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Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Tue Sep 20, 2011 10:37 pm
by Kujo99
Haha, sometimes custom UIs are the best way's to get results... I'm only limited with what I got. Good job with those textures in Dir 3 and 8.

Were you able to View the NPC files with the textures as well? The only ones that work in Noesis for me are animations of the characters from Dir3 with the .ff9mdl's and.tim's from Dir10.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Tue Sep 20, 2011 11:42 pm
by pixellegolas
Managed to get it working thanks to you Kujo!

Image

I put the animated char inside Unity too with some effects and here is how it looks like :)

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 12:12 am
by Satoh
Very nice Pixellegolas. I did something similar with Freya a while back.... Come to think of it I should do some more work on that project.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 12:37 am
by pixellegolas
It was way better when I turned off texture interpolation and keeping in pixly instead. Looks really bad when engine smudges the textures :)

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 1:13 am
by Satoh
Of course it does. I wrote a completely new shader just for that reason.

In any case, is there anything else in FF9 we still don't have a way to get at? Seems like all the edges are covered... Textures, battle scenes, battle models and enemies, field maps and models...

Are we missing anything?

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 1:37 am
by LUBDAR
@Kujo99: thanks for sharing TileMap_0.6 and the BattleScene Viewer!!!
@ Mr Adults: As always, a continuous "Thank you" for Noesis
@ Satoh and everyone else: this has been a huge help exploring the cds.

I was
Satoh wrote:Of course it does. I wrote a completely new shader just for that reason.

In any case, is there anything else in FF9 we still don't have a way to get at? Seems like all the edges are covered... Textures, battle scenes, battle models and enemies, field maps and models...

Are we missing anything?
Has anyone explored Dir13? I was curious about the summons data but haven't seen any models for them.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 2:44 am
by Kujo99
I'm a bit interested in Dir9 to see if there are any MIDI files that can be read.

And I think it would be cool to Find out how to read the files in Dir11, you know, to get the sound effects.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 2:52 am
by Satoh
There's a number of tools for PSX sound file playback and conversion at a place called zophar's domain. There's even a winamp plugin for PSX midi music (called PSF, PS Sound Font as I recall...)

You may be able to find some files that are playable as is...

I forgot all about summons actually; I'd quite like to get my hands on Fenrir.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 6:31 am
by Chev
Satoh wrote:Of course it does. I wrote a completely new shader just for that reason.

In any case, is there anything else in FF9 we still don't have a way to get at? Seems like all the edges are covered... Textures, battle scenes, battle models and enemies, field maps and models...

Are we missing anything?
For example how to get the texture anims (like all the eye animations, which are based on blitting parts of the textures). And yeah, the summon dir.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Wed Sep 21, 2011 10:33 am
by pixellegolas
I was gonna say music and sounds but you covered it :)

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Thu Sep 22, 2011 5:42 am
by Satoh
I don't mean to sound dense or rude, but could you tell me why you would need to know how the textures are blitted for blinking?

Would it be for modding the game itself? I can't think of how a scripted function like that would be useful outside of the parent engine...

I can already tell you the where to/from of the blit if that's what you need... all facial textures have a secondary eye-open and eye-shut somewhere in the image. I'd assume it's blitted into the original face portion of the face for a split second, and then the backup eye-open is blitted back into place.

I don't think the coords for the transfer is stored in the textures or models... Though I suppose being able to access/read/change scripts -would- be a valuable modding asset...

But I'm curious as to what made you mention the blitting specifically...


**BLIT for those unaware, is BLock Image Transfer (or possible variations of this acronym), or in other words, copying a rectangular portion of an image, and pasting it into and existing image.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Thu Sep 22, 2011 7:35 pm
by Chev
Satoh wrote:I don't mean to sound dense or rude, but could you tell me why you would need to know how the textures are blitted for blinking?
For visualization, duh. Sure, you can guess by looking at the texture, but an automated program can't, plus you sure can't tell me when the blinks happen unless you go over everything frame by frame in an emulator and hope you'll be able to find every mode of every model close enough to the viewpoint. It's like asking why I included animations or textures in a viewer when I could all reanimate and retexture by hand myself (and thus miss the unused content like extra anims or messages on textures). Viewers are for seeing content that's there, saying you could guess is completely missing the point making forums like this one exist in the first place.

Plus as mentioned before in the thread there can be pleasure in understanding how things work.

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Thu Sep 22, 2011 9:18 pm
by Kujo99
I love that fact! I've noticed so many things already that I could have never seen without checking out the model data...

Like...

The escalator outside the guestroom, in Lindblum. (Well, not motel data, lol)

The Inside of the Air Cab in Lindblum!!!

Amazing renders of all the characters!!!

I just can't wait until we get to the point where all the models and textures with the animations can be read.

I was thinking it would be cool to use the 3d battle backgrounds and model data to make a sort of 3d version of FF9, well, of course not the whole game, but maybe a movie like trailer about the game. It will be like FFIX like you've never seen it before!!! 8D 8D 8D 8D 8D

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Thu Sep 22, 2011 10:34 pm
by LUBDAR
Kujo99 wrote:I love that fact! I've noticed so many things already that I could have never seen without checking out the model data...

Like...

The escalator outside the guestroom, in Lindblum. (Well, not motel data, lol)

The Inside of the Air Cab in Lindblum!!!

Amazing renders of all the characters!!!

I just can't wait until we get to the point where all the models and textures with the animations can be read.
I couldn't agree with you more!!!

Re: FF9 Let's Finish This Model Format New Findings Added

Posted: Sun Sep 25, 2011 9:08 pm
by Chev
The contents of this post was deleted because of possible forum rules violation.