Author Topic: [FF7PC] Phoenix Rejuvenation Project (Discontinued, use Unified Model Installer)  (Read 692850 times)

Hellbringer616

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #425 on: 2009-08-01 18:06:37 »
don't use saint's patch, use Aali driver. does everything saint's does, minus all the bugs and errors plus add's a lot of new features you couldn't do before.

Senti

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #426 on: 2009-08-01 18:21:57 »
Yeah, had saints in before I got Aali's drivers, tried YAMP and still crashing, giving me this error...

Code: [Select]
AppName: ff7.exe AppVer: 0.0.0.0 ModName: ff7.exe
ModVer: 0.0.0.0 Offset: 002b1ff6

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="ff7.exe" FILTER="GRABMI_FILTER_PRIVACY">
    <MATCHING_FILE NAME="backup_ff7.exe" SIZE="5882880" CHECKSUM="0x846A5F8A" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/15/1998 18:14:07" UPTO_LINK_DATE="09/15/1998 18:14:07" />
    <MATCHING_FILE NAME="ff7.exe" SIZE="5882880" CHECKSUM="0x846A5F8A" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/15/1998 18:14:07" UPTO_LINK_DATE="09/15/1998 18:14:07" />
    <MATCHING_FILE NAME="FF7Config.exe" SIZE="448000" CHECKSUM="0x8DE0F5F4" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/14/1998 22:39:47" UPTO_LINK_DATE="09/14/1998 22:39:47" />
    <MATCHING_FILE NAME="PRP.exe" SIZE="5882880" CHECKSUM="0x846A5F8A" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/15/1998 18:14:07" UPTO_LINK_DATE="09/15/1998 18:14:07" />
    <MATCHING_FILE NAME="[The_SaiNt]_High_Res_FF7PC_1280x1024_Fix_Patcher.exe" SIZE="12800" CHECKSUM="0x414FA92B" MODULE_TYPE="WIN32" PE_CHECKSUM="0x10A2A" LINKER_VERSION="0x0" LINK_DATE="06/11/2005 15:30:31" UPTO_LINK_DATE="06/11/2005 15:30:31" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
    <MATCHING_FILE NAME="kernel32.dll" SIZE="986112" CHECKSUM="0x359DA0B2" BIN_FILE_VERSION="5.1.2600.3541" BIN_PRODUCT_VERSION="5.1.2600.3541" PRODUCT_VERSION="5.1.2600.3541" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3541 (xpsp_sp2_gdr.090321-1320)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFEAFF" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3541" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3541" LINK_DATE="03/21/2009 14:18:57" UPTO_LINK_DATE="03/21/2009 14:18:57" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
Going to try a clean reinstall with just PRP and Aali's drivers, see if that doesn't help.
« Last Edit: 2009-08-01 18:23:37 by Senti »

Hellbringer616

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #427 on: 2009-08-01 18:43:03 »
are you launching from the original ff7.exe?

If not then you need to rename the lgp's in the PRP folder from 00.lgp and 01.lgp to char.lgp and world_us.lgp

Also did you re run Aali' drivers reg file? if you're using Vista is it Vista 64 bit? if so did you run the Vista64 reg file?

EDIT: thought i'd add this for SquallFF8 and everyone else working on this still

http://forums.qhimm.com/index.php?topic=4194.msg110742#msg110742

Animation editing is here! :-D
« Last Edit: 2009-08-01 18:46:56 by hellbringer616 »

Senti

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #428 on: 2009-08-01 19:22:01 »
no, running from the FF7-PRP.exe (had it renamed), running XP home SP2, just did clean reinstall with only Aali's drivers and PRP installed and still crashing, any ideas? And yes, I added the reg file.

EDIT: Renaming 00.lgp and 01.lgp to char.lgp and world_us.lgp causes it to not even load.

Double EDIT: Alright, done just about everything I can think of, with only Aali's driver and the PRP patch it crashes when loading menu and also crashes during first battle as soon as your CT runs up, no matter if I run from PRP.exe or from orignal FF7.exe with the lgp's renamed and replaced. I'm running out of ideas here.

Triple EDIT: Finally got it to work, after using every patch I can think of then rolling the .exe back to the original with the 00 and 01.lgps renamed and replaced multiple times. Not sure how the hell I did it in all honesty, but it's working and I must say, you guys have done one of the best modding jobs I've seen in any game when it comes to updating the looks. Very well done guys and thanks for releasing it, pain in the ass to get it to work for me but well worth it.
« Last Edit: 2009-08-02 02:23:47 by Senti »

squallff8

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #429 on: 2009-08-08 13:33:54 »
Hi there!First i want to apologise.I still not completed all models that i wanted for release.And instead making them i rebuilded models that was before ...Here some screens of different changes that i made:



Ingame screens:



Lionfist

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #430 on: 2009-08-08 15:05:37 »
Shinra Soldiers
Cloud..
...
..
..  :-o
Wanna have
Nao
 :-D

Good work there!

Harruzame

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #431 on: 2009-08-08 15:17:44 »
Wow!!!! When will this be available for download?

Great Work as usual for the FFPRP team...I love you guys...!!!!!!!!!

Harruzame

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #432 on: 2009-08-08 15:57:47 »
Hello Again Guys!

If you're gonna release this someday (soon I hope!)..can I give just a little sugestion?...Please indicate the time or date this will be released (I mean included in the patch that is..) Its just a personal request of mine if ya dont mind....


And If its a full blown out release...I hope all the NPC's ingame are now finished! ...Now thats what I called REJUVENATION Of The PHOENIX ...literally... :-P

I hope you can use APZ Battle Mod as field model.....(~Wishful thinking~)

squallff8

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #433 on: 2009-08-08 16:14:33 »
This will be released in the end of this month.

I can't say clearly is all NPC will be rebuilded because there too many of them.And i only one who working on them.

As for APZ Cloud,so he made only Chibi field model.There are no Tall field character from him.


Hellbringer616

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #434 on: 2009-08-08 17:09:47 »
Squall, check out Bordes new Kimera (if you haven't already) you can make better suited animations for the new models

obesebear

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #435 on: 2009-08-08 19:34:45 »
I've got to say, those new models look 10x better without all that baked on lighting.  Really good job on the MP too!

squallff8

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #436 on: 2009-08-09 00:55:46 »
2 hellbringer616
Yes,i downloaded new kimera!I think now some things would be easier.
What do you mean by better suited animations?

Hellbringer616

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #437 on: 2009-08-09 02:15:16 »
I find Clouds Standing animation with his arms out very wide. Weird haha. as well as Wedge's and probably other people as well.

Harruzame

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #438 on: 2009-08-09 10:22:21 »
Hey Guys Check this out...


http://forums.qhimm.com/index.php?topic=8813.0


I ve found this posted in the forums... Could you possibly make the field characters like this? (Not the AC ones.. I know many will react to this)

I liked what was done to the tall chars on the recent FFprp..But if you make it like those on the link above..That will be AWESOME-NESS!!!!


Or of course your version suits the original chars of this game.... But man, How I wish I could play the game using that mod...heard it was from slayersnext..(Geewiz...The man uses KH Battle Models now he uses it as Field chars?...that so not right... Share it maybe?... :-p )


Hope you can make th latest FFVIIPRP more better than his...Or at least less glitches..than the last one...

See ya on the 30th or 31st??...heheh...well I cant for the lastest release!!!.......

squallff8

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #439 on: 2009-08-09 12:24:08 »
Everybody saw that videos with that models,but only author can use them,because all that models are rips from other games and public download of these models are illegal(Check the new rules thread).
I'll try to convert APZ battle Cloud to field one(if he not against this),but not now.

Harruzame

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #440 on: 2009-08-09 13:07:54 »
Really?! Hontoni honto?...( pardon the jap. pun I was watching some animes before posting this)

Wow that'll be great! Considering APZ Battle Model rocks the Game...It would be great to see the model walking and interacting in the world map..That would be so COOL!!!

thumbs up to you and to all the great Modders out there....Qhimm Sir You have made an awesome forum to not only revive but to REPLENISH an already great game..


FFVII-PRP crew You deserve more than thank you's and praises.... You Totally change FFVII history...other than the compilations and games of course..:3

To the old and Young modders.......keep shaking and baking new things...Kinda like Alchemists...(FMA fan)


Waiting for the FFVII PRP...now!

Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #441 on: 2009-08-09 18:36:21 »
I have been messing with the models in MAX and Kimera..
I am wondering..
If anyone knows how to set the lighting in MAX...

Since back when i was "porting models' (no longer doing that...) I the CC model I had was fully textured.. so i could just use vertex lighting..

but now that i am using the Cloud from here(the PRP project)... the only textures he possesses is his eyes and belt..

I am wondering how i can make the lighting better in MAX.. so i can see what i am doing better, make it look like the in game model if possible... and show some better screen shots.

I can always convert the 3DS. File back to kimera.. but i am sort of bad at cutting up the model at the moment..... I am learning!
 :lol:

 :wink:

Also..

i don't  know why this is happening, but when  i pull the models from the field lgp..
many of their textures just up and disappear..
For example, my vinny has no face...  :-( :-(

Which makes me very sad.. cause he is sooooo cute, when you chibify him... I just can't find his face..... xD

  

blargiefarg

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #442 on: 2009-08-10 20:44:54 »
whats the difference between it and the NPC Reconstruction patch?

Xelane

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #443 on: 2009-08-10 20:48:23 »
NPC reconstruction patch uses battle models as field models.
-and there are custom made npc models to go with it as well-

rejuvenation project is all made by hand

squallff8

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #444 on: 2009-08-10 21:18:34 »
NPC reconstruction patch uses battle models as field models.
-and there are custom made npc models to go with it as well-

rejuvenation project is all made by hand

I can't say that this project made by hand :|It's just a new version of PRP with more rebuilded models  :-)

sladevi

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #445 on: 2009-08-12 01:26:30 »
I find Clouds Standing animation with his arms out very wide. Weird haha. as well as Wedge's and probably other people as well.

I agree!  It always bugs me especially much when I'm using a sephiroth patch, since Sephiroth's standing animation is especially narrow.  I went in to modify it in Kimera and now it looks great for standing, walking, and running, but all the other animations like grabbing his head in pain, kneeling with one hand on the ground, etc. can look funny at times.  I think I modified the underlying model as opposed to the specific standing animation...or something.

Edit: Yep, went back and checked and I see that I modified it on the left hand side of Kimera, which modifies the underlying model and bone structure, while I really should have modified it on the right hand side in the frame options, which modifies the animation.
« Last Edit: 2009-08-12 03:43:34 by sladevi »

destroyedweapon

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #446 on: 2009-08-12 02:49:12 »
the new models are very good, I like that you are faithfull to the original cloud design/drawing

proJ3CHT

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #447 on: 2009-08-13 15:00:29 »
looks great, nice to see the buster sword return to is back!

only thing is the models look a lot softer without any lighting on them, they look like they been made out of clay lol

but it does look good cant wait to see more...

Matt2Tees

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Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #448 on: 2009-08-13 17:16:24 »
I'm all for making the models look better, but they look so weird compared to everything else in the game, especially when you run into non updated NPC's, and because the proportions are different, animations look really strange, just doesn't look good IMO!
« Last Edit: 2009-08-14 09:33:09 by MXster »

Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #449 on: 2009-08-13 18:06:43 »
These models aren't good at all! The originals are so much better, these new models look so weird compared to everything else and when you run into non updated NPC's you stand out like a sore thumb! NO NO NO NO....

I may agree with you, mostly.
But, that doesn't give you the right to attack their work like that.
That is not constructive criticism. I may not like PRP, cause i am a die heart chibi fan.
But, this mod still has its credit. So don't go blindly attacking them, just cause you don't like it.