Author Topic: [FF7PC] Grimmy's Models and Textures etc.  (Read 36393 times)

chriserenity

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #50 on: 2015-04-04 11:16:47 »
There aren't any **BA files in the JKA model or the donor model I'm using.  Did you mean a different set? 

EQ2Alyza

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #51 on: 2015-04-04 14:02:00 »
Did you change anything in Workshop -> OpenGL driver configurations before playing? The default settings will run the game on a 3840x2160 internal resolution, which may be a bit much for your system.

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #52 on: 2015-04-07 14:09:18 »
Thanks for wanting to use that model chriserenity, but it is so old and outdated. I also never play tested it so it has a glitch. However it was corrected by Whiteraven and can be found here http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139 .

chriserenity

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #53 on: 2015-04-07 14:16:55 »
Thanks for wanting to use that model chriserenity, but it is so old and outdated. I also never play tested it so it has a glitch. However it was corrected by Whiteraven and can be found here http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139 .

Thanks alot! 

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #54 on: 2015-10-18 21:21:56 »
Updated Coaster Mini Game Textures.





Link on first post.
« Last Edit: 2017-07-15 01:23:49 by Grimmy »

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #55 on: 2016-11-12 01:16:34 »
I've got a little project I've been working on to share. It is a play as the Shinra mod based on Jeets mod for the psx found here. and a modded version of Scarlet from mr_nygren's play as shinra project found here. It is a 7thHeaven mod that fully swaps the entire party for the shinra so you can play through some events of the game that are only talked about. I am still scripting all these events in the flevel, but here is a little demo video of how it will operate.

https://youtu.be/52RiR5lD9hQ


And a few screenshots.








This will just be a story addition to the original game and not a stand alone play as Shinra mod. I should be ready to release the iro in the next few weeks unless I add some more scenarios.
« Last Edit: 2017-07-15 01:22:26 by Grimmy »

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #56 on: 2016-11-12 12:50:06 »
Enemy models as playable characters D: how did you manage that?

Ansem

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #57 on: 2016-11-12 13:54:34 »
Enemy models as playable characters D: how did you manage that?

In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.

Sega Chief

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #58 on: 2016-11-12 14:14:04 »
Is the documentation on the AB file still kicking about somewhere? I imagine I'll need to hex-edit it.

Ansem

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #59 on: 2016-11-12 19:50:56 »
This is probably the best place to look at when you're hex editing AB files. There's more stuff lying around the forums too, but you'd have to search to find it all.

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #60 on: 2016-11-12 21:41:19 »
In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.

Yep, Jeet had already done all that in the PSX version, so all the commands do have an assigned animation.  I just had to extract the code and put it in the ab file.

Is the documentation on the AB file still kicking about somewhere? I imagine I'll need to hex-edit it.

Yeah, but i'll be releasing these in a week or two so you could just wait and then you'll have them to do with as you wish.
« Last Edit: 2016-11-12 21:52:51 by Grimmy »

Sega Chief

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #61 on: 2016-11-13 00:11:47 »
This is probably the best place to look at when you're hex editing AB files. There's more stuff lying around the forums too, but you'd have to search to find it all.

Cheers bud.

Yep, Jeet had already done all that in the PSX version, so all the commands do have an assigned animation.  I just had to extract the code and put it in the ab file.

Yeah, but i'll be releasing these in a week or two so you could just wait and then you'll have them to do with as you wish.

Looking forward to it; playing as the Turks or as Dyne could be interesting.

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #62 on: 2017-04-19 22:18:35 »
It's been to long waiting to release this shinra mod, so before that here is something cool. It's my Kalm town battle stage.



and here it is in action

https://youtu.be/BwMO4PVg4-Y

Here's the download

http://www.mediafire.com/file/687kcvwthhigbwj/kalm+battle.7z

It's currently set to replace a blank field, but you could find other ways to use it.
« Last Edit: 2017-07-15 01:22:58 by Grimmy »

mr_nygren

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #63 on: 2017-05-04 10:12:42 »
Hello, what happened to the "Play as the Shinra"-mod - is it released?

Also, i play on Bootleg and would want the raw-files as i could easily implement those. I don't really care about the story being different - i just want the characters and their animations.

By the way, as for Jeets mod i have it fully working on my PSP since back in 2015 and it's cool - but the graphics are not on the same level as the PC-version obviously. I tried getting it to work on my modified PS2 but while the mod worked all the save-games couldn't be loaded. They get corrupt or doesn't work on a memory card for a pal ps2. And without working saves it's impossible to play the whole mod.

On the PSP it worked fine but it's a small screen..

On PC would be best. I know how to replace the models, change animations manually etc - but how do one add the animations directly from the battlemodels to the playable models like previewed in this thread? I read something about an AB-file - is it possible to just swap Cloud for Rufus and then insert the new commands in Clouds AB-file?

The second problem to this would be bones missing.. How did you guys add bones to the playable model? Or did you just swap the files? I tried that and while the animations did work - they had the wrong commands etc. Like doing their attack animation when clicking potion or the like.

If i would guess how you managed to do this i would guess on swaping the files and editing the AB-file so that all the cool enemy animations ended up with the right command buttons.

A tip on where to find Jeets commands, and possibly instructions on how to do this would be appreciated. Or if i could just use your character files would be awesome Grimy. Otherwise i'll do it myself but would want some help on how to do this.

I am a little off as i haven't touched FF7 modding since last year - but i know how to just replace the files and it's there problems with animations and buttons may happen. So any tip on how to add Jeetz commands would be great.

Also, i don't really want the field models shown here as i prefer them to not be cell shaded - but the animations and battlemodels sure. And world map models etc. Pretty much everything but the fieldmodels. Thanks :)
« Last Edit: 2017-05-04 10:14:28 by mr_nygren »

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #64 on: 2017-05-14 16:15:08 »
It has taken me longer than expected to make this Shinra Party swap function properly. Mainly due to the fact that the Kernel is loaded into memory once at startup, so I was unable to make custom limits or item names like in the psx version. But I can no longer keep spinning my wheels trying to trick this mod out and so I am releasing it as is. As stated above it is still based on Jeets mod for the psx found here. and a modded version of Scarlet from mr_nygren's play as shinra project here.


It is a small play through of what events may have occurred at the Temple of the Ancients before Cloud and Company arrived. I included the PHS anywhere mod to allow more playability with the Shinra characters since the event is so short. If you want to play with the battle models as a stand alone mod(outside of the story point swap) just use the Black Chocobo save editor and give your party the "Letter to Daughter" key item. That will swap the battle models, world map models and the avatars, but not the Field models or names. That's just if you want to do it as a stand alone mod, everything is fully swapped in the story point playthrough. Here are the Screenshots and demo video again as a refresher.


https://youtu.be/52RiR5lD9hQ







One side note. Dyne is shown above, but i pulled that character and added in Tseng. Just made more sense story wise.


The known issue with this mod is the same as the jessie mod. For the avatars to be swapped they have to be .tex files loading from a menu(direct) folder. For some reason a .png file loading from a menu(mod path) folder has a persistence like the 1st avatar to load is held in memory and never reloaded. The solution is still the same as with jessie, run your menu avatars as .tex files and then any avatar swap mods will work without any issues. THis is a 7H exclusive mod like the jessie mod because of the file swapping based on in game variable feature. I also built this using 7H 1.55, so i don't know if it will work properly under older versions. If anyone would like to use the contents of this story addition mod to create a full Shinra mod just unpack the iro using 7H and have at it.

https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU

I'll help with any questions other than "Avatars aren't changing/Shinra Avatars remain after main party returns", because I already spelled out the fix above. Also if you aren't using 7H 1.55 then you will probably have issues.
« Last Edit: 2017-07-15 01:22:03 by Grimmy »

mr_nygren

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #65 on: 2017-05-29 14:23:46 »
Could you please send the files with Dyne? I wanted that character to replace Barret in my sub-mod and i thought i could use your files to finish my sub-mod =):

LeonhartGR

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #66 on: 2017-06-03 09:19:59 »
I'd always turn "homo" for you Grimmy... and I keep coming back :P :P :D

https://www.youtube.com/watch?v=ptkw2rPhAuM

mr_nygren

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #67 on: 2017-06-08 19:19:37 »
I see you altered the Scarlet-model Grimmy.

Not only were the model file altered but also the animations - i think it looks less good in this mod.

The arm is not as properly connected and the victory animation looks more glitched. I replaced your Scarlet battle model (modified version of mine) with my original one. I just want to say to everyone that may read this that it's better to add the official Scarlet battle model as it isn't as glitched.

The arm and hand doesn't look as glitched

Grimmy

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Re: [FF7PC] Grimmy's Models and Textures etc.
« Reply #68 on: 2017-06-08 22:58:36 »
To each their own. I felt it needed more work.
« Last Edit: 2017-07-15 01:20:06 by Grimmy »