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Messages - Dr.Mysterios

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1
Hmmmm....  :-?
I could write an e-mail to someone at Square so that they can clarify the situation legally and maybe ask fore some permissions or allowances for the site (it is a non-profit venture). Maybe they'll see the use of the character models as harmless as picture galleries of FF7 art? The character models don't have to be used if there is a problem, right?.

I was trying to reply earlier but I couldn't for some reason (the site redesign perhaps? It looks great though :D ). You have a good point there
Sephiroth 3D..

2
When I wrote alliance in the subject bar I didn't mean joining forces to finish FF7 Remake. I'm talking about something else: Why don't I help in making a kind of online mini version of FF7 remake? If the PSX had Chocobo World for FF8 surely we could do a better job with a PC and the internet?
Think about it...    :cool:

3
I read an old post from the FF7 remake team asking for team recruits. Since I was thinking if my game could be an online extension of the main one, like chocobo world for FF8. How about that?
[edited] 356 2002-04-20 22:21

4
Problem Solved!
I solved the problem with Visual C++. I did type in the right addresses, but somehow it still didn't work.So I just copied all the lib & include files to the Visual C++ lib & include directories. Turns out that Visual C++ 5.0 kept referencing the Directx lib and include files present in it's own directories, which are from Directx 5.0. So I'm OK for now, but I need ideas for the game I'm making so if you have any suggestions just... you know what to do.

5
I ran into one hell of a problem with my FF7Battle IE4 project:
I was happily going about laying out a forward kinematics jointed animation system, when I discovered this:
1-Directx (in it's Javascript form as DirectAnimation) can't manipulate a model's vertex and point values, and it can't read the Retained Mode keyframe animations from an X file. That means I can't get the position values of a vertex of one limb(eg:thigh) and use it as the position of another limb(eg:lower leg)   :o  YIKES!
2-I read the help desperately in search of a solution, and found that if I program my animations in a DirectAnimation Transform activeX control(Transform is like an extension of  DirectAnimation which allows Direct3D Retained Mode functions to be used in the form of activeX controls to your main html file. ActiveX controls are like plugins for your browser eg: the control that allows you to read Word files on the browser) I can use the functions available in Direct3DRM.
Feeling somewhat relieved, I dust off my Visual C++ 5.0 CD install it and open up a sample project from the DXMedia SDK. I remember to include the LIB and INCLUDE directories and press run and what do I get but a 102 errors?!!

Now I'm really stuck  :cry:

I think I might have forgotten how to set up the DirectX so if someone can show me all the steps I'd appreciate. Or you can just solve the riddle of the animation without vertex functions!


6
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-16 09:07:00 »
I was figuring the pros at Square just made a link-unlink function for the sword with the magic anim, since that in itself is supposed t o be a function ('cause you choose the spell in the fight...). By the way, can you explain the way the PSX version reads the animations and the file names?

7
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-16 07:10:00 »
Wow, you guys are going overboard!!!  :o

I don't have any code to give, but I have an idea on the sword grip thing:
You can make a linking function union() and then do this:-
when cloud holsters his sword to do magic etc.,do this operation:
cloud_sword_hand(hand+sword link)=hand
torso_links(torso+otherlinks):union(torso_links,sword)

the union function can be achieved if you add an extra point(link_joint) to every body part, and when the function executes the linked body parts position will be the position of  link_joint.
Great work!

[edited] 356 2002-04-16 08:39

9
Javascript has a problem with querying data for loading scripts and so on. If you refresh the file won't be lost and it will continue downloading. I think I'll take the loading script out of the site but that means people will have to look at a blank screen for 5 minutes till the model loads. Anyway, thanks for your input.

10
Seeing as to how you guys are gonna take ages trying to program a full .p importer/extractor, I propose an alternative:

Colouring the vertices of the models in 3DS max
Animating in 3DS max (but not with skeleton animation)

I figured out early on that FF7's character animations were not skeletal, like Unreal Tournament or Half-Life, but are a simple translation/linking technique. Here's how it can be duplicated in 3DS MAX(with Cluod as an example):
-1 - Convert all the .p files you need for your character.
0  -  Set up Cloud's body. You can do this by viewing a picture of Cloud and working on how the parts should be placed.
1 -  Now that you have all the parts set up, start linking the parts together in this fashion:
   -If you want to link the foot to it's leg to make a joint, click on the link button(it's the 4th button from the left on the standard buttons toolbar)
select the foot and drag the mouse till it's over the leg. Now you have a joint (this is actually achieved because the FF7 models are set up so that when they are linked, the links form joints). Here's a helpful list for the order in which you should link:


OBJECTS(IN ORDER):
//////////////////////////
UPPER_BODY:
//////////////////////////
- abdmn
- head
ARMS:
- right_upArm
- right_lrArm
- right_hand

- left_upArm
- left_lrArm
- left_hand

//////////////////////////
LOWER_BODY:
//////////////////////////
- hip
LEGS:
- upLeg
- lrLeg
- footBck
- footFrnt

Now you can start animating(I don't need to explain that). If you can't export the animation from 3DSMAX, you can copy the rotation,movement,scaling values of the animated limbs at each keyframe and copy them into your program. If this looks like a stupid way of solving the problem I have a max file which has the animation for anyone who is interested.

11
Yo man thanx  :D

12
Anybody here has programming experience with Directx Transform?

[edited] 356 2002-04-13 14:00

13
Hits?!
The site is on my student account at the university, what would I need hits for anyway?

14
I was wondering if anyone can tell me if they've visited my site and it worked for them. I put a preloading script and I don't know if it's working properly for people who have slower connections. I need to know if this javascript thing I'm doing is worth it so your replies really matter.
the site:
http://students.emu.edu.tr/989846/cloud_strife/cloud.html

15
Is there any program out there that can extract from the PSX FF7 LZS format :-?

16
I forgot to mention a few things:
- You need DXMedia 6.0 to view the site
- You also need Directx 7.0 or later.
- If the screen is blank wait as the cloud model is still downloading.
- If you see an error message do this:
go to  www.pcprogramming.com
- wait for the intro animation
- go back to my site

This happened to me too while I was accessing my site at a net cafe but going to the site I mentioned earlier seems to fix it( don't know why though....      :laugh: )
[edited] 356 2002-04-12 12:12

17
Hi,
I'm Dr.Mysterious and I am developing a game based on Final Fantasy 7 for the internet. This game will use javascript and will be fully 3D and will use your videocard hardware. Right now I created a test site which displays the cloud model, you can find it here:
   Cloud Test Page
You can move around using these controls:
move forward: UP
move back:      DOWN
rotate left:         LEFT
rotate right:      RIGHT
go up:               PAGE UP
go down:          PAGE DOWN

I don't have FF7 for the PC (I got the Cluod's model from a demo)
so if anyone with FF7 PC is willing to help me with this you can give me an email here:
 [email protected]
My list of characters for the game is:
RED XIII
TIFA
BARRET
IFRIT
The game will be based on the FF battle system and will have multiplayer and it will be set in a kind of arena. I need your support guys so please tell me what you think.

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