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Messages - mr_nygren

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76
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2017-06-09 07:21:47 »
Updates during the night:

Remade the Rufus in dress-model a little - added left hand that were missing in the Turks mod, the mod from which i got the material that i modified.



Remade the Rufus in wheelchair-model - as i didn't think the one from the Turks mod had the bones just right. - Remade it using another Cloud wheelchair model as base.



New Rufus in dress as seen in-game - the quality isn't bad as one would think based on the other picture.



Rufus Shinra NPC field-model turned into Cloud Strife!



I managed to fix it after some tips at Qhimm forums - now both Rufus and Cloud don't share model-part names.



The battle model of Rufus has been replaced with Cloud Strife.




77
It was more troublesome than i thought - as i have never modified FF7 using notepad before!

But as i am quite used to modding Medieval II i immediately recognized the format. I had to first change all the entries in the HRC-file to from AL to AA, then change the information in the individual RSD-files so that they could connect to the .P-files as well - and finally i had to change the name of all the .p-files from al to aa.

Then the texture were the same so i had to add a unique entry for Cloud there as well. But now it works!  :D


78
Are all files really different? Without to see the files my guess is that (now it starts to get confusing) the Rufus model (which you control) has the same rsd and p files as the Cloud-Rufus-replacer you made.

Ah, now i do know where the problem was. The Turks mod used the Rufus file-names for the .p-files instead of the Cloud ones - which made them the same as my new Cloud-Rufus.. Will have to change this asap. Thanks =)

79
I doublechecked the .p-files and they have the Rufus-names.

But the RSD-file i am not sure - what does it do?

80


Any ideas as to why this happens? The glitched Cloud is supposed to be Rufus Shinra..

In the old Turks mod they succeeded in turning NPC-Rufus into turk-Vincent. Why would Cloud be any different?

It's like the game can't handle a Cloud-model without also applying it to the player..

81
It seems very odd to me - the Rufus and Cloud models are totally different in the base-game, and the names of files are different - yet they are connected when trying to replace the Rufus-one.. Any ideas?

82
Hello, when converting the Rufus Alad-model to Clouds model - the model for Cloud/Rufus also becomes a bugged version of the Cloud-model. When adding the Rufus-files again - the Rufus npc becomes a bugged version of the npc Rufus.

Before i added the Cloud files however, the NPC Rufus model worked fine together with the playable Rufus model - but somehow i can't add the Cloud-Rufus without also changing the other model?

They seem to share some .p files? How can i avoid turning both models into different ones?

83
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2017-06-08 19:19:37 »
I see you altered the Scarlet-model Grimmy.

Not only were the model file altered but also the animations - i think it looks less good in this mod.

The arm is not as properly connected and the victory animation looks more glitched. I replaced your Scarlet battle model (modified version of mine) with my original one. I just want to say to everyone that may read this that it's better to add the official Scarlet battle model as it isn't as glitched.

The arm and hand doesn't look as glitched

84
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2017-06-08 11:23:05 »
Here is my work this night and morning:

Remade this Rufus 8 years old - that i found in the old Turks mod from 2008:




New Rufus 8 years old (replaced body with PRB 8 yo Cloud, remade colours and replaced head):









Remade this Rufus 13 years old, that i found in the old Turks mod from 2008:



New Rufus 13 years old (replaced body with PRB 8 yo Cloud, remade colours and replaced head):









Added a parachute backpack to this Rufus Parachute model that i found in the old Turks mod from 2008:



New Rufus Shinra Parachute model (added a backpack):








Added this field model of Rufus Shinra that i found in the old Turks mod from 2008:









Remade this Rufus in Wheelchair model that i found in the old Turks mod from 2008:



 New Rufus Shinra wheelchair model (replaced old field Rufus model with the field-battle model):











Remade this Rufus woman model with Clouds dress, that i found in the old Turks mod from 2008:



New Rufus woman model (new colours - they look much better in-game):









 Added Rufus Sword, Rufus Soldier and Rufus Soldier with Helmet models directly from the old Turks mod.

Added this new Rufus mother's model replacing Cloud's mother (changing the colour of the hair from black to orange):









Added this new battle-model for Cloud as Rufus Shinra with all the animations intact - from Grimmys minimod with Shinra-characters):













Remaining to be done is:


Replacing the Rufus Shinra NPC battle and field model with Cloud Strife.

Pictures of Rufus as a woman in-game:


85
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2017-06-08 02:31:00 »
Hm, the problem is i have not installed 7th Heaven - and the last time i tried doing that it would CTD immediately after Cloud jumps off the train.

I have Bootleg installed on one computer though.

Edit - Thanks, it would seem only Dark Nation was included as a field model. But that's no problem - i could make my own field model versions of all the characters.

The battle animations were the main problem - would have taken forever to do it my way.

With these battle-models i could possibly add these characters without needing to do all that manual work of adding animations frame by frame - like i did with my Scarlet model.

In any case, unfortunate that Grimmy switched out Dyne.. As i had planned to use Dyne instead of Barret - but his animations were troublesome to add.

I'd guess with Grimmy's method it would be easy but i have no clue how he did it. He used the files of the PSX-shinra mod. But i don't know how to work with the PSX-files :P.

Tseng will have to do even though i always thought Dyne were a major bad-ass.

86
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2017-05-29 14:45:24 »
Hello all - if any of you in here wants me to finish this mod then i suggest helping me to un-rar IRO-archives as i am still using Bootleg to mod FF7 - i want the raw-material so that i can implement it and modify it to suit this mod.

There is an awesome mini-mod by Grimmy that let's people play as many of the characters i wanted for this mod (unfortunately he replaced Dyne with Tseng) - and if i could extract the actual files i could finish my sub-mod using the files of his mod which already have the animations in place.

So, any help in extracting IRO-archives would be helpful to be able to finish this as fast as possible.

87
Hello, i do want the raw-material like the HCR-files etc out of some IRO-arhives - how do i extract them?

Is there a program to "UN-RAR" IRO-archives?

88
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2017-05-29 14:23:46 »
Could you please send the files with Dyne? I wanted that character to replace Barret in my sub-mod and i thought i could use your files to finish my sub-mod =):

89
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2017-05-04 10:12:42 »
Hello, what happened to the "Play as the Shinra"-mod - is it released?

Also, i play on Bootleg and would want the raw-files as i could easily implement those. I don't really care about the story being different - i just want the characters and their animations.

By the way, as for Jeets mod i have it fully working on my PSP since back in 2015 and it's cool - but the graphics are not on the same level as the PC-version obviously. I tried getting it to work on my modified PS2 but while the mod worked all the save-games couldn't be loaded. They get corrupt or doesn't work on a memory card for a pal ps2. And without working saves it's impossible to play the whole mod.

On the PSP it worked fine but it's a small screen..

On PC would be best. I know how to replace the models, change animations manually etc - but how do one add the animations directly from the battlemodels to the playable models like previewed in this thread? I read something about an AB-file - is it possible to just swap Cloud for Rufus and then insert the new commands in Clouds AB-file?

The second problem to this would be bones missing.. How did you guys add bones to the playable model? Or did you just swap the files? I tried that and while the animations did work - they had the wrong commands etc. Like doing their attack animation when clicking potion or the like.

If i would guess how you managed to do this i would guess on swaping the files and editing the AB-file so that all the cool enemy animations ended up with the right command buttons.

A tip on where to find Jeets commands, and possibly instructions on how to do this would be appreciated. Or if i could just use your character files would be awesome Grimy. Otherwise i'll do it myself but would want some help on how to do this.

I am a little off as i haven't touched FF7 modding since last year - but i know how to just replace the files and it's there problems with animations and buttons may happen. So any tip on how to add Jeetz commands would be great.

Also, i don't really want the field models shown here as i prefer them to not be cell shaded - but the animations and battlemodels sure. And world map models etc. Pretty much everything but the fieldmodels. Thanks :)

90
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-05-04 08:20:21 »
Hey Kaldarasha!

Your new battle-models are epic! Even your old ones are as i found the UMC2.1 on my computer. I am talking about the battle-models which i feel are exactly like the ones from the cinematics. And i always wanted them to be!

One thing though, why aren't the field-models of the same quality? I'd prefer the battle-models in the field also.

And lastly, do you have a download link to new models as i only have the 2.1. That version includes the main characters and soldiers in battle - but i would want Sephiroth and others. Thanks in advance.

By the way, i need raw-material as i am an old-school Bootleg user.

Edit: The ony bad thing that i would change regarding your battle-models is Tifa - she has "hanging breasts" when they should be round and big as in the cinematics. That's the only part i didn't like. Cheers!

91
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2016-07-16 09:33:33 »

Due to an unforseen BUG with the RAR-download- i just realized that the Scarlet Animation-file couldn't be extracted! Download has been updated on MODDB! It should work now.


Download at: http://www.moddb.com/mods/final-fantasy-vii-scarlet-overhaul-mod-v-30/downloads/scarlet-mod-v-30-new-scarlet-victory-animation

92
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2016-07-14 11:12:02 »


The NEW realease was delayed and i am sorry for keeping you all waiting, as i was sick and tired of doing the same thing over and over again.. But the new release is ready now (EQ2Alyza has permission to move this thread to "releases" and to include the whole mod in Seventh Heaven- the mod is already compatible with Tifas Bootleg):

Due to an unforseen BUG with the RAR-download- i just realized that the Scarlet Animation-file couldn't be extracted! Download has been updated on MODDB! It should work now.


Download at: http://www.moddb.com/mods/final-fantasy-vii-scarlet-overhaul-mod-v-30/downloads/scarlet-mod-v-30-new-scarlet-victory-animation

"Aerith Gainsborough to Scarlet of the Shinra overhaul mod, replacing 7 models in the game and changing 1, adding new running and walking animations and a new victory animation- the animations were changed manually! This is a mod that replaces one team member with another character- and it's more than just the models being changed here. This is the third version. In the future i hope to add more overhauls for other characters. Install Tifas Bootleg first for best immersion.

First of all, you need to have Final Fantasy VII installed as a full installation.

Create a new folder named "games" like this C:\Games and install FF7 in this folder with the result being C:\Games\ff7, as proplems can occur if it's installed in program files.

It doesn't matter what version you use - but i didn't use the steam version. And i would prefer to use the Ebay-version for installation, and then the ordinary 1998 version when playing the game if you own the discs.

After you have the full installation of Final Fantasy VII for PC installed, you then need to backup the data-folder to a secure location. When you have made the backup you are ready to download Tifa's Bootleg MOD.

It isn't necessary for my mod to work, but you wouldn't want chibi models interacting with my Scarlet-model now, would you? Also, Tifa's Bootleg offers alot of great changes like better music, better models for all the other characters in the game, new HD-quality backgrounds and much much more.

Info for downloading the very BIG mod of Tifa's Bootleg:

To be used with Tifa's Bootleg MOD for best immersion- find at:

http://forums.qhimm.com/?topic=13212.0

https://archive.org/details/tifa-s-package-bootleg040-mods-updated-11-24-2013

With Tifa's Bootleg up and running you are now ready to install my Scarlet-mod:

You need a program called unlgp to be able to unrar lgp-archives (FF7- gamefiles), or to be able to repack them again.

Download UNLGP.

Learn how to use it through it's readme-file and then do the following to install my addons.

1. Back up your "char.lgp" found in your FF7/data/field folder. Then unpack it using UNLGP and rename that folder "char". You can unrar an lgp-archive by doubleclicking on the lgp-file after you have installed the program unlgp. Put all the field-model files in your new "char"-folder. These includes Scarlet 5 years old, Scarlet 10 years old, Scarlet with flowers, Scarlet finished field model, Scarlet in dress files and Evil Aerith who replaces Scarlet as an npc. Just copy and paste all the files including the texture-files into your char-folder.
You should create a new lgp-file. You can do this easy by clicking on "swift" at the same time while you are right-clicking on the folder. Click on "create lgp" as it will be such an option. The file will then be created and you should wait until it finishes. Make sure the file is named char.lgp. Now, if you start your game you will have the field models.

2. The AVATAR. Go to your FF7 base folder in FF7/data/Menu and then doubleclick on your menu_us-lgp file. Back up your original lgp-file. Then add the new Avatar picture file, .png file-format. Do the same process as before and create your new menu_us.lgp-file. Wolla, now you have Scarlet as an avatar.

Alternative option: I just want to say this if you have Tifa's Bootleg installed, don't use the LGP-method for installing Scarlet's Avatar. Just drop the .png-file in your FF7/Mods/Bootleg/Menu folder- and click "ok" on overwriting the old file.

3. The battle model. Go to your FF7/data/battle folder. Repeat the same process as before by adding the battle model-files to the newly created battle-folder, repack the folder into an lgp-file and make sure it is named battle.lgp, make a backup of the original file as before before doing this. Start the game and Aerith has been replaced by Scarlet of the Shinra in battle.

4. For the animation files, remember to not add folders and only the files!

If you do all these steps you will have a fully working Scarlet-mod- This is the finished version V3.0 of my Scarlet MOD!

Use UNLGP to unrar your FF7 lgp-files, add the new content into the new folder (make sure to not add folders and only the files) and create your new lgp-file and name it char for field models, battle for battle models and menu for avatars.

Feel FREE to make the models better and do whatever you want with them. I would be happy though if you tried to have the original look if going to change it, and don't forget crediting me :P.

Version 3.0 changes:

1. New ass and new size of body for the Scarlet flower model, Scarlet in Dress model and the ordinary Scarlet field model. The models are now using the same ass-part as the battle-model- also, they do have the proper size of Scarlets body.

2. New walking and running animations for the Scarlet field model and the Scarlet in dress model.

3. New victory animation for Scarlet in battle!

Even though the animations doesn't seem like much, they took alot of time and effort to finish- as i used Kimera 97 and had to create each frame manually. The victory animation had like 44 frames which had to be multiplied for each bodypart (28 i think), and i had to add each frame manually for each of the 28 bodyparts. Also the running and walking animations had like 18 and 29 frames each.
Alot of work for a rather short victory animation alone.

This is a complete overhaul of the character of Aerith Gainsborough- as it replaces all of her models with Scarlet of the Shinra. It also changes the haircolor of Aerit's mom Ifalna to blonde- to better represent her being Scarlet's biological mom in the story now.

Picture nr 1: New Body Size and Ass, Picture nr 2: New Walking Animation, Picture nr 3 & 4: New Running Animation!:









New Body Size and Ass for the Flower Model!:



Picture nr 1: New Body Size an Ass, Picture nr 2 & 3: New Walking Animation, Picture nr 4: New Running Animation!:









All pictures: New Scarlet VICTORY Animation!:





















Scarlet MOD Version 3.0 NEW Animations and Body Sizes show off:

https://www.youtube.com/watch?v=zp00CCJSk9Q

MOD-DB Article:

http://www.moddb.com/mods/final-fantasy-vii-scarlet-overhaul-mod-v-30/news/final-fantasy-vii-scarlet-overhaul-mod-v-30








93
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2016-03-30 13:06:21 »
Sure, i'll do that. The first character is soon to be finished, but then i am going to do more characters. Barret Wallace is going to be replaced by Dyne next.

94
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2016-03-29 23:31:51 »
The walking animation is now finished and ready to be tested in the game. I was supposed to be all done now but i focused on other stuff earlier today.. The running animation still remains, and it's on 16 frames.

95
Unpack the IRO-file. I know how to unpack lgp-files =).

96
Do you know if there is a program to like unlock the core game-files from an IRO-file?

97
Ah, cool!  8) Btw, i sent you a PM. And i beg you pardon for my lack of manners a year and a half ago. I can be short tempered sometimes, but i think now that i understand modding better - and the amount of work put into mods like the ones in 7th Heaven, not to mention all the coding in an irc like that.

It was wrong of me to insult the mod because i lacked the skills to get it to work properly.

98
Releases / Re: [FF7PC] Ultima Espio Aeris patch
« on: 2016-03-29 11:05:23 »
Sorry for bringing this up now, but how is this mod supposed to work when activated in Bootleg? I have activated it but nothing happened after the death scene.. Aerith isn't in the party?

99
Thanks for the link =), btw, do you know if this is the original chibi Sephiroth-model or the PRB-version? I wouldn't want to use the chibi models lol ;P.

100
WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2016-03-29 07:38:53 »
Hi there Eq2Alyza, yes you can do that if you want even though this one ain't finished yet. But it has some releases already as you can see. You are also allowed to add it to your Seventh Heaven mod if you want. But i am soon to release the best version of Scarlet to date so it's better to wait with adding her to the catalog.

Btw, i have played both your mods. Tifas bootleg and Tifas seventh heaven. I really like the concept of the seventh heaven mod. Unfortunately when modding i am prefering the bootleg-mod, as the changes are permanent in that one. The catalog also get's problems of getting into contact with the site providing for updates. At least when i used it some year ago. But it's great that you can change models so freely and don't need to do the unlgp-work.

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