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Miscellaneous Forums => Graphical => Topic started by: the_randomizer85 on 2012-10-24 23:50:50

Title: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-24 23:50:50
So, I'm learning the ins and outs of rigging 3D models as a hobby and it's something I'm really enjoying, but what I want to know is, where can I find the tools (that have updated links) to extracting LGP files (more specifically, "MAGIC.LGP")?  For instance, extracting the 3D models from the summon monsters so I can rig them, modify textures, etc.  I know there are programs called Kimera (I think) but it never loads properly for me on Windows 7 (crashes right away).  Are there any updated tools with working links that will allow me to extract these files or am I SOL?
Title: Re: Extracting summon monster models
Post by: Rayved on 2012-10-25 01:43:02
Go here http://forums.qhimm.com/index.php?topic=12503.msg173807#msg173807
All necessary tools are there. As for the errors you get with kimera, pay attention to the error message and download the missing file (something.ocz I think) and google the steps to install that file correctly.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-25 02:43:53
Better follow rayved's advice since you won't be able to do much with models without kimera.

as for extracting files the LGP Frontend v1.2.rar Front End GUI with  Aali's LGP Tools seems handy.. I prefer using it personally,

For model editing, I suggest..
-Img2tex
-Biturn (I suggest using Img2tex for tex files conversion, but you can still use this for other conversions)
-Kimera
-Pcreator

All this are found in the link rayved posted..

If you want to edit summons, check this thread.. This is something similar so this might give you hints http://forums.qhimm.com/index.php?topic=13578.0


and last remember to use search first before starting a thread.. most of your queries have been answered already.. so using search will help a lot.. ;D ;D ;D
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 05:25:33
The .dlls need to be registered it seems, and the link for the LGP tools is broken ( http://www.peejeshare.com/files/363242968/lgp_tools_multipack_by_sithlord48-1.0.zip.html ) it always says the download slots are full, so, nope, can't use the frontend without the .exe itself. 

It would be easier if that was uploaded to Mediafire or similar.

Edit: Kimera works fine now, just need to somehow download LGP tools (the non-front end, I have that one) from a working link.

To summarize, Aali's LGP Tools cannot be downloaded with the provided link and no, I refuse to compile the source code.  The compiled binary is preferred.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-25 05:30:50
That's odd.. the link was just working recently, if you want I can upload my copy to mediafire and give you a link but it'll have to wait.. I'm still at work so I don't have access to my ff7 files.
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 05:33:11
That's odd.. the link was just working recently, if you want I can upload my copy to mediafire and give you a link but it'll have to wait.. I'm still at work so I don't have access to my ff7 files.

By all means if you would be so kind  ;D, I have bad luck with that peejeeshare, and I mean bad luck.

Is it possible to ultimately convert these to .obj, .dae or similar for 3DS Studio Max?
Title: Re: Extracting summon monster models
Post by: Buster Swd on 2012-10-25 05:44:20
LGP Tool work fine but it screw up magic.lgp somehow.You should use lgp/ulgp.

Is it possible to ultimately convert these to .obj, .dae or similar for 3DS Studio Max?

Biturn should do the trick.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-25 06:03:30
Ohh.. I didn't know that LGP tool has issues with magic lgp, I only worked with battle files so far..

By all means if you would be so kind  ;D, I have bad luck with that peejeeshare, and I mean bad luck.

Is it possible to ultimately convert these to .obj, .dae or similar for 3DS Studio Max?

I'll upload it and post the link here if you still want it but you should check buster's comments on it messing with magic.lgp just to be sure so you don't run into more bad luck, LoL ;D ;D ;D
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 06:03:59
EDIT: files extracted, I'm specifically looking for Shiva's files, which ones are the actual model files themselves?  A lot of files and folders were just extracted.
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 06:29:31
Yep. Can't convert the files, much less view them OR find the files that contain Shiva's model.  The only one I found was Siva.tex and Kimera doesn't recognize it.  Img2Tex won't load it without giving an error about the .BMP file.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-25 06:34:18
Hmm.. looks like trouble, before you start modding and asking for help, you should try reading the rules first I think you may have broken two already.

Just in case check here http://forums.qhimm.com/index.php?topic=11578.0
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 06:45:05
 I'll be good, but the file is named cyvada P00 to P45 (forty-five parts to the model)....crap, what the hell did I get myself into?

Well, time for me to log and not come back.
Title: Re: Extracting summon monster models
Post by: Buster Swd on 2012-10-25 09:10:20
I'll be good, but the file is named cyvada P00 to P45 (forty-five parts to the model)....crap, what the hell did I get myself into?

Well, time for me to log and not come back.
Actually its quite simple.Follow my instruction:
-Extract magic.lgp
-Open cyvadat.d in kimera.It should look like this:
(http://imageshack.us/a/img832/5618/shivacl.jpg)
-Edit it as much as you like

This is only for Shiva summon.For others check here:
https://spreadsheets.google.com/spreadsheet/pub?key=0AniNoDVsrYhVdG0zZERUT0tsOF91eHE2WHo4ZWRseWc&gid=5

Almost forgot.If you get a runtime error 6: overflow in kimera,you will need a graphic card.If you can't afford it then you have to edit the part separately(Crap,this took 3x time longer than it supposed to be)
Title: Re: Extracting summon monster models
Post by: Nightmarish on 2012-10-25 12:09:09
Randomizer you gonna model new Summons?
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 14:32:17
Actually its quite simple.Follow my instruction:
-Extract magic.lgp
-Open cyvadat.d in kimera.It should look like this:
(http://imageshack.us/a/img832/5618/shivacl.jpg)
-Edit it as much as you like

This is only for Shiva summon.For others check here:
https://spreadsheets.google.com/spreadsheet/pub?key=0AniNoDVsrYhVdG0zZERUT0tsOF91eHE2WHo4ZWRseWc&gid=5

Almost forgot.If you get a runtime error 6: overflow in kimera,you will need a graphic card.If you can't afford it then you have to edit the part separately(Crap,this took 3x time longer than it supposed to be)

Alright, got the model up and running, the tricky part now is converting/extracting it to 3DS format.  The GPU I have is an nVidia GT555M so Kimera runs just fine, the only error I had was due to some unregistered .dll files, but that's been taken care of.  So I managed to convert it with Biturn (which also dumped the texture file as well).

When I open the file in 3DS Max, it tells me it's the improper file format....WTF?

Ugh, I feel horrible for being such a noob and potentially pissing people of for not looking for the right thread(s) in the first place

Edit: Got it to convert to .OBJ format as well and it now loads into 3DS Max, but the model....is a jumble mess with arms coming from the middle of the torso....Oh, boy....

(http://imageshack.us/a/img198/8435/shivaff7.jpg)
Title: Re: Extracting summon monster models
Post by: Buster Swd on 2012-10-25 15:07:28
Alright, got the model up and running, the tricky part now is converting/extracting it to 3DS format.  The GPU I have is an nVidia GT555M so Kimera runs just fine, the only error I had was due to some unregistered .dll files, but that's been taken care of.  So I managed to convert it with Biturn (which also dumped the texture file as well).

When I open the file in 3DS Max, it tells me it's the improper file format....WTF?

Ugh, I feel horrible for being such a noob and potentially pissing people of for not looking for the right thread(s) in the first place

Edit: Got it to convert to .OBJ format as well and it now loads into 3DS Max, but the model....is a jumble mess with arms coming from the middle of the torso....Oh, boy....

(http://imageshack.us/a/img198/8435/shivaff7.jpg)
Maybe you did something wrong.Mine work just fine.I convert it to .3DS file too:
(http://imageshack.us/a/img189/8/shiva3ds.png)

EDIT:Wait wait wait wait,you sure you used import command in 3DS Max and not open?
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 15:19:38
Maybe you did something wrong.Mine work just fine.I convert it to .3DS file too:
(http://imageshack.us/a/img189/8/shiva3ds.png)

EDIT:Wait wait wait wait,you sure you used import command in 3DS Max and not open?

I have version 2011 and you have version 2009; maybe it hates 2011.   What settings in Biturn did you use for exportation?  It looks perfect in Biturn, but no, I got confused and meant to say I didn't use import.  When I go to 'open', the 3DS file is not there despite converting to 3DS format, but when you click just "open" there's no dropdown box for .3ds files, only drf, max and chr are available.

In 2011, you can't open them in just Open, it only shows up under Import.

What the hell am I doing wrong!!?
Title: Re: Extracting summon monster models
Post by: Buster Swd on 2012-10-25 15:26:16
Looks like i can't help with 3ds max 2011.Never got the chance to use it. :-P
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 15:28:35
Looks like i can't help with 3ds max 2011.Never got the chance to use it. :-P

You still didn't answer my question, what settings did you use when you exported the file?  There are settings in Biturn. I can't use 2009 for what I have in mind for the models, and 2011 is backwards compatible with 3ds files from older versions, so there shouldn't be any issues.

Could you send me the file?

If I'm not going to get help here.....I don't see why people can't download 3DS Max 2011 and try it out to prove me wrong.
Title: Re: Extracting summon monster models
Post by: Buster Swd on 2012-10-25 15:47:08
I have just send you what I did.
If you want to know why the aren't many people download 3DS Max 2011,in my opinion,then it's because it ain't FREE
And...what's "the file"?
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 15:51:10
I have just send you what I did.
If you want to know why the aren't many people download 3DS Max 2011,in my opinion,then it's because it ain't FREE
And...what's "the file"?

The student edition is free, the only difference is you can't sell what you make, otherwise it's the same as the professional version, about the file, I meant the .3ds file you exported.

Bloody hell, if I can't get help here, I might as well screw the whole thing.


Summary:

I export the file as 3DS
File doesn't load in 3DS 2011 when using the import feature, "improper format"
Blender can't be used due to inability to export as DAE files
I need DAE format for a game

Title: Re: Extracting summon monster models
Post by: omega res novae on 2012-10-25 15:54:42
use blender to load the 3ds and export is as a obj
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 16:02:15
use blender to load the 3ds and export is as a obj

Even though 2011 gave me the improper format error?  I'll try it.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-25 17:26:26
I'm a blender user too so I won't be of much help.. But this sort of jumbled parts error also occurs sometimes in blender, If you don't mind the extra effort why not just organize those jumbled parts.. Afterall you will be modifying the model.. and while porting to ff7 you will have to cut them up to pieces again.

btw if you still want it heres what I promised http://www.mediafire.com/?0icay9ndxicnxdi
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-25 19:35:49
I'm a blender user too so I won't be of much help.. But this sort of jumbled parts error also occurs sometimes in blender, If you don't mind the extra effort why not just organize those jumbled parts.. Afterall you will be modifying the model.. and while porting to ff7 you will have to cut them up to pieces again.

btw if you still want it heres what I promised http://www.mediafire.com/?0icay9ndxicnxdi

Managed to open the 3DS file in Blender and export it as an .OBJ file (with the 3D model in tact).  Why the same file refused to open up in 3DS Studio Max 2011 is beyond me.


Edit 4:54 PM  Got in into the program just fine (with textures) I just need to smooth it since the polygons look a little too rigid
(http://imageshack.us/a/img171/9991/shiva3ds.jpg)
Title: Re: Extracting summon monster models
Post by: Rayved on 2012-10-26 02:31:33
Being backwards compatible doesn't mean much with any autodesk application really. I've used Maya 2010, 2011 and 2012 and every time a new one comes out, some issues are fixed and some new appear where everything used to work fine. Right now I use 2011 because 2012 had too many problems with animations. I'm guessing 3ds must be suffering from the same kind of um... bad engineering.
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-26 04:50:22
Well, the important thing is I finally got the thing to work, but in the end, all I did was piss everyone on the forums off, so yeah, no reason for me to lurk on these forums anymore.  :-\
Title: Re: Extracting summon monster models
Post by: Rayved on 2012-10-26 15:04:34
Heh, I won't argue with you on that. You haven't even met the real douche on this forum yet and I hope you don't. His fun is to browse topics and nag people about how their ideas are impossible.
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-29 01:18:34
Heh, I won't argue with you on that. You haven't even met the real douche on this forum yet and I hope you don't. His fun is to browse topics and nag people about how their ideas are impossible.

I hope I don't either, but I got the model extracted, but the textures show up like s**t in 3DS Max (a gradient mess of weird colors, no matter what options I chose for the BMP), so I have someone redoing them so they look normal.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-29 03:23:56
I believe the original model's don't have proper textures, If you're going to edit the textures you might want to make all new UV maps first ;D ;D ;D
Title: Re: Extracting summon monster models
Post by: Recko on 2012-10-29 03:59:28
You can use 3ds Max to Import/export OBJ and 3DS just make sure you use the right settings.

I'm using 3ds max 2012 and when i export to OBJ i just use the preset drop down menu there's one for blender which works perfectly.
(except that stupid Blender doesn't support smoothing groups, so always untick that lol)

I've never had any prob with importing and exporting with max for 5 years now, just look at videos on importing and exporting certain files.
Title: Re: Extracting summon monster models
Post by: halkun on 2012-10-29 23:43:57
I hope I don't either, but I got the model extracted, but the textures show up like s**t in 3DS Max (a gradient mess of weird colors, no matter what options I chose for the BMP), so I have someone redoing them so they look normal.

The models do not use textures at all, they use flat gouraud shading (http://en.wikipedia.org/wiki/Gouraud_shading) with colors interpolated based on the color of each vertex point.

You know how you can shade the FF7 text window by changing the colors of the corners? That how they shade whole models in FF7.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-30 00:01:23
Yep, but some models have textures for the eyes mouth and nose, so he might be referring to those..
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-31 14:46:41
Yep, but some models have textures for the eyes mouth and nose, so he might be referring to those..

No, the body textures themselves; they look like utter s**t in 3DS max and will have to be redone.
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-10-31 16:26:24
I'm pretty sure ff7 models don't have textures, aside for the face details on some characters. So I don't understand why you insist on body textures being messed up, read halkuns post above he pretty much nailed it already.
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-10-31 23:59:39
Perhaps this picture will do a better job describing. They have a lot gradients, but luckily someone is working on it.  Too bad these FF7 model  programs don't extract textures more efficiently. 

Note: 3DS Max 2011 Student Edition is just as fully functional as the professional version.

(http://imageshack.us/a/img171/9991/shiva3ds.jpg)
Title: Re: Extracting summon monster models
Post by: whitERaven on 2012-11-01 01:40:48
I am certain the thing where looking at is not textured, refer to halkuns post, he explained it already.

here to be easier,
The models do not use textures at all, they use flat gouraud shading (http://en.wikipedia.org/wiki/Gouraud_shading) with colors interpolated based on the color of each vertex point.

You know how you can shade the FF7 text window by changing the colors of the corners? That how they shade whole models in FF7.

I have nothing to add since it's explained well, Try to understand this first and Research what we exactly mean by texture files, it'll help, I know it's confusing at first but you'll get the hang of it, again use search when you want to clarify some things ;D ;D ;D
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-11-01 02:20:34
I am certain the thing where looking at is not textured, refer to halkuns post, he explained it already.

here to be easier,
I have nothing to add since it's explained well, Try to understand this first and Research what we exactly mean by texture files, it'll help, I know it's confusing at first but you'll get the hang of it, again use search when you want to clarify some things ;D ;D ;D

Alright, that makes more sense, but I have someone working on getting the shading fixed so that it works properly in 3DS Max and will have it by this weekend.  I know nothing regarding altering shading or altering textures.
Title: Re: Extracting summon monster models
Post by: Rayved on 2012-11-04 20:15:20
Hehehe nice stuff. Seems like you go to Brawl Vault :P
Title: Re: Extracting summon monster models
Post by: Borde on 2012-11-04 22:20:43
The shading on Shiva (as with every other character) is indeed vertex color. 3D Studio Max supports Vertex color, I can confirm that, but I'm not sure if any of the formats we can export the models as supports that sort of information. I was working on one that did, but never got to finish it.
If you're going to edit the models, it would probably be best scrapping the baked shading completly, though. I'd paint the model with plain colors and ask 3DStudio to give me an ambient occlusion lightmap.
Title: Re: Extracting summon monster models
Post by: Almighty_gir on 2012-11-04 23:52:45
what you could look at doing, if you simply wanted to texture the models that exist in FF7, is use the vertex colours as a base for the diffuse map. xNormal (program) has a vcolor > diffuse function.
Title: Re: Extracting summon monster models
Post by: the_randomizer85 on 2012-11-05 00:17:47
what you could look at doing, if you simply wanted to texture the models that exist in FF7, is use the vertex colours as a base for the diffuse map. xNormal (program) has a vcolor > diffuse function.

Alright, managed to get ff7 shiva in Super Smash Brawl, one last question. So someone gave me the PC version of VIII's Shiva, but the format is .dat and .tim format.  I take it there are programs that convert these formats to 3DS/DAE?

Edit: Never mind, Noesis views it just fine, now to get the textures to show up in 3DS.
Title: Re: Extracting summon monster models
Post by: Recko on 2012-11-28 00:33:41
easiest way to see if something has a texture in 3ds max is just to add a UV Map modifier to the model and see if a texture shows up in the drop down box.

Hell you can tell before that because if it did the model should have been in the the Uv Box.