Author Topic: RELEASE dragon buster from LOD  (Read 23847 times)

narcku

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Re: dragon buster from LOD
« Reply #25 on: 2012-08-01 08:52:01 »
video here:http://www.youtube.com/watch?v=jUeO8lYVQgc&feature=youtu.be

the video is the sword in some animations in kimera. ill have to play around, and look around on how to properly put this into the game. if anyone knows feel free to say


Niceee :D.
I hope you release it soon.

Code: [Select]
About importing, well it's been a few months since I touched ff7 :P so I'm probably wrong but iirc, it's something like this:
Open pcreator.
Open the .3ds file, then go to options, tick Battle Model, and Texure File(s).
Go to Edit->Texture ID, enter any number, e.g. 2 (rtae).
Go to File-> Open Bitmap, select your texture.
File->Save as..
Rename the converted file to rtck or whatever.

Back to Pcreator again, File->Open Battle HRC, select Cloud's rtaa. Set the number of textures to 10.
Convert the texture file using Image2Tex, save it as rtae.

Open Cloud battle skeleton (.hrc) in kimera, add texture etc.
Unpack battle.lgp, add rtaa, rtck and rtae. Repack, the end.

omega res novae

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Re: dragon buster from LOD
« Reply #26 on: 2012-08-01 09:34:00 »
sounds like im doing it right except for one thing. why do i call the tex rtae?  right now im getting a loading error from rtam after i save in kimera. so i have so troubleshooting to do.

thanks for the help

narcku

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Re: dragon buster from LOD
« Reply #27 on: 2012-08-01 09:49:06 »
Well, for battle models, each character can have up to 10 textures(they have 2 by default).
Cloud for example will have 2 textures by default (if I'm not mistaken) which is rtac (Texture ID - 0) and rtad (Texture ID - 1).
So if your game is still fresh, you have 8 empty textures left to use for battle model, from rtae (Texture ID - 2) until rtal.. or something :P.

As for that rtam.. I have no idea :P. Wasn't that Cloud's hip/something?

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Re: dragon buster from LOD
« Reply #28 on: 2012-08-01 10:34:09 »
I believe you just helped me figure it out. Im using my battle lgp from my bootleg install. I suppose all textures are full. When im in kimera it already has 0-9 so 10 textures. When i add mine to the list it goes to 10 which is 11 textures. So if textures end at rtal and i create one more then i can use it saves to rtam. That explains y the hip doesnt load when i reload and when i replace rtam with the original thats y i get a tex error 9 and the texture doesnt load. Make sense? Anyone correct me if im wrong. If this is the case ill have a gameplay video up tonight after work

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Re: dragon buster from LOD
« Reply #29 on: 2012-08-02 12:34:02 »
gameplay video

https://www.youtube.com/watch?v=rve_G8vlmmo

cloud is finally swinging the dragon buster in game. even though i was telling it to use another texture itd only use the texture in the first slot so i had to assign the texture to the first slot. the eyes and belt use the first texture so thats why the eyes and belt are messed up. anyone know how to fix this?

also what do i have to do to make this an official release

Zackwell

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Re: dragon buster from LOD
« Reply #30 on: 2012-08-02 12:54:20 »
Ahaha it's like he's wearing Kamina shades.

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Re: dragon buster from LOD
« Reply #31 on: 2012-08-02 13:01:21 »
yea its kind of weird. Idk how to make it use another texture besides the first. group properties in kimera doesnt do it. in kimera i can assign it any of the 10 and it shows correctly but  once i compile and put back in game it shows the first texture. i wanna wrap this up and move on to something else. this sword took way too much time. today is day 17. but ill take it seeing as how when  started i didnt know anything.

narcku

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Re: dragon buster from LOD
« Reply #32 on: 2012-08-02 13:20:03 »
Err.. this is a common problem.
Many people (myself included) ran into this problem as well.

The most important step is during the conversion in pcreator, you need to assign the texture id there.
It won't work if you try changing it in kimera although it shows up properly.

By first slot you mean rtac/rtad? rtac should be the texture for Cloud's eyes if I'm not mistaken.
So if you replace it with sword texture, then the head will use that instead.

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Re: dragon buster from LOD
« Reply #33 on: 2012-08-02 13:32:54 »
rtac yea his eyes. thanks ill go through and change this. you are awesome hakuryu

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Re: RELEASE dragon buster from LOD
« Reply #34 on: 2012-08-02 16:38:44 »
released check first post for details