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 Post subject: World of Final Fantasy
PostPosted: Sun Dec 03, 2017 2:44 am 
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There are some bosses in the game that have called my attention and would be pretty interesting to see up close. Especially, the Einhander, being one of them. I looked upon the files myself. It's not that easy to spot what is useful. Folders contain extensions such as .tex, .mdl, .mdc, .msqp, .msi, .mpk, .msq, .csh, .crv.
I attempted TEXTOOL, Milkshape, no dice. It's also challenging that this PC port is fairly recent.
Any help would be appreciated.

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 Post subject: Re: World of Final Fantasy
PostPosted: Sun Dec 03, 2017 3:45 am 
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Adrot wrote:
There are some bosses in the game that have called my attention and would be pretty interesting to see up close. Especially, the Einhander, being one of them. I looked upon the files myself. It's not that easy to spot what is useful. Folders contain extensions such as .tex, .mdl, .mdc, .msqp, .msi, .mpk, .msq, .csh, .crv.
I attempted TEXTOOL, Milkshape, no dice. It's also challenging that this PC port is fairly recent.
Any help would be appreciated.

If you need help upload a sample of each in order to progress, then wait, be patient and who knows, it may happen, those who know this stuff will take a look if they want to.

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 Post subject: Re: World of Final Fantasy
PostPosted: Sun Dec 03, 2017 10:36 am 
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A user over at vg-resource has made a maxscript and other tools for this games models and textures.

I'm not entirely sure if its ok to share another forum, so someone let me know if not, but it feels a little disingenuous to post someones tools without them saying its ok.

https://www.vg-resource.com/thread-2983 ... #pid640356

The maxscript had an issue for environments that has been rectified here: https://www.vg-resource.com/thread-2983 ... #pid640433

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 Post subject: Re: World of Final Fantasy
PostPosted: Sun Dec 03, 2017 8:06 pm 
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Thanks for the response, the tools are interesting, however, I don't have a good compatibility with these (could be due to very outdated hardware), and RTB (who's also in this forum) missed making a tool for another vital extension. I'll post the samples, better safe than sorry.

.tex: https://mega.nz/#!9TR1TQDQ!OlR5pjO5rd2MYg7hLfitK-vkJKvim64FyozPDMsB07A
.mdl: https://mega.nz/#!xXB2Rb4Z!IqU1RXwzECOGZ4Fzp6H1PAC3UAQQQPDFErrJ9p-BTTM
.mdc: https://mega.nz/#!UTZ0zQhJ!MRMERC_evyRbvFbnzdNVS4uzfpLAmCvxsM0fYCIY0DI
.csh: https://mega.nz/#!lKJkhCYR!F1qUqIw9Oh8wF_uWkjK7w_kfu0ZVQMyMzX-vrYKu9_I
.crv: https://mega.nz/#!RK4liZQR!AUPmNcpW7rJEp0O8s4qMYy1vzSFGUNrkBf8JVWd4l4Q
.msq: https://mega.nz/#!dLJWlapL!mCUvXW8SdsE9v42MWiemW8LxUal2gV3Sdw_QjnELPio
.msi: https://mega.nz/#!VS4yDIbZ!5FpSZjWU4XW_3LWZDv5Nkm6HTFx9bvDNZ1opM4yVtL0
.mpk: https://mega.nz/#!USpDUAxD!J0GY5IKiZ6E7tDillXb0XWtgZQYZxaD1xjcx9b6yrLM
.msqp: https://mega.nz/#!cbREDJLY!_ti3C0Fv0zkyJ46eIZ1Ni9qM-J9Iij8rpb6AQyLLPZw


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 Post subject: Re: World of Final Fantasy
PostPosted: Sun Dec 03, 2017 10:28 pm 
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Adrot wrote:

this bms script will decompress and add dxt1 header to your one tex sample :D
Code:
# script for QuickBMS http://aluigi.org/papers.htm#quickbms

endian big
idstring "\0xet"
get NAME basename
string NAME + .dds
goto 0x80
get BILZ long
get SIZE long
get ZSIZE long
clog memory_file1 0x90 ZSIZE SIZE
endian little
get WIDTH short memory_file1
get HEIGHT short memory_file1
xmath SIZE "WIDTH * HEIGHT / 2" //DXT1
set memory_file2 binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x08\x00\xAA\xAA\x00\x00\xBB\xBB\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
putVarChr memory_file2 0XC HEIGHT short
putVarChr memory_file2 0x10 WIDTH short
log NAME 0 0x80 memory_file2
append
log NAME 0xc SIZE memory_file1 //writing largest mip only

it would be good if you can upload more tex samples :)

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 Post subject: Re: World of Final Fantasy
PostPosted: Mon Dec 04, 2017 7:00 pm 
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I've already got a TEX conversion script (which was also in the thread linked to above), which works with everything I've tried it on -- DXT1, DXT5, RGBA32, BC7, cubemaps, etc.

https://mega.nz/#!PxQHELRY!qqlxOcyeIuwo ... LDvr7VE8lA

Also, which "vital" format are you referring to, Adrot? The MDC files? I'm still trying to figure those out.


Last edited by RandomTBush on Thu Dec 07, 2017 4:15 pm, edited 1 time in total.

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 Post subject: Re: World of Final Fantasy
PostPosted: Mon Dec 04, 2017 8:54 pm 
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RandomTBush wrote:
I've already got a TEX conversion script (which was also in the thread linked to above), which works with everything I've tried it on -- DXT1, DXT5, RGBA32, BC7, cubemaps, etc.


Hi, RTB, I guess I should explain my comment, sorry about that. First, I tried your tool. However, on any texture I try, I get this error: Image
Not sure if it's your code or my PC, doesn't work on either paint.net or GIMP, and I have tried with many of the monster textures. It would really been nice if it could read them all. AceWell's script works, and I'm grateful, however, being in its early stages, it decompresses around 400 out of 900 or so tex files from the characters folder, and most have glitched results, so, I'm not sure what to decide next (As in, whose script to rely the most).
In addition, using your MaxScript on a model crashes the software, still not sure if it's because I'm on a no-GPU card PC, with Max 2009.

RandomTBush wrote:
Also, which "vital" format are you referring to, Adrot? The MDC files? I'm still trying to figure those out.


Yeah, that file you mentioned. I may have exaggerated a bit on its importance, but as long as it could help on the data, the better.


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 Post subject: Re: World of Final Fantasy
PostPosted: Mon Dec 04, 2017 9:50 pm 
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Adrot wrote:
being in its early stages, it decompresses around 400 out of 900 or so tex files from the characters folder, and most have glitched results

because it currently only supports dxt1, you need to upload more samples so i can expand functionality. :)


RandomTBush wrote:
I've already got a TEX conversion script (which was also in the thread linked to above), which works with everything I've tried it on -- DXT1, DXT5, RGBA32, BC7, cubemaps, etc.

ah cool, i didn't even check that link, just grabbed the sample and ran with it, i'd still like more
tex samples though so i can make a Noesis python script to decompress and open on the fly. :D

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 Post subject: Re: World of Final Fantasy
PostPosted: Mon Dec 04, 2017 11:22 pm 
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Well, not sure what to say, but I like your determination, AceWell. While I still have to find the Einhander, here is a folder with 8 other samples that are mostly noteworthy.
https://mega.nz/#F!VLASiRoT!sKl-4GVNauP8tlnjvtq4sQ
Truly, a multiple file converter would be most welcomed here. I would also add that the tex format covers not only 3d models, however, I'm not sure where if I can also discuss about that as well.


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 Post subject: Re: World of Final Fantasy
PostPosted: Mon Dec 04, 2017 11:45 pm 
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Adrot wrote:
Not sure if it's your code or my PC, doesn't work on either paint.net or GIMP, and I have tried with many of the monster textures.

Definitely your PC/programs or you're not using the tools correctly. I've used RTB's tools to play around with several models, edited textures in gimp and converted them from dds to png without issue in addition to applying to the models correctly.

From your description it sounds like you didn't run the file decompressor on the files before loading/converting. I made that mistake at first and tried loading a mdl file in Max without running the decompressor first. It hung Max and I had to restart it. Once the decompressor had been used, the mdl loaded very quickly unless it was a larger model file (like 7MB and up in size) but was still fairly quick.

Try running the decompressor script on the mdl file BEFORE loading it in 3DSMax. Same with the textures. Run the file decompressor and then the tex to dds convertor. It's a bit of work to do all that but it does work.


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 Post subject: Re: World of Final Fantasy
PostPosted: Mon Dec 04, 2017 11:58 pm 
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ssringo wrote:
I made that mistake at first and tried loading a mdl file in Max without running the decompressor first. It hung Max and I had to restart it. Once the decompressor had been used, the mdl loaded very quickly unless it was a larger model file (like 7MB and up in size) but was still fairly quick.
Huh, that's odd, I was pretty sure I made my script check for whether it was compressed or not before importing (basically, checking for "BILZ" at offset 0x80 before attempting an import). Guess that must've happened before I had 3DS Max crash on me and I'd forgotten to save, so I'll be sure to implement that again in the next update (as well as MDC support, since that stores texture names and such).

But yeah, as ssringo said, check to make sure it's decompressed first. Either way I'll see what I can do about editing said script soon to work with either compressed or decompressed files.


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 Post subject: Re: World of Final Fantasy
PostPosted: Tue Dec 05, 2017 3:46 am 
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Welp, turns out I'd also forgotten to add support for multiple UV mapping layers, too, so here's an update to the model-importing script that fixes both that and the issue above.
https://mega.nz/#!fkwXlZYC!MywRK_sKlJrK ... zIKBO5bzik


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 Post subject: Re: World of Final Fantasy
PostPosted: Tue Dec 05, 2017 10:29 pm 
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First off, thank you guys for explaining the decompressor, I was wondering what format was that script working. The models finally work on the 3DS Max. However, I still can't get the tex files to work with RTB's TEX script. I just do what I do with AceWell's script and other ones as well. Drag the script to QuickBMS. Select the tex file. Select the output folder. Drag the .dds file to paint.NET. Error. I'm not sure if it needs something else my PC can't give, but it doesn't make sense to me that one script that has little research works and the other one which could have more completion does not.


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 Post subject: Re: World of Final Fantasy
PostPosted: Thu Dec 07, 2017 4:15 pm 
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https://mega.nz/#!PxQHELRY!qqlxOcyeIuwo ... LDvr7VE8lA

I've updated the TEX-to-DDS converter script so now it works with either compressed or decompressed files instead of just the latter -- the result will be the same regardless. And if you're still finding textures that don't load properly, try using Noesis to convert them to PNG, as they're most likely the BC7 format I mentioned earlier which some programs can't open since it's a newer compression.



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