Poll

Which character would you like to have as a playable character the most?

Heidegger
3 (6.5%)
Tseng
14 (30.4%)
Turk Vincent
16 (34.8%)
Scarlet
8 (17.4%)
President Shinra
5 (10.9%)

Total Members Voted: 46

Author Topic: Final Fantasy VII Play as the Shinra Project.  (Read 14494 times)

Grimmy

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #75 on: 2017-06-11 18:11:36 »
I'm getting started on this, but want to make sure you are happy with these. I'm going to do

Dyne as Barret
Rufus as Cloud
Elena as Tifa
Dark Nation as Red XIII
Palmer as Cid
Reno as Yuffie
Rude as Cait Sith
Seph as Vincent

Including your Scarlet as Aeris that is a full set and cuts out Hojo, Tseng and Jenova. The only way to include more than the nine would be to do party swapping using 7H's variable swapping mechanic. In my personal mod I have 27 playable characters, 5 playable guest characters and 9 limit transformations, so having more characters is just a matter of flevel scripting and 7H modding. Regardless of that I'm going to move forward with the above list. If you have any changes just let me know. 

Tsunamix

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #76 on: 2017-06-11 19:12:55 »
Just putting my 2 cents here but would Rude not make a better Tifa?

EDIT: Wait never mind, animations are changed too so it's fine.
         Dyne i don't think should be here though, he doesn't fit in.
         He hates Shinra, he wouldn't work with them.
         If animations don't matter because of switching Reno and Rude should be
         Barret and Tifa as they are your starting gang.
« Last Edit: 2017-06-11 19:15:46 by Tsunamix »

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #77 on: 2017-06-12 08:52:46 »
I'm getting started on this, but want to make sure you are happy with these. I'm going to do

Dyne as Barret
Rufus as Cloud
Elena as Tifa
Dark Nation as Red XIII
Palmer as Cid
Reno as Yuffie
Rude as Cait Sith
Seph as Vincent

Including your Scarlet as Aeris that is a full set and cuts out Hojo, Tseng and Jenova. The only way to include more than the nine would be to do party swapping using 7H's variable swapping mechanic. In my personal mod I have 27 playable characters, 5 playable guest characters and 9 limit transformations, so having more characters is just a matter of flevel scripting and 7H modding. Regardless of that I'm going to move forward with the above list. If you have any changes just let me know. 

Hello, sorry for not being active for a day or so - i gladly switch out Rude for Hojo though. Palmer would probably work better as replacement for Cait Sith (fat and all that).

So basically Palmer - caith Sith.

Hojo - Cid

That i think would fit better as Hojo is a scientist and maybe a "rocket scientist". :P

I gladly have the animation files for the others though - especially that Jemnezmy unit.

But otherwise i think those will do =).

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #78 on: 2017-06-12 09:00:53 »
Just putting my 2 cents here but would Rude not make a better Tifa?

EDIT: Wait never mind, animations are changed too so it's fine.
         Dyne i don't think should be here though, he doesn't fit in.
         He hates Shinra, he wouldn't work with them.
         If animations don't matter because of switching Reno and Rude should be
         Barret and Tifa as they are your starting gang.
Just putting my 2 cents here but would Rude not make a better Tifa?

EDIT: Wait never mind, animations are changed too so it's fine.
         Dyne i don't think should be here though, he doesn't fit in.
         He hates Shinra, he wouldn't work with them.
         If animations don't matter because of switching Reno and Rude should be
         Barret and Tifa as they are your starting gang.

You are quite right if it was only about the Shinra/Turks - but i make some exceptions for bad-ass enemies like Sephiroth and Dyne.

Sephiroth shouldn't be a Shinra-character neither -  at least not in this timeline. Plus their stories are swaped with Clouds and team. I am not gonna create a new story and change all the text in the game. Therefore Dyne is basically Barret and Barret will be Dyne who hates the Shinra. The Shinra will basically be Avalance.

Truth be told i mostly want Dyne because i always wanted to play as Dyne. I think the Corel Prison part of the game is one of the best - and the music there always was good to my ears. Dyne's character was always sad but in a understandable way. Victim turned terrorist against the evil Shinra.

Yes, he won't fit in the company of the others based on his original story - but as Barret will be Dyne in the story i think it's fine. The mod is not about the story of these characters - it's about playing as them instead of Cloud etc.

Tsunamix

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #79 on: 2017-06-12 13:56:33 »
Well one day when you ot this all worked out i could very well help you advance this to make an actual new story. It's something i've wanted to do for some time now.

The 1 thing that i know of that cannot be changed are limits. So in that case if Hojo is going to be in the party then make him vincent. His limit to transform suits Hojo perfectly

Grimmy

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #80 on: 2017-06-12 21:23:41 »
The 1 thing that i know of that cannot be changed are limits. So in that case if Hojo is going to be in the party then make him vincent. His limit to transform suits Hojo perfectly

That is incorrect all the limits can be reassigned and changed. It is all controlled by the ab files and kernel(and the exe on pc). You could have up to 6 party members that each have a transform(7 if you eliminate the vincent character slot). In my Shinra mod Hojo does transform into heletic, and if you watch Jeets vids you will see Seph transform into safer and bizarro.
« Last Edit: 2017-06-12 22:16:18 by Grimmy »

Tsunamix

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #81 on: 2017-06-12 22:15:31 »
Really? We can edit limits that way? Someones gotta teach me this stuff.
I do see that characters can actually have 3 limits too. Can we utilize this?

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #82 on: 2017-06-13 19:31:45 »
Well one day when you ot this all worked out i could very well help you advance this to make an actual new story. It's something i've wanted to do for some time now.

The 1 thing that i know of that cannot be changed are limits. So in that case if Hojo is going to be in the party then make him vincent. His limit to transform suits Hojo perfectly

Could be interesting but i don' think i will have the amount of free time.. :/

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #83 on: 2017-06-16 12:29:12 »
That is incorrect all the limits can be reassigned and changed. It is all controlled by the ab files and kernel(and the exe on pc). You could have up to 6 party members that each have a transform(7 if you eliminate the vincent character slot). In my Shinra mod Hojo does transform into heletic, and if you watch Jeets vids you will see Seph transform into safer and bizarro.

I'll be waiting for you to finish those animation files before continuing with this mod. Just post here and i'll be sure to see it when  it's done and i'll take over from there.

Grimmy

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #84 on: 2017-06-23 01:50:26 »
Go ahead and check your PM. I just sent them to you.

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #85 on: 2017-06-24 08:54:42 »
Go ahead and check your PM. I just sent them to you.

Yep, did awhile ago - great job!  ;D

Gonna add everything soon and test them out in game.

Then of course i will need to do the field-models etc for each character after that.

Also, i will upload each character as a separate overhaul package first - but in the end i plan on releasing a Shinra Mod at moddb.

Is it hard to create an installer when i have the mod ready on my end? I am using the Bootleg-configuration and it's too big for uploading. So i am just wondering how that would be done. Like an installer installing everything so people won't have to download individual files. It would be a complete mod just like that Turks-mod but better.

Grimmy

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #86 on: 2017-06-24 22:06:40 »
The best way is to make it as a 7thHeaven iro. They are easy to share and don't require any installation of any files other than the iro. Then players can easily use the mod or not by a simple click without needing to reinstall older files or mods.

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #87 on: 2017-09-28 14:50:17 »
A user named JSN2001 (Jalen) wrote to me on moddb, unfortunately i can't answer on moddb PM:s on the internet i am currently using as the "send message" never works and nothing happens when clicking to send the reply.

He wrote:

"Hello, world's biggest Rufus fan here. I was just wondering if you plan to finish the Shinra mod you mentioned on Qhimm. I love that you made Rufus and Dark Nation,

but do you plan to complete the other characters?

Thanks in advance!

~Jalen"

I wrote:

"Hello, glad to hear that - i used to love Sephiroth, Rufus and Dyne!

I probably wanted to be Sephiroth as a teenager, Rufus was just so cool and stylish and Dyne had the best backstory. I always loved the good guy turned bad story that he had.

As for Scarlet she was sexy so i wanted her playable.

- To answer your question, well Dark Nation isn't available yet even though he is in the video - i still have to create the RED XIII battle model when fighting it and Rufus-Cloud.

I have finished Rufus and Scarlet only, and Scarlet's battlemodel i actually made from scratch using the field model parts - while Rufus didn't require as much work because he already had a battlemodel. Not to mention the walking and running animations and victory pose of Scarlet took alot of time to do.

I will probably finish the mod at some point, but i need to be at my older computer and i don't have access to it currently - plus there is the issue of Sephiroth and Dyne having the wrong animations when standing, walking and running in the field, and i want them to look good so that needs to be fixed as well. It will probably take alot of time to finish their animations unless i can find a simple way to just switch animations without doing it manually frame by frame. Like if i could just swap the names of the animations in question - that could be possible for the field models.

I guess because of their issues i will do others first, most likely i will do Tifa/Elena, Yuffie/Reno, Cid/Palmer and Caith Sith/Rude - plus additional Tseng/Hojo alternatives before attempting the two that require new animations.

Vincent will be Sephiroth and Barret will obviously be Dyne.
I am not sure exactly when i will be done, but the battlemodels are ready for the Shinra characters so it's just a matter of replacing their old NPC-models with heroes and adding all their field models for different versions of the characters."
« Last Edit: 2017-09-28 14:59:56 by mr_nygren »

jsn2001

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #88 on: 2017-10-01 00:47:29 »
A user named JSN2001 (Jalen) wrote to me on moddb, unfortunately i can't answer on moddb PM:s on the internet i am currently using as the "send message" never works and nothing happens when clicking to send the reply.

She wrote:

"Hello, world's biggest Rufus fan here. I was just wondering if you plan to finish the Shinra mod you mentioned on Qhimm. I love that you made Rufus and Dark Nation,

but do you plan to complete the other characters?

Thanks in advance!

~Jalen"

I wrote:

"Hello, glad to hear that - i used to love Sephiroth, Rufus and Dyne!

I probably wanted to be Sephiroth as a teenager, Rufus was just so cool and stylish and Dyne had the best backstory. I always loved the good guy turned bad story that he had.

As for Scarlet she was sexy so i wanted her playable.

- To answer your question, well Dark Nation isn't available yet even though he is in the video - i still have to create the RED XIII battle model when fighting it and Rufus-Cloud.

I have finished Rufus and Scarlet only, and Scarlet's battlemodel i actually made from scratch using the field model parts - while Rufus didn't require as much work because he already had a battlemodel. Not to mention the walking and running animations and victory pose of Scarlet took alot of time to do.

I will probably finish the mod at some point, but i need to be at my older computer and i don't have access to it currently - plus there is the issue of Sephiroth and Dyne having the wrong animations when standing, walking and running in the field, and i want them to look good so that needs to be fixed as well. It will probably take alot of time to finish their animations unless i can find a simple way to just switch animations without doing it manually frame by frame. Like if i could just swap the names of the animations in question - that could be possible for the field models.

I guess because of their issues i will do others first, most likely i will do Tifa/Elena, Yuffie/Reno, Cid/Palmer and Caith Sith/Rude - plus additional Tseng/Hojo alternatives before attempting the two that require new animations.

Vincent will be Sephiroth and Barret will obviously be Dyne.
I am not sure exactly when i will be done, but the battlemodels are ready for the Shinra characters so it's just a matter of replacing their old NPC-models with heroes and adding all their field models for different versions of the characters."

Well, this is crazy, I actually just made a Qhimm account, I didn't even notice that you'd replied here!

I completely understand, thank you for getting back to me! I did want to ask you something, though.

I'm trying to learn more about modding this game, and I've been trying to replace Cloud with Rufus just like you did (your mod is great, I just want to get some practice with model-swapping).

I think I've done most things right, but whenever I get into a battle, Rufus' model starts glitching all over the place as if the game doesn't know where to put him. Do you know what I've done wrong, or how to fix it at all?

Thanks again, for replying and for reading this!!

mr_nygren

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #89 on: 2017-10-03 21:40:20 »
Well, this is crazy, I actually just made a Qhimm account, I didn't even notice that you'd replied here!

I completely understand, thank you for getting back to me! I did want to ask you something, though.

I'm trying to learn more about modding this game, and I've been trying to replace Cloud with Rufus just like you did (your mod is great, I just want to get some practice with model-swapping).

I think I've done most things right, but whenever I get into a battle, Rufus' model starts glitching all over the place as if the game doesn't know where to put him. Do you know what I've done wrong, or how to fix it at all?

Thanks again, for replying and for reading this!!

The battle-model of Rufus was already made compatible with the NPC-animations by Grimmy. So it's the NPC battlemodel but in use as a playable character - Grimmy knows more about how he did manage that, and it has more to do with coding than the actual model i believe.

With Scarlet i had to create a battle-model of Scarlet using her fieldmodel-parts - and doing this i also had to swap the Aerith model with these Scarlet field-model parts. What i can say is that if you are taking a field model and turning it into a battlemodel then it's a lot of small work required in order to get it right. If you on the other hand are using the Rufus battle-model and turning Clouds battle model into Rufus by swaping the parts of the model then i think it's just a matter of copy-pasting the model parts.

Of course by swaping it will still use the Cloud animations and any limit breaks might cause the model to split up into many different parts, because it isn't compatible with those limit break animations.

- The battle-model in my Rufus-mod is the AI NPC model so it already is compatible with NPC Rufus and it's animations - but Grimmy altered some text-files in order to make the model respond to certain commands. Otherwise there would be issues like Rufus doing the wrong move at the wrong command.

Edit: It is also possible to manually change animations of field and battlemodels using Kimera94. But, this is done manually and took me a few days just to manage the victory pose, walking and running animations of Scarlet - i did this frame by frame for many many hours. I believe a six sec animation is many hours of work. So unless you want to do this i believe Grimmy's way of using the NPC battlemodels is the best way to get the correct animations.
« Last Edit: 2017-10-03 21:57:01 by mr_nygren »

jsn2001

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Re: Final Fantasy VII Play as the Shinra Project.
« Reply #90 on: 2017-10-03 22:24:36 »
The battle-model of Rufus was already made compatible with the NPC-animations by Grimmy. So it's the NPC battlemodel but in use as a playable character - Grimmy knows more about how he did manage that, and it has more to do with coding than the actual model i believe.

With Scarlet i had to create a battle-model of Scarlet using her fieldmodel-parts - and doing this i also had to swap the Aerith model with these Scarlet field-model parts. What i can say is that if you are taking a field model and turning it into a battlemodel then it's a lot of small work required in order to get it right. If you on the other hand are using the Rufus battle-model and turning Clouds battle model into Rufus by swaping the parts of the model then i think it's just a matter of copy-pasting the model parts.

Of course by swaping it will still use the Cloud animations and any limit breaks might cause the model to split up into many different parts, because it isn't compatible with those limit break animations.

- The battle-model in my Rufus-mod is the AI NPC model so it already is compatible with NPC Rufus and it's animations - but Grimmy altered some text-files in order to make the model respond to certain commands. Otherwise there would be issues like Rufus doing the wrong move at the wrong command.

Edit: It is also possible to manually change animations of field and battlemodels using Kimera94. But, this is done manually and took me a few days just to manage the victory pose, walking and running animations of Scarlet - i did this frame by frame for many many hours. I believe a six sec animation is many hours of work. So unless you want to do this i believe Grimmy's way of using the NPC battlemodels is the best way to get the correct animations.

Thank you for the advice! I've actually figured it out now, and I'm in the process of making a mod!
You were a big help and a big inspiration for me, so thank you so much for that  ;D