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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Wed May 08, 2013 2:10 pm 
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work in progress :wink:

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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Tue Jun 11, 2013 4:47 pm 
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Sorry but any progress?


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Tue Jul 02, 2013 10:41 pm 
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Is anyone still working on this plugin, or is Dirge of Cerberus a dead topic?

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BBSFM and KH2FM+ saves are compatible with KH2.5. http://forum.xentax.com/viewtopic.php?t=13424


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Tue Jul 09, 2013 2:52 pm 
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I've never really looked at Chaos up close, so not so sure how official this is, but it looks like someone managed to rip it:
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http://www.trishroom.com/threads/chaos- ... rus.36186/


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Tue Jul 09, 2013 4:49 pm 
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what are you talking about?

Quote:
Another model from me give credits if used
it has bones but no animations yet will be updating him soon (and also Lightning and Noblesse still have to animate them ) Model, Texture, Bones (and animation in the future) are made by me

Chaos ( my favorite )


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Tue Jul 09, 2013 5:04 pm 
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Yeah I misread that. Wasn't until I checked the textures to see concept art I realised what he meant.

Anyway, searched for that Yuffie sample I ripped a while ago in the games dump. She's in file13121.rfd, and it seems that the rfd is just a container with the models (SM2), texture animations, something called marker. Looks like there's a few of them in there as well. Yuffie's got 10 of them by the look of things.


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Wed Aug 14, 2013 8:22 pm 
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How difficult would it be to complete TheDude's maxscript to support skinning and UVs from the SM2s?

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BBSFM and KH2FM+ saves are compatible with KH2.5. http://forum.xentax.com/viewtopic.php?t=13424


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Wed Aug 14, 2013 9:24 pm 
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Looks like the old consoles formats are more dificult to figure out than newer consoles or pc games, or is it just me? :P


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Sat Oct 12, 2013 5:07 pm 
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GDL wrote:
Looks like the old consoles formats are more dificult to figure out than newer consoles or pc games, or is it just me? :P


You probably right..


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Sun Oct 13, 2013 12:55 am 
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kela51 wrote:
GDL wrote:
Looks like the old consoles formats are more dificult to figure out than newer consoles or pc games, or is it just me? :P


You probably right..

But we made some progress, right? We at least have a script that will allow 3DSMax to import a little of the data from each model.

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BBSFM and KH2FM+ saves are compatible with KH2.5. http://forum.xentax.com/viewtopic.php?t=13424


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Sun Oct 27, 2013 3:47 pm 
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I just tried the maxscript out now. Forgot all about it :/

Anyway, it doesn't do anything for me. I'm trying to import the ones extracted from Noesis, but it comes out with the error "--No ""Select""function for undefined".

Also, using the internal name from the sample falconcool posted years ago, I managed to locate Shalua at file13154.rfd.

If you search inside it for n014, it appears 40 times, going by some of the text in there I think there's animation in there too.

If you open that up in hex:

Bytes C-E are the rfd's full size in hex, backwards.

Byte 14 onwards is the offset list, so the texanm one starts at 0x70, marker at 0xA0, and the models are listed after that, with the first one at 0x4E0.

Jump to 0x4E0, and it's the start of the model, n014_L01smd. 0x4EC-4ED is the full size of the model, 87C0 bytes.

After going through cheat engine, the character values are:

e000 - Weiss
e001 - Azul
e002 - Arch Azul
e003 - Rosso
e004 - Arachnero
e006 - Nero*
e009 - Hojo
e049 - Weiss
e050 - Azul
e052 - Rosso
e067 - Turks
e070 - Turks training robot
e071 - SOLDIER class robot
n000 - Reeve
n001 - Yuffie in cloak
n002 - Yuffie
n003 - Cid
n004 - Cait Sith
n014 -Shalua
n013 - Shelke
n015 - Lucrecia*
n017 - WRO*
n040 - Grimoire
p000 - Vincent
p001 - Galian Beast
p002 - Chaos
p003 - Invisible?
p004 - Invisible?
p005 - Vincent
p006 - Invisible?
p007 - Playble Chaos
p008 - Invisible
p009 - Turk Vincent
p010 - Turk Vincent
p012 - Vincent (on Shera)
p013 - Playable Turk Vincent
p014 - Purple Vincent
p015 - Purple Vincent
p200 - Vincent
p201 - Galian Beast

* Multiple models in the model viewer, possibly in separate files.

Image
Image
Image

p014, weird purple Vincent:
Image

looks suspiciously like a manikin from the Dissidia games...


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Wed Oct 30, 2013 9:52 pm 
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Yeah! It´s on a good way Ultima Espio! Thx


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Tue May 13, 2014 1:42 am 
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I know that perhaps there would be something to post if progress had been made... but as I hope this won't die.... no progress within the past half year? :(


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Wed May 14, 2014 12:55 pm 
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ultimaespio wrote:
looks suspiciously like a manikin from the Dissidia games...



If you remember at the start of DoC there was a scene where vincent was being seen by some googles, he had this texture instead of the normal one.

Image

Sorry for the 1080p high definition image


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 Post subject: Re: [Request] Dirge Of Cerberus Final Fantasy VII models
PostPosted: Mon Jul 21, 2014 2:48 am 
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I really wish I knew enough to contribute something for this.
Tetsuya Nomura's designs were on fire back in the day.

Until then, my watch begins.



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