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I've been trying things all week and now I'm tired and I just want it to end.
Does anyone know where I can get the models from KH2 for the patch I'm working on?
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Yeah, Its called the KH2 Game disc.
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Well, that's the problem. I don't own the game, per say.
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Then you can't have the models, end of topic.
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I've been trying things all week and now I'm tired and I just want it to end.
Does anyone know where I can get the models from KH2 for the patch I'm working on?
what do you need them for?
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I was planning to try and put them in FF7.
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Then you're gonna need the game first, I'm sure it's got the Greatest Hits pricing by now.
Edit/Update:
Well I ripped the KH2 models using yaz0r's KH2 Dump (http://www.yaz0r.net/forum/index.php?topic=116.0). Next, I installed 3D Ripper DX (http://www.deep-shadows.com/hax/3DRipperDX.htm), selecting yaz0r's ModelViewerWX (http://www.yaz0r.net/forum/index.php?topic=115.0) as the directX application I was able to capture everything and export it to WaveFront Object .OBJ. Here are some renderings.
(http://img228.imageshack.us/img228/4302/kh2cloudrendertp0.th.png) (http://img228.imageshack.us/my.php?image=kh2cloudrendertp0.png) (http://img207.imageshack.us/img207/4610/tifarendercc6.th.png) (http://img207.imageshack.us/my.php?image=tifarendercc6.png) (http://img149.imageshack.us/img149/8684/arenderdp3.th.png) (http://img149.imageshack.us/my.php?image=arenderdp3.png)
It does look a little rough around the edges right? :-) These would look great with the NPC RP I think.
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those woudl look great in the game but are the other charactors in KH2? might look a bit strange if only 3 of them are so detailed
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Hmm, not bad.
Otokoshi, if I remeber correctly, didn't you make a Kingdom Hearts to FF7 converter?
Anyway, I rented the game, but I can't get KH2Dump to work. How'd you get it to work.
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That rocks Otokoshi. It would be very interesting to use this in FF7. The clothes should be changed, but I supose it's not a big problem (just change the textures). The sharp edges looks like a bad normals problem.
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Otokoshi, if I remeber correctly, didn't you make a Kingdom Hearts to FF7 converter?
Nope, I don't want to take credit for others work. :-D yaz0r created the model dumper, which dumped .mdls Kingdom Hearts models. Then I used his mdls to obj converter also made by yaz0r, then used Blender to export it to .3ds format. Finally, I used Reunions PCreator to make a FF7 compatible .p file.
That rocks Otokoshi. It would be very interesting to use this in FF7. The clothes should be changed, but I supose it's not a big problem (just change the textures). The sharp edges looks like a bad normals problem.
I don't know, I kinda like the clothes, Advent Children style. Even if I or someone else didn't fix the normals problem, I kinda like that they're still a little blocky. I'd be happy to have these models in-game any day. I was also thinking I may have lost some polys by going the "dirty" way and using ModelViewerWX instead of a true exporter, I don't know.
those woudl look great in the game but are the other charactors in KH2? might look a bit strange if only 3 of them are so detailed
Including the three I have posted, Cid, Yuffie, Sephiroth, and Squall are also in KH2. If my memory serves me right, there are soo many files dumped, I haven't gone through them all. There is plenty to work with though. Using Cloud as a base, maybe a better looking Zack could be made. Once that is done, I could stop being lazy and actually create the remainder of the main characters. If there were only more hours in a day. :-D
Well I found that FFXI model viewer again, I'm gonna try and extract some models from there next. Imagine those Chocobos or some taru taru kids in FF7!
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Just so you people know, the KH2 models ripped with the 3d ripper need to be welded at 0.01 then smoothed to look like they normally do.
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Thanks for the tip, looks better now I think.
(http://img300.imageshack.us/img300/9140/cloudrender2fs4.th.png) (http://img300.imageshack.us/my.php?image=cloudrender2fs4.png)
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(http://img300.imageshack.us/img300/9140/cloudrender2fs4.th.png) (http://img300.imageshack.us/my.php?image=cloudrender2fs4.png)
So is there any chance that someone will make the in-game model from this one?
and (http://www.ffcompendium.com/misc/kh2-cloud-a.jpg) that one is a little different from the one posted here.. is it the engine?
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I still think there is something worng with the normals or the lighting mode in this model, but oh well.
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Yeah they all look like that in max unfortunately...but in the PCreator they are perfectly fine.
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Well I managed to extract models from Final Fantasy XI, and there is a wealth of material there too. Here is a nice example. A quick texture edit and you could have all the different types in FF7. Here's also Gramps the NPC.
(http://img147.imageshack.us/img147/5752/chocobodn2.th.png) (http://img147.imageshack.us/my.php?image=chocobodn2.png) (http://img127.imageshack.us/img127/8924/grampsqn2.th.png) (http://img127.imageshack.us/my.php?image=grampsqn2.png)
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Did you get Yuffie, Cid and Sephiroth from KH2 at all?
Or even KH1 with the Vincent-esque Cloud would be nice . . .
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If anyone wanted to know what the Aeris model from KH2 looks like in FF7 here are some pictures:
Aeris - Front (http://webpages.charter.net/reunionvii/images/Aeris/Cosin1AerisFront.jpg)
Aeris - Back (http://webpages.charter.net/reunionvii/images/Aeris/Cosin1AerisBack.jpg)
Aeris - Hallway (http://webpages.charter.net/reunionvii/images/Aeris/HallwayAerisFront.jpg)
I separated all the parts to fit Aeris's existing hierarchy; however I did not rotate the geometry to fit her existing animations. Instead, I tweaked her standing animation so that it would fit the ripped model without having to rotate anything which makes it fit together correctly. I turned the lighting off for the model because after optimizing the ripped geometry the normals did not average well, and if they were the texture information would not work.
Also FF7 can only black-key geometry and does not support an alpha texture some of the edges may look black. I had to combine the alpha channel and the texture which does not works the best since those pixels that are close to black would still be opaque. Here (http://webpages.charter.net/reunionvii/images/Aeris/AerisRender.jpg) is a rendered image of Aeris so you can see what it looks like with better lighting and with an alpha channel.
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Hey, good work guys, it's even possible to put Dirge of Cerberus 3D models in FFVII? it would be really nice to see Chaos (from DoC) in FFVII so enhanced or Lucrecia Crescent or even Hojo :lol:
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Hehe right ... and all the others models all creapy :-P.
Anyway... the main problem is that these models are skined... and ff7 doesn't support skins... so we'd have to break the skins into parts ... another problem is that it wouldn't be "legal" to rip then and then share those models to ppl that doesn't own Dirge of Cerberus... what we do with the NPC RC is to take parts from ff7 and modify them and still put it back into ff7 ... so the only person that is supose to be using it is ppl that paid for FF7... but if we use models from Dirge of Cerberus ... ppl will enjoy models of DOC without paying for it... you can do it for yourself if you want.... but sharing them might lead to legal issues with Square-Enix.
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Yes, i know all that legally stuff, but the question is...is someone going to do that mods? :lol:
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How about you make it and only email the download link to people who supply pictorial evidence of ownership of Dirge/KH1/KH2 and what not?
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I'm all for that since I can't get the files off the kh1/kh2/DOC disk.
Shall we go with the e-mail links only for those with evidance?
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How about you make it and only email the download link to people who supply pictorial evidence of ownership of Dirge/KH1/KH2 and what not?
+1 to this^^ (I have my own PAL DoC n.n)
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Has anyone even ripped models from Dirge of Cerberus yet? Pictorial evidence is all well and good, but it's suspect to say the least. It's amazing what shabby photoshop pics get thrown at me of people who "own" Final Fantasy 7. It is more plausible to have a tutorial written. If you own the games and really want it, you'll learn how to do it.
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Nice job Reunion, as usual. By the way, now that I see you here, do yo know if transparent groups work for field models?
Abou the legal stuff, I agree with Otokoshi. It would be absurd to ask for photos of the game. It's way too easy to fake and also way too boring for the poor soul that had to do the job.
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...I think Borde has a point, sorry for sounding noobish, but what exactly is a command prompt then? For my dumper to work, it asks for a command prompt without telling me what one is...
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what exactly is a command prompt then?
Now that's a funny question :-), but I think Microsoft (http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/ntcmds.mspx?mfr=true) should be able to help you out.
By the way, now that I see you here, do you know if transparent groups work for field models?
Thanks Borde, and yes they should work in both the field and battle models. It also seems to depend on what material is applied to that group. Textures seem to blend differently than when just using the vertex colors so some of the options may be different. I'm not really sure why they would not be working, I guess just try all the different options (0-4) to see if it changes.
For example:
(http://webpages.charter.net/reunionvii/images/Aeris/AerisTranslucent.jpg)
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Thanks Reunion. Now at least I know it's possible. But I've got a little problem... were can I find information about the material definition :-P. I know you sent me part of your code, but when I went to download it, it was gone.
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I sent you the corrected link so hopefully that works now. Specifically the transparent offset is 0x44 (or 68 bytes) and the values range from 0-4. The texture flag is set at 0x08, and typically 0 is off and 14 is on. Also if there is an array of textures in the rsd file 0x10 sets what texture the group will use. These are the important offsets anyway since the other data in the material chunk does not seem to do anything useful.
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Thanks for the information Reunion. It will be very useful.