsets near the beginning of the file (called number_of_sections in the wiki page and number_of_files in Akari's source), which seem to have something to do with bones, but which are not the bone data sections referenced in the bone descriptions. If I zero out bone data, Cloud is invisible (except for his weapon...I have found what should be the bone data for his weapon, but zeroing it seems to have no effect); however, if I zero out the 'mystery data' referenced in those early offsets, Cloud becomes a flattened pile of himself, including his weapon.
The file isn't actually a file at all. That's the first thing you need to realize. The second thing is the offsets are EXACTLY that they are reference offsets (POINTERS) to the data. The data is actually in memory structure data.

I'm pretty sure the mystery data is something Micky unravelled it might be in the archived section from the old forums. In fact that might be the best place too look. There was a thread about the battle models that was quite long.
I'll do more testing later to identify individual parts, etc. I've changed the 'length' values for each bone, one at a time, in the bone descriptions, and documented what each bone was (although several seemed to have no effect, and only some of these were joints), and noticed that changing the length didn't lengthen or shorten the bones as you'd imagine...but instead changed the distance from the 'parent' bone...although this could be related to polygon data, etc (as in, the bone got longer, but the visible part didn't).
Yes BONE LENGTH is actually the offset from the last joint/bone. You could make a character "blow" up I suppose if you messed with those correctly :D
If you find halkuns playstation document I suggest read it regarding the GTE carefully.  It's important to know this beast well if you want to understand FF7's data.

If you have invisible sections is more likely you are drawing your triangles in the WRONG order. It's very important to know what the correct order is. Especially with quads I believe I mentioned this but the quads are weird and you are better off using 2 triangles instead of a normal quad because you'll end up with a bow tie or worse.
I've also noticed that the data that is supposedly TIM data doesn't adhere to what's described as normal TIM specifications on the wiki. There must be some modification to the format in this case, which I'll have to figure out.
As for the TIM data hmmm I'll have too look at it. I remember there was something different about it just not what. I think they removed some of the data you would normally have in a TIM. Just like the BSX files are kind of strangely mangled chunks of data. :D
I use to have something to extract that data OK. Hmmm it's probably on my old machine (that doesn't boot any more).

Cyb

88
Still working on mapping out the last few parts of both ENEMY016.LZS (MP) and CLOUD.LZS (Cloud, obviously). I'll post them in their own threads when finished.
Hmm most of those should be well documented in the wiki, I remember we documented all of the parts including the animation. However that doesn't mean it ended up in the wiki. At that time an SIS based mother board I had wiped out my hard drive 2 times. After that I can't remember.

Erstwhile I think all sections were accounted for. Unless you are speaking of what was inside the sections. Some of the enemy file contents depend on the battle script for certain animations I believe It's been a LONG time I have to admit. I probably remember wrong (amazing).  You may wish to check Akari's extraction code specifically for what it does for battle scenes. I forget which file determines the enemies spawned in a battle.
Anyhow the characters have additional "bones" at the end of the file (all the end sections) I am not positive about this but I believe a TIM file demarks the location where these models begin (or the end of the file). Models that haven't any textures still have a 0x0 TIM file. I remember using that to look for the place where the character 'interchangeable bone' models started.

Cyb

89
Are you planning on comparing the scripts for these two or some such thing?
This seems more like Gameplay Mods too me.

FF8 PC was a direct port from the Ps1 production code (see halkun the keeper of lore regarding that). There is no comparison, I also seem to also recall the engine is much different than FF7's (the model formats etc are significantly more refined and almost use PS1 PsyQ formats directly instead of a mostly custom format like FF7).

Good fortune in any case.

Cyb

90
The point of this POC is that I can now take any field model in the game and make it a playable character. This is a necessary step in a mod I'm working on. Next, on to battle models, and finally world map models.
For a moment there I thought you said "battle models and finally word domination" ... felt like an episode of Pinky and the Brain suddenly.

Erstwhile, despite silliness, you want to change clouds battle / field model to a Shinra guard or just a different model?

For the battle models you may have some 'interesting' challenges. As noted in your BCX bashing thread the BM's have the weapons with them, and the weapons are a bone that is substituted in. I believe cloud has 15 weapon models. If you wish to change them to a gun or something other than cloud's weapons you will have to play with those. Making the model probably isn't a big deal clouds file is the biggest of the characters so you have plenty of space at least. Anyhow you may want to take Vincent's gun and substitute it as the buster sword to see what happens in the battle model.

I don't recall where the world model is. It may be might be cloud.bcx (maybe) Have you tried a world wandering? Well my guess is you did. I can't remember what the deal was with the world models (honesty here). I think the person who finally cracked the animation was (El?) Spiro it's been more than 6 years (sigh).

Cyb

91
Yep, Psy-Q.
For some reason I always called it psyc (LOL)
Yaroze.
That is what it was ... job what's left of my memory geesh ... I feel old suddenly
Oh, I'm quite familiar with the development cycle, rush to release, etc. I've been hacking games for quite a while (though in the past, I've focused on RAM hacking), and have discovered a good many things that the developers never got around to removing (see my work at GameHacking.org, previously known as GSHI.org, which I founded in 1999 for just such a purpose).
That explains a bit, you seemed familiar just couldn't quite place you. (heh) I've been busy doing things like motor controllers, I guess my tastes have changed or ... something <hmmm>

Hopefully I didn't seem patronizing. Erstwhile I'm glad someone is filling in the spots that are kind of ignored. I am slowly crawling through FF8's magic img file. I've found FF9 doesn't always use 320x240 movies which I had assumed it did (it doesn't). So many things and so little (zzzzz....). anyhow.

halkun you live (contrary to what I feel like I'm doing). Hmm I just can't remember the persona's name. Oh well remembering my own name is good enough for now.

Cyb

92
Heh. It should prove useful when anyone wants to dissect a BCX file. Now to see how much of a Dr Frankenstein I can be with BCX and BSX files :)
Something I learned when deciphering the battle models is most often the data is double word aligned.
Square recycled structures similar to the developers library that Sony distributed for the playstation (PsyQ I believe?)

The playstation that was for users to monkey with used Gnu's libraries with stubs to the bios functions (start with a Y .. can't remember the rest of it's name).

Some of the structures they used were a bit strange. The bone structures are likely similiar (but paired down) versions of the HRC data that is used for the battle models.

Sometimes when you see a bunch of NUL/0 bytes in the file that could be the root bone. (I remember this was the case in the battle models which was inspired by Mickey's constant beating on it.) The BCX models are highly unlikely too be all that much different. Just like the weapon models in the Playstation were included with the battle models of the characters and were substituted as a bone in the HRC. I don't remember if I ever got it to display correctly myself (shrug).

The root bone is a zero length bone if I remember correctly (go figure) that everything hangs off of. It is basically thought of as an origin that all the other bones rotate relative too.
The models will likely have topples of 3d data to make up the vertices of the polygons (I believe these were 16 bit signed values in the battle models). The edges of the polygons are then made up of a series of triangles and quads. The quads are the weird ones because they do not follow in an order that one would expect. The reason is the playstation draws a quad by drawing 2 triangles with a change to the texture orientation so the ordering of the vertices does not follow that of a triangle (right handed I believe in a circular pattern) but of 2 triangles with second rotated. You should look at the BM documentation. It's been eons since I've worked on it. I think they ordering ended up being ACBD or something like that.

The animation data et al should be floating in Qgears source (say thanks to Akari for making the converter, let us not forgot the other person who cracked the animation format too (halkun do you remember their name?)) It is unlikely to be different namely that would be a pain to reinvent the wheel. Also another reason that the data is not likely too be all that different in the field models as well.

There is some other things you might have been puzzling over, like "they aren't using some data", this is no surprise as FF7 was under time constraints and they changed what they were doing a few times. So at one time they may have planned to use that data but time constraints made them do things differently.  So why is it stlll there?

Game data is often complied if you look at it they had to have tools to take the game data and package it into files (just like you make help files or CHML files etc). To this end the tools likely were already a done deal even if they weren't using some of the data. Too edit out data they just changed there make files (seriously that is what they would do as make doesn't necessarily have to make executable code it just follows a set of rules to make something) or removed files from the directory being 'made' with make. This is why you find some 'bits' of data floating around in the game that are a little strange. However it is more work sometimes to eliminate this data.

I write compact programs all the time, this is just how things often end up.

Cyb

93
Also, a big thanks to Akari for nudging me in the right direction when my math was off...and a big "Gee, thanks" to Microsoft for making the Windows 7 calculator in Programmer's mode assume all hex numbers are signed!  >:(
I think that is because the programmer was lazy.
It is ironic that signed and unsigned values are very important in C/C++ (strongly typed) versus C# (weakly typed). This leads to issues like you noticed.

It doesn't mean the person was a bad programmer just lazy. The difference being is a bad programmer would not have bothered making sure everything worked correctly. The lazy programmer neglected the detail of signed versus unsigned arithmetic. Multiplication and division are different depending on this. Negation isn't possible (unless you are using biased arithmetic which gets nasty).

I think the most "fun" I've had is converting single precision float into half precision float and getting each of the +-0 +-INF and +-NaN values correct (mutter).

Cyb

94
Team Avalanche / Re: Midgar Remake
« on: 2012-08-13 02:41:31 »
I'm not sure which part you're referring to when you say "Using GECK?" I know there's a few FF7 models on the nexus, I was planning on making my own. I've often found that by the time I've assimilated other's work into my project it would've just been quicker to make it myself (unless their work was intended for my project, of course). Also, I already have a materia model I made: http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/materiaRaw_02.jpg The other orb-like materia would've been easy enough to make, I expect.
Well circa 2009 someone added the models at least to Oblivion. Granted it's a bit odd to have in a Med evil fantasy game but hey ...
And yeah, the Mako Dawn mod for Fallout 3 is currently not under development. I was the developer ;) I'm working on releasing the project's files so that if anyone wants to continue it or use the resources they can.

I commiserate it's difficult to do all that work by oneself.
FO3 and Oblivion used different versions of the same engine, Gamebryo. I'm pretty sure they built FO3's functions on top of Oblivion. I can't speak for Oblivion modding since I never did any but I found FO3 modding to be relatively easy once I figured out what I was doing. It was actually the first game I ever modded.
Modding Oblivion was quite easy (hence why so many did) however Skyrim's engine is not as easy and they made getting the resources to do so ... even more difficult than before. A bit disappointing. There is one Nehrim total conversion for Oblivion that is fully functional (it's a completely new game). That being said depending on a game released in 2006 for your entire mod is a bad idea (LOL).

Oblivions engine does have numerous limitations. The newer engine (GECK was the editor they released to the public for FO3) in FO3 has improvements (mostly in paths for creatures except at distances it has issues with the rotation matrix, which is really weird as Skyrim had that same issue with dragons, nothing like watching them fly backwards and spit fire out their ... <cough>).  Erstwhile. As I said it's interesting work.

The resources themselves aren't that difficult too make, I believe the most difficult portion of making such mods is handling the scripting. I had a hard time following Oblivions odd script system. Heck if they had used XML it would have been easier to follow (that's a joke as XML was never intended to be used for 'programming'). I modified several scripts and made them functional, I can understand why Oblivion had so many quirks in it, the script part of the engine wasn't the best.

If you are familiar with FarCry 2 it had a very interesting system for creating areas.  Granted it has a limited set and you are very limited as too what you can do, the modification of the actual set isn't too bad.  I remember the tools they released for NWN made adding buildings etc relatively easily. They basically made brushes of building sections that could easily merge into each other.

Your layout approach has a good bit of merit, except that if you have 8 pizza plates placing individual structures over and over again is a road trip to an asylum.  My thinking would be more like this, place large distinct structures first then go to smaller ones as you need too. After the large structures, it would be simpler to algorithmically place them (IE let the computer do that work) and then adjust afterward.

I digress a bit. You did a LOT of work, and that is nothing to make little of.  It's unfortunate that it can be quite discouraging going it alone.

Cyb

95
Team Avalanche / Re: Midgar Remake
« on: 2012-08-03 20:58:52 »
Using GECK?

There are a few FF7 models lingering on TESNEXUS including materia (you probably already new that but just in case).

They terminated the mako dawn project a while back I believe (oh well).

I have Fallout 3 and Oblivion I suppose I should get Skyrim but I don't have windows any-more to run the stuff (PS3 only for now I guess).

Erstwhile, interesting stuff.

I undetstand Fallout's engine is a bit less mod friendly than Oblivion was. I can't even use the one for Skyrim as it appears to require steam which I haven't used for years after Valve got so weird.

Back to what it was I was doing.

96
That's right.
It's been eons since I've fiddled with this stuff.

Just don't have as much time as I use to.. Anyhow haven't seen you in a while.

FF7 may be doing a check to see if the data is correct when extracted. As the others have noted there is a size field as well as the LBA. If the size doesn't exactly match the real file size this will indicate it could be the uncompressed size.  I don't remember which too be honest it's been quite a while.

I suggest you verify what lasyan3 and  Mickey said by being sure you change the size information too match the new location.

It may be helpful to create a tool to read the table data and allow you to swap the data around with LBA and size information together.

So looking at it logically the table is 6 x N locations (6 columns N locations for rows)
IE
LBA | SIZE | LBA | SIZE | LBA SIZE

If you want to swap the data or have a row point to another location it's probably a good idea to swap the whole row or change the whole row (6 values instead of 3).

I don't remember anything about data checks such as CRC's etc. for the files, for all I remember there may be.

I can't remember where the size data is however, I'm so tired these days it's sad :D

Cyb

97
General Discussion / Re: Final Fantasy Versus 13 Cancelled
« on: 2012-07-21 02:45:03 »
I think it's time for Tetsuya Nomura to wake up from his egotistical fantasy land before he, and the employees that see eye-to-eye with him run Square into the ground.

It was bad enough when he started putting belts on everything and retconned the f*ck out of FF7 with the compilation, but this is just ridiculous.
I think part of the problem is 'fantasy' that went too far?
Well that and the entire game industry is just that, they are trying to make money and not games. This is indicative when a business will sue another for "disruption of a business model" how puerile and childish can you get?
The most important thing about a game, is the fun part, if it's not fun it's not a game. Too much has been pumped into games in terms of "content" and not enough actual game.

Bethesda Softworks puts out much better stuff at probably half the budget and half the fluff. Seriously TES IV, and V are a blast, Fallout 3 and NV ditto.

I am fairly certain part of this is pride, that and the influence of Sony on Japanese game making in general has been most negative.

I haven't seen any Sony made games really.. can anyone name one? The last I remember is Medievil 2 and Legend of Dragoon. Both of which were damn good.

I liked Altus contributions of Star Ocean 2 and 3, the 4th in the series was a bit underwhelming.

The same goes with Square's Front Mission Evolved it was OK but too goofy (and prone to screw up your controller).  I liked front mission 3/4/5 but Evolved sucked by comparison.

It's not like they've run out of stories to tell, it's they've run out of stories to exploit it feels like. Heck FF9 was better than 13. I liked FF12 by the way it was great I thought but not everyone liked it I've heard.

It seems Bethesda is contributing better games in general in terms of re-playability and fun.

NV ultimate I'm playing as well as TESV TESIv( ultra modded)  Fallout 3. I still play these after having some for 7 years. Whereas I keep forgetting I have XIII (sigh) FFXIV is another who cares.

Even Dragon Age 2 is better than 13. It was a bit short on great but still had some fun stuff in it.

Cyb

98
I've found that the model known as "n028" (Red Giant, in fejail1) has a value of 3 for its second bye of its texture animation data, but has 4 textures. Does this disprove my idea of it being the texture count? Out of 232 field models with texture animations, this is the only one that doesn't match up.

Anything else I should post about the format?

Post anything you find it hopefully will end up in the wiki.
Let me ask you about the 'textures' are you sure the 4th texture isn't one that's is partially used? IE the texture is used 2 times either with a different palllete or with just specific sections of UV data. If you believe it has 4 textures you probably should do a dump and the visual information to show it. More eyes looking at the data will help.

Last but not least thank you for posting the information I have been in my "spare time" started back to working on the FF8 data. It is appreciated to not have to rediscover a wheel (over and over again).

Cyb

99
Q-Gears / Re: Qgears for Linux
« on: 2012-07-18 00:28:23 »
The last couple of releases zipped up on SF only contain .exes and .dlls.  Is making Qgears linux compatible still a goal?

Either way, thank you for what you're doing Akari.  Eidos never got it right but I'm sure you can.
I suggest you look at some of the messages posted in this thread. you need to have the correct version of Ogre (LUA boost?) and a few other packages installed for it to get close to compiling. Depending on what variation of linux you are running you will need to pick through the package list.

You have to download it via mercurial to git it (pun intended!)

Cyb

100
Q-Gears / Re: Q-Gears v0.21 Run Wild
« on: 2012-07-15 03:02:04 »
Ok I corrected the Ogre Version (which is why I like an automake as often it will say what is wrong however cmake should have complained as well <much head scratching>)

Back to oblivion for me.

Cyb

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