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Messages - SpooX

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301
Ouch!! >:(
I hate cat haters, but more the people who hurt them, or let them suffer.



It is hard to read all those agonizing stories..... :'(

So I stood in front of the cat and started directing cars around it (it calmed down when it realized the cars were staying away from it, but it didn't stop crying). Finally someone in a car stopped and said they could take it to their vet, who was open early.

I took an exit and spun around to get on the same side as the kitten. But when I pulled over I couldn't find it again. I didn't see any splats on the road, so I'm hoping it made it back to his fam.

Fortunately there are still some good people on this earth.... :-)

(I've got 5 cats at home, 4 from the cat shelter (or how do you call that) and one who was homeless we took in last year)

Cat pictures anyone...? :-D

302
Team Avalanche / Re: Bombing Mission Cinematics
« on: 2010-08-04 16:19:26 »
Just throwing this idea out there:

Would it maybe be easier to just remove the in-game stuff from this sequence altogether?
I mean, just have the gaurds, etc, in the actual movie, and have the camera start where the gameplay starts.

Possibly, although i wouldnt have the faintest idea how to go about it.
wouldnt it involve editing the field scene in something like makou reactor, and removing everything up until the frame the movie stops? compensate for the extra length of the movie clip so that the game starts rendering field at the right time. (or mess with the video length during animation). Regardless, great work spoox.

I personally don't think, removing assets in this sequence is an option, as the next sequence (MKUP) involves zooming in on Cloud and later turning the camera towards the reactor. ( or do you want to get rid of Cloud all together, I know it wil save some time.... :-Dif we go that way, we should get rid of Midgar then I'm done  ::) :evil:)

To even out the camera movement of this should not be that difficult as long as the sequence remains the same length (replacing value A with B), however, and there is a challenge, is How.

I could try to make an exporter out of Max, and write back to a camera file....as long as the start and end positions are the same, it should work i think. But now for converting the camera data into FFVII data.....hmmm

303
Team Avalanche / Re: Bombing Mission Cinematics
« on: 2010-08-03 22:51:20 »
Also, what do you mean when you say most of the camera positions are blank?

See the following quote (Am I allowed to quote myself...? I do wonder ;))
Oh Yeah...progress...  8)

the cam files so far seem to follow the exact same format as the camera part stored in the psx-dat files.

as an example the opening movie:

MD1STIN has the camera position:
pos:[3645.043,26981.36,403.863]

as we look in (PC) opening.cam we get for the position:


Code: [Select]
Name Size Frames Time(s)
opening.cam 71680 1792 119
frame x y z
1 0 0 0
2 0 0 0
3 0 0 0
4 0 0 0
5 0 0 0
6 0 0 0
followed by a lot of zero's untill...

Code: [Select]
1591 0 0 0
1592 0 0 0
1593 10377,97 -28726,81 27670,45
1594 9914,54 -27449,72 27358,42
1595 9476,735 -26188,21 27048,49
1596 9047,121 -24944,17 26737,11
1597 8643,798 -23723,99 26431,1
1598 8252,699 -22528,11 26122,06
1599 7873,735 -21352,95 25815,13
1600 7527,675 -20191,94 25509,73
1601 7188,344 -19060,5 25211,29

(skipped another part till nearly the end....)

Code: [Select]
1750 3666,385 26835,74 458,9414
1751 3664,919 26858,08 448,9878
1752 3660,714 26879,67 437,2393
1753 3661,381 26900,13 428,2839
1754 3653,734 26918,06 421,208
1755 3651,654 26933,62 417,0356
1756 3654,436 26947,35 413,5444
1757 3649,675 26959,18 411,0459
1758 3649,726 26969,06 408,1489
1759 3649,729 26975,61 403,9675
1760 3647,795 26979,12 405,0691
1761 3645,043 26981,36 403,863
1762 3645,043 26981,36 403,863
1763 3645,043 26981,36 403,863
1764 3645,043 26981,36 403,863
1765 3645,043 26981,36 403,863
1766 3645,043 26981,36 403,863
1767 3645,043 26981,36 403,863
1768 3645,043 26981,36 403,863
1769 3645,043 26981,36 403,863
1770 3645,043 26981,36 403,863
1771 3645,043 26981,36 403,863
1772 3645,043 26981,36 403,863
1773 3645,043 26981,36 403,863
1774 3645,043 26981,36 403,863
1775 3645,043 26981,36 403,863
1776 3645,043 26981,36 403,863
1777 3645,043 26981,36 403,863
1778 3645,043 26981,36 403,863
1779 3645,043 26981,36 403,863
1780 3645,043 26981,36 403,863
1781 3645,043 26981,36 403,863
1782 3645,043 26981,36 403,863
1783 3645,043 26981,36 403,863
1784 3645,043 26981,36 403,863
1785 3645,043 26981,36 403,863
1786 3645,043 26981,36 403,863
1787 3645,043 26981,36 403,863
1788 3645,043 26981,36 403,863
1789 3645,043 26981,36 403,863
1790 3645,043 26981,36 403,863
1791 3645,043 26981,36 403,863
1792 3645,043 26981,36 403,863

if we take a look above....
pos:[3645.043,26981.36,403.863]
1792   3645,04326981,36403,863

So we have a match  :-D

thanx to the reversing of Akari i must add.

http://forums.qhimm.com/index.php?topic=5771.0
for reference.

Finally, some results  ;D

Some questions though:
Is the movement smooth, or do you just get one camera position per frame? (at the low-ish framerate, that's not too good). If so, is there any way to make it smoother?

The current framerate is 15 fps (as original) to check if the data matches up to the movie.
The movement is not really smooth at least in the PC version, I haven't put any time in researching the psx files, but if you take a look at the final part of the intro in game, you'll notice some wobbeling shinra guys who try to stand still, so it is a bit jittery.
The data has positions per frame, so an extrapolation (or stretching of the frames and compile back into an 60 fps movie should not be a problem, how it holds up in the game....
But to make it 60fps Also the camera data needs to be altered, as in there the positions are stored to render the objects in front of the movie.

304
Team Avalanche / Bombing Mission Cinematics
« on: 2010-08-03 22:23:33 »
Results from thread Here in Tech Related.

I think it better fits here as it is relevant to the bombing mission


The funny thing is that it is hardcoded, that the view is jittery at the end.
(I already noticed this by trying to track the camera of the movie)


Click on the image to see a quick preview with only the walkmesh...
The camera path as exported from opening.cam (PC version)


Above the actual camera path (as already shown in the related thread, most of the camera positions are blank..unfortunately) :oops:

as the movie is 320*224 and the rendersettings is set to 512*512, the walkmesh is a bit off.

305
Thanx Gemini, if I have the time I'll take a look at those...

for now I've worked on the camdats... (a bit easier for the time being)

MKUP
a little proof of concept... (based on the camdat file and the walkmesh).

there are only some little problems I haven't figgured out yet... ???

as the background is projected there's only a part visible, if I take the camera settings, it uses the complete background, and therefore the complete model within the camera viewpoint.

306
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-20 22:23:58 »
Enter the Reactor...


and go down...


untill you light the fuse....

hmm still some floating parts....
beware, the clock will be running....  ::)

oh, if you wonder why I'm redoing NMKIN_5, well it is all one single big room...

307
Team Avalanche / Project Bombing Mission Gallery NMKIN_3
« on: 2010-07-19 09:58:57 »



(this one is still missing  ::)  Just an early WIP-shot)


Update at 2010-08-16


Update at 2010-09-12

308
See PM for details.  8)

309
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-16 22:35:08 »


small compilation in PS,
to see the clouds in the 'natural' environment  :-)

Must be carefull things don't become to crowdy/busy...

Still I think it looks beautifull, exept for the L-bows, a bit to anorexic. ::)

(Still no train...)

310
Oh Yeah...progress...  8)

the cam files so far seem to follow the exact same format as the camera part stored in the psx-dat files.

as an example the opening movie:

MD1STIN has the camera position:
pos:[3645.043,26981.36,403.863]

as we look in (PC) opening.cam we get for the position:


Code: [Select]
Name Size Frames Time(s)
opening.cam 71680 1792 119
frame x y z
1 0 0 0
2 0 0 0
3 0 0 0
4 0 0 0
5 0 0 0
6 0 0 0
followed by a lot of zero's untill...

Code: [Select]
1591 0 0 0
1592 0 0 0
1593 10377,97 -28726,81 27670,45
1594 9914,54 -27449,72 27358,42
1595 9476,735 -26188,21 27048,49
1596 9047,121 -24944,17 26737,11
1597 8643,798 -23723,99 26431,1
1598 8252,699 -22528,11 26122,06
1599 7873,735 -21352,95 25815,13
1600 7527,675 -20191,94 25509,73
1601 7188,344 -19060,5 25211,29

(skipped another part till nearly the end....)

Code: [Select]
1750 3666,385 26835,74 458,9414
1751 3664,919 26858,08 448,9878
1752 3660,714 26879,67 437,2393
1753 3661,381 26900,13 428,2839
1754 3653,734 26918,06 421,208
1755 3651,654 26933,62 417,0356
1756 3654,436 26947,35 413,5444
1757 3649,675 26959,18 411,0459
1758 3649,726 26969,06 408,1489
1759 3649,729 26975,61 403,9675
1760 3647,795 26979,12 405,0691
1761 3645,043 26981,36 403,863
1762 3645,043 26981,36 403,863
1763 3645,043 26981,36 403,863
1764 3645,043 26981,36 403,863
1765 3645,043 26981,36 403,863
1766 3645,043 26981,36 403,863
1767 3645,043 26981,36 403,863
1768 3645,043 26981,36 403,863
1769 3645,043 26981,36 403,863
1770 3645,043 26981,36 403,863
1771 3645,043 26981,36 403,863
1772 3645,043 26981,36 403,863
1773 3645,043 26981,36 403,863
1774 3645,043 26981,36 403,863
1775 3645,043 26981,36 403,863
1776 3645,043 26981,36 403,863
1777 3645,043 26981,36 403,863
1778 3645,043 26981,36 403,863
1779 3645,043 26981,36 403,863
1780 3645,043 26981,36 403,863
1781 3645,043 26981,36 403,863
1782 3645,043 26981,36 403,863
1783 3645,043 26981,36 403,863
1784 3645,043 26981,36 403,863
1785 3645,043 26981,36 403,863
1786 3645,043 26981,36 403,863
1787 3645,043 26981,36 403,863
1788 3645,043 26981,36 403,863
1789 3645,043 26981,36 403,863
1790 3645,043 26981,36 403,863
1791 3645,043 26981,36 403,863
1792 3645,043 26981,36 403,863

if we take a look above....
pos:[3645.043,26981.36,403.863]
1792   3645,04326981,36403,863

So we have a match  :-D

thanx to the reversing of Akari i must add.

http://forums.qhimm.com/index.php?topic=5771.0
for reference.

311
ok i forgot to add some dotsat the end, yes the list is the same.
wonder where this data is positioned on the psx version...

312
hmmm that's interesting, also a txt file is included in the lpg file.... list.txt

mkup     cam         5,400  10-12-97 10:02p mkup.cam
opening  cam        71,680  10-12-97 10:03p opening.cam
......


**edit:added dots at the end of the incomplete list**

313
I'm wondering, through a discussion with Timu, is it known where we can find the camera placement/movement for the movie sequences? probably in the field files?

As in the intro movie at the end there are some Shin-ra soldier models placed at the platform, and the second fmv cloud is visible during the camera pan towards the reactor.

I'm trying to find out if it is possible to extract this data from the field files and import in max or other program...

Any help would be appreciated.

314
thanx,
it loads the files now, however it is scrambled the same way.... :-(

315
is it me, or is it not possible to load custom png's for the field backgrounds?

INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/flevel/d:/games/square/final fantasy vii/Data/field/hand_1_00.png, failed
INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/flevel/_00.png, failed

further on in the log...
INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/field/md1stin/md1stin_00_00.png, failed


I've tried it in the 0.7.7b, it does load the png's however....
Field Start
INFO: 24-bit PNG loaded (d:\games\square\final fantasy vii\/mods/SpooX/field/md1stin/md1stin_0_00.png); this is slow, please convert to 32-bit


not quite as it should.
any suggestions?

316
YEAH!!  ;D ;D ;D ;D ;D ;D ;D we're in the finals!!!!

317
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-06 18:41:27 »
final post this evening for me.... (ok i lied...)
Once upon a time there was

which became eventually:


 and:


a bit more SL, so less noise

Nice work, i am in the process of setting up my home network to be a render farm. Pretty soon we will have 14 cores of processing power to throw at these scenes.
Don't worry about not having enough power to make a decent render, but all in good time....   8-)

318
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-06 17:34:03 »


See some difference with the previous one....?
(Now time for some football.....) 8-)

319
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-05 23:15:30 »
SpooX if i'm not mistaken, Other then the very first train scene. You've finished the outside of the reactor complete.

Care to grace us with a final render teaser? I'd love to see your work fully rendered :D
Well...... not quite finished yet (if you look cloesely you could have noticed :roll:)
Since rendering kicks in all the threads my cpu has available (no GPU acc  :-() anything else i do lags the process of rendering.
At the moment i do have the sampling level set to 12 which sometimes is finished within 30 minutes, at the moment there are too many details and render intensive materials (especially the emitters).
when I'm done modelling and texturing I'll set the SL to 25 and see what happens....

Conserning the first field file....there's still a train missing for instance....


Oh also a fuse is blown...  ;D

320
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-05 18:29:31 »


No quiz this time...
it's....(insert monty python fanfare here)....MD1_2
I don't like how you added all the noise.

LOL

The noise is a result of his render being a quick draft and (basically, the low amount of rendering samples) and he didn't add it there himself. Obviously the final render won't have it as he'll render with higher quality settings, but for a quick showoff render these settings are just fine..
Actually I spend all night painting those damned noisy pixels in my perfect render...  :roll:

321
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-03 21:07:43 »


No quiz this time...
it's....(insert monty python fanfare here)....MD1_2

322
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-30 18:17:43 »
Well they all need to be done at some point, but i think you may be spreading yourself a little bit thin.
Well my main focus is on Midgar, as stated somewhere in the beginning.... there is a lot of work to be done for the intro movie, which means more or less Midgar needs to be modelled. The other things are for the times I'm fed up with all the details.
Shin-Ra HQ is also part of Midgar (sector-0) to put al things into the right perspective. unfortunately there's not much to be found on Midgar as design or concept art etc, so it's like reverse engeneering the movies to retrieve most of the details....

So if anyone can help with good references.....

323
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-30 17:37:39 »
Nice work spooX. Just out of curiosity, how many different scenes are you working on?

ohw...I'll have to take a look, one moment please......
*shuffles on hard drive* thinks he must make a backup.....

Midgar:
MD0,MD1STIN,MD1_1,MD1_2,NRTHMK,SOUTHMK1,SOUTHMK2,SMKIN_2,NMKIN_2,FALLP

SINBIL_1,....
PILLAR_1,PILLAR_2,PILLAR_3

non-Midgar:
A****1,A****2,A****3,A****4
E****_1,E****_2,E****_12

that would make about 20 something... :o ??? ::)
is that bad?

324
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-30 16:49:15 »
Midgar headquarters :D

hmmm was to easy, the next one I'll make more difficult.... if anyone's still interested after seeing Stigma's amazing work... ??? ???

just basic lighting, no materials...yet.

325
 :-o
I salute you, I see you've been on this for quite some time looking at your album.
How much time have you put in this already?


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