Author Topic: Decent FF7 Model Viewer  (Read 106178 times)

Anakin

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Decent FF7 Model Viewer
« Reply #75 on: 2004-04-02 15:52:23 »
Quote from: Kislinskiy
How about everyone posts his complete know-how about the .LZS model files to decrypt it evt. 100%? Are you afraid that you have to credit other people in your application? Shame on you...  :wink:

Code: [Select]
Bits                    Description
======================================
32                      NumOffsets
32 * NumOffsets         Offsets
32                      NumUnknown1
32                      00 00 00 00
64 * NumUnknown1        Unknown1 structures (Hierachy data ?)
32                      00 00 00 00
32                      VertexDataSize in Bytes
8 * VertexDataSize      VertexData (4 * 2 Bytes -> X, Y, Z, Unknown)
32                      00 00 20 00

32                      NumLines
--- LINE STRUCTURE * NumLines --- (not used in game) -------------------
64                      Indices in VertexData(4 * 2 Bytes -> A, B, 0, 0)
32 * 2                  Color (4 * 1 Byte -> R, G, B, Unknown)
------------------------------------------------------------------------

32                      NumTriangles
--- TRIANGLE STRUCTURE * NumTriangles ----------------------------------
64                      Indices in VertexData(4 * 2 Bytes -> A, B, C, 0)
32 * 3                  Color (4 * 1 Byte -> R, G, B, Unknown)
------------------------------------------------------------------------

32                      NumQuads
--- QUAD STRUCTURE * NumQuads ------------------------------------------
64                      Indices in VertexData(4 * 2 Bytes -> A, B, C, D)
32 * 4                  Color (4 * 1 Byte -> R, G, B, Unknown)
------------------------------------------------------------------------

XX                      UNKNOWN + AnimationData?

Last Entry of Offsets   TIM-File (only palette(s) if model has no texture)

== END ==

Unknown1 structure has a pattern that could be hierachical data.
I had not looked at models with textures yet (UV-Coords in Color-data?)


ENEMY000.LZS - Yellow Pyramid
More detailed data follows tomorrow but first:
Now it's YOUR turn.


Excuse my ignorance, but aren't .LZS files supposed to be compressed?
and if so how can I uncompress them? (lzs.exe from Ficedula's site seems to constantly crash on either XP or Win98)
Thank you in advance

Decent FF7 Model Viewer
« Reply #76 on: 2004-04-02 20:53:27 »
Welcome to the Forums Anakin. We will be watching your career with great interest...

Please don't bring back dead topics like this if you don't have something to add to the discussion. It's in the rules.

Yes .lzs files are compressed. If ficedula's app isn't working for you (makes sense--it's designed for files from the PC version), the only other one I know of is a tool written by M4v3R. I can't find a working link, though, so you'll just have to hope he posts one (no whining/begging, please. I don't have it.)

Quote from: ShinRa Inc
the highly detailed Cloud and half-Jessie models are never used in the game.

Quote from: Contra
that model was used in the scene where you and Jessie are standing in front of the monitor, and she explains the Midgar rail system to you. I've seen it in the PC version, using I believe Ifalna. There is one of Cloud in the same scale.

After a quick Techdoc consultation, it looks like Contra is correct. Here's proof:
The train monitor location is rootmap.
rootmap loads the following two 3D models:
clgd.hrc -high res. Cloud
cmde.hrc -high res. Jessy upper torso

Anakin

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« Reply #77 on: 2004-04-02 21:06:41 »
Quote from: Srethron Askvelhtnod
Welcome to the Forums Anakin. We will be watching your career with great interest...

Please don't bring back dead topics like this if you don't have something to add to the discussion. It's in the rules.

Yes .lzs files are compressed. If ficedula's app isn't working for you (makes sense--it's designed for files from the PC version), the only other one I know of is a tool written by M4v3R. I can't find a working link, though, so you'll just have to hope he posts one (no whining/begging, please. I don't have it.)

LOL
Thx for bothering to answer

Cyberman

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« Reply #78 on: 2004-04-08 16:02:21 »
Quote from: Anakin

LOL
Thx for bothering to answer


Hmmm well the thread isn't dead however it's just not been active because I ran into trouble with getting OpenGL to apply textures to surfaces, I don't know what I am doing wrong either.

As for compression
All LZS files are compressed, in fact almost all files are compressed in FF7, I suppose if they hadn't done that they couldn't fit the entire game on 3 disks (4 like the successors).  FF7 had a lot of cool ideas in it, however I think 1/3 of them never saw completion (such as the Shinra dolls).

Suggestion don't quote a huge section of text next time ;)

If you have questions regarding the Battle models for the playstation version ask away :)

Cyb

Anakin

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« Reply #79 on: 2004-04-08 19:03:20 »
Thx

Well in fact I'm also interested in the simpler -deformed- character models that are used throughout the game (always refering to the PSX version).
I would like to be able to export the coordinates of the shapes that make up these characters as well so I could reconstruct them in AutoCad or 3DMax.
Only I don't know where to start from, where to look...

mirex

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« Reply #80 on: 2004-04-09 11:29:29 »
Quote from: Anakin
I would like to be able to export the coordinates of the shapes that make up these characters as well so I could reconstruct them in AutoCad or 3DMax.
Dont know about PSX files ... if you are interested in PC files this is possible.

Anakin

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« Reply #81 on: 2004-04-09 12:06:02 »
Quote from: mirex
Dont know about PSX files ... if you are interested in PC files this is possible.


Yes, I've seen it done in another thread (PC version).
You know there is this program FF7vm001 http://www.cute.or.jp/~makuchan/pce/ff7v.html which can view the 3D models of PSX version, but it has no option for extracting them.
Hence it IS possible to manipulate the PSX files on a PC, the problem is how is it done?

Naitguolf

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« Reply #82 on: 2004-04-09 16:17:09 »
why using PSX files when PC files are more easy to use?

Anakin

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« Reply #83 on: 2004-04-09 16:32:18 »
Are you sure the models are identical?

Naitguolf

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« Reply #84 on: 2004-04-09 17:00:34 »
Quote from: Anakin
Are you sure the models are identical?


If not the same, better. :)

Cyberman

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« Reply #85 on: 2004-04-12 03:18:54 »
Quote from: Naitguolf
Quote from: Anakin
Are you sure the models are identical?


If not the same, better. :)

    *The model format is not the same
    *They are no different in quality than the PSX version
    [/list:u]

    It appears Eidos took the original data files and ported them to something that worked for them.  The P model information is completely different than the playstation information. FF7mv was supposed to have a sequel but the author never made it.  I suppose he got busy.  It would have been nice if he had shared the model information.  However As you can see the PSX versions model data is loosely extractable.  Definately imperfect Kelsinki is further along than I by all means :) I stoped for a bit because banging my head against the wall didn't help ;)

    It's the same models per sea they are just same original data :)
    I wish they WERE the same it would save me a lot of hassle dang it.

    Cyb

Reno

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« Reply #86 on: 2004-05-01 14:13:32 »
Hmmm, I seem to be getting a small bug with this program, whenever I convert it to 3DSmax, the character's are missing facial features/textures and some of the polygons are off. Is there a fix for this?

Rubicant

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« Reply #87 on: 2004-05-01 19:13:06 »
Well, the models come with .tex files, which contain all of the eyes and mouths that would appear on the models. I haven't screwed with 3DSMax in a long time, especially with ff7 models, but as far as I know you'll have to paste the textures onto the models manually.

Mofokubik

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« Reply #88 on: 2004-05-02 04:07:20 »
When you load it in 3DSmax I doubt it loads the materials with it. You will have to apply them yourself I guess...

Reno

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« Reply #89 on: 2004-05-02 09:18:42 »
Hmm, that still doesn't explain that polygons being misaligned. Perhaps there is a fix for Biturn that I missed...

Cyberman

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New Information DOH!
« Reply #90 on: 2004-06-18 17:36:42 »
Alright Kislinskiy
why Icouldn't make heads or tales of the 'unknown' part of section 0 of the model files.  Please so DOH loadly 3 times .. it will make me feel less stupid :oops:
here is a BETTER look at the structure of the begining of that section :)
Code: [Select]

typedef struct
{
   UINT16 Parent; // parent bone
   INT16 BoneLength;// length of this bone (not completely understood yet)
   UINT32 Offset;  // Offset to data that belongs to this bone
} bone_data;

UINT32 BONE_COUNT;
bone_data ROOT_BONE; // There is always a ROOT bone even if there is no model data!
bone_data bones[BONE_COUNT];


That's it.. kindly beat your head against the wall and laugh like a madman it's so simple ARGH.  You have a ROOT BONE, I was always ignoring that thinking it was just empty data, which it is. So basically at 0x0000 you have the count of bones then the Root bone then the actual bone information.  You may now sigh and let out a light scream.

Essentially the root bone is all zeros and that was what was confusing me.  Any bone that does NOT have an offset is a JOINT! (IE if the Offset value is 00000000) and has no visable data.  That's it.. I know, too simple :lol:

Cyb

Kislinskiy

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« Reply #91 on: 2004-06-24 19:05:48 »
That's also new to me.  :) The last time I looked at this file format was in January. I know about the Parent-UInt16, the root bone and the joints but I didn't know that the negative values are the bone length.

[loud]DOH!! DOH!! DOH!![/loud]  :wink:

Cyberman

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« Reply #92 on: 2004-06-25 07:34:45 »
So basically it's kind of empty data bone lengths and offsets to bones and joint lengths.  NO position information but the lengths are there and there jointedness is 'obvious'

I'll post a 'structured' decoding of Yuffie sometime.

Now.. if someone would kindly put up the other data information used to position the parts in the PC version I bet one could figure out the thing on the PSX quickly (mumble).

Cyb

mirex

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« Reply #93 on: 2004-06-25 12:16:57 »
Quote
NO position information but the lengths are there

Maybe its like in PC version, in skeleton file are only lengths and parents of the bone, and rotations of the bones are in different file.

Cyberman

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« Reply #94 on: 2004-06-26 00:31:44 »
Quote from: mirex
Quote
NO position information but the lengths are there

Maybe its like in PC version, in skeleton file are only lengths and parents of the bone, and rotations of the bones are in different file.

Well they aren't seperate files however, they are seperate sections.

For example Section 1 of the PSX file has the following information
bone information
visable structures.

the bone information is a binary equivalent to the PC's HRC data
the visable structures are binary versions of the PC's RSD formation

The bone information has offset references to the visable structures for regular bones and a NULL offset for Joints.

SO if you have the file format for the bone rotation information for the PC let me know! Because then I can piece one of these things together from that on the PSX which is all compiled.

Cyb

mirex

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« Reply #95 on: 2004-06-26 08:54:08 »
Yup I have to have it somewhere, i've coded those long time ago into biturn
-- going to search for sourcecodes --
So i bustled some raw description of PC FF7 anim file .. here it is:
http://mirex.mypage.sk/FILES/ff7_a.txt

Cyberman

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« Reply #96 on: 2004-06-27 01:27:08 »
Looking at that indicates to me that it's some intermediate format they created and nothing like the HRC or RSD files I guess they started making there own proprietary first hmms.

If it's not in ASCII it probably isn't the base format (sigh).  I wonder how many text files are in the PC version.

Cyb

Anakin

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« Reply #97 on: 2004-06-27 09:41:26 »
Would this be of any service?
Code: [Select]
File Name: SEFIROS.LZS
File Size: 98044

TOD found at offset 1820
FileSize:336348 Version:0 Resolution:16 NumFrames:248

TOD found at offset 11072
FileSize:400840 Version:0 Resolution:176 NumFrames:88

TOD found at offset 18820
FileSize:412008 Version:0 Resolution:40 NumFrames:200

TOD found at offset 19304
FileSize:336728 Version:0 Resolution:96 NumFrames:104

TOD found at offset 22780
FileSize:343140 Version:0 Resolution:72 NumFrames:144

TOD found at offset 22820
FileSize:237148 Version:0 Resolution:136 NumFrames:128

TOD found at offset 23356
FileSize:347568 Version:0 Resolution:72 NumFrames:96

TOD found at offset 23396
FileSize:387184 Version:0 Resolution:136 NumFrames:40

TOD found at offset 23416
FileSize:281768 Version:0 Resolution:96 NumFrames:128

TOD found at offset 24388
FileSize:405620 Version:0 Resolution:8 NumFrames:16

TOD found at offset 24408
FileSize:374792 Version:0 Resolution:96 NumFrames:88

TOD found at offset 24428
FileSize:172992 Version:0 Resolution:72 NumFrames:96

TOD found at offset 24448
FileSize:331048 Version:0 Resolution:88 NumFrames:32

TOD found at offset 25216
FileSize:30360 Version:0 Resolution:64 NumFrames:48

TOD found at offset 25456
FileSize:131720 Version:0 Resolution:24 NumFrames:8

TOD found at offset 25516
FileSize:254684 Version:0 Resolution:32 NumFrames:88

TOD found at offset 25556
FileSize:414472 Version:0 Resolution:88 NumFrames:24

TOD found at offset 28268
FileSize:414520 Version:0 Resolution:88 NumFrames:56

TOD found at offset 28348
FileSize:226020 Version:0 Resolution:16 NumFrames:72

TOD found at offset 28508
FileSize:290816 Version:0 Resolution:56 NumFrames:24

TOD found at offset 28708
FileSize:329908 Version:0 Resolution:152 NumFrames:144

TOD found at offset 30356
FileSize:25728 Version:0 Resolution:136 NumFrames:112

TOD found at offset 30616
FileSize:25728 Version:0 Resolution:32 NumFrames:24

TOD found at offset 31632
FileSize:364988 Version:0 Resolution:112 NumFrames:144

TOD found at offset 31932
FileSize:24276 Version:0 Resolution:120 NumFrames:56

TOD found at offset 32132
FileSize:135912 Version:0 Resolution:232 NumFrames:200

TOD found at offset 32832
FileSize:436704 Version:0 Resolution:144 NumFrames:368

TOD found at offset 34220
FileSize:466168 Version:0 Resolution:32 NumFrames:128

TOD found at offset 34380
FileSize:366220 Version:0 Resolution:136 NumFrames:104

4 bit TIM + CLUT found at offset 51420
FileSize:5728 BufferX:320 BufferY:0 Width:176 Height:64
10000000080000004C0000000000E0011000020000003436D12D4D1DEA10E230

TOD found at offset 58052
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 60608
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 63164
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 65720
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 68276
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 70832
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 73388
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 75944
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 78500
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 81056
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 83612
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 86168
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 88724
FileSize:111284 Version:0 Resolution:56 NumFrames:72

TOD found at offset 91280
FileSize:111284 Version:0 Resolution:56 NumFrames:72

TOD found at offset 93836
FileSize:111284 Version:0 Resolution:56 NumFrames:72

TOD found at offset 96392
FileSize:107840 Version:0 Resolution:56 NumFrames:72


mirex

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« Reply #98 on: 2004-06-27 12:48:41 »
Quote from: Cyberman
I wonder how many text files are in the PC version.

I havent seen much of them so far. Only HRC's and RSD's.

Lord_Skylark

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Transparencies
« Reply #99 on: 2004-07-07 11:42:35 »
Haven't posted here for a little while....did anyone make any more attempt on trying to figure out how the transparencies work with enemy models?

Thanks,
~Sky