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Messages - cornettheory

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1
Site Updates / Re: C&D: Director's Response
« on: May 13, 2009, 01:09:26 pm »
I just wanted to pop in and say thanks for everything. I came here with a goal and I was able to help achieve it thanks to this community.

Zealty and Co, I believe that you are handling this in the best way possible. This whole thing is rather unfortunate, and I hope the people at square see how other modding communities work to enhance and educate the game-playing-population, like Valve and Half-Life for example.

Maybe they will come around eventually.

2
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 11, 2008, 11:58:26 am »
a black room with a logo at the bottom sounds like a construct for a title screen to me.

3
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 08, 2008, 08:52:23 pm »
Here is miki, she was pretty straight forward

Belthesar, isn't ripped yet no he is a no-go

Solt and Peppor, are jacked up. So a newer version of the exporter might solve that in the future

I also noticed that the battle textures for solt and peppor are reversed... or the models are reversed, I forget which is Which.  Either way, the models don't match the textures in the way they are named in the rar.
In the screenshot they are rendered with the correct textures.

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Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 08, 2008, 08:34:06 pm »
photoshop can hold you over though

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Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 08, 2008, 01:28:31 am »
here ya go

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Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 07, 2008, 09:56:19 pm »
I would help you out, but the wiki link that has the list of out files seems to be down. :?


7
this is unrelated to my previous post, but I remembered pxtone, by the guy who made cave story

http://hp.vector.co.jp/authors/VA022293/pxtone/index.html

it is a free sequencer and you can import samples

8
If you can figure out the sequencer data, volume, tempo, Pitch, of each note and make a to -> MIDI converter, I can test it out with cubase.

also there is a great freeware sampler VSTi, where one could assign presets using the sample data to apply to any of the exported midis.  I did it with sonic CD samples. This could be a way to distribute the ripped files as sources rather than mp3s or wavs.

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Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: June 21, 2008, 02:26:27 am »
fantastic.  the dynamo of reverse engineering continues toward the horizon.

10
Kajar Laboratories / Re: chrono trigger dubbed
« on: June 03, 2008, 06:07:59 am »
let me know if you need an extra voice, I'll PM my demo


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Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: June 01, 2008, 02:22:56 pm »
Ive figured out the issue with the big fire dragon.  The UVs are just layered over one another.  So somehow the model exporter needs to tell half of the model to use a different material.

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12
I thought I would mention, the large firedragon texture doesnt line up at all with the exported UV map, it's way way off.

13
Hay thar...

Some things I learned doing this.

You can modify the tmspec.xml file in Tile Molester to recognize the out format, and have it load the settings it needs up until you need to load the out file's own pallet.

You need to include the little nob of data at the end of the files or else the UVs won't line up.

I like TGA better than png, just because it seemed to work with blender better.  in photoshop, I use selective color, choose black, and leave fuzziness at 0...  Then I go to channels and press the "add mask" button to have it generate the alpha channel.  then save the .tga file with alpha and 32bit.  The resulting map should load right in.


And, in blender, if the "map to" panel has map to alpha selected...but for some reason this causes overdraw artifacts when you render...  so to fix this, just click alpha again to turn it yellow, this button has three settings to allow for negative alpha channels, whatever the reason, just go into the texture dialog and select NegAlpha to to re-flip it to positive.  doing this makes in not screw up.

I'll post my .xml file, and maybe someone who can code in the .jar file can add parameters to automate the out file process further.  You just need to tell it how to load it's own color table for each file, should be easy right?

Just put the xml file in the tile molester folder and overwrite the one [back it up man] in there already.  You should be able to just see .out files and load them, and it will make them 2d, 8-bit liner, and 256 wide for you.  There is space in the xml file to add custom indexed pallets like the one used here, but it must be fixed for all out files, and to my knowledge they are different for every file.  so yea, look into that .jar file to make it load dynamically.

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14
Here are some things I noticed with flea at this point...

yea, the texture wasn't dumped with alpha so just ignore that

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15
script works, now for those pesky textures...

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