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Messages - Murak Modder

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1
Archive / Re: Red 13 needs LOVE!
« on: 2009-12-10 12:24:54 »
ultimate nanaki was first made about a year and a half ago easily, its not like its new or anything. XD

alas, i lost interest (yet again) in this. if there's anything anyone wants (bar uruloke) i could upload it.

2
Archive / Re: Red 13 needs LOVE!
« on: 2009-11-23 18:08:22 »
I'll do your smelly dark nation, and as its red 13's skeleton, the 'spine tail' will be an actual tail instead of being connected to his back.

i am lazy. :P

oh, and the person who did the dark nation never finished or released it, so i have no excuse, and i decided against doing zenene as well as its waaay too skinny to fit red 13's skeleton, and its too bright in areas to look good.

another one i forgot i did (and deleted by accident) was ultimate nanki, which actually looked good.

so, does anyone want a compilation pack of these or anything when i make a certain number of replacements?

edit:

ultimate nanaki wip. (rushed, but the basic idea is there, i first made him about a year or so ago, but i deleted it by accident.)

3
Archive / Re: Red 13 needs LOVE!
« on: 2009-11-23 04:34:43 »
Dark nation was already done by someone... can't remember who, but they were half working on a turks mod.

if anyone wants any of these, they could be released, and i have a few more red 13 replacements around here i could do.

such as zenene (don't really want to as i tried it before and it has some issues because of how skinny it is and how bright the hair is) or the deathrider's ride.

might make some more topics about specific character or objects replacements.

hell rider 13

4
Completely Unrelated / Re: Big Mysteries of FF7 & More
« on: 2009-11-22 20:30:36 »
What about how Vincent got his new clothes?

Hojo shot him and experimented on him when he was still dressed like a turk, many years later, and suddenly he has a pseudo vampire outfit on!

I doubt Hojo would splurge on a decent looking outfit, so where did vincent get it?

5
Archive / Re: Red 13 needs LOVE!
« on: 2009-11-22 20:27:27 »
what about this one then?

Kalm fang 13


this might not work entirely well, it has no 'neck' because of how large the mane is, also, the actual model isn't very good quality.

6
Archive / Red 13 needs LOVE!
« on: 2009-11-22 18:08:46 »
Okay, i noticed barely anyone makes mods for Red 13, so i whipped up a few red 13 replacements.

1 - Uruloke.


2 - Vlakorados. (wip)


3 - abomination


4 - Guard scorpion (old)


boredom does terrible things to good people...

7
General Discussion / Re: Idea
« on: 2009-11-22 16:32:34 »
Yeah, looking at those can probably tell me something, i want to implement something similar to that in a mod I'm somewhat working on as i managed to make the game change what model comes up in the house you can buy, but i wanted to take it further and make the battle model change as it could make it 'better' as for things like the flashback, we could try to include a 15 year old tifa in the party as well.

but changing the actual models would be tiresome as we'd have to say 'okay, now that the outfit is changed, save the game, then open up the battle.lgp with lgp tools and insert the files from (folder)...' XD

8
General Discussion / Idea
« on: 2009-11-22 12:39:05 »
Okay, I was wondering if its plausible to try something like this.

make the player be able to change the 'outfit' they have on, and have the battle model change to suit it?

for instance, have the ability to change into cloud MP (no mask) at Junon and have that load a inserted battle model (such as sjaa or taaa) instead of his normal battle model.

the game naturally loads a different model for cloud during the final battle, so i was wondering if its possible to implement something like that in the game.

any ideas on this?

9
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-10-12 17:16:03 »
sweeet, i tried it and it retained the changes i wanted. =3

I'll take a more in-depth look at the new features.

btw, the models are the AA, the DA is the animation file.

10
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-10-11 05:49:00 »
Did you upload the new version of proud clod that has the fix for it not changing the enemy ID? I was using a hex editor and that gets tiring as i need to do 5 steps just to get it back in. :P

1: edit the attack animations to reflect the new model (since for instance, if we want to change guard scorpion to dyne, if it uses a '09' for the animation, thats Dyne's death one)
2: determine which ID i want
3: extract the scene bin i was working with screen reader
4: use hex editor to change the ID
5: put it back in with screenreader and hope i got the right thing


as for the changes, i am really interested in messing around further with formations and get them to load new ones, i think we could get a basic one done for the Rufus fight done for some mods where people changed Rufus into Vincent, he could transform into galiant beast or something and the fight continues.  :evil:

11
hm, this seems to work pretty well, it makes the enemy's attacks almost unpredictable and still provides a interesting array of attacks depending on your own personal tastes of how 'complicated' a enemy should be with the number of attacks.

12
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2009-09-03 17:03:09 »
I noticed they did nothing, but i really... had no use for it since i prefer to do it the old fashioned way and manually delete for when i need parts. (since that feature didn't always work exactly as intended)

and the new version had no errors that i could see thus far, i edited 6 models, adjusted weapon, changed 3 animations and some misc changes where i gave cloud random enemy model parts, it seems to work fine so far. =3

13
Releases / Re: [Release]Chibi Reconstruction Project
« on: 2009-09-03 08:31:47 »
unofficial quote due to laziness: 'BTW, I believe that Murak had a problem with Tifa's animations that meant he had to make her skirt longer. Have you found any ways to get around this?'



notice in here, on one leg, i removed the skirt from the leg, from the front, it looks reasonable, from the side however, it looks bad and not even remotely straight or like a skirt, and due to that, the animations made her legs noticeably detach from the body, so i added the skirt to the top, and that happens to be the shortest i could get it so it wasn't badly transformed so it at least resembled a skirt and not a 'parachute pant' style skirt.

the waist could be rotated or moved, but due to the butt in placement to the 'belt', it would look like the waist isnt even connected to the chest.

14
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2009-08-30 13:49:45 »
Sorry, i don't have the model that lost its head, i 'fixed' it by changing the rtda back to one before it got messed up, but in the new kimera it loads the head fine, whereas in the initial release of kimera 91, it insists the head isn't a valid .p file, but i can't get it to 'repeat' the bug where the head bone itself was removed.

if you want to take a look at the model that won't load the head in initial 91, i could send you it. (but it does look like you fixed it in 91a)

15
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2009-08-28 20:23:40 »
Hey borde, i have no idea why this happened, but when i opened up a model I did before, for some reason it wouldn't load the head, i adjusted the height of the idle animation on the Y axis so it was above the ground, and i changed the placement of the weapon to match, however, when i saved and loaded it, the head bone was gone, removed from the skeleton and i told it to show bones and according to kimera, there simply wasn't a bone where the head used to be, and the weapon was about 20 metres from where i adjusted it to be.

(although i notice you uploaded a bug fix which stops the weapon models being repositioned)

the version i was using was the initial release of 91 btw if that sheds any light on it.

16
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2009-08-23 11:49:18 »
is it possible to make a 'copy/past' feature for the animation frames?

since if you for instance make cloud use his manip animation as his spell casting animation <just a example and without editing any of his other data> you'd have to change all the stuff detail for detail and it isn't always 'right'. (such as the 'end result' pose being similar but not exactly like the other animation frame)

17
Releases / Re: Chibi Reconstruction Project <release>
« on: 2009-08-16 07:45:52 »
Not all models lose their 'brightness', however, that is a 'bug' with kimera 0.81, but that version is also the most stable.

to un-darken them, all thats actually needed to do is save the model with kimera 0.84, thats it.

18
Releases / Re: Chibi Reconstruction Project <release>
« on: 2009-08-15 17:00:43 »
Well, since i grew bored of this, i'm dumping it on whoever wants to do it.

and in the file i uploaded, seems like in that version, something happened to the sephiroth model and part of it <not bothered enough to check> corrupted and crashes the game when its loaded.

another part that doesn't work is the seventh heaven, the game crashes when it loads, not entirely sure why. (considering everyone IN seventh heaven loads fine.)

but i digress.

as for your cloud head... chibis need big eyes, those are almost as small as Howard Moon's. :P
(don't get the reference? Howard Moon is a character in 'The Mighty Boosh' a running joke is that his eyes are small.)

Besides, if people here have a problem with me just 'quitting' on this, I suggest they pick it up and continue it or don't complain.

I'm back to doing personal mods for the time being.

It just isn't in my nature to release anything to the general public.

19
Releases / Re: Chibi Reconstruction Project <release>
« on: 2009-08-13 18:54:41 »
before the truck in the kalm flashback?

I'll look ino it, although i can't see what would cause that to crash as i saw plenty of scenes with sephiroth, the soldiers and cloud, and only if something about them corrupted or something should it actually crash, i'll look into it.

20
Releases / Re: Chibi Reconstruction Project <release>
« on: 2009-08-13 17:59:58 »
Detail I noticed: in the initial release, the models I fixed to have textures are however darkened, but that is easily fixable, i just need to save the model using kimera 0.84 then insert those models back ingame.

also due to my laziness of not wanting to go upstairs to get the field weapons, they weren't changed in this version.

21
Releases / Re: Chibi Reconstruction Project
« on: 2009-08-13 09:10:33 »
...since it looks like no one really have any ideas on how they want it released, i just went for the 'easy' method and made lgp files.

uploading to filefront.

when its finished, i'll update the first post with the link.

Initial release download link.

http://www.filefront.com/14272801/Final-fantasy-7-Chibi-reconstruction-Project-initial-release.rar/

22
Releases / Re: Chibi Reconstruction Project
« on: 2009-08-13 05:35:17 »
who said i didn;t do the world map models? :P

I changed the important world map models (the weaons and the people)

and now, to finish the rest of those textures. -_-

and i'm yet again trying a completely fresh char.lgp method and loading it in kimera and seeing if it has textures, if yes, merely put my edited p files <no heads> and it should work, yay.

if no, i curse a lot before getting tired of it and just pass it onto someone else. :P

edit: HAH! BOOYAH!



I got barret, Vincent and Cid thus far to have textures! i think its working now. :P

okay, fixing the models that had no texures, then i'm doing a final check to ensure i didn't forget any of the dumb mouths. (on the edited models)

23
Releases / Re: Chibi Reconstruction Project
« on: 2009-08-12 22:07:15 »
yes, but your mod I myself could have 'done' instead somewhat quicker than this mod if i wanted to <as i had to do it before i recoloured them to suit the natural colours of the chibi models> so in a sense, your mod was pretty much a copy of mine with some changes that were done at the point i went in a different direction;

shared path: get the 'fancy' models over the original field ones.

my path - recolour them to the original models.

your path - restructure the limbs and textures so they're chibi.

although both do have their place and shouldn't be discouraged or put down as it takes time, energy effort and some skill to pull off something that looks good and fitting within the games.

(pats Makubex's shoulder) you'll be alright, from what i saw the problem was, it was somewhat easily fixable and i encountered similar problems myself when i was doing mods like the guard scorpion 13, for the broken limb <once you identified it> redo it with kimera 0.81 as that i find is the most stable one. (aka, causes the least corrupt .p files.>

and i do so like the smell of chibi models in the morning, err, night. :P

24
Archive / Re: Tifa the Soldier <wip>
« on: 2009-08-12 22:00:12 »
:O i didn;t know you felt that way about me. :P

now come here so i can give you a hug XD

and that literally is just the CRP jesse model (although recoloured) and with tifa's head on top, that is how ideal the jesse model was for how i wanted the Tifa replacement in my personal mod.  :mrgreen:

but i like how i gave tifa some.. y'know... CLOTHES instead of a skimpy little t-shirt and a mini skirt <considering she goes anywhere and everywhere from polar regions to deserts, swamps and forests, etc, she might want some decent clothes instead of a pseudo hooker's attire.>

25
Releases / Re: Chibi Reconstruction Project
« on: 2009-08-12 21:35:27 »
If it takes off, then there's going to be a lot more modding resources available, after all, I know I personally borrowed models from the NPC RP to splice together something thats meant to look like me or someone off a anime or something, so i think someone might be able to use this, not only to play the game, but also as a mean to further enhance their own gameplay of FF7.

and... if i had a team of some kind, this would be a lot more bearable considering for the past few days, I personally was messing around with meteor, enemy AI, making new materia, increasing the stats and elemental side of enemies, making models for my own mod <Tifa the soldier is one of them> new animations to go with my mod, as well as the chibi reconstruction mod, so if anything else, a team of some sort would be some reason to keep going as on the whole, if i get bored with a mod, I tend to just stop doing it and watch Tv and forget it even existed basically.

in fact, i have some time right now that i'm using to get a head start on redoing the mouths and try somewhat vainly to get the faces appearing on some models, if i do all the heads <and redo the barret models as i was looking at it and for some reason they weren't how i had them before, so i had to remake them.> to have better textures, i might release it tonight as i need to stay up until midnight to take my medicine for my abscess.

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