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Topics - Chev

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FF9 Tools / [PSX] FF9 Blender Importer (0.1)
« on: Today at 07:41:50 »
Hello, it's been a while!

Remember that thread with a C# FF9 viewer I never released? Well, 15 years later, I've finally ported the code to a Blender 4.x add-on:

https://github.com/Chevluh/FF9_Blender_Importer

Note that it is in the exact same state it was back then. That is, support for battle and party models is fine, but field and overworld models will import textureless and with haphazardly matched animations, and spell/summons aren't supported at all.

https://i.imgur.com/M3NnEwt.mp4

Over the years there have been other options for viewing FF9 models, but hopefully this can be of use to some people.

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Greetings

I've been trying to build a model viewer for FF9 and to this end this forum with Zande and Zidane's posts and the wiki have been of great use.

I'm able to get bones, vertices and faces without any problem now, but as I started tackling animations I realized I have no idea how to tell which animation goes with which model. Right now I'm matching a given model with the animations present in the same DB data cluster but there's really no reason that should be right, and that makes it tricky to be certain I'm decoding the angles accurately in the first place... It's not an assumption I can make for textures anyway, since so far I haven't found a TIM file in the same DB cluster as models.

So I was wondering if there's anything about it that any of you may known on the subject but isn't wikified yet? I guess I should look into the six unknown bytes of the model header...

Here's a boneless taxi from lindblum, just to show:


EDIT: And an amusing victim of mad chocobo disease

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