Author Topic: CHRONO CROSS FILE EXPLORATION THREAD  (Read 83972 times)

Unaisis

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #570 on: May 25, 2008, 01:37:10 pm »
uhhh cinema exports:

.3ds
.obj
.fbx
.w3d
.wrl
.uzr
.3dm
.x
.dxf
.xml


but I'm not sure if it will export the way it has the textures setup @.@. Exporting could actually mess up the UV coordinates or the transparency may not work as it does in cinema 4d @.@



EDIT

Umm i tried to fiddle around with the TD and... .. it does not look like the textures line up D:



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« Last Edit: May 25, 2008, 02:10:31 pm by Unaisis »

Cyberman

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #571 on: May 25, 2008, 02:15:10 pm »
I believe the real situation is that blender doesn't support transparencies AND there is no way to automatically export transparent textures and or transparent materials no?
  • Are both of you using the same script?
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  • Blender doesn't accept transparent textures?

As halkun said how the Playstation treats transparent textures is very important. There is BLACK and transparent BLACK for example.  Additionally there are 4 different alpha modes the PS1 uses. I am very surprised blender won't accept transparent textures, for numerous affects those are very handy. :D

Cyb

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #572 on: May 25, 2008, 02:25:13 pm »
Yeah, the script is in python, and there's just one that everyone's using, only Unaisis is re-exporting to Cinema 4D. I think?

Thanks for trying out the Time Devourer Unaisis. I did a bad texture rip obviously -- it's a bit difficult to determine how the game is "viewing" any given texture. Before I do a re-rip of that, would you mind attaching a .PNG of the Hi-Ho Tank texture you used, since that worked flawlessly?

EDIT: Actually, here's a revised Time Devourer texture. This is the only other way I think the game could possibly interpret it:

[attachment deleted by admin]
« Last Edit: May 25, 2008, 02:32:30 pm by FaustWolf »

Luminaire85

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #573 on: May 25, 2008, 02:47:33 pm »
Well, it looks like Blender's renderer can handle some of the transparency anyway. See attached image.

[attachment deleted by admin]

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #574 on: May 25, 2008, 02:57:07 pm »
Man, if it could just do that in 3D view somehow. This might help ZeaLitY get the views he needs for the encyclopedia at least, though since Glenn's nose is a bit off-color, there might need to be some cutting and pasting of screencaps. Unless we could feed the transparent models (shouldn't be that many, maybe 10 or so that I know of right now) to Unaisis, and ZeaLitY could use screencaps of the models processed in Cinema 4D.

Luminaire85

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #575 on: May 25, 2008, 03:11:15 pm »
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.

Unaisis

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #576 on: May 25, 2008, 03:25:35 pm »
hmmm i tried the new texture for the TD, but... errrr its still kinda messy :/ i figured that it was a big model and i got lucky with the Hi-Ho Tank BUT lol i got the Sky Dragon to work as well @,@



Also about glens nose, i noticed when i import the models into Cinema 4d. all the polygons are not conencted to each other which gives it a Rigged look to it. so i optimize it ::Connect all points and polygons together:: which gives it a smooth surface





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Luminaire85

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #577 on: May 25, 2008, 03:36:01 pm »
A continuation of my earlier post: If I turn off all shadowing in the Blender renderer, I get the attached image.


[attachment deleted by admin]

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #578 on: May 25, 2008, 03:38:52 pm »
VERY nice Glenn. Alright, then, the rendering process solves ZeaLitY's encyclopedia needs anyway.

Darn it, that Time Devourer texture is going to drive me insane! Unaisis, how, exactly, are you applying your big model textures? Did your Sky Dragon texture look like the one attached? Thanks again for testing.

[attachment deleted by admin]
« Last Edit: May 25, 2008, 03:41:00 pm by FaustWolf »

Unaisis

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #579 on: May 25, 2008, 04:54:56 pm »
The Sky Dragon had two seperate textures as did the Hi-Hi Tank. altered the UV maps a bit to allow both textures appear in their right place.


EDIT!!!!!!!!!!!


I SEE THE PROBLEM!!!!! Hold on imma do somthing!



EDIT


I DID IT!!! :D the first texture were two pictures stuck together, i split them apart and reworked the UV maps and poof! ^.^







[attachment deleted by admin]
« Last Edit: May 25, 2008, 05:31:16 pm by Unaisis »

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #580 on: May 25, 2008, 06:35:01 pm »
Thanks again. Awesome job with the Time Devourer.

Question is, how the FARK does the game engine apply both textures to one model? I thought originally that the model data would use a 256x252 pixel matrix with the UV map, but that assumption was apparently amiss. How exactly are you inputting these into Blender, Unaisis? And how does the model data know where to put which pieces? Iz confuzzled.
« Last Edit: May 25, 2008, 06:38:02 pm by FaustWolf »

Unaisis

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #581 on: May 25, 2008, 06:59:37 pm »
Well.. i find the 3d data in the MISC folder, import it into blender, then export into Cinema 4d. i then find the Texture by using PSX Multi Converter [trial Version ._.] textures for big models are two different textures when ripped from there. When the model is in Cinema 4d, i just apply the texture to the model and its all ready to go ::Except where i have to apply the two different textures to their selected piece of mesh::

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #582 on: May 25, 2008, 07:32:35 pm »
So you're applying the texture manually in the big model cases, Unaisis? I'd like to get a full understanding of how the textures are applied by the game engine, so further investigation into the Time Devourer's UV map is warranted.

halkun and Cyb, any idea if Final Fantasy 8 or Final Fantasy 9 used double textures like this? I still think the game engine would have to look at both textures simultaneously and use a 256x256 matrix for the UV map coordinates, but then again I'm inexperienced in this regard. Could there be some mechanism for switching which texture is "looked at" as the UV coordinates are fed into the GPU?

halkun

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #583 on: May 25, 2008, 08:14:16 pm »
Yup, The PSX video memory is split into different texture zones, (Texture caches), you select which cache to "view" by using a GPU command.

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #584 on: May 25, 2008, 10:25:18 pm »
Would those GPU commands be the "texture pages" you refer to in the PSX doc, halkun? And would we find those commands in the models themselves, theoretically?

And Unaisis, you wrote earlier that you used PSXMultiConverter to gather the textures for the Sky Dragon and Hi-Ho Tank. Do you know if the program gave you textures from the 3055 ~ 3687 range of OUT files? Or were the source textures from OUTs of lower numbers? If PSXMultiConverter can detect what I've been calling the Altered Format TIMs (ones undetectable by PSicture and TIMViewer), life will be a bit easier from here on out.

EDIT: Actually, I think I'm looking at the same textures you are right now. Could you report the STR#### you found your big model textures in, Unaisis? I assume you ran PSX Multi Converter directly on the game CD?