Author Topic: [FF7PC] Slayersnext's Customized Models (2009-07-08)(Missing Downloads)  (Read 360391 times)

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #25 on: 2007-04-28 11:17:53 »
Ok well I have the RIVA 128 ticked, another thing is if you have modified the pieces at all through Pcreator, not saying you have but just a thought. You will need to set a texture number for the piece, if all else fails sendem over and I'll take a look for you.

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #26 on: 2007-04-28 13:15:30 »
Hi! no I only use Kimera, biturn and paint. First I open Biturn and convert Clouds eyes (RTAC) into a .bmp 256 colours file, then i edit with Paint, open Biturn again, convert it to TEX file called RTAC.TEX, then I delete the extension (So now it's called RTAC only) and I substitute the original RTAC by the new one... I don't what i do wrong. I transer you the models by a PM message in few minutes

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #27 on: 2007-04-28 19:01:15 »
Hi! no I only use Kimera, biturn and paint. First I open Biturn and convert Clouds eyes (RTAC) into a .bmp 256 colours file, then i edit with Paint, open Biturn again, convert it to TEX file called RTAC.TEX, then I delete the extension (So now it's called RTAC only) and I substitute the original RTAC by the new one... I don't what i do wrong. I transer you the models by a PM message in few minutes

I forget say that ticked Riva 128 didn't fix the problem

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #28 on: 2007-04-29 00:34:12 »
I have found your problem. It seems Biturn is no good for converting the bitmaps into texture files I used Pcreator to convert the bitmaps and it worked first time. In case you don't know how boot up Pcreator and load any .3ds file you have it doesn't matter. Then select the piece via the drop down menu like this next open the bitmap you want to convert through here then make sure you have Texture File(s) like this then save, and the .TEX file will be in the same folder as the original bitmap. Then just swap the file in and it should work :-).

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #29 on: 2007-04-29 10:48:07 »
First thanks for the help, squeeble, but I only obtain that: :oops:
Witch color must be the base of the .tex?? (I don't modify the base color of the tex (Black))
« Last Edit: 2007-04-29 13:00:03 by slayersnext »

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #30 on: 2007-04-29 23:39:52 »
Well it appears you have edited the black somehow, my suggestion run the bitmap through photoshop or paint and bucket fill the black and make sure it's index 0. Wich should be done by when you go define custom colors, just make sure everything is 0 and that should work. I can do it all for you but i figured it's better me helping you so you know how to do it next time something like this happens.

halkun

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Re: [Release] Slayersnext's Customized Models
« Reply #31 on: 2007-04-30 02:54:47 »
The textures must be paletted. It doesn't matter what color it is, it depends on which color pallette slot it's being held in.

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #32 on: 2007-04-30 03:08:37 »
Do you mean like 8-bit 16-bit coz ive tried with other textures and only 8-bit textures show up ingame and if the color is set to index 0 it becomes transparent ill even upload the textures i did if you want to have a look at what works.

**EDIT** These should work, the one in the new folder. cloudtextures.rar
« Last Edit: 2007-04-30 03:22:43 by squeeble »

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #33 on: 2007-04-30 10:33:03 »
Even with the texture of the "new" folder, the black still here:


Paint can change the palette of an image? anyway, what is necessary to obtain a 8-bit palette from a 256 colour bitmap? (ufff)

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #34 on: 2007-04-30 11:09:51 »
I think theres something wrong with your settings somewhere, because those worked for me did you have RIVA 128 ticked, sorry if I sound patronizing asking the same question but thats all I can think of.

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #35 on: 2007-04-30 14:33:33 »
I think theres something wrong with your settings somewhere, because those worked for me did you have RIVA 128 ticked, sorry if I sound patronizing asking the same question but thats all I can think of.
Don't worry.
Yes I've ticked Riva128... and in ff7config, 8-bit paletted textures, i have that -->   -----

stormmedia

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Re: [Release] Slayersnext's Customized Models
« Reply #36 on: 2007-04-30 20:47:46 »
Seems to to me that you have the famous 8th bytes (the transparency byte) problem.  Use any hexadecimal editor and open your .tex files then change the value of the 8th(starting from 0 not 1) byte from 00 into 01.  Do not change any other values or it might mess your tex up.


The selected byte in this image is the one that must be changed to 01.

By the way,  Tifa's texture is misplaced we can see Cloud's belt's texture in the eyes.

Hope this helped.
« Last Edit: 2007-05-28 14:30:40 by stormmedia »

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #37 on: 2007-04-30 23:04:49 »
Yes yes!!! Thanks to ALL!! Finally, the eyes appears with transparency!!! Take a look:

And once again: Thanks to all!!!
« Last Edit: 2007-04-30 23:54:02 by slayersnext »

stormmedia

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Re: [Release] Slayersnext's Customized Models
« Reply #38 on: 2007-04-30 23:14:32 »
Good to see that it worked  :-).

Good luck with your mod.

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #39 on: 2007-04-30 23:36:18 »
Yes that's great I'm glad everything worked out, I knew I was right :-P. But anyway whats next on your to do list.

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #40 on: 2007-04-30 23:58:47 »
Thanks!. The next might be "round" the others models, and maybe the Humans enemies...
See ya! :wink:

stormmedia

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Re: [Release] Slayersnext's Customized Models
« Reply #41 on: 2007-05-01 01:27:49 »
Yes that's great I'm glad everything worked out, I knew I was right :-P. But anyway whats next on your to do list.

Hehe just out of curiosity which one of us was right, squeeble or me?  I mean which solution worked?
« Last Edit: 2007-05-01 01:29:56 by stormmedia »

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #42 on: 2007-05-01 02:22:41 »
Well both really you where right about the hex editing thing but i was right meaning that my textures did work, sorry I should have been more specific. :-P

stormmedia

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Re: [Release] Slayersnext's Customized Models
« Reply #43 on: 2007-05-01 03:11:30 »
Well both really you where right about the hex editing thing but i was right meaning that my textures did work, sorry I should have been more specific. :-P
Oh well don't worry about it ... it was just out of curiosity.  It's not just because I wanted all the credit haha.

Well glad I have been of help hehe.

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #44 on: 2007-05-01 08:25:20 »

Hehe just out of curiosity which one of us was right, squeeble or me?  I mean which solution worked?
Stormmedia was right about the hexeditor and transparency, but before,squeeble was right about convert the bmp into tex, modify correctly and convert the bmp into tex again. XD
Anyway, thanks to both!

One ask (again): How can I convert a KH-KH2 model into a viewable formay trough 3dsmax, for example?, I managed to load Cloud model from KH2 (MDLX) with ModelViewerWX trough 3dripped, and appears a text saying:"Ready to campure". What should I do now? Thnx!
« Last Edit: 2007-05-01 09:19:18 by slayersnext »

squeeble

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Re: [Release] Slayersnext's Customized Models
« Reply #45 on: 2007-05-01 10:09:47 »
Press F12  :lol: it's in the readme, and theres a KH model converter on the forum somewhere.

Hyunckel

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Re: [Release] Slayersnext's Customized Models
« Reply #46 on: 2007-05-01 16:56:11 »
Press F12  :lol: it's in the readme, and theres a KH model converter on the forum somewhere.

The 3DRipperDX can also rip directly in .OBJ format, but i find the .3DR is more accurate. (with the .3DR plugin in 3DSMax9. )

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #47 on: 2007-05-01 17:49:18 »
Oks!! Thanks for the Info!!

ultima espio

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Re: [Release] Slayersnext's Customized Models
« Reply #48 on: 2007-05-01 18:55:36 »
Seems to to me that you have the famous 8th bytes (the transparency byte) problem.  Use any hexadecimal editor and open your .tex files then change the value of the 8th(starting from 0 not 1) byte from 00 into 01.  Do not change any other values or it might mess your tex up.


The selected byte in this image is the one that must be changed to 01.

By the way,  Tifa's texture is misplaced we can see Cloud's belt's texture in the eyes.

Hope this helped.

I wish you told me that sooner, i had to figure it out myself!

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #49 on: 2007-05-05 01:18:48 »
Just now, I make a new hair style model for Tifa, with corect movements jeje:



<What do you think about it?? XD

Ponytail Tifa Released Download Here:
http://hosted.filefront.com/slayersnext/
Password: slayersnext
« Last Edit: 2007-10-07 10:31:08 by slayersnext »