Author Topic: Field Scene Screens (non bombing mission) Gallery  (Read 174395 times)

Tollen

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #150 on: 2012-06-25 19:02:33 »
SpooX> im using 3dsmax 2011 i cant stand using blender.

quick up date for you i havnt had much time this weekend to do anythink but i started on uvmapping and textures, should have sometime later when iv finished work.


zz2_render_03 by Tollen86, on Flickr

anyone know what size camera lens they used with the background.
« Last Edit: 2012-06-25 19:05:02 by Tollen »

SpooX

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #151 on: 2012-06-25 19:52:29 »
Ah Max....

Try this for a sec in maxscript:
Code: [Select]
-- Max script file generated by SpooX
vertArray = #(
[-13.0000,18.0000,36.0000],
[-13.0000,94.0000,36.0000],
[92.0000,94.0000,36.0000],
[-15.0000,-51.0000,36.0000],
[-38.0000,24.0000,0.0000],
[92.0000,18.0000,36.0000],
[200.0000,94.0000,36.0000],
[200.0000,18.0000,36.0000],
[92.0000,-38.0000,36.0000],
[200.0000,-38.0000,36.0000],
[-369.0000,10.0000,39.0000],
[-368.0000,55.0000,39.0000],
[-326.0000,10.0000,39.0000],
[289.0000,168.0000,69.0000],
[253.0000,168.0000,69.0000],
[289.0000,204.0000,69.0000],
[177.0000,216.0000,75.0000],
[108.0000,115.0000,75.0000],
[108.0000,216.0000,75.0000],
[-328.0000,286.0000,0.0000],
[-328.0000,184.0000,0.0000],
[-386.0000,184.0000,0.0000],
[-9.0000,-363.0000,0.0000],
[-126.0000,-249.0000,0.0000],
[-9.0000,-249.0000,0.0000],
[25.0000,114.0000,75.0000],
[25.0000,216.0000,75.0000],
[-400.0000,286.0000,0.0000],
[314.0000,165.0000,36.0000],
[200.0000,165.0000,36.0000],
[-38.0000,-51.0000,0.0000],
[-99.0000,24.0000,0.0000],
[-9.0000,-143.0000,0.0000],
[177.0000,116.0000,75.0000],
[-126.0000,-363.0000,0.0000],
[-422.0000,-56.0000,240.0000],
[-491.0000,-127.0000,240.0000],
[-491.0000,-56.0000,240.0000],
[-122.0000,-53.0000,0.0000],
[-149.0000,17.0000,0.0000],
[-326.0000,55.0000,39.0000],
[-126.0000,-143.0000,0.0000],
[-279.0000,-30.0000,0.0000],
[-286.0000,-143.0000,0.0000],
[-198.0000,64.0000,0.0000],
[-139.0000,159.0000,0.0000],
[-73.0000,233.0000,0.0000],
[-139.0000,286.0000,0.0000],
[-41.0000,159.0000,0.0000],
[-41.0000,233.0000,0.0000],
[-237.0000,165.0000,0.0000],
[-237.0000,286.0000,0.0000],
[314.0000,94.0000,36.0000],
[314.0000,18.0000,36.0000],
[314.0000,-38.0000,36.0000],
[-326.0000,85.0000,0.0000],
[-386.0000,85.0000,0.0000],
[-313.0000,27.0000,0.0000],
[253.0000,204.0000,69.0000],
[-328.0000,-20.0000,0.0000],
[-99.0000,151.0000,240.0000],
[-38.0000,151.0000,240.0000],
[-99.0000,210.0000,240.0000],
[-38.0000,288.0000,240.0000],
[-197.0000,290.0000,240.0000],
[-233.0000,184.0000,240.0000],
[-328.0000,290.0000,240.0000],
[-422.0000,184.0000,240.0000],
[-417.0000,290.0000,240.0000],
[-491.0000,229.0000,240.0000],
[-491.0000,116.0000,240.0000],
[-422.0000,60.0000,240.0000],
[-491.0000,0.0000,240.0000],
[-422.0000,-127.0000,240.0000]);
faceArray=#(
[1,2,3],
[1,4,5],
[6,4,1],
[3,6,1],
[6,3,7],
[8,6,7],
[4,6,9],
[9,6,8],
[10,9,8],
[11,12,13],
[14,15,16],
[17,18,19],
[20,21,22],
[23,24,25],
[19,26,27],
[28,20,22],
[26,19,18],
[29,7,30],
[5,31,32],
[4,31,5],
[33,31,4],
[18,17,34],
[35,24,23],
[36,37,38],
[32,39,40],
[39,32,31],
[13,12,41],
[33,39,31],
[39,33,42],
[43,42,44],
[42,43,39],
[40,43,45],
[39,43,40],
[46,40,45],
[47,46,48],
[49,47,50],
[46,47,49],
[48,51,52],
[46,51,48],
[20,51,21],
[20,52,51],
[7,29,53],
[8,7,53],
[8,53,54],
[10,8,54],
[55,10,54],
[56,22,21],
[57,22,56],
[51,56,21],
[56,45,58],
[51,45,56],
[45,51,46],
[43,58,45],
[16,15,59],
[58,43,60],
[25,42,33],
[24,42,25],
[5,32,61],
[62,5,61],
[63,62,61],
[62,63,64],
[64,63,65],
[66,65,63],
[65,66,67],
[68,67,66],
[67,68,69],
[70,69,68],
[71,70,68],
[72,71,68],
[73,71,72],
[36,73,72],
[36,38,73],
[37,36,74]);
mm = mesh numverts:74 numfaces:73
for i=1 to 74 do
   meshop.setvert mm i vertArray[i]
for i=1 to 73 do
   meshop.createPolygon mm #(faceArray[i].x,faceArray[i].y,faceArray[i].z)
update mm

Targetcamera fov:20.42 nearclip:1 farclip:1000 nearrange:0 farrange:1000 mpassEnabled:off \
mpassRenderPerPass:off fStop:5.6 shutterSpeed:750 filmISO:100 useRotaryShutter:off \
rotaryShutter:180 diaphragmType:1 diaphragmAngle:0 diaphragmBlades:6 \
sl_xoffset:0 sl_yoffset:0 expValue:14 \
pos:[1478.427,-1195.642,1567.556] \
isSelected:on target:(Targetobject transform:(matrix3 [1,0,0] [0,1,0] [0,0,1] [1477.788,-1195.123,1566.988]))

-- Camera Upvector as spline
ss = SplineShape pos:[1478.427,-1195.642,1567.556]
addNewSpline ss
addKnot ss 1 #corner #line [1478.427,-1195.642,1567.556]
addKnot ss 1 #corner #line [1522.421,-1231.457,1485.183]
updateShape ss
ss

renderWidth = 368
renderheight= 368

after you've run the script follow the following steps:
  • select the object, modify poly (shortcut press '4')
    all faces are selected, press flip.
    press '4' again to go into object mode.

  • press 'c', to set the viewport to the camera.
    press 'alt-b' (set viewport background)
    select zz2 image (I extract them from the psx with 7mimic, and convert them to png with paint)
    set aspect ratio to match rendering output, and check 'Lock Zoom/Pan'
    press ok.
  • You could also set the walkmesh to transparent, by selecting the object and press 'Alt-x'

Presto.
you should end up with something like this:


another tip:
Move everything you see here in a separate layer.

Scaling and Camera are set to the psx camera :-) spot on with this method.

Hope this helps.

Oh and for your question....
SpooX> im using 3dsmax 2011 i cant stand using blender.

anyone know what size camera lens they used with the background.

99,94 mm (that should probably have been 100mm)
 8)

Neo Bahamut

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #152 on: 2012-06-26 05:20:15 »
Noob here, do all backgrounds use a focal length of 99.94mm? Or is it just this one? I've been trying to figure it out for the elevator area.

Tollen

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #153 on: 2012-06-26 06:39:51 »
thanks SpooX that help me out a lot m8, you left out the part about turning on Show Safe Frames i was looking at my screen for about 5 mins thinking ok what the did i do wrong lol, i had do a bit of rework on my models but it came out ok also redone the lighting.




anaho

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #154 on: 2012-06-26 07:55:55 »
update from me
i tried to obtain the hq fmv dvd, but someone else got it....
i have not been able to use my left hand for about 6 weeks now due to an accident in sports
thus i highly doubt i will finish anything anytime soon -- being one handed sucks XD
this means that someone else should do the reactor, and i didnt like the direction it was heading anyway
there is an .fbx up for grabs for autodesk users

SpooX

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #155 on: 2012-06-26 20:42:27 »
Noob here, do all backgrounds use a focal length of 99.94mm? Or is it just this one? I've been trying to figure it out for the elevator area.
No, they're all different.
For MD8_3 for instance it's 62,773.
The elevator is indeed really a pain to setup, the camera is located below the floor, I'll have a look later to see what I've got.

thanks SpooX that help me out a lot m8, you left out the part about turning on Show Safe Frames i was looking at my screen for about 5 mins thinking ok what the did i do wrong lol, i had do a bit of rework on my models but it came out ok also redone the lighting.

Oops, forgot that, I'll add it to the post.... (shift-f) :o

update from me
i tried to obtain the hq fmv dvd, but someone else got it....
i have not been able to use my left hand for about 6 weeks now due to an accident in sports
thus i highly doubt i will finish anything anytime soon -- being one handed sucks XD
this means that someone else should do the reactor, and i didnt like the direction it was heading anyway
there is an .fbx up for grabs for autodesk users

I always knew sports are bad for your health...  ;)
I hope you get well soon.

MD 8 update....

Now on to distroying the scene hehe... :evil:

oh and for comparison...


8)

Timu Sumisu

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #156 on: 2012-06-27 02:42:09 »
Tolden, unless you have normal maps for your textures, I would suggest modeling such details as the stones on the upstairs floor of the blacksmiths' shop.

Tollen

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #157 on: 2012-06-27 07:11:20 »
i have one more Field scene iv bin working on to share with you.

SpooX how did you get the walkway and camara by the way.



Nightmarish

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #158 on: 2012-06-27 15:56:00 »
SpooX i might be wrong but i think the geometry you recreated on the top (left and right) near the doors/stairs, isn't correct.
Under the columns you have steps and doesn't look like it.

neomonkeus

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #159 on: 2012-06-27 16:29:41 »
SpooX i might be wrong but i think the geometry you recreated on the top (left and right) near the doors/stairs, isn't correct.
Under the columns you have steps and doesn't look like it.

The geometry is correct, it is just the width of the steps that needs adjusting so that the blocks are inline with the columns.

Edit: You are correct, the persective is a hard to see. They drop to the floor level so each section of stairs is separate from its neighbour.
« Last Edit: 2012-06-27 16:31:20 by neomonkeus »

SpooX

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #160 on: 2012-06-27 19:11:23 »
SpooX i might be wrong but i think the geometry you recreated on the top (left and right) near the doors/stairs, isn't correct.
Under the columns you have steps and doesn't look like it.
There are no stairs under the collumns...

(previous render)
But I'll have a closer look, I'm changing the building anyway, the side arms should stop richt left of the round lights anyway. :-)


SpooX how did you get the walkway and camara by the way.
Simple, I've extracted them from the psx field files.
But...the camera setting is not 100% correct, the location is, but fov is of and has to be corrected manually afterwards.

 8-)

Cyberman

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #161 on: 2012-06-27 20:58:20 »
SpookX don't forget to keep the 'clean' scene as an archive. I believe some of the data is part of the intro anyhow correct?

As for destroying it, is the arcing in the scene file overlay animated tiles?

Cyb

Back to fiddling with OpenKinect (which I almost have bleeding working!)

SpooX

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #162 on: 2012-06-27 21:18:37 »
SpookX don't forget to keep the 'clean' scene as an archive. I believe some of the data is part of the intro anyhow correct?

As for destroying it, is the arcing in the scene file overlay animated tiles?

Cyb

Back to fiddling with OpenKinect (which I almost have bleeding working!)
No worries, every session is a new file, so I can always roll back.
(I'm at about version 68 right now)

Are you going to include OpenConnect in QGears?  ::)
weeeh, let's create some silly dance events in FFVII  :-P
 8)

Cyberman

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #163 on: 2012-06-28 00:27:36 »
No worries, every session is a new file, so I can always roll back.
(I'm at about version 68 right now)

Are you going to include OpenConnect in QGears?  ::)
weeeh, let's create some silly dance events in FFVII  :-P
 8)
That could make some pretty interesting game control fun. Though I think interaction should be limited to game sequenced stuff one doesn't want to do weird stuff like kneeing Barret etc. (cough cough) no matter how much one wants too!  There is an open kinect interface for playing Marrowind already. I believe someone was working on Oblivion (skyrim Fallout 3 and Fallout NV is not likely far behind that means). So yes it could be done.

Side note yes Cloud's hair defies gravity (seriously). I am SO glad they didn't do YMCA (LOL)

Cyb

neomonkeus

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #164 on: 2012-06-28 16:02:57 »
If you google FAAST you will find that alot of games already have implemented kinect stuff. The way it works if I can remember by intercepting controller inputs. So you just define rules and conditions for whatever you want it to do. You can define gestures and voice commands to map to what would be a set of controller input. That probably dumbs it down too much so here is a nice video making it look impressive. Skynect:P

Harro

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #165 on: 2012-07-07 16:14:47 »
Good job here, nice work guys  :)
Ah Tollen, I wanted to modelize this background, I don't know why, but I love it. When I played the game, I was absolutely certain that there was something special in the safe  :-D Your work is verry clean, well done!

My turn now, I'm working in the bar del sol, from costa del sol. Here's the WIP



Can someone explain me what is the object on the right of the jukebox?
« Last Edit: 2012-07-07 16:18:06 by Harro »

Tekkie.X

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #166 on: 2012-07-07 16:26:55 »
Looks like a wetsuit.

PitBrat

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #167 on: 2012-07-07 16:29:57 »
My guess is a vending machine for cigarettes or candy.

LeonhartGR

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #168 on: 2012-07-07 17:28:48 »
Alohaaaa...!

DLPB_

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #169 on: 2012-07-07 17:30:03 »
Looks like a suit to me too... maybe the Bonus disc images from international ff7 can help?  THey placed a lot of the field items up...

Like these:

http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_VII_Items

Near bottom.  The suit isn't on that page sadly.

SpooX

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #170 on: 2012-07-07 20:04:28 »
Looks like a wetsuit.
DragonNinja is correct.
(I've checked the Kusanagi sketches and...indeed it is a wetsuite.)
 8-)

Harro

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #171 on: 2012-07-07 22:06:14 »
thank you. I had the Kusanagi Artworks, but I lost them wit my HDD. I should find them, it could help me for futur modelisations.

Ok let's go ;D

kicker

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #172 on: 2012-07-08 02:42:08 »
Something else I noticed is that the thing next to the plant on the left of the stairs is actually a surfing board. Right now it looks more like a cone than a surfing board...

Harro

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #173 on: 2012-07-08 09:28:32 »
oh yes!! We can see the same surfing board under the "BEACH" neon. I thought that it was a strange conic plant, a sort of modern artistic decoration  :-P
 Thank you, I'll correct this mistake


Someone has confirmed, it a wetsuit, thanks to Acro
« Last Edit: 2012-07-08 09:49:19 by Harro »

Fischkopf

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Re: Field Scene Screens (non bombing mission) Gallery
« Reply #174 on: 2012-07-10 09:56:24 »
Hi, what's the exact status of this? How many backgrounds have been rendered and finished, so far?