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Messages - Luminaire85

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16
Chrono Trigger DS Analysis / Re: Chrono Trigger DS soundtrack
« on: December 01, 2008, 08:52:16 pm »
According to what I extracted from the DS ROM (see this post for the program I used), both versions of Frog's Theme are in there. I haven't played through CTDS (yet!) so I can't say whether I encountered it in normal gameplay.

Sadly I don't seem to see the second part of the main CT theme.

17
Chrono Trigger Modification / Re: General CTDS hacking discovery thread
« on: November 22, 2008, 10:01:12 am »
I've attached a few utilities that may help with the ROM exploration:

DSBuff - Unpacks the ROM into its component files. Can also pack component files back into ROM.

CrystalTile2 - Viewer for many of the ROM files. Originally in Chinese, this version has been adapted with just enough English to be usable.

NDS Sound Extractor - Command-line tool that extracts the sound files from the ROM and converts them to MIDI/WAV.

These were found as I was investigating how to extract the soundtrack from the ROM, which I believe is taken care of by the last of these utilities. Hopefully more on that later.

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18
Chrono Trigger Modification / Re: CT/CC Caterpillar System
« on: July 29, 2008, 12:56:11 am »
My previous theory on how the CT caterpillar system works was that every move that Chrono makes is stored and then repeated by the the next character in line, but offset. However, there were many little things in the characters movement that made this idea fail, so I'm back at square one again.

Huh, I always thought that was all there was to it. Can you give an example of one of the times when that idea doesn't work?

19
The plugin is an importer for the 3D character model files, which are not technically sprites because they are not prerendered.

The latest version of the plugin is v0.3.1, which is attached to this post. It is still in development, so this version will not be the last. Instructions for use can be found in the comments at the top of the file.

You will need the model files and textures as well, which I can't really help with. You can find a few scattered in the thread I linked to above, if you are willing to click through the whole thing. I have at least attached Serge's so you can get a feel for how the plugin works and what it does.


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20
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 26, 2008, 06:14:54 pm »
Musing here: Since one of the end goals of this work may yet be a Chrono Cross editor, perhaps us coders ought to decide on a single language to use so as to cut down on some of the work. Does this seem like a good idea to anyone else?

21
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: July 17, 2008, 09:28:51 pm »
The latest version is 0.3.1, which I attached to a post buried several pages ago in this thread. I attached it again here; if you already have this version, there's no need to download again.

I'm not 100% convinced that set of data is normals, but treating them as such seems to work okay for the models we've looked at so far. If they are normals, then they are defined on a per-vertex basis.

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22
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: June 30, 2008, 08:31:30 am »
For what it's worth, it looks like rewriting the tools in C# ought to be much more useful, though I may need a small amount of help writing model export/import functionality.  Luminaire, do you have any C# experience, or is it just Python? :D

I don't know C#, but I know C++ very well (and Python kinda well now, of course).

23
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: June 29, 2008, 10:30:37 am »
I'm a bit miffed that a texture page indicator would be stuffed into vertex pointers, but it's an accurate indicator of which texture the game engine is looking at when it pulls UV pieces based on manual UV mapping exercises. Halkun, Cyb, and M, does this seem plausible? Luminaire, is this something that can be factored into the Blender script?

Now that you've identified how to tell how many textures go with each model and how to tell which vertices go with each texture, I should be able to someday (when I'm not so freaking busy with my current internship) program it into the script.

24
My script currently assumes 256x128. This could certainly be changed; it would be easy if the only options are 128x128 and 256x128, or at least if the textures are always powers of 2.

25
tushantin, you will need to download the latest version of my Blender import script, which is attached to a recent post of mine in this thread. The instructions for using the script are contained in the comments at the top of the file. Basically it's (1) install Blender, (2) put script in appropriate directory, and (3) use script from within Blender. If anything is not clear, let me know so I can elaborate in future versions of the script.

You will also need the battle model data and textures, of course. I only know a little bit about that, so I won't elaborate.

FaustWolf, I would go ahead and set all of the (0,0,0) black to transparent in the texture files if it's convenient to do. This is necessary for the Blender renderer to process the transparency.

26
What happened is Blender's render mode uses a few different settings than Blender's working mode (as it would be far too slow to do otherwise). At the moment this leaves a bit of a catch-22: either get the transparency right or get the overlapping faces right.

See attached for an example of what I mean. The box on the right Flea is a render preview; otherwise the two are identical.

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27
cornettheory, you will have much better luck if you use the latest version of my script, which I have attached. Per your suggestion it turns off mipmapping and interpolation, plus takes the necessary steps to enable transparency in rendering.

A suggestion for future texture rips: save them as PNGs rather than bitmaps, since PNGs can handle transparency. Also for this context PNG will usually be smaller than BMP with no loss in quality.


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28
A continuation of my earlier post: If I turn off all shadowing in the Blender renderer, I get the attached image.


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29
The reason that Glenn's nose is off-color is because the renderer uses lighting information to produce the image. If I were to actually set up appropriate lighting rather than the arbitrary single lamp I used, Glenn's nose would be properly colored.

30
Well, it looks like Blender's renderer can handle some of the transparency anyway. See attached image.

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