Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Anakin on 2004-06-24 12:34:40
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With the miraculous program http://todotradus.com/utils/otros/lzss.zip the decompression and recompression of the LZS files is a snap.
And I also saw in another thread the 3D models of FF7 being ported to 3DMAX. Where are the vertices stored, I mean inside the uncompressed LZS enemy file for example SEFIROS.LZS, does anyone know the HEX location of Battle model vertices ,and also if the field model vertices are in the same file or on another?(and it's HEX location?)
Thank you in advance
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I dont know how is it on PSX, I can talk only about PC version where each model is splitted into more files, each body part has its own file and also skeleton is in one file.
But according the LZS compression i assume you are working with psx version
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I'm in the process of unifying the PSX and PC versions. I have the textures (TEX <-> TIM), camdat*, and scene.bin rationalized right now. I'm going to be attacking the field scripting engine with the quickness.
My only advice is compare and contast with the PC data.They might be more similar than you think.
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Yes I'm talking about the PSX version and given the fact that using the program ff7vm001 http://www.cute.or.jp/~makuchan/pce/ff7v.html the Battle figures are depicted part by part (but not entire at one instant) the whole model is contained in the respective LZS file
I don't know where in that file though, and also if the field model vertices are included (probably not though cause there are nowhere to be seen with ff7vm001)
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that program is incomplete and had been for 4 years now....
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despite that, and it's minuscule size it can handle quite well the different body parts of the battle models including their vertex colors and other textures such as eyes and mouth
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Is there a chance the field models are included in the 'FIELD' folder?
some 'strange' file types reside inside, such as: .MIM , .BSX and .DAT also
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Remember not to double post...Forum rules please :)
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:oops:
I apologize...
I post a link of a cropped SEFIROS.LZS (uncompressed) file which I produced by comparing the data of the original SEFIROS with that of CLOUD and VINSENT, and which I believe contains only the data for vertices and vertex colors
I hope it may become handy in chartographing the data within...
please change to SEFIROScroped.LZS (http://users.otenet.gr/~abardis/Programs/SEFIROScroped)
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Perhaps it is time to release a file format specification of the PSone Battle Models. No need to reinvent the wheel. The only thing Cyberman and myself have not yet decoded are the animations. But you all know about the lazy programmer theorem. :z
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That's Great!
...I was down at changing randomly data and checking what change in the model that provoked,
I managed to find the region that codes the head of SEFIROS
but it's a BIG pain!!!
The vertex data are interwined with the vertex color data
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It's not brain surgery .. you should look at this thread (http://forums.qhimm.com/viewtopic.php?t=2519) if you want to see what's going on (somewhat) it has pictures too ;)
As for Non battle models (all battle models are in the ENEMYXXX folders including the main characters and other special ones) those I think are stored in the DAT or BSX files MIM files are the background animations and what not.
Cyb
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in DAT files are contained the dialogues,
and in BSX probably the "stage" data
The BCX files must be the ones which enclose the data for field-character models but there's one BCX file missing... Sephiroth's
as all other secondary characters such as Biggs, Wedge, Jessie etc
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DAT actually conatins the script for that scene, not only the dialog.
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After some browsing and pondering on
I believe that the field-models of Sephiroth and all the other non playable characters are coded together with the other background animations!
After all every time that the scenes are played these characters do the same things...
So if as Halkun says the background animations are coded in the .MIM files, so are the NPCs
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I have no Idea what's in the MIM files. I'm more intrested in DATs now anyway. I have other files much higher on my priority list to document. My scale goes like this..
1) Document known file types (ex TIM, TEX)
2) Doucument partionally known file types for the PC, look for PSX eqivilant, it not the same push PSX format to priority 6 (ex .P)
3) Doucument partionally known file types for the PSX, look for PC eqivilant, it not the same push PC format to priority 5 (ex DAT)
4) Work with unknown formats that have theroies to thier fuction and see if anything intresting happens (ex camdat0)
5) find all the working data on the PC version
6) Find all the working data in the PSX version
As you can see, finding what's in a mim file is not very high in my list of to do things. It's actually last
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MIM contains the background images and animations used in the game, possibly the 3d character information. I have been able to twist it such that they display some, but not all the information, there format is a bit confusing for me thus far.
Cyb
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I believe the .DAT files are compressed with the same algorithm that produces LZS files...
how about the others? (.MIM .BSX .BCX)
It seems they are too (probably you knew that all along...)
And maybe the NPC models reside in the BSX files since they are the only ones that have identical coding parts in them.