XXXX means that these models are not used by the vanilla FF7 version.
Version 1.66.0
Added Models:
CFED
CRID
CUFC
CVBA
CVGE
FUFE
FVED
BRAF
CFBB
CGDA
DDHA
DEIE
FIXES:
AAAA
ALAD
AODD
CJIF
CSED
BSFC
COGB
DAFB
DQAE
DSBC
Version 1.65.4
Changed Cloud's head once more (ยด_`)
------------------------------------
Version 1.65.3
FIX:
Main
BHFF - sword was merged with hand
------------------------------------
Version 1.65.2
Updated:
Changed Clouds face more to the final battle model.
------------------------------------
Version 1.65.1
Updated:
Name changed to ChaOS.
Barret - New head. It's not the final model, but the head wasn't that good, so I fixed it first. The rest of the model will get overhauled in a later release.
7th Heaven mod updated. New option for bigger models in field from the model resized project.
Fixed an option in the script.
------------------------------------
Version 1.65
Updated:
Main
Cloud - All models updated
Tifa - shorter legs, cleaned model
Supporting
Zack - updated sword model and added the scar to his face
NPC
BQFB - Man7
DTJB - Buka
MINI:
High
CAAA - Cloud Original updated model
Chocobo
CD - Chocobo cleaned folder
EA - Cloud new model + animation fixes
World
BBE - Cloud
BBE - Cloud Without Sword
DLB - Tifa
------------------------------------
Version 1.64.1
ADDED MODELS
NPC:
DQGD - Snowboarder
FIXES
BWAB
DFGD
New faces for:
-Cloud
-Barret
-Aerith
-Tifa
-Cid
-Sephiroth
-----------
Version 1.63
ADDED MODELS
NPC:
DPEF - Cook
DQAE - Waitress
DJID - Chocobo Carriage
EXTRA
XXXX - carter, replace in the Iro mod the Old Fatman in front of the Honeybee Inn
MINI
Chocobo
cd - Chocobo
ea - Cloud
FIXES
ALAD - Rufus new face and a closer design to the original battle model
AQGC - Chocobo better proportions of the model and fixed eye texture
--------------------------
Version 1.61
ADDED MODELS
...
FIXES
Cloud could be transparent now, not perfect, but better as to see nothing (Thanks to Borde the issue doesn't exist anymore)
ESEB - Cloud as soldier, the sword had overwritten the gun of the normal soldiers
Biggs, Wedge, Jessie and Vincent are fixed now
----------------------
Version 1.60
The whole Cloud folder is changed. I decided it's better to make two folders, one with original style Cloud
and one with Crisis Core style Cloud. You could also choose which buster you want use (I hope I find every model of them...)
The original Buster is the default one for all models, except for the CC style Cloud.
ADDED MODELS
DOIB - Woman 6 in NPC
CLGD - Cloud (Rail Map) in Main
Battle
ruaa - Tifa in Tifa
rwaa - Red XIII in Red XIII
rvaa - Aerith in Aerith
rtaa - Cloud in Cloud (final Version, for the moment...)
siaa - Cloud in Cloud
rtaa - Cloud with single pauldron (I prefer this Version, it looks more natural that's why I have made all alternate outfits this way)
siaa - Cloud with single pauldron
- Alternate Outfits: Cloud Black dress (CC style),Zack and Young Cloud (the same look as Zack)
MINI (NEW)
High
CAAA - Cloud Original
CAAA - Cloud Crisis Core
FIXES
AAGB - Tifa New model which uses now parts from Grimmny's version
AGGB - Update to the new one
AXJA - Update to the new one
ADDA - Red XIII 'Let it burn...'
FJCF - 'is on fire, too ...'
HVJF - Ok, his tail looks now really hot.
AUFF - Aerith Update
CAHC - Aerith Flower Update
XXXX - AUFX- Aerith Death Update
BSFC - Obasan 1, have fixed an issue which has overwritten the right foot of Sephiroth
new Animation fixes
------------------------------------
Version 1.55
ADDED MODELS
-ARFD - Oldman 3 in NPC
-ASBF - Man 10 (Johnny's friend) in NPC
-BFHE - Oldman 1 in NPC
-BSFC - Obasan 1 in NPC
-CMIF - Man 1 in NPC
-CRCA - Man 2 in NPC
-CSED - Man 16 in NPC
-CWED - Woman 3 in NPC
-DAFB - Woman 2 in NPC
-DEDA - Man 3 in NPC
***NEW***Battle
Main
rtaa - Cloud in Cloud (it was only a test to see if the transparency is working. Everything works, but the model looks a bit to shiny for me. The pre-light is simply too strong)
rtaa - Zack in Cloud/Alternate Outfit ('',)
sbaa - Barret in Barret
scaa - Barret in Barret
sdaa - Barret in Barret
seaa - Barret in Barret
----------------------------------
Version 1.50
ADDED MODELS
-FBGE - Cait Sith Reporter in Main (only bone correction)
-DNJE - Mukki1 in supporting
-BPDC - Mukki2 in supporting
-DNDF - Mukki3 in NPC
-DTJB - Buka in NPC
-BFCA - Old Fatman/Zacks Father in NPC
-CFHA - Punk Man in NPC
-BQFB - Man7 in NPC
-CGIF - Boy2 in NPC
-DMCB - Old Man 2 in NPC
-DMIA - Fat Man 1(Miner1) in NPC
-DSBC - Fat Woman1 in NPC
-DSGF - Old Woman 1 in NPC
-new animations in Animation; contains Bloodshot's new animations (fixed) and some of my fixes (Cait Sith Reporter model is now corrected)
!!!PLEASE INSTALL AT LAST!!!
-extra Animation fix for Johnny, because Barret use the same I decided to put at in as JONY.a,
it is a foot correction and must be set in MakouReaktor for apfd.a in scene: mds7.
FIXES
- small changes to Dios legs
- Johnnys face doesn't blink anymore
- Reno AODD.hrc use now the same bones like MMMO.hrc (thanks goes to General Ironside for this solution)
- New sword model for Cloud based on Mike's Buster, I also adjusted some bone parts
temporary in Main\Cloud\XXXX - Alternate Outfits\Test Cloud With New Sword
-------------------------------------------
Version 1.40
ADDED MODELS
- GAJC - Dio in supportig
- CDJA - ShinRa Manager in supporting
- CJIF - Johnny in supporting
FIXES
- deleted a wrong and corrupt animation (FXCC.a) in Barrets folder
- Barret is much more tweaked now (
- Sephiroths hair is changed to a singel part (looks much better).
I thought I had done this earlier, but it looks like that i was wrong.
-----------------------------------------------
Version 1.38
ADDED MODELS
- IBGD - Zack, with sword in supporting
- EJDC - Zack, in supporting
- BGDC - Shera, is back in supporting
FIXES
- AUFF - Aerith, it used a wrong head bone, the hip chest is also adjusted
- ACGD - Barret, new boots from the Timu Sumisu & Millenia's HQ Barret model,
the upper body and the hip bone have new scales
- XXXX - Young Cloud, etra models in main updatated
- IBAD - Zack, without sword, model updated
- XXXX - Zack, extra model updated in supporting
- XXXX - Zack, with sword extra model updated in supporting
- AZHE - Shinra Guard, model updated
---------------------------------------------------
Version 1.35
ADDED MODELS
- EDEA, Shinra_onna in NPC !!!ATTENION!!! I put in a NEW animation (EDEA.A)! These must be added through MakouReactor to the model as first animation.
- AZHE, Shinra Guard in NPC
- BWAB, Shinra Soldier in NPC
- DXBD, Shinra Soldier, with gun in NPC
- EIHD, Cloud Soldier, holding helmet in Main
- EKBF, Cloud Soldier, no helmet in Main
- ESEB, Cloud Soldier, with buster sword in Main
- FJCF, Red XIII, soldier uniform in Main
- CQGA, Aerith, 5 years old in Main, needs testing
- DIFF, Aerith, 10 years old in Main, needs testing
- BADD, Honeybee girl in NPC
- BGDC, Shera tempory removed for improving
FIXES
- fixed DLFB-Cloud Dress, one queue was missing
- fixed missing fingers of Barret sailor
- fixed Sephiroth with Jenovas head
- EHHC moved to Supporting
-----------------------------------------------------------------------
Version 1.32, date 02.12.2013
- changed Cait Sith's fat mogrys arms to full seen as in battle
- fixed a clipping problem when Barret is moving
- fixed a finger of Vincent's hand
- added an animation correction of RedXIII
- Vincent Original Style added as alternate outfit
- added Original Style Bustersword as alternate outfit (needs testing)
---------------------------------------------------------------------
Version 1.31
Release of the finished main characters
Weemus - Vincent and Cid using parts of his models
Jinkazama2k7 - Vincent's coat, his right leg and the boots
Anfiga - guess I used nearly everything from his Sephiroth version
Bloodshot - Tifas arms, Clouds head and pauldron, new Animations
Team Avalanche - the big ball where Bugenhagen sits on
Team Avalanche/Kela51 - Red XIII
TimuSumisu & Millenia - Barret's boots are from the HQ model
Grimmny - Tifa
The whole PRP-Team
Squallff8
Mike - new model for the Bustersword
Kuroda Masahiro for his great hair mesh for Zack
and many more I forgot (^_^)
And DLPB for doing sorting stuff.
So unshaded characters mean they are brighter? If so why would they shade it in the first place if it looks worse as it takes more time to shade it right? kinda confused on the shading aspect
So there are 5 models in the game that have never been done before?
Very good.
http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters
How complete is this list and is there another anywhere?
Ester, two in Snow Town, one in Wutai and one in the shinra building - maybe more, but that the one I could remember.
Are you talking about transparent parts of models during cut scenes?
That is an issue related to the model and is not easily fixed without rebuilding the whole model.
At this point, this topic is more than just unshaded characters. This is now unshaded characters, Adult APZ Cloud, and missing NPCs; and maybe the topic header should be changed to reflect the improved itinerary?
He never releases any of his models
I really would like to see a better Crisis Core...That would be the day....
what about a ciac.hrc the b;ack guy is missing^^Use Grimmy's version of him. It's a nice model compared to others.
Grimmy or Bloodshot are the ones you need to contact about the animation, and possibly pitbrat.
Please do. I had a look into it, but I can't recreate your problem. In kimera he looks fine. Well to be honest I had switched the models in my flevel to mmmo.hrc.
At the time I changed it I thought... wait I guess I knew the problem the mmmo.hrc skelton has a bone extra - the pony tail - the other .hrc files are based on that. I look for it and post later an update with a fix. :-[
Just 1 small thing... Johnny is how it is spelled :)
I've got a pretty simple solution for this problem; all you need to do is save MMMO.HRC (it still has the ponytail, right?) over the existing AODD.HRC, and all of his animations will be fixed. Note that DHAF.HRC must not have the ponytail bone, because that would break his animations in the Gongaga Jungle event.
It would be nice to use the new Buster sword APZ has created because there were some detailed lines on it. Is this the new Buster sword btw?
I have managed it ...
(http://img21.imageshack.us/img21/6149/superscorpion.jpg) (http://imageshack.us/photo/my-images/21/superscorpion.jpg/)
I currently do some tests, but kimera does not work like I want. Sometimes it doesn't write the new parts correctly and messed up the whole model. I have to investigate more into this, but it doesn't look so good at the moment. :|so are saying the transparency bug is there?
Edit:
It's not possible. I can't create the torso. I managed it to fix the head of Cloud but this was it. Sorry. :cry:
One thing I caught so far is that there is a part of Biggs' face missing. He appears to have a half face half shadow.Yep, this happens if make a part symetric and it have a texture applied on it. Strange is that you got the problem, because he looks OK on my installation. :?
One other thing I wanted to mention so far is that I was expecting the soldiers to have guns when they shoot at Cloud after the opening bombing mission, but they didn't. Also: during the bombing mission there is a scene where Biggs and Wedge and possibly Jessie as well all appear to be holding guns but no guns are animated. Later I know during the scene where Shin-Ra burns Corel, Scarlet is shooting at Dyna and Barret along with the soldiers who accompany her, but there is oddly no gun in her hands nor the soldiers. I have not tested that scene since adding your files to my char.lgp...
... but is there an easier way to do this than cutting and pasting your files from the many folders they are distributed in that come with your package?
My one complaint as far as their anatomy is concerned is the way Cloud's knee bent when he came off the train in the opening scene. Looked like it was painful.
Oh and it's a bit unclear which folders are options and which need to be installed,...
Don't "feminize" Cloud anymore... pleasssseeeeee!!! :D(http://fc00.deviantart.net/fs41/f/2009/014/5/5/Dissidia__Another_Another_Form_by_meru_chan.jpg)
Is there a chocobo racing cloud model for the minigame? Also, I've put together a collection that includes everything from the Unshaded collection BUT the battle models, which I'm here using APZ cloud and Timu/Millenia Barret (that I've modified per Whiteraven's instructions to work with ranged weapons, seems to work OK). If anyone's interested I can put it up for download. Have some more testing to do to make sure all the models installed work in all the situations...
We all know that Aerith looks pretty odd after Sephiroth has took her life.
I will show you how to fix that and how to integrate the new model.
I was surprised (but happy!) to see Cait Sith done before them
Sorry all but... this mods is for FF7 steam version? ::)
One thing I have to ask. I saw eariler in the thread mentions of "only four unshaded models remaining" and such. Were the files here suppose to get merged with another existing mod, like the old NPC Reconstruction Project, or it is stand alone. I already got it working and such and it looks good, but as mentioned in my last post, saw a few random NPCs in the first town and train that weren't finish and others that were.
I have uploaded a version of this mod packed along with several others including textures and models from the Phoenix Rejuvenation Project and the Avalanche Hi-Res Overhaul. It is available for download HERE (https://docs.google.com/file/d/0B1g3qSVwwtNBZGlGX01RSWVyTEk/edit?usp=sharing).
Link to the release page (http://forums.qhimm.com/index.php?topic=14405.0).
Thank you, that seem to plug the missing NPCs that weren't showing any changes.
One minor thing about this mod that I am having issues with. Everyone looks good, but for some reason Cloud's left eye is always shut, be it overworld or in battle.
(http://img843.imageshack.us/img843/3789/7jgy.jpg) (http://imageshack.us/photo/my-images/843/7jgy.jpg/)
The battle model isn't done jet, but thats how Yuffie will look.
The part after Aerith got abducted and you meet her "mother" in her house and you get to see that flashback story of how she found Aerith at the train station? When those random people get off the train it has the original and modded character models kinda mixed up. Well, at least for me.Well, I just looked at this scene (kinda funny scene) and didn't notice anything out of place... You aren't referring to how the woman lifts up the old man that gets off the train? I don't think that's what you meant. So the girl being lifted up in that animation is a chibi with block/hands feet? Which download version of the UMC did you use?
When I view it, the red-haired woman for example is the original character model, while the dude/boyfriend who lifts her up is the modded one. Looks hilarious ;)
Well, I just looked at this scene (kinda funny scene) and didn't notice anything out of place... You aren't referring to how the woman lifts up the old man that gets off the train? I don't think that's what you meant. So the girl being lifted up in that animation is a chibi with block/hands feet? Which download version of the UMC did you use?
(http://img811.imageshack.us/img811/5229/1x4f.jpg) (http://imageshack.us/photo/my-images/811/1x4f.jpg/)
Comparison to the previous (current) model:
(http://img42.imageshack.us/img42/8892/d3en.jpg) (http://imageshack.us/photo/my-images/42/d3en.jpg/)
I hope the battle model will go fast, without any problems... :|
It may just be personal preference, and it's mostly just a minor detail, but if you were to really draw a sword off your back in that position it would be upside down in your hand.To me, this is totally insignificant and I would never notice. But Kaldarasha is probably pissed about this... :-P
It's incredibly easy to fix, just rotate the sword 180 on the Z axis and adjust the distance from his back if it moves it closer or farther out. Plus you only have to correct it on one model and just load it into every other sword wearing model. Probably take 20 minutes total.;D Oh well, I was hoping it would be funnier and more complicated than that. So it won't affect my animation stance that no one likes except me? :oops:
I did both the field and world models. Download is the whole package.Freakin' sweet. Loving the assistance and I imagine Kaldy will, too. I'm just kinda hoping you didn't use the older Cloud field model from his post on the front page. He didn't move my update, which includes a newer Cloud he had sent me, which is somewhere on the last page or something. Also the Cloud field model normally doesn't carry a sword at all, although the new 7thwrapper will take care of the problems with the scenes where it would cause Cloud to be carrying a sword while laying on a bed and such things.
Your animation wont be affected. Battle model looks great, just the field models with swords need adjusting. By the way, your battle animation actually isn't too bad, I like the extra movement you added, but what happened with his hands lol? If you fix it so his hands hardly move on the handle it'll actually be a pretty good battle stance.I misunderstood what the problem was, thank Lord it wasn't the battle model sword switched around, I think that woulda been a pain. Please let me explain about the animation lol. I wasn't trying to make it look like he's whackin' it lol, and you can't tell at all in game (I'm blind to it). Look maybe you can fix this for me, too, because I'm sick of working on Cloud's stance and you are wanting to learn animations (maybe?). The problem surfaces because of this: his waist bone is at an awkward angle in the original animation for this model. I'll prove it:
To be honest I didn't do much. I anchored the sword to his right hand and it cleared up the problem.Ugh, Kaldarasha told me I was absolutely not to move the sword, or he won't put it away correctly. Maybe this was his way of torturing me. Have you tested him much with this animation you've uploaded?
~Also yeah I did use the download on the front page. I'm looking at UMC2.1 on page 7 now, is that right? Seems redundant now though if the field model doesn't wear the sword anymore. I'll fix the models that do, but I'm not sure what aaab.hrc is. Or how it's used.
~Ok so here is the updated UMC2.1. From what I can tell no field model that's used in the game wears the sword. I fixed aaab.hrc encase you guys use it for something, otherwise I just did the world model and that's it. If I missed any others just load the one from aaab.hrc. Why were the swords removed anyway?I think maybe that model is the alternate young cloud he wants to use for a flashback. I'm pretty sure it functions correctly with the German Reworked flevel (which, coincidentally you can translate yourself with ToughScript). As far as the swords being removed... How many swords did I remove, anyway? My intention was simply to have the Cloud field model not have a sword on his back, unless we can pick and choose if he does or doesn't per scene (which we are now able to do, actually, but I'll wait til Kaldarasha sets that up for the package).
http://www.mediafire.com/download/hin88w35ato3nv8/UMC2.2.7z (http://www.mediafire.com/download/hin88w35ato3nv8/UMC2.2.7z)
I don't know what you mean by "put it away correctly". In the original animation the sword was actually stationary while his hands move around it, which caused the amusing visual. What I did now has the sword move with his right hand, as if he's holding it. It removes the obscene action and makes it look more like he's holding his sword. Also, it wont effect the other animations so it wont be a problem. I've done this with other Cloud models before and it works fine.Well, giant facepalm. Thanks a million for fixing that up for me. I guess since I got the hands right there to the sword, anchoring it to the hand doesn't technically "move" the sword. I'm gonna work up a new G-rated gif of the final animation version. I think it's better to have collaboration on these things anyway. Animations are ridiculously hard and people are bound to need a break from working on them here and there, mostly for good lol. I don't really think changing Cloud's stance the way we did will affect his other animations much. At one point I tried to actually resize his waist bone to help with the problem and that was hilarious because his crotch would suddenly "grow" during weapon skills, lmao...
That's an interesting an idea. Maybe there's a way to change models between when he lays down and stands back up. I personally prefer him wearing the sword, I've gotten pretty used to it now. He seems naked without it. Either way at least now you have an option for with and without the buster sword.
(http://i647.photobucket.com/albums/uu193/electrotoyou/CloudStancev3Final_zpsc3e70cc3.gif)
That should at least be kid-friendly. Thanks to cmh175 for fixing the right hand! I didn't notice it was unsavory, I swear, lol.
My mirror for this: download Cloud battle stance add-on pack (https://docs.google.com/file/d/0B1g3qSVwwtNBSU9BSFBOSXJBUms/edit?usp=sharing)
You should also do a gif or screen shot of his other side or his back to really show off the change in his stance.(http://i647.photobucket.com/albums/uu193/electrotoyou/cloudbutt_zps962279e3.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/01_zpsb198b870.png)
Your animation wont be affected. Battle model looks great, just the field models with swords need adjusting. By the way, your battle animation actually isn't too bad, I like the extra movement you added, but what happened with his hands lol? If you fix it so his hands hardly move on the handle it'll actually be a pretty good battle stance.
Sure no problem, here it is: http://www.mediafire.com/download/15wrybr10bu78dk/Updated_UMC2.7z (http://www.mediafire.com/download/15wrybr10bu78dk/Updated_UMC2.7z)
I did both the field and world models. Download is the whole package.
(http://i1172.photobucket.com/albums/r570/cmh175/Untitled3.png)(http://i1172.photobucket.com/albums/r570/cmh175/Untitled1-3.png)(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-4.png)(http://i1172.photobucket.com/albums/r570/cmh175/Untitled4.png)
You need the mod manager (http://forums.qhimm.com/index.php?topic=14402.msg202636#msg202636) from iros.I'm scared of this. The new gold chocobo will be getting the flevel to work.
Make a back up of your flevel.lgp (best is, you dump the text with Tough script before) and replace it with my flevel.lgp (and encode the dumped text to it).
Works fine, but.. The game require about 30 seconds now to start when the wrapper is on, and it breaks my the music in game.
Any solution ?
ps : I checked in the wrapper those 3 checbkoxes :
1 - New animation
2 - UM battle addon
3 - Unshadded models
Works fine, but.. The game require about 30 seconds now to start when the wrapper is on
Hmm, I have downloaded the mod and tried it with the wrapper, and it does not take so long for me, it is only 1-2 seconds longer to start the game which is not so bad :|I did not notice a delay. I expected to. But it never happened. This thing is smooth like butter from where I sit.
I want to try out this mod so bad, But my PC's mobo took a dump and i am waiting on it's RMA Grrr 10 more days too :(The animation .iro is specifically for field models only, AFAIK
Looks amazing by the way.
Quick question though, will this animation update break the Team Avalanche model? I'd assume no, but i just want to make sure
blin67_2 patch failed, not original script
chrin_2 patch failed, not original script
cosin1_1 patch failed, not original script
ealin_2 patch failed, not original script
elmin4_2 patch failed, not original script
elminn_1 patch failed, not original script
frcyo patch failed, not original script
fship_4 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Error in mds7: Incorrect number of entries: 74/73
min51_1 patch failed, not original script
psdun_2 patch failed, not original script
Anybody know if that's OK or not? I guess I'll go test that scene but it may not be right this minute.So far there is one thing I noticed though, on Barrets field model the gun isn't straight. When he moves it'll show holes right now. Simple fix though, just needs to be rotated +5 on the Y.
Plus I'm not sure how it works with the 2012 version. If I launch the game using the ff7.exe instead of bootloader the only changes it'll show are the character models. The background, sound, and everything else only work with bootloader.Eh? This is not my experience at all.
Eh? This is not my experience at all.
You mean when you actually use the game exe, with the square enix menu and everything? Weird, well either way that's what it does for me so using bootloader in some way is necessary. Otherwise it's just like the Steam version right now.After bootleg runs on the 2012 versions, there will be a regular old ff7.exe placed in your game directory. Use that, the launcher is now useless.
I tried that before posting. Asked about game disks. It hasn't been a problem since I don't care out achievements and cloud saving.I think we're getting our telephone wires crossed. I don't care about those either, and after bootleg they don't work. There's about 1 gig worth of files you can delete after bootleg because they were for the rerelease and aren't needed.
New version of the EnglishReworked flevel from Kaldarasha (https://docs.google.com/file/d/0B1g3qSVwwtNBd281aU9SR1FxNms/edit?usp=sharing)Tested issue with German save games again, and it has magically solved itself! Love it when that happens.
Makes the character models larger and does some cool transparency stuff as well as fixing Aeris Death scene. Pretty much same as last version but compiled text without Aeris Revival installed just in case.
If I launch the game using the ff7.exe instead of bootloader the only changes it'll show are the character models.There must be another FF7.exe, which bootleg loads. I had read an post from Vgr, who's talking about different moded FF7 installments in one. I believe the exe and certain other files needed to be copied and renamed.
I fixed Barrets idle animation. Damn, 100 frames just to have him stand still and breath lol. Animation is much harder work than modeling. The new battle animation you guys did seems even more impressive after just correcting his arm 100 times for him to stand still.There is a propagate frame option. Check it and every frame after the one you edit will have the new angle. Safes often time, but it's easy to forget, that it's on.
@TemplateI'm not willing to spoil it, but I want to point out that this scene is really awesome the way he set it up in the Reworked flevel. Someone unfamiliar and epic makes an appearance.
I need to update the flevel to enable the the transparency in the temple for the rest of the characters.
You guys rely too much on lusky's tools. I get no problems by using alai's lgp/unlgp which relys on cmd.exe command promt. I may use old school ff7 tools but they work better then luskys.
Aali's ulgp has a few bugs in it... luksy's does not. It's an update for Aali's lgp and I've had no issues with it at all. Also, luksy's is both a cmd and a main util. You can use the exe from the command line, or click on it to get GUI.You're killing me Dan... I'm like following you around agreeing with your posts right now.
It's very important to encode to a brand new lgp file when using uLGP .7 because it will NOT overwrite files in an already existing lgp file. So, for example:
(http://i647.photobucket.com/albums/uu193/electrotoyou/uLGPbattleConfig_zps38df33d0.png)
Here I've manually typed in the destination lgp file to be encoded as C:\battle.lgp
Notice there isn't a file there that exists already.
(http://i647.photobucket.com/albums/uu193/electrotoyou/battlelgpencoded_zps3de4023f.png)
Here the file has been encoded and appears in the C: directory, ready to be moved to the correct game data folder
(http://i647.photobucket.com/albums/uu193/electrotoyou/Replacedlgp1_zpsd79d7a6a.png)
And here I've replaced the original battle.lgp (notice I've renamed it battleBACKUP.lgp at the top of the list) with the newly encoded file.
There is a propagate frame option. Check it and every frame after the one you edit will have the new angle. Safes often time, but it's easy to forget, that it's on.
I'm not willing to spoil it, but I want to point out that this scene is really awesome the way he set it up in the Reworked flevel. Someone unfamiliar and epic makes an appearance.
There are some issues with character placement that I'm interested in before going through the trouble of translating the flevel (with Luksy's ToughScript) to 3 more languages. I checked out the scene where the Sephiroth "sack" drops and Hojo is kinda hopping around like the animations have been affected by his size adjustment.
I thought of that but that sounds like it copies the frame to all the others right? Wouldn't that cause him to stand absolutely still, removing the animation of him breathing? Or would it just alter the position of his arm? I'll feel silly if so.Well, don't feel bad. I had the exact same experience. Started working on Cloud, sent Kaldarasha some files, and he could tell I wasn't using it. It does actually fix the remaining frames according to your changes, while maintaining the animations movement, but it's important to use it only on frame 0, so none of the frames "tick" (Kald says frame 0 isn't even actually used in the game... weird huh?)
Is this strictly in the flevel.lgp in the wrapper package (that said "my flevel") or is this also included in the flevel folder in the unwrapped package? If not let me know when the English version is ready, or if you need any beta testers. Also if it's a whole flevel.lgp to over write the current one does it include the Vincent animation fix at Aeris death scene? The flevel folder in the unwrapped didn't so I had to add it.Kaldarasha did not include the Reworked flevel in the unwrapped package. I need to make a new version, which is what I'm off to do now. I was using the previous version of ToughScript, which DLPB has recently pointed out on the ToughScript thread.
Well, don't feel bad. I had the exact same experience. Started working on Cloud, sent Kaldarasha some files, and he could tell I wasn't using it. It does actually fix the remaining frames according to your changes, while maintaining the animations movement, but it's important to use it only on frame 0, so none of the frames "tick" (Kald says frame 0 isn't even actually used in the game... weird huh?)
Kaldarasha did not include the Reworked flevel in the unwrapped package. I need to make a new version, which is what I'm off to do now. I was using the previous version of ToughScript, which DLPB has recently pointed out on the ToughScript thread.
You might be able to change the field model in the flevel, if you edited every location he can visit, but you can't change the world map or the battle model that way.This is why there's 2 Cloud battle models rtaa AND siaa. 1 is for the whole game, and 1 is for the last battle, iirc. The model we're used to seeing now is actually based off the "final" Cloud, and people started just packing the same model for both.
You're killing me Dan... I'm like following you around agreeing with your posts right now.
I'm not willing to spoil it, but I want to point out that this scene is really awesome the way he set it up in the Reworked flevel. Someone unfamiliar and epic makes an appearance.
~I tried the wrapper and it does work well. It worked how I expected though, it launches the 2012 re-release and plays through that. Otherwise the only other exe that works is bootloader. FF7.exe asks for game disks, and ff7_en.exe says to use the ff7_launcher which is the 2012 exe. It doesn't use Ozmys backgrounds or the remastered sound. So 7thwrapper is a success, but it met the limitations I was worried about with the 2012 re-release. If it's able to use the files in the ff7 game mods folder this would work really well.
It doesn't use anything from the ff7/mods/bootleg folder though, or at least for me. I'm interested in the possibilities this application presents, but the game is nearly unplayable for me without the other mods.It's supposed to use your mod folder; Omzy's backgrounds, everything works fine. You sure your mod path is correct?
Use regedit to change the ff7 data drive to wherever you mount your iso. Then it won't bother you about that anymore.
By the way is there a difference between the wrapped/unwrapped animation and base models? I installed the bootleg base models which were made from all the other base mods. For the animations I fixed Barrets idle and used another one for Clouds running in the field and world. The problem is if I need the wrapped options for this mod to be complete it'll overwrite the things I wanted to keep. Can I leave these unchecked or will it leave out something important Kaldarasha added?
When you run 7thwrap with base models unchecked are the guards the original vanilla?
If that's the case is it possible to reorganize it so the base models are solidly just the original npcs and stuff, like what you'd get from a bootleg install, and put everything that's new into the unshaded option?
Are you going to also change the weapon for Cloud's other models?
He also carries the sword on models BRIB, BHFF and on the world map.
As soon as I saw the save point from FFX I turned off the base field models with the config option, I left the game (minigame) models and world models from the base set checked :PI coulda sworn this happened. I had a ffx save point after I installed the wrapped mod the first time... I've redone this just now and good old TA save point is back, so it doesn't look like the base set even includes a save point model. It should only be PRP + Squallff8 + Unshaded NPCs. Nearly 16,000 files... and so much smaller in .iro form. very cool.
I totally forgot about Barret. He mentioned this to me many days ago and I forgot. I think it's a harmless error anyway. Basically I think the FF7 game engine is offended by Barret's tattoo. :wink:
It's done!
UM-ModelOverhaul.7z (http://www.file-upload.net/download-7866819/UM-ModelOverhaul.7z.html)
You need the mod manager (http://forums.qhimm.com/index.php?topic=14402.msg202636#msg202636) from iros.
Make a back up of your flevel.lgp (best is, you dump the text with Tough script before) and replace it with my flevel.lgp (and encode the dumped text to it).
Don't use the flevel. It needs some adjustments.
Edit: Mods Installed with 7thWrapper (click photos for larger res, if avail):
(http://i647.photobucket.com/albums/uu193/electrotoyou/8089d2f6-53eb-4e33-a41a-d45a3e0912f3_zpsbefb3979.jpg)
(http://i647.photobucket.com/albums/uu193/electrotoyou/UMCcfg_zps5287a354.png)
(http://i647.photobucket.com/albums/uu193/electrotoyou/NewUMC2_zps31a60124.png)
In this scene, Vincent's cape is blowing around like crazy and it looks absolutely stunning.
Anyway, we have good media on this thread but so much of what you see in the last screenshot comes from Omzy's field pack(backgrounds) (http://forums.qhimm.com/index.php?topic=12260.msg170228#msg170228), which is in turn part of another giant package of customizable mods called Bootleg40 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).
Hi everybody !Templated posted the link for you, it's on this thread: http://forums.qhimm.com/index.php?topic=14490.0
Is there anybody out here who could give me the link where to download the character changer program you use with all the models you guys did and the background smoothened.
And a really quick guide on how to use it ! It would be amazing.
Please help a huge fan of your work !
Thanks a lot in advance.
what I want to know is has he fixed the transparency issue with the main characters and sephiroth yet
Bootstrap? LOL :D
I would use the 7th Heaven tool to inject the IRO version. Search for it in the tools section and read about it. If you need help after that, let us know.
what I want to know is has he fixed the transparency issue with the main characters and sephiroth yet
(http://imageshack.com/scaled/large/36/e64z.jpg)
They're not included in Bootleg 040. There is an older compilation that has an IRO version. You can also make your own IRO version using the 7th Heaven tool. It's not difficulty at all.
These models are awesome. Do you have a link of the models in action or did I miss it?
How do you tell where the files go? I mean, I've created IRO's, but I don't know where all the different files are expected to appear in the mod folder.
I have to build a new pack to make it compatible with the Reunion. Would say, somewhere at the weekend. :|
I haven't test it much, but it will be mostly customization options which the Reunion didn't have or the use of extra models. Anyway the Reunion will be my base now, because DLPB has fixed some blinking head models. But I have seen that the flevel.lgp has still the old closed eyes textures, so I will do a fix for it and send them to DLPB for the use in the R02 release.
Those models you sent me are far superior to the others you did too. They look like they should. Although, a TAD of shading might help with the main chars. But even if not, it's v well done.
I still need to go back and take a screenshot, but I thought it looked like Cloud's sword clips right through his torso after climbing up the wire from the Wall Market. It's when they pose to look up at the Shin-Ra tower. I'm using the version included with Reunion r01.
There seems to be an issue with faces/hair and transparency:
(http://i.imgur.com/A2TgoAE.jpg)
Here Seph's hair is still opaque, and Aerith's face can be seen while Cloud's seems to be properly transparent. Here's the original (http://i.imgur.com/iKZRRD8.png) for comparison.
Someone else want to cast Optimus Prime as a Summon? As Titan would be cool. :-D
This is awesome work!
I currently don't know, which way I should go with this project. I also could spent all the time with painting vertices in creating textures.
If we would create different body parts with UV maps (5-10 different models for each body part), then we could generate very fast new field models.
My only true gripe with modding is its lack of continuity in design. Many modders have their own style, and when combining them together, sometimes the look and feel of the game loses its identity and you can start to distinctly tell which mods were made by different authors (No offense to the Optimus Prime idea, but that's kind of what I'm talking about :-P)..
I personally want to see your work with the character models applied to all the NPC and Enemy models. I realize that is work beyond one person's reach, so if there is anyway templates can be given and lessons taught on your methods, than collaborating with others could make it doable. I know I'm willing to learn your methods :)
I like! :)
There are some oddities with the textures, which I not fully understand, but the mesh as I have designed it is very good. The textures aren't ready yet, but the test has shown me which things needs to be done.I know this may be seen as "advice for noob", but have you double-checked for double-vertices and the consistency of your face normals? They're common causes for glitching textures which can be easily fixed.
(http://imageshack.com/scaled/large/841/7tl6.jpg)
So this is the last head from me for this year. I have designed the head with the head from Cloud in Dessidia as reference. So it's a bit different from the original game model. The eyes are completely new repainted with a more glossy look. I need to add the earring, but this will not be a problem anyway.
Well I need to update my own library first before I releasing anything. Aerith and Sephiroth need new back hair and I have to split the eyes of the new heads in a left and right part for a correct blinking.
My only true gripe with modding is its lack of continuity in design. Many modders have their own style, and when combining them together, sometimes the look and feel of the game loses its identity and you can start to distinctly tell which mods were made by different authors (No offense to the Optimus Prime idea, but that's kind of what I'm talking about :-P).
Original game design is all I care about these days. I don't usually mod anything based off of spin-off series.
I agree. I am not sure what Kal is doing for Reunion. Whether he is keeping it more to the original design (I hope so, because I'd not be able to add it otherwise :P )
I also prefer the original style and feel there is too much deviation from it. But I don't have to install it so...
As good as the old 90s render is, it's nose is a massively long L, not to mention purple isn't a very heroic color.
Plus, considering where the belt is in that picture, his torso looks almost degenerately small compared to his legs.
I think Moders should take to making cloud look closer to the renders.I did. Look the ending2 at 5:43. Do you see what's wrong with Cloud? :wink:
All of the original drawings of FF VII's human characters had short torsos and long legs to begin with. it was part of the design.Only a guess of me. But I think Nomura wanted a realistic look, but if you paint a lot of chibi formed characters you can loose the sense for the proportions.
I'm more for the CC style, too. It has a more advanced Manga look.
But I try to keep the original style as much as possible.
Anyway that's how Cloud currently looks:
(http://s1.directupload.net/images/140430/exu3j84h.png)
There is no way I use the HQ models of the rendered scenes as reference:
(http://s7.directupload.net/images/140430/vmap3gt7.png)
The face is entirely different.
Not that I'm closer to the draw, which is of course not possible because I used the Dessidia model as a reference, but the shape of the head is more natural.
And that's what I want, a natural Manga look. No vessels as boots and no detective conan like heads. Normally Nomura had to redraw the characters after the story was finished. Because Cloud isn't the cool super Soldier (yes the Desidia design is closer to what Cloud is), Tifa's character isn't so strong as she was planed first, she is in her acting now very feminine which makes her skimpy skirt dress unnecessary, Vincent thought that he needs a new dress with a unique gear now where he is a monster (or does Hojo dressed him this way?) and Yuffie... well I didn't even knew what that dress should represent. Half skimpy school girl, half ninja? I ever thought she looks a bit like a tourist not like a ninja. The rest of the team is OK because they aren't effected by the story changes so much. Yes even Cait Sith, it's hard to make a bad character even more worse. As I said normally Nomura had to run over the design again, but there was no time anymore. What we currently have is a have done piece of work.
If people have a problem with my style, then do what I did. Make your own models or alter the models I have done. That was my motivation.
I did. Look the ending2 at 5:43. Do you see what's wrong with Cloud? :wink:
Only a guess of me. But I think Nomura wanted a realistic look, but if you paint a lot of chibi formed characters you can loose the sense for the proportions.
(http://s1.directupload.net/images/140430/e5o7482g.jpg)
Early concept of Cloud (I had preferred it, because its closer to the Fenrir wolf Cloud represents)
The cloud head that comes with the battle model (high res) is perfect. As a true representation of the original design, it doesn't really get any better.
does it look better now?
(http://oi57.tinypic.com/2llhcg7.jpg)
I'm also having an issue packaging the character in the game, it seems to be all scrambled up when i play it. i keep ending up with the same results when i repackage it over and over. any clues?
it's still ends up getting scrambled. any thoughts?
Have you actually tried the direct folders though (direct\char and direct\battle)? You just copy in the files. lgp tools do need to be run as admin.
The original design is perfect as it is, because that's what was intended.So you will leave the thing with Cait Sith as it is? ???
My point is that graphically the game was sound, but needed higher resolution. What people seem to be doing to the graphics instead is completely redesigning them, so that the entire feel of the game is different. That's fine, because that's their mod, but imho it's a complete mistake, and I'll choose not to use them.I'm not sure I get the point. When modding to a higher res., we're bound to redesign to some extent. When redesigning, even if the aim is to replicate the "intention of the designers", there's always room for interpretation, because
In the case of Cloud, there is absolutely nothing that I can see wrong with Cloud's original battle face. It's the absolute intention of the designers and it looks good. Moving eyes about, hair about and adjusting facial expressions is not adding anything, but is often taking away. It's not a small mod either that can simply be left out. The choice we have been getting is lego cloud, or custom cloud. Not original design cloud.
It's also kind of hard to say what was originally intended with the limitations they had at the time, which opens up the door for artistic opportunity..
http://oi59.tinypic.com/2mze3jb.jpg
That doesn't look bad, though! The mouth seems to have some sort of issue with the line, but it's still the original design. I'm actually quite happy with it.
On the other hand
http://s1.directupload.net/images/140430/exu3j84h.png
That changes too much and for absolutely no good reason that I can see over the one above.
Can someone test this Cloud for me:
https://mega.co.nz/#!HMUwRQja!6M8ZhpT1wrd06at6je6VMUh-5GWpjaj_3PtEDBl0AdY
I made changes to the hair (removed some spikes and freed up his right eye) and made the face thinner, specially the jaw.
https://www.youtube.com/watch?v=t5bddDRyoMI
I used the "direct" method. Not sure why he doesn't hold a sword while in battle though :| Maybe because I use my modified one...
There are ripped high quality texture Reno models on the net just a little googling and you'l find one :pQhimm has banned ripped models and textures for years. If you want to make a worthy contribution to this discussion, you'll have to do better than that.
<ModFolder Folder="Battle\Millenia+with Mike's Buster+UltimateWeapon">
<ActiveWhen>
<Or>
<And>
<Option>HQW = 1</Option>
<Option>CloudSword = 0</Option>
<Option>Sword = 1</Option>
</And>
<And>
<Option>HQW = 1</Option>
<Option>CloudSword = 0</Option>
<Option>Sword = 3</Option>
</And>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 0</Option>
<Option>Sword = 1</Option>
</And>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Option>Sword = 1</Option>
</And>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Option>Sword = 3</Option>
</And>
</Or>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Battle\Millenia+with Mike's Buster+UltimateWeapon">
<ActiveWhen>
<And>
<Or>
<Option>HQW = 1</Option>
<Option>Dynamic = 1</Option>
</Or>
<Or>
<Option>CloudSword = 0</Option>
<Option>CloudSword = 1</Option>
</Or>
<Or>
<Option>Sword = 1</Option>
<Option>Sword = 3</Option>
</Or>
</And>
</ActiveWhen>
</ModFolder>
Also, the Expert's Hall also uses transparent models for 3 men. They are now almost totally invisible.
In other news: Tifa (and likely others) has issues with transparent part at the temple of the ancients.
I noticed this also when testing Super Boss Rush. The models did eventually appear though, after I came out of a battle with one of the bosses from SBR.
Ok I wont release the next update yet. The reason: I want to do more models until X-mas and because of a special request.Thank you for that ;D
I am very curious about the special request... ;DIt's nothing really "top secret". But long story short: it's for being able to make a nice little complete package with the set of my field scenes which should be done around the end of the year.
Will the new models be part of the upcoming version 2 of Reunion? :)
I am very curious about the special request... ;D
When you put it like that Mayo Master, after seeing what you've done, my first instinct is to say a completely overhauled Midgar :p. However, that seems somewhat ridiculous... Because of all the work you'd have to do in such a short time D:. Unless, I've missed a lot of scenes... But, I feel like my guess is the wrong ball park ;).We would aim to complete the "small" section I made, which is half of the Sector 5 (ie: Sector 5 slums markets and relevant shops, plus the environments relevant to Aerith's house). It's a total of 11 scenes (although one of them is almost a re-render from another camera). I should be able to finish these fields around the end of the year. These "mere" 11 scenes were a lot of work, a complete Midgar overhaul is way beyond the current objectives (certainly not a task for me to handle on my own).
Anyways, awesome work ^^.
Darn, these are amazing. xD I love the work you've done on these. Now to test them =w=.
Edit: Now Reno looks like he's in some sort of Dancing pose. xD Did I do something wrong? I went to the Gongaga area, and saw him in a weird position similar to Vincent's pose at the Funeral of Aerith. Is this how it is or did I mess up something with the files?
There is another thing too. Take a look at the older cloud Revision, I think that's your work. The APZ tweak. You might have to take a look at the Buster sword model in battle, check the angle of it because when I looked at it, it's angled weird. I'll try to get a snapshot of it when I can but definitely look into it.
I also want to divide it into a few modules, based on the feedback from Tifa's Final Heaven.
This looks far more like how Barrett was intended and is precisely what's needed. Are you updating all characters to conform more to the original design? For example, this looks nothing like Sep should... far too much deviation imho:
http://i.imgur.com/uCudMVG.png
It's nearly entirely the head and face I have issue with.
Like with Barrett, it may be wise to go through all main chars and stick to how the original designers portrayed them as closely as possible. It's your mod at the end of the day, but what do you plan to do?
Should be possible. I try to do it until tomorrow.
Cloud's is still a little fat compared to the original battle head and so on...
Yes yes yes, kaldrasha! This is exactly what was needed and what I've been punishing you to deliver :)
Well done.
The characters all look like they belong in the game now. The faces are spot on... the models look great.
I've added the latest update to Reunion R02, I have a feeling people are going to enjoy it.
So far only gripe I have is that Cloud's arms are too far apart. Need to be closer to his body like a normal standing stance.
Hey, Kaldarasha. You're doing great man. Hope these words of confidence helps spice your day. xD
Cross-posted from the Reunion thread:
I'm in the Lifestream where Tifa and Cloud are piecing things back together, and I just watched the scene where Cloud stabs Sephiroth in the reactor.
When Cloud checks on Tifa, the camera pans up to Sephiroth holding Jenova's head, walking down the stairs, but it's the original SD sprite.
In the next shot, Sephiroth is walking out of that room holding Jenova's head, but he's not SD.
Maybe you missed a shot, or maybe there are complications there I'm not aware of. Thought you should know, regardless.
Hi Kaldarasha,
Is there a way to use ChaOS in conjunction with Reunion3c? It always seems to crash right at the start.
I even unchecked Model Overhaul during Reunion3c installation, to not conflict with ChaOS.
Hi Kaldarasha,
Is there a way to use ChaOS in conjunction with Reunion3c? It always seems to crash right at the start.
I even unchecked Model Overhaul during Reunion3c installation, to not conflict with ChaOS.
do you know anything about the field script effects? They seem to be broken in ff7 pc. The blending or the filters... or both. You can notice it easily at Chocobo Farm when feeding chocobos.
the chocobos look crap?
I have been trying to find if you had a world map model too included with this, but I am sorry if I didn't find it in one of the posts. So these models replace the field, battle and map models? I know some mods when cloud is not moving in the map or in towns he is in like a t pose haha. That is actually my biggest pet peeve lol. I apologize if you have answered this before and thank you for the mod :)
Actually, Leet is working on it. Probably won't be for another few months until he finishes though
Also, is anyone going to work on animation? Barrett and Heidegger definitely need it for run /walk.
Actually, Leet is working on it. Probably won't be for another few months until he finishes though
For Kaldarasha's models?No, just Barret. It's not the exact same model, the bone structure is going to be a little bit different, but it might still look good on Kaldarasha's. I doubt anyone else is up for the challenge. Extensive animation editing in kimera is just a nightmare. Dealing with bone rotations? Ugh. Really wish borde would have finished his animation converter, I don't think there's anyone left that understands them on the level he did/does.
let's not forget Jessie's hair bug when she shows Cloud the map on the train after the bombing mission.
Wasn't as easy as I hoped. But Kal would likely fix it in no time. Already have the Jessie model - just got to make it work with that scene and those animations.
hey
how hard is this mod
and how hard is it to setup this mod
and does this mod have all new enemies and bosses on it as well
Do these look like the original models, though? - the shapes and so on. Otherwise, it's moving away from the design. Which you;re free to do off course - I'm talking about for Reunion,.
I mean the face shape / structure.
Not much but a smal progress update of Jessie.
@C.B.Q
I could need some help since my time is somewhat of short right now.
For your worries, as written above it can create problems (probably), but I won't worry to much about it for a normal NPC since they aren't shaded different then the normal shading process.
Here is Jessie: https://mega.nz/#!uQ0TWRSY!0CwD4djXw6oygsEzH99pvsOKViCQQjq8a2a_8cFcjp4
I need your email address to add you to the google drive or even better your google drive account name. It's mandatory that you install google drive on your system, so our work is always up to date.I'll send you a PM a little later. My Google account is a little weird (transfered my old Live account), so I'll make one specifically for this.
If you document the colors you do use as good as you can, I don't see a reason to recolor the models based on one pallet. But maybe it turns out to be a good thing. We will discuss that, when we are in the lucky position with everything done.I've been trying to use the same colors you are (for example basing my sailor off your Barret sailor model). I have some consistency issues with mine (mostly skin color). I want to use colors from the more detailed/main models so it'll only be simpler models to repaint... if we go that route.
Is your collection still based on the sorting I recently did, Kal? I organized it much better so that there were no duplicate files. Also added some custom stuff that was needed.
If the errors in the models are simply due to placement, then it's best to correct the error properly with Makou reactor and Ochu (change the coords). I'm not sure if that's the case here.
Do you have a screenshot?
New Head and body:
I only need to make the parachute model of him and then I have to convert the model to battle, world map and the chocobo race. I made for the logos on his arms new textures which give a much cleaner result. |
I download the mod from steam web, the archive name is Chaos SR 02 and I have a question.
The Cloud model in the world include the sword? It's not clear to me. I prefer it without sword because the sword hides the model too much...
(https://i.imgur.com/ixLubQK.jpg) | (https://i.imgur.com/DGnQFH8.jpg) |
(https://i.imgur.com/w4gRsv7.jpg) | (https://i.imgur.com/ZaLqjxg.jpg) |
The lowered arms are the result of new animations, which Bloodshot has created.Okay, thank you very much, have a nice day :)
If you use 7H then all you need to do is to place the animation iro on the very top and overwrite with this all other animations.I had not seen the message, sorry. I'll wait for you to explain it a little better, explain it as if you were dealing with a small child xD. But there is no hurry, do not worry.
I'll explain later a bit more...
Tried the .iro packing method and seems to work great in 7H. Something I hope might've been fixed is some animation glitches I saw that persisted from the last version of ChaOS to this one;
(https://i.imgur.com/IRZiga7.jpg)
Both in this scene where Reno chases after Cloud and Aerith and slightly before when Barret, Tifa and CLoud have to press the door lock buttons simultaneously, Reno and Barret have animation glitches. Barret's is less noticeable, he has broken ankles but Reno's running animation is completely screwed here lol. Is this a well known glitch or something on my end?
Great stuff anywho, thanks for all your hard work :D I love the new models and animations.
Though most animals have not a new model, but I want to change the direction of the mod to use full textured models like the models by Ninostyle.
Hello.
Is where any way to patch flevel.lgp to correct model size or is it 7th heaven only ?
Thanks
any new of the how to ? ;D
or if you can send me 2 flevel, one with base chaos and another with base chaos + corrected size so i could extract some global patch by auto comparing both.
thanks again
BTW. is there any real reason why you avoid 7H for your SYW mod? 7H has an also launch option which can run necessary executables like DLPB's launcher.Because i've made my own system dedicated to the french version.
Event is 7H only. It fixes the feet of some models when they use Cid's or Barrett's animations, like the fat crew member in the Highwind. You need to rename these animations, pack them into the char.lgp and add them manually to the model with model loader.
The animation folder contains the new animations. I outsourced it just for maintenance reasons. I actually have a few more but they are hight corrected, which means that the models don't go through the walkmesh. Though, this doesn't fully work in game because the models can be bigger or smaller depending on the scales they have for a field, but it looks much better this way.
I've done as much a possible to get your sized chars works with my flevel and it's working great but it seems that there's some issues, if a launch a new game, it try to open a model "DXBD" witch doesn't exists.That sounds like something similar I experienced when I just tried the lgp method for other things..
I've tried lots of screens and dont have spoted other bugs, but if you think some fields could be problematic could you tell me so i can test/correct them ^^
thanks.
Hello,
does the chaos mod change every single model in the game or does it focus on the most important models, like the main heroes, shinra, some story relevant NPCs?
Edit: I installed 7H and tested this mod myself. At first look it seems every model got a rework. Awesome mod. The big models option is a good idea, but i get with New Threat Mod many crashes when i enter certain areas with big models.
Found 2 other bug:
With your flevel the ancient's key in dio showroom is a save "?" icon (the model used in flevel is not the good one)
With your models i can't get the dialogs to show up in this game's part (dialogs are ok with the same flevel and with regular models, if i edit the char.lgp to put regular models for this field, the dialogs show again but i cant spot out why):
(http://wowsatsuki.free.fr/nodialog.jpg)
So if you have any solution for those dialogs ^^
Thanks !
Found 2 other bug:
With your flevel the ancient's key in dio showroom is a save "?" icon (the model used in flevel is not the good one)
With your models i can't get the dialogs to show up in this game's part (dialogs are ok with the same flevel and with regular models, if i edit the char.lgp to put regular models for this field, the dialogs show again but i cant spot out why):
(http://wowsatsuki.free.fr/nodialog.jpg)
So if you have any solution for those dialogs ^^
Thanks !
Thanks for the answer.
Another quick question, I've just reached the end of Midgar and Cloud's model for the world map is vanilla. I believe I installed the mod correctly - the word_us.lgp from the lgp_out folder has been placed in data > wm, but it hasn't worked.
I could get around this by enabling the character overhaul in the Reuinion options.ini...but that only has the option for Cloud with the buster sword, and I don't want the sword on his back.
The first step is done.
(https://i.imgur.com/y70P6EY.jpg)
I choose Cloud with no sword in mod's settings and yet he carries it in the game :-\Did yu ever fix the problem cause i got the same problem too.