Author Topic: [FF7PC] Grimmy's Models and Textures etc.  (Read 31918 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Thanks for wanting to use that model chriserenity, but it is so old and outdated.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Thanks for wanting to use that model chriserenity, but it is so old and outdated.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.

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.

Sega Chief

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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: 2017-04-19 22:35:57 by Grimmy »