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FF9 Let's Finish This Model Format New Findings Added

Post questions about game models here, or help out others!
Kujo99
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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Kujo99 » Thu Oct 13, 2011 9:30 pm

YAY NEWS! . . .

Turns out if I use PSXVRAM and gather a texture file, if I save it as a .bmp and drag it onto the Noesis model, in Noesis, I get this... a correctly mapped character, for the most part... The model data reads the first textue, but for it to read the others, like the hands, i'll need to create a proper sized texture with both the mattes in them.

Also, I believe it only works if there is one texture "block" so to speak, I used photoshop to crop the one texture i wanted, then saved as .bmp...

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by LUBDAR » Fri Oct 14, 2011 4:02 am

That is great news!! what do you mean by texture block, I'll have to look into PSXVRAM....

Kujo99
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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Kujo99 » Fri Oct 14, 2011 9:38 am

In PSXVRAM you open a save state from the scene you are in, saved while playing the game on epsxe, (I already have all the backgrounds from Dir4 all 4 disks, took forever... :oops: So it makes it easy to figure out which DB folder in Dir4 has which scene, model, ) anyway, the save state in PSXVRAM shows you the textures in the 8bit setting and you can select the color pallet for those textures by right clicking the pallet, then selecting the CLUT for that texture. once you have that texture you can save it, crop it, (i used .bmp) and drag it onto the model in noesis.

After some more experimenting i just might get the textures to work, but it'll be the long way around . . . which I'm cool with.

Oh, yeah... the texture block i was referring to was the area in which a specific characters texture is, opposed to others in the same file, like this one that Chev pulled up... http://img851.imageshack.us/img851/6609/unled3rk.png

It's strange, cause I've been reading Chev's research, and if you open a .tim in noesis, you will see a colorful, scrambled image like you would see in PSXVRAM but in 16bit as if that's the .tim's properties, one .tim file contains all other NCP textures... so you would think the .mdl data would only read a file that large with all the textures in them. However, it read one small texture, and mapped it to the model correctly, even though it's a separate file.

Now the trick is how to get noesis to read two or three files...

And I think I have an Idea . . . I'll get back to yall'.


Oh, yeah, and I have already began sorting out all of the animation data to their proper .mdl files. * ORGANIZING * 8D

This is how it goes...

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Here's a fun fact... PSXVRAM can also view battle scene backgrounds, and give us their matte textures so we can use them to make some :wink: "crafty stage paper models"

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Kujo99
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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Kujo99 » Fri Oct 14, 2011 11:39 am

Well, for the most part is just short of perfect, but not all models map properly...

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by dragicorn » Thu Dec 15, 2011 2:54 am

If posting after 2 months of inactivity is necroposting, let me know

Anyway, how can I view the models of FF9 with animations and textures? What program do I use, and what are the steps of doing it. Sorry if I didn't read the whole thing, I guess I am lazy and out of time today.

Can someone send me the files used to extract the "db" files? I'm having trouble over here creating a way to do so...

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Darkfox » Thu Dec 15, 2011 6:24 am

Noesis is the tool you want: http://oasis.xentax.com/index.php?content=downloads

Use it to extract and decode models and textures.

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by dragicorn » Thu Dec 15, 2011 7:37 pm

Another Update? Cool!

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itoikenza
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Re: FF9 Let's Finish This Model Format New Findings Added

Post by itoikenza » Tue Apr 17, 2012 7:06 pm

Kujo99 wrote:Well, for the most part is just short of perfect, but not all models map properly...

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is that girl with the blue hair viewable in the latest noesis? can you tell me her file name?

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by lionheartuk » Thu Apr 19, 2012 10:40 am

Has anyone managed to view the world map at all?
I've managed it with another view by Zidan on the quimm forums, but this was just a viewer for the .raw files, I'm unable to even see these 2 files with Noesis for some reason.
"Lemons are people nice hardworking & honest people too..."

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Avalanche » Wed Jul 11, 2012 11:00 pm

Hi Guys,

Have you seen any possibility in FF9 to extract the dialog and then make a translation?

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Chev » Sat Jul 14, 2012 6:16 pm

sure, all the dialogue is in directory 02, which only contains text files, though I guess everything fight-related might be in the monster directory?. Anyway, character table can be found there, but no one's made an editor AFAIK

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Avalanche » Sun Jul 15, 2012 11:29 am

I extracted the FF9_IMG file with zidane's FF9_img_extractor.exe and with the Noesis, too. But i can't open any file from the 02 directory. Can you help me, how can i reach the dialog texts? How can i open them?

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by stephanehl » Wed Aug 06, 2014 1:44 pm

Please anyone can tell me where i can download Noesis software on the net, i try to find but i dont get it?

Please any help.

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by LUBDAR » Wed Aug 06, 2014 3:47 pm

Either refer to the Noesis thread in general game tools, or go to his website.

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Re: FF9 Let's Finish This Model Format New Findings Added

Post by Splasher9 » Sun Aug 10, 2014 8:33 pm

Hi everyone.

Can someone tell in which directory the game stores Bahamut model ? Just could not find it in Field models folder. :(

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