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FFX models

Posted: Thu Feb 03, 2011 9:57 pm
by DarkScion
Hey everybody,
I am trying to get the models from Final Fantasy X into 3ds max... and I am having no luck whatsoever. I have all the models in their original format, .ffm, and I have several programs that view the models and animations (yaz0r's ffx viewer, Chargeur FFX viewer) and supposedly export them into a format useable in 3ds max (ffm2obj, which exports to .obj) and (Chargeur FFX viewer, exports to .dae)
The problem is, these programs do not export textures properly. they come out washed out, or glitchy, or pixellated.
Also, the models themselves have incorrect UV mapping.
The .ffm model files contain textures, animations, and the mesh itself.
Can someone help me get some models into 3ds max?
I am specifically working with the high res model of Lulu, and perhaps Auron.
Thanks!

Re: FFX models

Posted: Thu Feb 03, 2011 11:18 pm
by ultimaespio
They work fine. Are you sure your using the correct importer for 3ds max?

Re: FFX models

Posted: Fri Feb 04, 2011 8:11 pm
by DarkScion
I am using the standard FBX collada importer for 3ds max, I know there is a better one, but it doesn't explain the damaged textures. Can you help me fix the texture problem?
Thanks

Re: FFX models

Posted: Fri Feb 04, 2011 11:14 pm
by nightFlarer
The textures are fine, they are some weird palette type textures.

Image
If the textures look anything like this then they are fine.

ah nostalgia, FFX was the first game I ripped models from :D

Re: FFX models

Posted: Sat Feb 05, 2011 2:24 am
by DarkScion
Wait, so your saying the textures are supposed to look all wacky and demented?
Hmmm... What importer did you use? :eek: the importer I used gave me a model with screwy UV mapping, and it didn't autoload the textures... I had to texture it manually.... that sucked...

EDIT: I tried other collada importers- none of them auto texture the model, and none change the fact that the model's UV mapping is wrong. Please tell me how you got this to work, because I am out of ideas. I tried to contact the creator of Chargeur FFX viewer, but he ignored me.

Re: FFX models

Posted: Mon Feb 07, 2011 1:41 am
by SoftIce
I also got the same odd looking textures, but when I imported the dae file into max9, it worked all right (for the most part.)
If 3dmax isn't autoloading the textures, check to see what it thinks the texture filenames and locations are. The dae file I had was looking for textures named texture_1.tga (etc), in the root folder with the model.

The textures looked odd in preview mode at times, but they rendered fine (although it looks like I'm having a bit of an issue with transparency)

the uv's also seemed okay on mine.

Image
Image
Image

Re: FFX models

Posted: Tue Feb 08, 2011 8:02 pm
by DarkScion
Hmmm... I think my computer has issues, that seems to be the most common problem I have. Ice, could you perhaps export the models of Lulu and Auron in your version into Max and post them for me? (High Res models, with the textures) I think my computer is just too screwed up for me to really make this work. If you could do that, that would be awesome. Thanks

Re: FFX models

Posted: Wed Feb 09, 2011 2:03 am
by ultimaespio
Sure your using the collada importer instead of the autodesk one? Easy mistake to make.

Re: FFX models

Posted: Thu Feb 10, 2011 1:03 am
by SoftIce
DarkScion wrote:Hmmm... I think my computer has issues, that seems to be the most common problem I have. Ice, could you perhaps export the models of Lulu and Auron in your version into Max and post them for me? (High Res models, with the textures) I think my computer is just too screwed up for me to really make this work. If you could do that, that would be awesome. Thanks
Oh, I know the woes of computer issues. I'd be happy to upload them in max format (as long as they came with chargeur, cause I don't have ffx - and I know everyone and their dog has that game, I'm lame.)

It would be max format 9. I'll do that after I ragequit maya 2011 for the 20th time in the past half hour. Oh my God, I really really REALLY am trying to not HATE maya but every 2 minutes I get stuck on some stupid simple thing that i KNOW how to freaking do in max 9 and how the hell do I simply edit vertex weights for bones I really really freaking miss my modifier stack this node thing is confusing as heck blah blah blah.

Sorry, I just had to rant about my maya woes somewhere and none of my friends would have any clue what the heck I'm even talking about. :(

Re: FFX models

Posted: Thu Feb 10, 2011 5:07 am
by DarkScion
Hmmm... a fellow Max user, eh? thats awesome. The high res model of Lulu does not come with Chargeur- I will upload it to megaupload and post it for you, maybe you will have better luck exporting it. Thanks for your help so far, this might be the big breakthrough for me, seeing as I have been trying to do this for years.

Re: FFX models

Posted: Thu Feb 10, 2011 8:26 pm
by SoftIce
DarkScion wrote:Hmmm... a fellow Max user, eh? thats awesome. The high res model of Lulu does not come with Chargeur- I will upload it to megaupload and post it for you, maybe you will have better luck exporting it. Thanks for your help so far, this might be the big breakthrough for me, seeing as I have been trying to do this for years.
You sound like me with kingdom hearts models. :mrgreen: I've been fiddling with them ever since yaz0r publicly posted his model viewer that let 3dripper rip them.

I still don't understand why ffx, mdls and mldx models all export with a lot of bones/joints that have no affected vertices. It's confusing as heck. I think that the bones that have no affected vertices are usually ones higher up on the hierarchy, so they're used more as a control for the bones that follow (that usually do end up having affected vertices). So, if you move one of those that has no affected vertices personally, a large portion of the model still ends up moving as a consequence. Still, it's rather odd and confusing.

Re: FFX models

Posted: Fri Feb 11, 2011 6:54 am
by DarkScion
:eek: I almost forgot about that... I recently reformatted and installed XP on my computer, so I should be able to use 3d ripperDX now. Hehehehehe... this will be awesome... Lulu, here I come...

Re: FFX models

Posted: Sun Feb 13, 2011 1:48 am
by DarkScion
Nice... it worked. Thanks, Ice, I finally got the models I have been looking for :D

Re: FFX models

Posted: Sun Feb 13, 2011 11:34 pm
by SoftIce
Oh good. So you ripped them with 3dripper? if you use chargeur you can export them rigged though, which is such a gigantic advantage. I know yaz0r's viewer ends up distoring any KH or KH2 models that are ripped, so it probably does the same with ffx ones. In maya, you can fix the distortions (to KH models anyway) by scaling the model like this: x: 0.83 y: 0.558 z: -1

Re: FFX models

Posted: Tue Feb 15, 2011 4:13 am
by DarkScion
I ripped them from yaz0rs viewer, and they came out great. The only problem is the "high res" models are not as smooth as they appear in the viewer (more blocky) because of how 3ds max's default camera lighting reflects off the various polygons... Ice, do you know a way to smooth the models? I have used meshsmooth and turbosmooth, but they don't work... some models I have come across don't accept smoothing well, there is a way to get around it, but I don't remember how.