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Would it be complicated for SE to
Would it be complicated for SE to
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- Jan 29, 2013 3:26 am GMTUse the high res models used in the cut scenes of FFX in the entire game? I was thinking that maybe this wouldn't require that much work, of course I don't know much about it. How hard is it to actually change these sort of things, or is it not even possible without having to reprogram almost the entire game.
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m e g a m a n f o r e v e r - Jan 29, 2013 4:25 am GMTConsidering you'd have to redo all the facial animation, it WOULD require work.
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#AntiSmark
http://www.youtube.com/RavenCyarm - Jan 29, 2013 4:57 am GMTActually, it's possible to just replace the models easily. But like that guy said they will run into trouble with some cutscenes i believe.
I think the best we can hope for is model changes for the model when you're running around. Higher poly maybe. And improved textures for all the models in the game. - Jan 29, 2013 7:32 am GMTBut wouldn't the facial expressions and animations be unnecessary, sure it would be required in a NEW game these days but even without any detailed facial animations the game would still look much better with the high res models.
Besides, the high res models were already used in the scenes where it mattered most.
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m e g a m a n f o r e v e r - Jan 29, 2013 8:16 am GMTI hope they fix some of the animations. from standing to walking looks awful. it's so jarring..
- Jan 29, 2013 12:30 pm GMTI think they are too high res models for current console. Way way way too good to use. Non optimized models that they are free to make look nice as possible seeing as cut scenes are rendered on a super computer that doesn't even need to render real time. They're like infinite polygon. Dat hair.
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(\ (O_O) /) Praise the sun! - Jan 29, 2013 2:07 pm GMTxCloudyx posted...
I think they are too high res models for current console. Way way way too good to use. Non optimized models that they are free to make look nice as possible seeing as cut scenes are rendered on a super computer that doesn't even need to render real time. They're like infinite polygon. Dat hair.
I'm not talking about the FMV models, I'm talking about the models used in the majority of the cutscenes. You may not have noticed but during gameplay the game switched to lower detail characters.
I did a quick search on google and found this, it clearly shows the difference:
http://forums.pcsx2.net/Thread-PS2-Character-model-swapping-possible
The models used in the FMVs of FFX are not impossible on PS3 though I think, the realtime character models in FFXIII look just as good as the FFX FMV models, it's just that the animators have a lot more freedom for fluid movements and better effects when dealing with pre-rendered video.
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m e g a m a n f o r e v e r - Jan 29, 2013 6:01 pm GMTMaybe they are doing a little of that. Because there really is no logical reason to delay release for this game. It isn't like its new and they are trying to maximize the best time to sell it. It's an HD remaster just like Metal Gear Solid HD collection. The only thing I can deduce is that maybe they are doing more than is needed.
- Jan 29, 2013 7:00 pm GMTnoutBr posted...
I'm not talking about the FMV models, I'm talking about the models used in the majority of the cutscenes. You may not have noticed but during gameplay the game switched to lower detail characters.
I did a quick search on google and found this, it clearly shows the difference:
http://forums.pcsx2.net/Thread-PS2-Character-model-swapping-possible
The models used in the FMVs of FFX are not impossible on PS3 though I think, the realtime character models in FFXIII look just as good as the FFX FMV models, it's just that the animators have a lot more freedom for fluid movements and better effects when dealing with pre-rendered video.
Oh awesome I didn't notice they had that in this game. I'm sorry for being stupid. Yeah I don't see why they couldn't use them if they wanted to.
In that case I don't understand what 61degrees is talking about when he says you might run into some trouble with some cutscenes using them considering they are already the models used in the cutscenes.
Anyway isn't model movement just programmed joints inside a model in which you program to bend in whatever way you will and that the model is just added virtual matter (2D mind you) to the joints... I don't see why adding things will cause any problem apart from parts of the body seemingly moving inside of each other and will be easy to remedy with a tid bit of editing.
A lot of games where you can change clothes of characters will change the clothes worn in cutscenes but the character moves as normal whether part of an optional cape flaps inside of a characters legs for a second or not.
but then again... I don't make teh videya gaems.
One more thing... are you sure these are the models in the cutscenes and not just battle arena models? I do remember playing this game just a couple of years ago and think I can remember in my head the characters still looking pretty bad in the cutscenes. I know that in some Final Fantasy games (FFXIII / FFVII for example) that in the battle instance... the game would call on higher res models and the surrounding scenery would diminish in visuals.
If you are right and I don't doubt you then you would have taught me something and I would have to thank you. ^_^
Carlk797 posted...Maybe they are doing a little of that. Because there really is no logical reason to delay release for this game. It isn't like its new and they are trying to maximize the best time to sell it. It's an HD remaster just like Metal Gear Solid HD collection. The only thing I can deduce is that maybe they are doing more than is needed.
WOW! I literally just finished downloading MGS HD remaster a second ago. I haven't even played it yet because I was checking my online messages first. O_O The coincidence is strong in this one.
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(\ (O_O) /) Praise the sun! - Jan 30, 2013 4:29 am GMTThere wil be more polygons, especially in the faces, so i just thought they might mess up when they talk (pixel mouth)
You can tell when the game is using the higher quality models, because usually when its the high quality ones they are moving with mobcap instead of preset animations.
If you see them using the standard awkward walking animation it probably means the more basic models.
not sure about battle models. Are they different? - Jan 30, 2013 6:07 am GMT61degrees posted...
There wil be more polygons, especially in the faces, so i just thought they might mess up when they talk (pixel mouth)
You can tell when the game is using the higher quality models, because usually when its the high quality ones they are moving with mobcap instead of preset animations.
If you see them using the standard awkward walking animation it probably means the more basic models.
not sure about battle models. Are they different?
I'm so sorry for my long *** essay messages. :/
OMG I randomly totally remember. The beginning when Tidus says... ''This is my story'' that was a really good model (If I remember correctly). But there are cutscenes with overworld models right? I think the Yuna at the bonfire in Besaid is one. Oh and on the boat when Tidus is binocular zooming in on Lulu's boobies. I think that scene was using good models to. Wow how did that fly over my head O_O.
I suppose the problems you are talking about would be the higher res models used in cutscenes that use the lower ones in which case I think it would just be a job of choosing which parts of the model are associated with which joints which doesn't seem too hard to me.
Seems easier than associating a lower model with more joints. I guess maybe really going into depth here might even require knowledge on how the engine works unless there is a standard system for model movement.
I mean can you load up different models on the PC and have it automatically associate as best as it can with the model for easier editing or would you have to reassociate joints everytime and how they are even associated to begin with could make a difference.
Either way I believe using them would work but obviously they wont because that's just cheating and we know that. XD
I'm pretty sure FFXIII had better battle instance models because I specifically looked out for it so I would be shocked if I was wrong. But then again, it was a very long time ago that I played it and I only remember the standard Behemoth looking better and I suppose they wouldn't have higher res models for every monster unless they just do for the bigger monsters. One thing I know is that the scenery in battle instances are DEFINITELY worse. The scenery in Kilika Woods on FFX and in that area where you farm the Adamantoise in leviathan plaza on FFXIII both look worse in battle instance... especially in FFX.
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(\ (O_O) /) Praise the sun! - Jan 30, 2013 11:13 am GMTxCloudyx posted...
I'm pretty sure FFXIII had better battle instance models because I specifically looked out for it so I would be shocked if I was wrong. But then again, it was a very long time ago that I played it and I only remember the standard Behemoth looking better and I suppose they wouldn't have higher res models for every monster unless they just do for the bigger monsters. One thing I know is that the scenery in battle instances are DEFINITELY worse. The scenery in Kilika Woods on FFX and in that area where you farm the Adamantoise in leviathan plaza on FFXIII both look worse in battle instance... especially in FFX.
I actually never noticed the use of different character models or added detail in FFXIII. Aside from the FMV of course but even in the FMVs I think there is little difference in the character models they used. It's just that in pre-rendered video they can maximize everything (like Anti Aliasing) for the best result, combine that with the smoother and more detailed animation and it's hard to see why FMVs look so much better.
Maybe you are right but I didn't see it in FFXIII and I noticed it in FFX the second I had control over Tidus. in FFXIII as far as I can see the character models in battles, outside of battles and during ingame cutscenes are all the same (including enemy models).
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m e g a m a n f o r e v e r
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Would it be complicated for SE to
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