Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kuroda Masahiro

Pages: [1] 2 3 4 5 6 ... 11
1
Hm, so for the time being, not enough is known for doing something like replacing a character for another one successfully?

Curses, and here I was willing to invest 50+ hours into changing every single instance of Zidane, Vivi and Steiner with Blank. Cinna and Marcus. xD

I made a little mod though that turned Zidane into a swordsman and Sarah into a hybrid thief and white mage and let Vivi use Cinna's hammer as a physical weapon. (I lowered Zidane's stats so that he's quick, but nowhere near as strong as the proper fighters and he looks pretty good with a sword.)

I didn't get alot of time to look around into what could be done with it yet, but this really looks like it can renew my interest greatly in FF9.

Years ago, I knew someone who was making something similar to this, but they just seemed to drop off the face of the Earth.

2
Plus, see that little bit of text next to my name? It says 'Stopped modding FF7'.

I'm not saying this to be mean, but I stopped, I don't have the physical means to mod the game anymore, nor do I plan to in future.

As well as this, I have fully deleted my FF7 folder off my comp, complete with everything I have ever made for it, publicly and privately.

Unless something is uploaded, there is no way to get it again.

3
The thread is called 'Kuroda Masahiro's mini mods (Requests closed) Latest: Rock Harmony hair and eyes'

Which openly says that requests are closed, so I won't take any nor do I plan on taking any more in the future.

4
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 21:02:40 »
I said I could have done it, I'm currently taking a break from FF7 to work on my novels.

5
Sorry, but I'm a bit under the weather lately, and I was mentoring chasedark and doing some animations for red werewolf, I'll work more on zyzz soon, but I'm really not feeling it lately.

6
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 18:15:16 »
We can do that, but we'd have to adjust each of his individual animations for it to take effect though.

Field animations are much easier to work with than battle ones, I'll take a crack at bending the legs back, can you PM me the field files?

7
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 15:52:15 »
I have the animations for Nanaki to be either Cloud or Barret already done.

8
Releases / Re: [REL] Red Werewolf
« on: 2014-08-18 17:20:55 »
Why does nobody ever try to simply change the field skeleton and animations?

It is a far easier approach, and once you do it, you can just back up the field animations and never need to do it again, for any project as long as you inject the proper animations and be done with it in a matter of moments.

To do it this way, you simply need to do a hard swap of the physical field animations of Nanaki with another skeleton, such as Cloud, Tifa, Barret, etc.(for this purpose, Barret is best.)

Then you'd open up a different field skeleton with a hex editor and change all the parts in it to something else easy to do, such as for barret's field skeleton to be instead of axxx, to nxxx and then rename all the parts, and this will work ingame.

9
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-17 11:34:00 »
I'll take a look at the animations you wanted me to, but I won't get a chance for a few hours, I'm going...

...It may not sound especially bad or anything, but if you know me, this is a horrible experience...

...To the park.

10
(Looks in the dark corner of the FF7 mod, there's a dimly lit cage with a horrible abomination with red eyes rattling the cage, the air is colder simply by his presence and he darkly mouths "Let me out.")

...I can't say for certain that I have any super bosses planned.  ;)

I tell a lie, I have 11 of them planned, all are optional, but are basically the same level as the Ruby weapon, but need entirely different strategies to beat.

If you want a run down of them...
All of them are in 2 stage battles btw.

Mammon, Belphegor, Leviathan, Satan, Asmodeus, Baal, Lucifer, Malachi and Crystal, Kao Ka, Nova, and a certain demon from a certain corpse city known as R'lyeh. >:D

The way that the first 7 goes is that they're in a human form, then transform into their true form.
Malachi and Crystal is intended to play out like Ornstein and Smough from Dark Souls. (They're reasonably easy going, but depending on which you defeat first, the other goes Hulk and changes dramatically, like the Lost Number boss.)
Kao Ka changes between different 'modes', and in each state, he is healed by his current elemental affinity, he can dish out the absolute strongest spells and attacks in the game, and beating him is a matter of learning his different modes and responding accordingly.
Nova acts similar to Kao Ka, except he focuses more on summoning monsters, his battle is alot like the Demi-Fiend one in Digital Devil Saga 1, which is one of the absolute hardest bosses in any videogame.
And good ol' Cthulhu... I will not spoil what he does. He is truly a nightmare.

11
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-17 08:22:16 »
Ooooh, I have to say, I am impressed with how good it's looking so far.

12
The way I'm working it out, the absolute highest AP we need to max the characters out is 5000AP.

In terms of bosses, you'll have 2800AP if you don't take part in ANY of the random encounters or sidequests, but from minibosses, we always get 20AP, and a mini boss is something like the first Guardian encounter, or a NPC standing alone in the desert, he's entirely optional, but if you beat him, you'll get 20AP for your trouble, and in terms of how hard that guy is, you'll be better off just killing random mooks.

And the last time I was calculating what we needed and how many AP we would have had was easier, since that was for a 2 character mod, everyone else just joined briefly for a few fights as a guest.

But I'm coming up with that we need, yay.

And I am currently deeply depressed, again. I probably won't work much on it today, and I need to clean up my house.

13
Basically the way I'm doing it is like this:

I'm looking at how many bosses, mini bosses and roughly how many battles we'll do in each area, and from there, I think about what we physically need to continue through there.

Ie, the tutorial needs healing magic and some kind of offensive spell, so we get the healing one after the first trial, as it's a prerequisite to take on the boss, but to take down the other enemies, we need offensive magic as well as the boss, who is much weaker to magic than physical damage.

However, from there...

We kill 2 guardians (120AP) we'll get roughly 50AP for that section, as well as having a forced encounter with soldiers, which will give us 24AP at which point Barret and Tifa will join, so their materia begins at 214AP.

Then we kill the Air Buster (100ap) and kill enemies in a longer section,  but enemies in that area will start to be able to poison us, so we need to get Poisumi, and that's why we earn that one at 300AP as that is a little ways into that area, and when we get it, we'll be grateful for not needing to carry 99 antidotes.

But what I'm doing is that process, but for all 9 characters pretty much, and making allowances for if you favored one thief over the other, etc.

(Tifa is a 'Thief' class, while Yuffie is the 'Ninja', which means she has a far greater emphasis on speed, as well as high tier stealing skills.)

So on and so forth, which is also complicated as I need to calculate roughly how much AP each person should have, and from there, when they'll get abilities.

I am making allowances though, in the final area of the game, we have 3 penultimate boss fights, and those enemies will allow everyone in the party to completely max out their abilities for the final battle, since we need to use all 8 of them.

14
Alright, I have a mini update.

In terms of game content, I incorporated everyone's materia (Still working on the learning tree, but it goes something like this:

Zyzz
8AP - Dia
40AP - Tera
100AP - Cover and Counter Attack (10%)
200AP - HP and Defence Up
700AP - Strength and MP Up
1100AP - Cover and Counter Attack Up (30%)
1200AP - HP and Defence Up
1700AP - Strength and MP Up
2100AP - Cover and Counter Attack Up (50%)
2200AP - HP and Defence Up
2700AP - Strength and MP Up
3100AP - Cover and Counter Attack Up (70%)
3200AP - HP and Defence Up
3700AP - Strength and MP Up
5000AP - Cover and Counter Attack Up (30%)
5000AP - HP and Defence Up
5000AP - Strength and MP Up

In short, All i really worked out was when we get new stat increases, it's difficult to properly calibrate when we get new abilities because I don't want them too early, but not too late, and the way I'm calibrating them basically requires you to exclusively use said character up until that point.

Also, while I'm making the game harder, I'm also making AP MUCH harder to get, used to be that we get say... 2AP or 6AP per enemy, in most cases, it's down to 1 or 2 AP, except for bosses, which are always a steady 100AP, so you really need to consider who you want to take part in each boss, in terms of who is lacking in abilities, as well as what the boss is weak against.

for instance, we might have a long range encounter, so straight off, you'd consider Zyzz, Barret and Gazz, however, the boss is weak against Fire, so we want Nanaki in the fight, and the boss himself is strong against Lightning, with armoured defenses, so we can make the team something like this: Zyzz, Nanaki and Vincent.

Zyzz because he needs to be there, and he is built like a tank; able to defend from physical attacks and punish the enemies, he can get double or quadruple attacks (2 or 4 physical, or 1 magic and 1 physical) as well as offering basic healing spells makes him a valuable party member in any circumstance.

Nanaki has fire, which is good for the enemy, but some of his attacks have the chance of breaking through the armoured enemies, as well as having a unique spell called Bloodlust, which puts him in a stat where he has Haste, Shell, Protect and Berserk on himself, the effects of this lasts for around 3 minutes or until it's healed, but it can only be used on himself. (When berserked, he cuts through armoured enemies.)

Vincent has dark magic, which allows him to inflict heavy damage and blind enemies (...Which I think is bugged and doesn't actually change accuracy?) as well as having spells that are guaranteed to break through defences, coupled with his gun, making him long distance.

Although, if Yuffie wasn't used much and she's around 120 or so before getting her next ability, it might be good to use her, because most bosses have either respawning enemies, or have enemies leading up to them.

Also, you likely didn't notice this from the video...

But the first battle is also a 'test', you have no spells, no special abilities, armed with 3 potions and 1 grenade, and you're up against 2 wolves, 1 MP in the back row and a Soldier 3rd Class in the front row.

However, the enemy placement made the Soldier be the LAST one on the list, so if you just hold down the attack button, he'll be the last one to even be hit, and the wolves are able to howl to completely revive it's fallen wolf brother, which is done 3 turns later, so you want to carefully manage the fight, if you don't kill the wolves quick enough, they'll infinitely respawn, and I set them up to take 4 hits to die.

So you want to get them both down to either 1 or 2 hits, but if you neglect to take care of the Soldier 3rd class, he WILL mess you up, he has (weakened) 2nd tier spells, which can take around 1/5 to 1/3 of your HP, and the MP in the back row will continue to just shoot yo every turn, it doesn't hit that hard, but it adds up.

So you want to handle that fight by killing the Soldier 3rd class (1 grenade and 1 attack will kill him, otherwise you need 5 normal attacks, which point will leave you completely massacred) and then weaken the wolves and kill them, before finishing the MP off.

At which point, you'll learn the Dia spell, which will heal you for around 70% HP at early levels, so it's invaluable to have, but Zyzz doesn't get alot of MP until around level 12.

And I set it up so that the first time you fight the boss, all you really have is Dia and (maybe) a few grenades if you got lucky and they dropped from enemies and anything you were able to buy from Wedge just before the boss.

I strategically placed the shop there y'know. ;)

However, the save point isn't until AFTER said boss, so that itself is aother test, but if you can pass him, then you have earned the first elemental spell, which makes the early portion much easier, but you'll also have to choose carefully between healing and using offensive spells, since you cannot buy anything to restore MP at all, and you really need all the MP you can get for the boss.

I may add a tent to his stock so you can be at full strength for the real boss, and this by itself is harder by the fact you're solo as opposed to having both Cloud and Barret at this point.

15
You NEED the shop, and since there's no materia anymore, you get 1500 gil from where we would have found the Restore materia, and you are supposed to head back and you MUST buy a spidersilk, at least 2 physical barrier items and as many potions as you can.

The first time we fight him, he has the same stats as the Guardian Scorpion, and the next time, he has 1.5 times stats in almost everything, so without the spidersilk, he WILL get 2 hits every turn and deal almost double damage, so you need to be in the back row and hit him with as many normal attacks, grenades and normal spells you have, and it's more of a battle of endurance than anything.

600: yes, that's a boss, another video has the actual field model in it, but at the time, I was too lazy to put all the models into the first video.

16
If you want to have a sneak peek of the basic theme you'll see in the new intro for Zyzz, here's a similar video to look at.


Part 1 and Part 2

17
For the new magic, I have the actual spells changed and renamed (I can name them normal things if you dislike the new ones) I have the new materia setup(not for the new ability trees though) and I have 5/9 people setup for their materia, and I'm not going to lock down their materia, so you are free to edit them if you wish, but the changes I put on it were there for classes. =P

In terms of the other changes, I'll include a mostly new intro that'll require you to think on your feet and will be a harsher intro to it.

Other than that, it quiets down for a while, until when we beat Air Buster., at which point it picks up again, etc.

but while the game itself is harder, the characters are going to be more skilled to compensate, to make it feel as if they were really soldiers or whatever.

18
Bear in mind at no point, did you say what gender the new character was going to be, just a colourless sketch that could be either a boy or girl (if nothing else, hoodies are able to completely hide details like that)and it looked to be a younger person, which meant the gender was basically obscured since there would be no difference, other than what's below the waist, but I'm not going to model down there. :P

As for the 2nd pic, colour references are simply colour references, and in the first one, it could have either been a girl with short hair, or just a boy, if nothing else, she reminded me of Karin from Bleach.


19
In that case, I'll make the baseball cap black, but with a blue... thing, the thing you grab that can keep the sun out of your eyes, I forget the name of it.

Since she already has a sort of sneakers and shorts, all I need to do is add the hoodie and cap and she'll be golden.

Should the thing on the hat be facing forward or backwards? (as in, over her eyes, or behind her head)

20
@Kal - Other than imports, there's really no need to even change the texture ID, so I never even need to use it since 90% of my mods are splices, or it's just something like scratch hair, which when I import it, I don't make it become a texture and I just vertex shade it.

Although, I myself didn't even touch the texture ID, although the issue most likely is because I added additional parts and hit the compile button, so we know what the issue was and it's essentially resolved, I'll just readd the normal rsd and textures.

@Hakuryu - Alright, I didn't even notice the cap in the picture, that might be complicated to do since there's no battle hat naturally in thegame, what colour do you want it? I can battle convert and shade the NPC baseball cap, might not work perfectly though.

21
@Kal - They corrupt as in the physical parts become twisted due to corruption, or they might look fine, but as soon as the game tries to load it, instant crash.

In Kimera 0.95, you can change the textre ID, but IIRC that's the first build where you coud.

@Sega Chief - That sounds like the most likely suspect, and would perfecty explain why it happened, since in those models, I did things like add eye patches, and the chest sash, etc

@Haku - To confirm, you want Yuffie wearing a black hoodie with blue trim (hood down) beige shorts and black sneakers with white soles?

22
I've been using 0.95 for ages without problem, including full playthroughs, and I can't say I came across the temple scene issue before, in fact, I never eben knew about it.

But different things call for different versions of kimera, I don't use anything other than 0.81 for actual splicing, which is on the field skeletons, since I noticed multiple times if you try to splice on battle models directly, it has a tendency of corrupting, which I also tested on the 0.97a.

Although, how do you explain that the face textures aren't loading ONLY on the models that I edited with Kimera 0.97a?

I can just restore the textures and rsd from the unedited ones if that's the issue, but why do they show up in kimera? If there's an issue with the rsd or texture, it normally comes up in Kimera as a broken texture.

And I am very well aware what texture is what for the field models.

@ Hakuryu, yes, requests are still available.

23
Graphical / Re: Does a female cloud model ever been made ?
« on: 2014-08-11 09:03:42 »
I made several female Clouds, from straight swap rule 63, to simply having females being in his skeleton.



I know that this is Tifa, but its the only example I uploaded to DA of female cloud skeletons.

This one kinda counts, since it was for enemy soldiers, but I also redid the entire Cloud skeleton to have their animations, so I guess it counts.



If there's one in particular you want done, I can do it for you.

24
I edited those models with Kimera 0.97a, maybe there's a bug in the coding that renders the field eyes to not load? I edited the rest of the field models (such as Malvado Aeris, LP Tifa, etc) with Kimera 0.95, and I myself didn't get a chance to test it ingame yet, mainly because I was trying to see what I could 'cut' for the mini mod version. =P

Also, would you mind if I changed the magic system a bit and tried to do a mini enforced class system?

Ie, Zyzz is Earth (Because he can probably lift and throw a mountain at someone)
Barret is Thunder
Tifa is Ice
Aeris is Holy
Nanaki - Fire
Yuffie - Water
Cait Sith - Non-Elemental
Vincent - Darkness or 'Space'
Cid - Wind

If I do it this way, everyone will have 8 materia slots on their weapons and armour and I'll set them up with somewhat classes with appropriate materia, support materia, commands, buffs and summons.

But I'll look into why Zyzz and co have white textures, might just be something as small as saving with kimera 0.95...

But from what I have planned, I'm going to leave Shinra as is, but I'll change the Turks up into a new mini organization of sorts, which will make battles more interesting, mwa ha ha haaa!

25
I spent most of the day doing chores, but not too long ago, I was helping Chasedark with his MP Cloud's animations.



Anyway, I'm feeling somewhat less depressed, so I'm working right now on the somewhat project (not going to be a major one, but maybe just a normal project? It'll have new dialogue, MAYBE a new event, as well as some cameos and secret bosses here and there.)

I do believe you'll be content with the changes. O0

Pages: [1] 2 3 4 5 6 ... 11