Final Fantasy X Maps

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Pintozoz
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Final Fantasy X Maps

Post by Pintozoz » Fri Jun 01, 2018 12:26 pm

Hey everyone !

I'm currently working on this big musical project based on FFX and for the video I thought it'd be really cool if I could somehow create "exclusive" visuals which look like they come directly from the game :)
And for that my idea is to rebuild entire maps from the game using the original files.

I've managed to extract some .smd and all of the textures thanks to various techniques found on this board, but one crucial thing is missing, that is the UV maps !
Without them these are just giant, very tedious puzzles to solve and so I was wondering if there was any way to get them ?

Any help is welcome !

Having a camera wander through Beside Island would be especially cool for example :

Image

Image Image Image Image

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Re: Final Fantasy X Maps

Post by akderebur » Fri Jun 01, 2018 3:24 pm

From which FFX version are you extracting the models? From the original PS2 version or from the remaster? I think FFX is available on 4-5 platforms now :D

I haven't used it myself, but daemon1's tool should be able to extract the models with UVs from the pc remaster of the game : viewtopic.php?f=16&t=16930

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Re: Final Fantasy X Maps

Post by Pintozoz » Fri Jun 01, 2018 4:14 pm

These are from the PC version !
And I actually used daemon1's tool to extract them ^^
But sadly they don't seem to export UVs for the maps

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Re: Final Fantasy X Maps

Post by akderebur » Fri Jun 01, 2018 4:45 pm

Pintozoz wrote: But sadly they don't seem to export UVs for the maps
Can you post some sample game files then?

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Re: Final Fantasy X Maps

Post by Pintozoz » Fri Jun 01, 2018 5:32 pm

Sure !
Here's Beside Island : http://www.mediafire.com/file/6pvhu0acp ... Island.zip
It's in several formats ( .blend, .dae and .smd ) plus the textures and a screen of what it should look like !

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Re: Final Fantasy X Maps

Post by akderebur » Fri Jun 01, 2018 5:55 pm

Pintozoz wrote: It's in several formats ( .blend, .dae and .smd ) plus the textures and a screen of what it should look like !
I meant the original file from the game, probably with the "dae.phyre" extension or something.

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Re: Final Fantasy X Maps

Post by Pintozoz » Fri Jun 01, 2018 6:22 pm


akderebur
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Re: Final Fantasy X Maps

Post by akderebur » Fri Jun 01, 2018 7:40 pm

There seems to be nothing wrong with daemon1's tool. I am reading exactly the same data for UVs.

The uvs are not wrong, but they are drawn on top of each other. I have checked the maps from another Phyre game I worked on (Secret of Mana), and the uvs are also like that.

Image

I think you can split the mesh into smaller parts to solve the problem.

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Re: Final Fantasy X Maps

Post by Pintozoz » Sat Jun 02, 2018 1:29 am

Oh yeah you are right, UVs are OK !
The problem is that none of the textures are linked, and that means dozens and dozens of textures to relink for some of these maps... which is ilke one hell of a puzzle to solve ^^

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Re: Final Fantasy X Maps

Post by Pintozoz » Mon Jun 04, 2018 6:29 pm

akderebur wrote:There seems to be nothing wrong with daemon1's tool. I am reading exactly the same data for UVs.

The uvs are not wrong, but they are drawn on top of each other. I have checked the maps from another Phyre game I worked on (Secret of Mana), and the uvs are also like that.
Did you have any issues texture-wise with SoM ?
I really wonder if there's a way to get those FFX textures linked cause I'd like to use several of these maps and it would save me a lot of time...

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Re: Final Fantasy X Maps

Post by akderebur » Mon Jun 04, 2018 6:46 pm

Pintozoz wrote: Did you have any issues texture-wise with SoM ?
I really wonder if there's a way to get those FFX textures linked cause I'd like to use several of these maps and it would save me a lot of time...
No issues with the textures, but I applied them manually. There is probably a table that links meshes to materials, and materials to textures, but I haven't researched that far. I am mainly interested in character models, and applying them manually isn't too much of a problem.

I can see how it is a huge problem for the maps. With that many meshes, it would take some time.

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Re: Final Fantasy X Maps

Post by simlucrato » Sun Jul 29, 2018 12:17 pm

Hello , did you find a solution to get UV Maps i'm quite tired to link each texture randomly until it works ^^

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Re: Final Fantasy X Maps

Post by simlucrato » Mon Aug 06, 2018 1:53 pm

Managed to get maps with uv's and textures ! :) here is besaid temple if you want : http://www.mediafire.com/file/eaxyy43zb ... Temple.rar

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Re: Final Fantasy X Maps

Post by Bazza » Fri Feb 01, 2019 2:46 am

simlucrato wrote:Managed to get maps with uv's and textures ! :) here is besaid temple if you want : http://www.mediafire.com/file/eaxyy43zb ... Temple.rar
Excellent!

Here's what it looks like, assets as they came, with a better camera/HDR/postFX system in place.


If you're able to release some other areas of Besaid, I'd be more than happy to re-render them!
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Re: Final Fantasy X Maps

Post by Bazza » Tue Feb 05, 2019 5:21 am

Changed a few things, trying out a new post tonemapper, and fixed the double-sided tree leaves.
Besaid_test_baseline2_small.jpg

Still a few problems, mostly to do with normals. The ground I think wasn't lit in realtime, and with baked static lightmapping normals weren't a concern, likely the same with the huts/houses. As long as the edges matched up at the seams with the lightmaps, you'd never notice.

And honestly, the trees need to be replaced. They're always the weakest link on older titles, and have none of the data or detail a modern system can use.
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