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Messages - utunnels

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106
Chrono Cross Modification / Model Importer Version 2
« on: August 03, 2016, 12:39:08 pm »
Some of the early discussion can be found here if you are interested:https://www.chronocompendium.com/Forums/index.php?topic=6788.0

The new importer is based on Luminaire's old work, however, it now focuses on importing animations. The script is stilling using blender 2.49 APIs, so whoever use it need to get that version. I'm planning to port it on new blender, but for now it only works in 2.4x.

How to use?

1. Get a blender 2.49b from here: http://download.blender.org/release/

2. Download import_ccmodel2.py

3. Put the script in blender's script folder (on windows, it should be in .blender\scripts under your blender installation directory).

4. Get the model rips from here. Extract them in a folder.

5. Edit import_ccmodel2.py:

   ** Find line 2740, edit the directory to match where you extract the models, there should be a "Battle Models" folder, that is your destination. On windows you should replace use \\ instead of \
   ** Find line 2745, the value can be either 'battle_model', 'room_model', 'room_anim' or 'tech_anim', the paths to the models and animations are defined in several tables(chars, rchars, ranim, techs). I will explain later.
   ** Line 2746 is the index to the battle model or tech animation. For example, if you want to import Serge's model with standard and attack animations, change the value to 0. If you want to import Serge's Luminaire animation, you need to change line 2745 to 'tech_anim', then change line 2746 to 180.

6. When you are done editing the script, run it from the menu: file-->Import-->Chrono Cross Model V2, and wait for blender to finish.

7. Find and reopen the output file in blender. For battle models, the .blend files should be saved in your "Battle Models" folder, for tech animations, the files are in "Battle Models\techanim". It is important to "force" blender to refresh by reopen the file.
  Now you can preview the animations by pressing the right arrow key on your keyboard.



Character Table format:

i -- Index, it has no use but making it easy to find things
m -- model file path. It is relative to your "Battle Models" folder, the script will add the file extension ".mdl" for you.
w -- weapon model path. Check "Battle Models\weapons" to find the files. Again, the script will add ".mdl" for you so leave it alone. If you don't fill this value, "dummy" will be used, it is for those with no visible weapons.
d -- Can be 0 or 1. If it is 1, the character will wield two weapons. For now, only glenn2 has this.
a -- Alternate texture suffix. For example, by default Serge.mdl will use Serge.png for its texture, but if you add 'a':'2' to the table, the script will use Serge2.png instead. This is used when you want to edit the texture manually but don't want to overwrite the original one, for example, Harle use HaleA.png instead, because of the transparent pants.
p -- prefix to the model object to be created. Useful when you want to import two models into the same .blend file.

Tech Animation Table format:

i -- same as above
c -- character index, see above, basically, it is the i value from the character table.
w -- weapon, if you want to override the model's weapon. For example, Viper does not hold his weapon when using Flag Bearer tech.
t -- tech animation path, check "Battle Models\techanim". Those are usually ripped from battle field drps. This time the script will not add file extensions for you.
p -- same as above
d -- same as above
am -- Import the model instead. Usually this is used to load a model inside a tech drp, for example, Starky's robot. If am is set, t can be a fake path just to save the output file.




How to fix the meshes?

Well, the importer will leaves unused vertices. They are not visible but if you want your models to be clean, you can delete them manually.

It is pretty easy to do:
1. Switch to edit mode
2. Right click or open the Select menu, click Non-Triangles/Quads (hot key: ctrl+alt+shift+5).
3. Press delete key, then click vertex

107
Chrono News / Re: Chrono Сross Modification
« on: August 02, 2016, 10:30:05 pm »
Well, in theory a simplest script compiler is about translating hex strings into bytes and replacing the labels(jump offset, function call, script entries, etc) with actual positions of the compiled data. That is why I wrote that thing in less than 1 hour. Even if we find new opcode the logic is still the same.

However if you want to make it more human-friendly, you need to write the code to translate human-readable functions into hex string first(mostly string manipulation jobs) then use the original code to compile it.

108
Chrono Cross Modification / Importing battle field models
« on: August 01, 2016, 01:22:50 pm »
There are only 2 of them so far.
The method is still highly experimental, and I have to edit manually to make them right.

No other use other than watching them like snow globes.

109
Chrono News / Re: Chrono Сross Modification
« on: August 01, 2016, 11:16:32 am »
Yeah, but the absolute file table numbers match both versions.
For example, I was ripping the sky dragon isle battle field models, they are 2636 on all 4 CDs if we just use their file table index, but if we use THAT naming system, we got 4 different numbers.

I guess the file table index is also what the game executable uses to find files.

110
Chrono News / Re: Chrono Сross Modification
« on: August 01, 2016, 09:37:56 am »
Well, still using absolute file table entry numbers is easier to find things. We only need to add notes to which files are different between CDs.

Edit*
Besides, the Japanese version also doesn't match the English version in those numbers.

111
Chrono News / Re: Chrono Сross Modification
« on: August 01, 2016, 09:13:19 am »
One of the thing I don't understand is the wiki uses different file numbers for disc1 and disc2, making finding files more difficult. But maybe it is already too late to change all the pages.
In that case, one disc is a good solution.

112
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: July 31, 2016, 11:48:22 pm »
Similar tool but imports egfx file int vram. Useful when finding element textures (for example, starky's mecha)

113
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: July 31, 2016, 11:45:32 pm »
Just wrote a tool that imports tim files into vram so you can use a vram viewer to check their positions.

This was originally designed to construct battle field textures, but in theory it can be used for any tim files.

How?
Select all tim files and drag-drop them on the exe. The output file is vram.bin

114
Chrono News / Re: Chrono Сross Modification
« on: July 31, 2016, 10:41:59 pm »
One detail I vaguely remember from the days when I was more actively involved with making modding tools, which may be of use: I think the standard overworld animations for all the characters include nod and headshake sequences. utunnels may remember more (especially since he's been working with the animation files lately).
Actually I have a bad memory and I currently can't check because blender 2.4x(on which the original model importer was made) has a bad habit to crash on this windows 7 x64. It works perfectly on my home computer(which is stilling using 32bit os) though.
But in theory they should, for the reason you can change party members.

115
Chrono Cross Modification / Re: CHRONO CROSS MODEL PROJECT THREAD
« on: July 31, 2016, 12:37:04 am »


Ha, sometimes they did the animations the brutal way.
I never knew the flag was a mesh sprite.

116
General Discussion / Re: Mitsuda Appreciation Thread
« on: July 30, 2016, 02:08:29 pm »
Thanks for making the videos.


I thought NHK's favourite composer for their documentaries was Joe Hisaishi, ha.

117
https://www.chronocompendium.com/wiki/index.php/Chrono_Cross_Misc._and_Nameless_Techs

It seems elements do not all follow the egfx-drp-eins order.

Code: [Select]
4014.egfx Y 158872 Y 158810
4015.elt.drp Y 158907 Y 158845
4016.eins Y 158934 Y 158872
4017.egfx Y 158938 Y 158876

For instance, 4014 is AKAO (minst), 4015-4017 are Salamander's animations (one animation per file, 4015 is used when the salamander digs its way out of the earth, 4016 is its idle pose, and 4017 is its attack animation)

I guess that is because salamander's animations are too big to be put into one drp file and there are already too many rock and magma effects.



Missing:

4026.black_tech_-_rocket_fist.egfx
4027.black_tech_-_rocket_fist.elt.drp
4028.black_tech_-_rocket_fist.eins


Edit*

https://www.chronocompendium.com/Term/Black_Techs_(CCFS).html
https://www.chronocompendium.com/Term/Black_Elements_(CCFS).html

These two pages are identical.

118
Chrono News / Re: Chrono Сross Modification
« on: July 29, 2016, 10:15:21 pm »
well I think arguing about whether silent protagonist is better/worse is like trying to persuade people who prefer cabbage to choose turnip.
 CC was designed like that was because this game is about choices YOU made affecting the future. If you add dialogues for Serge, you add your personal interpretation of how his personality should be. I mean, even if you make the same choice, there could be different reasons why you do that. And if Serge says different lines, the NPC's response might be different too.

For example, when Kid asks Serge to team up, in original CC, it is pretty much like this.

Yes
No

And you may wonder why Kid doesn't ask WHY if Serge chooses no. If Serge is a silent protagonist, then whatever he says automatically(or magically) complete the lines so they don't have to write extra lines for Kid.

For the player, it may look like this:

Yes (sounds good)
Yes (just choose the default plot, aka lazy)
Yes (why not? more team member=better)
No (I hate default choices)
No (I just want to screw up the plot)
No (I don't like this character)
No (it is new game+, just want to try something different)
No (just no)

For Serge, it may look like this:

Yes (It is too dangrous for her to be alone)
Yes (Better team up with someone who's strong in this strange world)
Yes (Wow, this one is hot.)
Yes (She looks familiar but I can't remember where did I meet her before)
Yes (Better say yes before she kicks me to the moon)
No (I can't endanger innocent people)
No (She looks suspicous)
No (I don't like scary type.)
No (I'd like to but I have important things to do....(lie))
No (I recall that strange dream, maybe it was a bad omen)

119
Chrono News / Re: Chrono Сross Modification
« on: July 29, 2016, 09:07:06 am »
By the way, I can't open any of the links you posted recently, alfador, I think you missed their http part.

120
News Submissions / Re: Newly Found Hidden Cutscene?
« on: July 28, 2016, 01:22:09 pm »
I think I saw something similar here before.

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