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Messages - BlitzNCS

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751
No, it probably doesn't, and next time, you should read the rules. FF7 PC Ultima edition is illegal and it isn't tolerated by anyone around here. So don't mention it again :D

752
Archive / Re: STICKY: FF7 Music
« on: 2009-02-24 21:21:05 »
Yeah i have the same "not supported" problem. although i havent installed FF7music.
Its kinda just annoying.

753
Archive / Re: Genesis Mod for FFVIIPC?
« on: 2009-02-23 20:25:55 »
good ideas, but i'm no FF7 Scripter. i'd have to be taught how to do something like that. i'm sure it's not hard, but all i really know how to do now is import/export models.

Not fitting in with the story at all didn't stop Squeenix putting him where he wasn't wanted  :x

Maybe we could put CC characters in the battle arena? We could fight Zack, then Angeal, then Genesis, then Sephiroth.  :mrgreen:

Yeah but we can't just add a character in like that, can we? I mean He'd have to replace another NPC and then be scripted into the story.
And about the battle arena thing, what would they replace? they'd have to replace other monsters who you'd come across on the map somewhere when you're not leveled high enough and they'd totally pwn you.

So, yeah, i'd like to learn FF7 scripting/coding at some point. i have some experience in the hacking field, but i have no idea how opcodes and all that kinda stuff works...

754
Archive / Re: Genesis Mod for FFVIIPC?
« on: 2009-02-23 15:43:58 »
it might be done in the future, since the Crisis Core models are almost viewable (Thanks ot Koral), and i'm planning to replace every single model that i can with the newer CC ones, and possibly even release it. Genesis is in there, so it'll be quite simple adding him in...but, he wouldnt fit with the story at all...

755
Wow, you really seem to know what you're talking about, X-Dina! it all seems to make quite a lot of sense.
Koral, that's a magnificent job you're doing here, just look at what you've accomplished! A few weeks ago, i would have thought the textures would just be a dream, let alone the actual models! you're so close, so keep going!

756
Archive / Re: Final Fantasy IX models?
« on: 2009-02-22 00:09:30 »
I dont think there's a way, sadly...
Perhaps somebody could get the converter working... 
...maybe you have an OS that it wasn't designed for. are you running vista? that could be the problem.

757
Indeed it is strange...
...Koral, how come the latest screenshot of the moogle appears to have a Completely messed up Body below the head, whereas the screenshot before that looks almost normal in terms of the body? In fixing the Head, have you somehow ruined the body? That's really quite weird.

758
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-02-15 21:44:50 »
Hey, apz freak, is it possible to get the undivided version of the model in a normal file format? Myself and i'm sure a lot of other people would like to mess around with it for fun. The Divided version's no fun, and it looks weird when animating it xD
http://i182.photobucket.com/albums/x74/beefpwnage/lolcloud.png
That would actually look epic if it wasnt all cut up, lol.
anyway, up to you Apz, but it'd be awesome if we could have the model :D

759
I guess I'll try and help out too :D
Thanks for your commitment to this koral!

760
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-02-10 15:59:26 »
i am SOOO happy the time has finally come! *downloads*

thanks apz

761
*cries*

Wow. i REALLY am amazed at this :D

great job koral :D

762
Don't worry about the Hope-dashing :P i'm very used to it xD

The simplest [!]-File I could find was File: 02450.raw, which looks like it might be a barrel.
It has 84 vertices though, which feels like too much vertices or faces if its supposed to be only a simple barrel.

about this, i tried to recreate this "barrel" and i found out that 84 verticies is actually very reasonable for a barrel
i used the simplest cylinder i could create, and applied the texture.

the one from that actual game, i would guess, would be FAR more advanced than this, so i doubt there'd be LESS verticies.

763
 :-o
UV's!? wow :D
well at least we're gonna be able to apply textures easily now without having to re-map everything :wink:
This is going a LOT quicker than i had once thought it might :D

so, if i'm right, once the pattern i found stops being recognisable as the same pattern, (i.e once the UV maps finish), we're probably onto the vertex positions?
so i'm guessing its not going to be months and months before we're able to render these models? :D

*very happy*
alright, i'll do my best to keep looking!

764
Hey, i've got a question:
Me and a friend are trying to hack Crisis core. and with all this info, it'd be easy. only problem is, the file dumper dumps files in .raw format. this isnt the format that they originally are in the PKG. for instance, 02123.raw, which is zack's [!] file, isn't in the actual game as 02123.raw, or 02123.[!] or anything. does anyone know what they'd be called in the actual PKG file?

765
Been doing some looking in the [!] files.

Seems characters models are in the second chunk, that being the largest. i've found vertex data there that is *almost* identical to that of KHII models.
Seems very familliar, particularly because of the "3F80"'s that keep appearing.

I can pretty much confirm that i have definately found 3D model data:


if picture is too small, click here

On the left is some of the data in an MDLX model from KHII, although, what's important is the right side.
now, i'm not a genious, but i have done vertex hacking before, and i THINK i've figured this out...

on the right, we have the crisis core [!] file for tifa open at the model section.
Now, i could be wrong, but this looks very promising.

Section "A" in the tifa model appears to contain information regarding parent/child/sibling verticies and what have you. we can see this by looking at their functions. they both appear to be "LUI"ing "$c123", however, the line above that is "LUI"ing something different. this brings me to (almost) understand the first twelve bytes of Code:

First four bytes: Parent vertex.
Second four bytes: Child Vertex
Third Four bytes: Sibling vertex

now, that would make sense, right? seeing as the picture you can see it at the very first of the datablocks, and it would have no parent verticies.

Section B is completely unknown to me. i have no idea what it is, i only understand that it varies quite a lot. possibly its some sort of "normal" type thing. only speculation though. Apparently, it could also be some sort of rotation information.

If anything contains coordinate information, its Section C. there are THREE two-byte things going on. X, Y, Z. c'mon, looks pretty obvious, wouldnt you say so?

So, to conclude, these datablocks DO vary a little from time to time, with random padding and such, but other than that, i appear to have somewhat deciphered this. If it's no good, koral, it'll be back to the drawing board XD

I REALLY hope this helps you render those models koral :D

766
I'm not sure what I should do next  :|
Models would be nice, but it's useless without vertices

I will just wait I suppose, step down a gear, wait until someone can spot something worth looking into.

Have fun!  :-)

Model's would be great. i'll help as much as i can  :wink:
shouldnt be long before we find something!

767
Archive / Re: A Secret left hidden
« on: 2009-02-01 11:17:09 »
I believe this was orginally an april fools joke, and not to be taken seriously  :lol:

768
probably for the HQ models that already have HQ head textures. thats all i can guess at...

769
This must have taken a LOT of time and effort :D

well done!

770
hehe, i remember i used to watch my dad play for me. in fact, i used to be into a game called "guardians crusade" before FFVII. then we somehow borrowed FF7, and i watched him play it all the way through. i was really young, too. maybe 6 or so, maybe even less. i was the most excited i'd ever been when the guard scorpion was defeated :D
ahh, good times :)
I remember wanting to play it myself, and i took over quite a few times. after we completed it i IMMEDIATELY took it into my own hands to beat the game. naturally, i sucked :P
i never got the PC versoin until recently, but i had a demo way back about 5 years ago, you got to play a round of the battle square ;)

771
those "half-character textures" are just high qualiy face textures. that's for when the lips actualy move (close-ups) and isnt just 2 face textures alternating for speech. they dont need the rest of the body because its already as high detailed as needed. i've come across this kinda stuff before in my KHII modding days. to be honest, those model files are probably only the head.

@Koral, if you really need help, i know my way round a hex editor pretty well, enough to search for patterns in code like this. if you want, i suppose i wont mind taking a look for ya.

772
Hey, just another bit of constuctive criticism about the viewer.

It's very picky. and in actual fact, half the time, it wont switch between files. it says the filename you want it to, but with the previous filesize.

for instance:

I click on "02177.raw", which is The file containing Cissnei's Regular Texture. It shows that the texture file is X bytes big. i click on the texture and it displays it fine.

However, When i click on "02178.raw", it says that i have indeed clicked on "02178.raw", but the filesize is still X bytes, and hasn't changed. If i then click on the Texture file, it doesn't change, and still displays the texture that is in "02177.raw"

Another time, i'll Do the exact same thing, but the filesize will Change, and i'm able to view "02178.raw"

it seems to do this almost at complete random, is this just a vista problem still, or is it some glitch that you can fix.
Sorry if i didnt explain it too well, i'm bad at that...

773
Hey, koral,thanks a lot for the awesome new texture viewer, this is EPIC!!!!!

one rather small question though:
How come the files that you supply with the rar work, and files that other people send me work, however, when i dump the files myself, it can't tell the filetype, everything is blank, and i cant view anything. all the files are the right size, so i'm wondering if its vista, trying to compress the files annoyingly or something. any help?

774
NeoCloudstrife:
sorry about that, but that was the [GT] file viewer only which closed down automatically when it tried loading a non-[GT] file.
Use my newer FF7-CC-File-Viewer program instead (v0.2), which loads [GT] as well as [TEX] and [ATEL] files too: http://www.mediafire.com/?zowymgf3jmo
(has no-one checked the first-post?  :-P)


I have made a new version of the Viewer which loads [!] Texture files too (as demonstrated in my last post), but I haven't uploaded it yet.
I'll get around to it in a couple of days, fix a few things here and there.
 :wink:
thanks for that, and sorry, i thought they were the same thing :P

BTW, i'm REALLY looking forward to seeing textures and even getting these models!
keep up the good work!

775
lol, but how soon is soon? it's anyone's guess really. i'm gonna guess 5+ months.
but watch me as i epically fail and its possible tomorrow :P

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