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Messages - utunnels

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16
Characters, Plot, and Themes / Re: How did Belthasar plan out Dinopolis
« on: October 14, 2016, 06:52:32 am »
I don't think Fate knew everything(thanks to Prometheus), but, yeah, the whole plan sounds unbelievable.

17
Characters, Plot, and Themes / Re: How did Belthasar plan out Dinopolis
« on: October 13, 2016, 09:42:01 pm »
I think it is vaguely mentioned that the super computer aka fate could simulate possible timelines. Maybe the Radical Dreamers easter egg is an indirect proof that it can at least retrieve "reports" from other possible timelines.

18
Chrono News / Re: RD the web game
« on: October 08, 2016, 12:55:11 am »
https://www.google.com/#newwindow=1&safe=off&q=javascript+spc+music+player

Did a google search and found there are already working spc/psf players written in javascript.
So maybe it is possible to remove those huge mp3 files.

Currently, it is just an idea.
I have tried cosinusoidally's JavaScript SNES SPC music player on github and it works (with some hack though).
The only problem is the lag on a slower cpu (for example, some mobile phones).

https://storage.googleapis.com/utunnels1.appspot.com/rdweb/index.htm

Maybe I can try some spc files from CT, for example Schala's theme.

19
Chrono Cross Modification / Re: Remodel the Einlanzer?
« on: September 27, 2016, 12:31:15 pm »
Yeah, but the swinging animations are all weird if you give her a sword.
Even a hammer is better than that.

20
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: September 26, 2016, 12:39:46 pm »
It is needed.

21
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: September 26, 2016, 11:28:03 am »
drp.exe has been added.
Usage is the same as cpt.exe

22
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: September 26, 2016, 06:31:44 am »
https://drive.google.com/open?id=0B5GvuiubpnUZYi1DMUk2R0pNZkk

By the way, I had a unpackcpt.exe and a cpt.exe in this folder, which I used to test the weapon pack (.weap files).

Usage:
Drag and drop the .weap (or maybe other cpt file) on unpackcpt.exe to unpack it.

Drag and drop all output files onto cpt.exe to repack it (the file will be save to outut.cpt).

Note, on windows, it seems the file order is determined by the first file you dragged, so it is safe to select the first one of all files.

23
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: September 26, 2016, 05:55:42 am »
But "1" is legal file name.

24
Chrono Cross Modification / Re: Chrono Cross Toolsets
« on: September 26, 2016, 05:37:03 am »
I'll see what I can do when I get home.
Maybe files and list.txt is a better solution, if not all characters can be used to name a file.

25
Chrono News / Re: RD the web game
« on: September 23, 2016, 03:05:38 am »
https://www.google.com/#newwindow=1&safe=off&q=javascript+spc+music+player

Did a google search and found there are already working spc/psf players written in javascript.
So maybe it is possible to remove those huge mp3 files.

Currently, it is just an idea.

26
Chrono Cross Modification / Re: Remodel the Einlanzer?
« on: September 22, 2016, 08:33:43 pm »
Good except a bit straight.




Maybe with a bit more vertex colors (not sure if the blade should be flaming red, or darker like blood stained).
At this point, 120 faces and 110 faces don't make much difference. This one has 110 faces and can be opened in the menu without crashing the game.

https://drive.google.com/open?id=0B5GvuiubpnUZNUVWVXd6M0lFdUE

27
Chrono Cross Modification / Re: Convert joints to bones(done)
« on: September 20, 2016, 01:06:18 pm »
Just keep a note here. Warning: it is long and dry.





Here's how I did that (assume you know python or at least the basis of coding):

0. You need blender 2.49, I know it is old, but for now the script hasn't been updated for new versions.

1. Download the model rips from this topic.

2. Check this link for required files: https://drive.google.com/open?id=0B5GvuiubpnUZMTZGZmlySFJqSFU
   
import_ccpose.py is the script to import character poses. You need to edit a few lines.

Change the path below to where you extract your model rips. It should has a "Battle Models" folder, replace the path below to that on your disk.
Code: [Select]
    mdlroot = "D:\\Chrono\\CC Models\\Battle Models\\"
The lines below also need to change if you want to load a model which is not Serge.
Code: [Select]
    imptype = 'battle_model'
    ind = 0

When the script is done, the model you get is deformed, it is normal because we only need the skeleton, the mesh is there for you to have an general idea of how it looks.

Now you can pose the bones in pose mode and action editor, I will not talk about details here. If you check the action editor panel, you will see Serge has 28 animations (DefaultAction, DefaultAction.001, .... , DefaultAction.027), do not rename them.

Check the text editor, there should be 3 texts.
Text: empty, you can paste your script here
import_ccpose.py: the script you just ran
Animation Note: it contains a list, which is important later.

3. To export animations from the blend file, find anim_export_blender2.4.txt from the download link.

Replace the line has animFrames with the contents from Animation Note. The frames are just place holders, it tells the script how many frames each animation has, you can change the numbers to anything and it won't make a difference, as long as the lengths are correct.

Run it in blender, for example, copy and paste the text in the text editor, and run python script. Wait for it to complete, it depends on how good your computer is. On my old home pc, the window may freeze for a while, but on another computer, it finishes in about 1 seceond.

A new text is create if the script finished without errors. It is called Animations.

Note: if you want to copy content of the new text, you'd better click the wrap words button above the text editor panel. Because if you dont, the window will freeze because the line is too long, as far as I know, a good cpu makes little difference here.

4. Final step, edit anim_export_blender2.4.html
(Yeah I know, but I prefer javascript over python when writing complex things. )

Copy the content in the newly generated text Animations, and replace the first two lines of the javascript (namely, frm0 and animSet).

Now edit the line below:
Code: [Select]
pack_anim([0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21]);
The list contains the animations you want to pack, in this case, 0 to 21 are the animations in Serge's mdl file, when 22 to 27 are his attack animations. Preview the html in a web browser and you get the hex strings you can use in a hex editor.

For example, Serge.mdl stores its animations at 0x5228, copy the hex values and replace the contents behind that position.  For more information on animations, check the wiki page: https://www.chronocompendium.com/Term/Anim.html

Serge's animations are in a drp file. Seach for "0600000020000000" in the hex editor, that is where the animation data begin.

28
Chrono Cross Modification / Re: Convert joints to bones(done)
« on: September 19, 2016, 08:21:28 pm »
Currently there  is no use. Well, just trying to find a way to make animations.
Maybe a modder can find it useful.

29
Chrono Cross Modification / Re: Convert joints to bones(done)
« on: September 19, 2016, 12:12:22 pm »
Did some test on Serge's idle animation, using Greco's animation as the template.


30
Chrono Cross Modification / Re: Convert joints to bones(done)
« on: September 19, 2016, 09:42:59 am »
I'm trying to export cc animations from blender.
The only problem is that CC uses full -360 to 360 degree range for rotations, while blender uses quaternion/matrix which doesn't have enough information to reverse the process. For example, it can't tell the different between -90 degree and 270 degree. While it makes no different when making gif animations, the game uses some sort of key frame system, so rotation from 180 to 270 and rotation from 180 to -90 are completely different.
OK, I seemed to have find a solution. Blender provides a method to convert matrix to compatible euler.

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