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Topics - Nero

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1
Releases / AC Nero's custom start menu.
« on: 2009-10-18 18:45:24 »
I made those avatars to use them with my final fantasy VII game but if anyone else likes them







Original FF7:
http://www.mediafire.com/?3z4btr3ohnd

AC:
http://www.mediafire.com/?ammckjgnmr5

Start menu:
http://www.mediafire.com/?vzjinjmjud2

How to install:
1. Download Ficedula’s LGP tools.
2. Locate the menu.lgt in data\menu folder double-click on it and select to open it using lgp tools. The lgp window will appear.
3. Now select and drag all the .tex files you downloaded in the lgp window. At the question “do you wish to overite” select always yes.
4. Close the LGP window and you are done.
P/S you might also want to make a backup copy of the menu.lgp in case you wish to return to the original avatars.

Full screen start menu:
(You are going to need Aalis custom graphic drivers 0.7.2b or newer to use this)
http://www.mediafire.com/file/dznzm2zhwz3/

How to install:
1. Move the buster.tex into the menu_us.lgp
2. Select the .png image you want (or make one of your own liking) and place it into Aali’s textures folder.






P/S I have replaced the chocobo with fenrir

2
Hello everyone. Though I am relatively new in the world of 3d model convention I’m working really hard and I believe I am doing the best I can so far. However my knowledge is limited on the instructions of the tutorials posted on this forum and I have recently stumbled upon a problem. Until now when I was converting a model that had more than one texture (Usually 2 the most) I wasn’t messing with the textures, instead I was exporting as separate the parts that were combining more than one texture and then I was combining them as one on Pcreator adding them as group. Now this method worked for me well so far, but now I started working on a model that has 14 different texture files. So it’s quite obviously that the previous method I used won’t really help me here and my only option is to combine some of these textures on a bigger one. Now I see that there is a method of how to do this on Squeebles tutorial where you combining the textures in one on photoshop and then you fix the UVs manually on 3dsmax by converting your model to editable poly selecting every piece of it separately go to the Unwrap UVW's and move and resize the polygons (?) over the texture until you recreate this way the entirely UV map. I did tried that method but since I have to reposition the UVs manually by myself the finishing result is way inferior to the original UV mappings and the textures doesn’t look so good on the model wile their details are in many cases messed up. So I kind of lost hope here and I was wondering if anyone knows of some other way that could possibly give better results and maybe won’t include to repositioning the UVs by moving them with the mouse which gives so bad results. The program I use is 3dsmax but I have also installed blender and milkshape though I don’t really know how to use them yet but if your method includes some other program that I haven’t mention above, I would still be grateful to hear it. I don’t really mind if your method will need the combining use of 3, 4 even100 different programs as long as it could give me a decent result.
Thank you very much for you time and patience in reading this.
Nero

P/S I also feel obligated to mention due to the new rules of the forum that the parts that I want their UV coordinates fixed belong to 100% fan made sword made for “Jedi Knight”, which’s free distribution has been allowed by it’s creator and can be obtained by anyone at the relative site for free, and not to a model that is a legal property of Square-Enix or any other company and I also assure that whatever I will create from this will be for my personal use only and is not mend to be published.
I hope that this post or any part of it is not coming in collision with the forum’s rules as what it actually requests is instructions for the use of a 3d graphics creating program and has nothing to do whatsoever with ripping 3d models from another game. But if it does please contact me and I will immediately remove it or rewrite the specific part.

3
Archive / CC Aeris successfully converted to ff7
« on: 2009-07-27 11:46:16 »
I kind of like Aeris better the way see looks in Crisis Core from the original version (all that pink she wares in ff7 is just… well too much pink :|) and since I haven’t seen anyone making a cc one I decided to give it a try. Now I see that the guys in the “Ultima espio and neocloudstrife Crisis core model project” (who by the way are doing a great job :lol:) have import her in the game as well but since I’ve been working on mine for some time now I thought of making a post of it here too. Although I have modified some models of the game before this is actually the first time I ripped and extracted one entirely from another game so it took me quite a while until I’ll be finally satisfied with the finishing result. I have currently finished the field model but perhaps I’ll start making the battle model sometime later. I wanted her to look in game as realistic as possible so I didn’t change anything in her body parts analogies, I just made sure she has the same height with the original one and then I resized the bones to fit the body parts instead. It might need a few finishing touches but considering my limited modeling experience I think it turned out quite well. Any comments and criticism are welcomed.









P/S I did not make the Cloud that appears on the screenshots.

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Archive / Chocobos in mini game replaced with fernin
« on: 2009-07-25 04:30:00 »
I’ve been wondering how it would look if I replace in the chocobo mini game the chocobos with motorcycles, and I got my answer. It looks completely ridiculous! The chocobos’ animations doesn’t fit at all to the fernir not even after I added all the body parts to a single bone and the bike keeps moving her but left and right like it’s somekind of… chokobo :?. I suppose a solution would be to replace the chocobos’ animations and skeleton with those of the bike but I’ve never tried something like that before and even if I succeed in doing it I’m not really sure if it would still fit right to the environment so I think I would drop it for now. So leaving as it is this is one of the stupidest mods ever made for ff7. I’m so proud! :-D




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