Virtua Firghter Alpha Delux

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PrisimBan

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I would like to play around, hw do i open these certian file types to edit them and burn to run. If any information at all plz let me know. Or how do I just make my own game from strach.
 

ExCyber

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I doubt that there is a program that can open and edit the models in VF2, and if there is, you probably can't get it. They're probably edited in another format, then converted and stored in a format optimized for VF2's code to work with them. If you're familiar with 3D graphics programming (being familiar with Saturn programming probably wouldn't hurt either), you might be able to reverse engineer the format and write your own editor, or a program that converts the models to/from a standard format.

As for doing your own games, I wouldn't recommend Saturn as a platform to start out on. Then again, the hardest part of making a good game is actually figuring out what the game should be and what it should do, which is why I haven't made many games, and why guys like Shigeru Miyamoto and Yuji Naka are so amazing.
 

PrisimBan

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ANyone know where I can pick up this program or any other one that may open these files. Because their website wasen't very helpful in the download of a tiral version.
 

ExCyber

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I generally think of Sakaguchi as being good at Final Fantasy, rather than being good at game design in general (not that there's anything wrong with this). As for Suzuki, I actually haven't played most of his work (that I can remember), so I don't really have much of an opinion of his work.
 

ExCyber

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PrisimBan: I did a little poking around on Google, and there seems to be at least some third-party software that exists for manipulating Softimage models. The best I actually saw mention of is a program that converts Softimage models to VRML. Unfortunately, I don't know enough about VRML to know what programs are useful for editing it.
 

Artemio Urbina

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Well, let me clarify this.

Models of VF2 are made with softimage. And they can be opened with that, wich doesn't mean they are on the CD the way they were for soft.

They are exported from their original format to a C like style, for example:

/* SOFTIMAGE_SEGA_SATURN_EXPORT v2.5 */

#include "sgl.h"

/* first the vertices: */

POINT point_cube1[]={

POStoFIXED(-1.000, 1.000, 1.000),

POStoFIXED(-1.000, 1.000,-1.000),

POStoFIXED(-1.000,-1.000, 1.000),

POStoFIXED(-1.000,-1.000,-1.000),

POStoFIXED( 1.000, 1.000, 1.000),

POStoFIXED( 1.000, 1.000,-1.000),

POStoFIXED( 1.000,-1.000, 1.000),

POStoFIXED( 1.000,-1.000,-1.000),

POStoFIXED( 0.732, 0.996,-2.012),

POStoFIXED( 0.732,-0.468,-2.012),

...

POStoFIXED(-1.866, 1.837,-3.128)

};

/* Then ... */

POLYGON polygon_cube1[]={

NORMAL(-1.000, 0.000, 0.000), VERTICES( 82, 80, 81, 83),

NORMAL( 0.000, 0.000,-1.000), VERTICES(126,124,125,127),

NORMAL( 1.000, 0.000, 0.000), VERTICES( 86, 84, 85, 87),

NORMAL( 0.000, 0.000, 1.000), VERTICES( 4, 0, 2, 6),

NORMAL( 0.000, 1.000, 0.000), VERTICES(284,282,283,285),

NORMAL( 0.000,-1.000, 0.000), VERTICES(138,136,137,139),

NORMAL( 0.967, 0.000,-0.256), VERTICES( 19, 16, 17, 18),

NORMAL( 0.000, 1.000,-0.004), VERTICES( 1, 5, 8, 10),

NORMAL( 0.000,-0.885,-0.466), VERTICES( 7, 3, 11, 9),

NORMAL(-0.967, 0.000,-0.256), VERTICES( 20, 23, 22, 21),

NORMAL( 0.963, 0.000,-0.268), VERTICES(122,120,121,123),

NORMAL( 0.000, 1.000, 0.005), VERTICES(118,116,117,119),

NORMAL(-0.963, 0.000,-0.268), VERTICES(114,112,113,115),

NORMAL( 0.000,-0.872,-0.489), VERTICES(110,108,109,111),

NORMAL( 0.384,-0.771,-0.507), VERTICES( 7, 9, 17, 16),

NORMAL( 0.526, 0.838,-0.142), VERTICES( 8, 5, 19, 18),

NORMAL( 0.130, 0.000,-0.992), VERTICES( 38, 36, 37, 39),

NORMAL( 0.575, 0.000, 0.818), VERTICES( 5, 7, 16, 19),

NORMAL(-0.384,-0.771,-0.507), VERTICES( 11, 3, 20, 21),

NORMAL(-0.526, 0.838,-0.142), VERTICES( 1, 10, 22, 23),

NORMAL(-0.130, 0.000,-0.992), VERTICES( 34, 32, 33, 35),

NORMAL(-0.575, 0.000, 0.818), VERTICES( 3, 1, 23, 20),

NORMAL( 0.130,-0.000,-0.992), VERTICES( 8, 18, 24, 25),

NORMAL( 0.130, 0.000,-0.992), VERTICES( 17, 9, 26, 27),

NORMAL( 0.130, 0.000,-0.992), VERTICES( 18, 17, 27, 24),

NORMAL( 0.130, 0.000,-0.992), VERTICES( 9, 8, 25, 26),

NORMAL(-0.130,-0.000,-0.992), VERTICES( 22, 10, 28, 29),

NORMAL(-0.130, 0.000,-0.992), VERTICES( 11, 21, 30, 31),

NORMAL(-0.130, 0.000,-0.992), VERTICES( 21, 22, 29, 30),

NORMAL(-0.130, 0.000,-0.992), VERTICES( 10, 11, 31, 28),

NORMAL( 0.467, 0.875, 0.127), VERTICES( 31, 30, 33, 32),

NORMAL(-0.965, 0.000,-0.262), VERTICES( 28, 31, 32, 34),

NORMAL( 0.608,-0.777, 0.165), VERTICES( 29, 28, 34, 35),

NORMAL( 0.965, 0.000, 0.262), VERTICES( 30, 29, 35, 33),

NORMAL(-0.608,-0.776, 0.166), VERTICES( 25, 24, 37, 36),

NORMAL( 0.965, 0.000,-0.264), VERTICES( 26, 25, 36, 38),

NORMAL(-0.467, 0.875, 0.128), VERTICES( 27, 26, 38, 39),

.....

NORMAL( 0.000, 0.000, 0.000), VERTICES(455,457,469,467)

};

/* And finally:*/

ATTR attribute_cube1[]={

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight),

....

ATTRIBUTE(Single_Plane, SORT_CEN, 0, No_Palet, No_Gouraud, CL256Bnk|MESHoff, sprNoflip, UseLight)

};

PDATA pdata_cube1[]={

point_cube1, sizeof(point_cube1) / sizeof(POINT),

polygon_cube1, sizeof(polygon_cube1) / sizeof(POLYGON),

attribute_cube1

};

OBJECT object_cube1[]={

pdata_cube1,

TRANSLATION(0.0000,0.0000,0.0000),

ROTATION(0.0000,0.0000,0.0000),

SCALING(1.0000,1.0000,1.0000),

NULL,

NULL

};

That thing is the model of a small robot, in SGL... that is the real output of SoftImage when talking about saturn. Finally, that is compiled and not in readable ASCII.. so you can't just decodify it that easily.

(That code is used in the small program i have been using to cotrol rotation, scaling and stuff of the robot on screen with sprites on the FG)
 
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