Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - utunnels

Pages: [1] 2 3 ... 7
Chrono Cross Modification / Remodel the Einlanzer?
« on: September 10, 2016, 12:32:47 pm »

So do you know why they changed the look of the Einlanzer?
It doesn't seem extremely hard to model, except with such small texture(128x85), some of the runes on the sword may become unreadable.
Also a weapon model usually has around 90 faces at most, so maybe some complex shapes are not acceptable. The Masamune has 220 faces if I recall, and it is part of Dario's model instead of a standalone weapon.

 By the way, from the item menu art, we can see the Einlanzer is not a giant sword like the ones Garai used, otherwise the handle would be too bulky to hold. Perhaps it is meant to be used one-handed, perhaps around the size of the Atlantean sword.

This is how it looks in Glenn's hand. I didn't model it, it is just a plane with a texture.
It should be even smaller but if so it will look like a short sword. But considering there are plenty of big weapon lovers, I'm not sure if this version is even better.

I just checked the height values of the battle models.
I used Serge's height (170cm) as the standard, because he has no hat nor standing hair.

Not going to write down every one, here's some examples:

name           model          game           
I know Grobyc's hair, Razzly's hat, Skelly's clown top, and Riddel's snake tiara, but the values are so close which make me wonder if they just measured the model or scaled the model using the concept info.

Those whose values are a bit off:
name           model          game           
Hat or hair may be the cause. But Razzly and Skelly also wear a tall hat.


It seems the model contains a "top of head" value, maybe I can check it later.

Well forget it. The value doesn't make sense.


Macy is only 129cm, the game says she's 145 cm, that is also correct, if you add the height of the shield (hey, you cheat).

Other humanoids:

Garai: 303cm (wtf)
Dario: 183cm
Miguel: 176cm
Sage: 159cm
Dark Serge: 175cm (hat)
Slash: 195cm
Flea: 163cm
Ozzie: 146cm (LOL)
Solt: 218cm
Peppor: 163cm
Ketchop: 257cm-273cm (hunch back and long arms, well)
Acacia PVT: 179cm
Acacia SGT: 180cm
Porre PVT: 177cm
Porre SGT: 179cm
Dwarf: 120cm
Mannequeen: 182cm
Tragedienne: 178cm

Schala: 133cm
Beach Bum: 232cm

Chrono Cross Modification / (solved) Element nameless39?
« on: August 21, 2016, 11:43:35 pm »
I was trying to determine the anmation files in element drps when I came across this file.

The egfx contains a unicorn texture and some effect textures, and the drp has some meshes and a character anmation file. I can't find what character is that animation for (because an animation doesn't have model informations).

However, the drp doesn't have a unicorn model. Instead I found this:

It looks like the chicken in the unknown tech slots:

Now I'm interested in who the animation file belongs to... any ideas? Maybe I can try all the characters but that will take a long time(if the character is still there).


Well I found it. Faster than I expected. The animation is SunOfAGun's death animation.

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:

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:

2. Download

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

   ** 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

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.

Chrono Cross Modification / Convert joints to bones(done)
« on: July 19, 2016, 06:02:22 am »
Currently the models are posed using the hard way, that is calculating the new positions of all vertex using the joint and vertex group data.

I think the original armature code was done by Hypergeek? It did created normal looking bones, though the vertex groups are not connected to correct bones. That is because the last joint can't form a bone itself, so does the first joint of the model which is usually used to move the entire model.

CC joints


Chrono Cross Modification / Script.cpt page?
« on: July 13, 2016, 12:44:32 pm »

It seems the page is missing. Is it because the term has a dot in it?

Chrono News / RD the web game
« on: July 03, 2016, 05:08:07 am »
Some screenshots.

Not much to say. It was based on Demiforce's RD script dump. Graphics and sounds are mostly game rips.

**  Open with a webkit based browser. I recommend using google chrome because I developed it using it. Other browsers will or will not have graphics glitches, I'm not sure. It is because some backgrounds are using advanced blending features, and most browsers don't have them.

** If you want to open it using your phone, the sounds are off by default. Because html5 can only play one sound at a time on a mobile device, you need to give up either bgm or sfx.

** Save and load are high experimental but you should be able to finish the game. Some backgrounds are not saved but the text part should be correct.

index.htm -- original Japanese script
rd_e.htm -- based on demiforce's translation version 1.2

Minimal playable package (without sounds): link

Play online: EN  JA

Background test page: link

Chrono / Gameplay Casual Discussion / WebGL test
« on: December 13, 2012, 12:21:21 pm »
Well just tried three.js today, still need to find a way to add textures and animations though.

Clilck here with a browser that supports WebGL.
For example, Chrome, Safari, Opera, Firefox...

General Discussion / Ruins, why are they so popular?
« on: September 28, 2012, 10:27:10 pm »

There are countless fictions, video games, films contain ruins, abandomed buildings, or lost civilizations. (Chrono Trigger, for instance, features both the giant claw ruin and a bleak feature).
So for what reason do you think that subject is so popular?

- Destruction = beauty? Take a look at the Nadia's bell sunset scene. Time is the last and undefeatable enemy of humans.

- Add some mystical elements to the story?

- Can ignore complicated laws, relationships, and moral issues if the story happens in a normal world?

Welcome / Birthday / Seeya! Forum / 30th
« on: January 16, 2012, 05:45:43 am »

Well that means there are still 69 years before I reach level **

Chrono Compendium Discussion / Favicon?
« on: October 28, 2011, 11:44:26 pm »
I mean the frozen flame browser icon. Could it be replaced by a more detailed one?

I'm not a pixel artist, so this is more like just an idea.

My example: 16 colors, 16x16, gif format

I forgot, there was a Crimson Echo version.

Chrono / Gameplay Casual Discussion / Chrono Cross trap glitch/crash?
« on: August 12, 2011, 10:41:06 am »
Someone told me he encountered a crash when he used Unicorn summon when there's an Unicorn trap casted by an enemy.
I then tried on pSX, pcsx-rr and epsxe and he tried on psp, the game all crashed right after the Unicorn command was chosen.

So I wonder whether this happens on a real playstation, though it is not a big deal to figure that out. :P

BTW, he who found this also tried the Japanese version, instead of a instance crash, the screen glitched and might crash if you use certain elements after that.

Chrono / Gameplay Casual Discussion / Disappeared Kid
« on: June 23, 2011, 12:56:19 pm »

Well, just didn't realize that before until today.
If you never get her in your party before Lynx steals Serge's body, you can never recruit her again.
That results the disappearance of Kid after Fate is killed.

Well, I just wonder where does she go if she's not in Radius's place and what would Luccia say about the letter.

Chrono / Gameplay Casual Discussion / Used Icon in Radical Dreamers?
« on: June 19, 2011, 02:01:24 am »

I took a look at this pictures today and found the square icon on the right hand (with a big 吉 in the middle). It's funny I never noticed it before. So after all it is not used in the game?

Pages: [1] 2 3 ... 7