Author Topic: Question Regarding C-Cross models  (Read 5547 times)

CronoBJS

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Question Regarding C-Cross models
« on: January 04, 2009, 08:23:47 pm »
Hey guys just a real quick question. Is it possible to rip NPC 3d Models from Chrono Cross at the moment?
I really want to rip the models of the team from Chrono Trigger, Crono, Marle and Lucca. IDK but I was able to get the TIMs of Marle and Lucca but couldnt find the texture for Crono... Meh Hope you guys can help me out on this one...

ZeaLitY

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Re: Question Regarding C-Cross models
« Reply #1 on: January 04, 2009, 08:53:05 pm »
Yes, but I forget if there's a small tutorial for what we have so far (taking the OUT files from Nemesis's tools).

So I'll wait for FW to come along...

CronoBJS

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Re: Question Regarding C-Cross models
« Reply #2 on: January 04, 2009, 09:40:56 pm »
alright sounds good maybe i can do alittle sumthing sumthing with the models. I guess Ill mod them too to make them a bit better than PSX

FaustWolf

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Re: Question Regarding C-Cross models
« Reply #3 on: January 04, 2009, 11:22:01 pm »
I don't think we have a tutorial on NPC model ripping yet, I'll put that on my list of things to do. Ripping NPC models isn't nearly as easy as grabbing the battle models, because the NPC models are stored on a per-room basis and not all together. If anyone has gotten the Ramsus/Yazoo or Nemesis dumpers to work correctly, feel free to begin gathering the models via the knowledge of room file structure detailed here.

I'll also list our general entry on what's been recorded so far.
http://www.chronocompendium.com/Term/Chrono_Cross_File_Structure.html

Until Luminaire's Python plugin gets an update that allows it to work with 128x128 pixel textures, we need to compensate by placing another 128x128 pixel buffer "box" below the textures of most NPC models so they'll be processed with correct results.

Vehek

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Re: Question Regarding C-Cross models
« Reply #4 on: January 04, 2009, 11:31:46 pm »
I think I have all the NPC models for disk 1. I used a modified version of the room dumper on files extracted by the Terminus tools.

FaustWolf

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Re: Question Regarding C-Cross models
« Reply #5 on: January 05, 2009, 12:27:51 am »
Oh, baby. Didja get textures too Vehek? Sounds like the motherload; we might be able to get someone to process all the models in Blender. I'd be willing to adjust all the textures so they'd load correctly with the current plugin.

Vehek

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Re: Question Regarding C-Cross models
« Reply #6 on: January 05, 2009, 12:57:25 am »
I should have the textures; I modified the room dumper to place all the TIM files with the model files.
This archive should have models from all the rooms, which means there'll be repeats.
http://www.megaupload.com/?d=MEOV0V88

By the way, I haven't taken off the unknown-purpose 12-byte headers off.
« Last Edit: January 05, 2009, 01:00:09 am by Vehek »

FaustWolf

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Re: Question Regarding C-Cross models
« Reply #7 on: January 05, 2009, 02:00:16 pm »
Awesome Vehek!  :lee:

I'll take a look at the files and process them to work correctly with Luminaire's plugin. What a delicious diversion! :D

CronoBJS

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Re: Question Regarding C-Cross models
« Reply #8 on: January 06, 2009, 11:29:24 pm »
ummm... Faust Wolf idk if you could help me out... but I want to be able yo use the characters in Room/Folder 460 on the files that Vehek uploaded. But the uh Blender Plugin wont allow me. IDK you seem to know about Luminaire's Plugin.

Vehek

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Re: Question Regarding C-Cross models
« Reply #9 on: January 06, 2009, 11:34:05 pm »
Did you delete the first 12 bytes of the files (so that the new first byte has the value $06) and/or convert the textures?

CronoBJS

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Re: Question Regarding C-Cross models
« Reply #10 on: January 07, 2009, 12:05:54 am »
lol yea didnt do neither of those... sorry bout that. With out sounding much of a n00b lol What did u exactly use to delete the first 12 bytes?? And its $06 or 0x06? Kinda new at modifying bytes. Well not that new, used to use Cheat Engine back in my day lol

Vehek

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Re: Question Regarding C-Cross models
« Reply #11 on: January 07, 2009, 12:15:57 am »
Just use a hex-editor or something. After deleting the first 12 (that's in decimal) bytes, the very first byte's value is 6. That's the beginning of the known model format.
Also, the plugin expects 128x256 pixel textures, and will stretch the image if it's not the right pixel size.
« Last Edit: January 07, 2009, 12:19:38 am by Vehek »

CronoBJS

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Re: Question Regarding C-Cross models
« Reply #12 on: January 07, 2009, 12:24:14 am »
Lol Ok thanks alot. And about the Textures its fine. I was planning to make my own texture anyways.

FaustWolf

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Re: Question Regarding C-Cross models
« Reply #13 on: January 07, 2009, 01:04:19 am »
Oh snap, sorry I didn't see this 'til just now CronoBJS. I'm going to start processing the models this weekend with any luck, so I'll do Room Folder 460 first and forward those to you.

CronoBJS

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Re: Question Regarding C-Cross models
« Reply #14 on: January 07, 2009, 04:38:59 pm »
Nah its ok i got it to work here ill post an image of the al mighty Crono in 3d!!
« Last Edit: January 07, 2009, 04:47:36 pm by CronoBJS »