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Messages - BlitzNCS

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876
Completely Unrelated / Re: (help) mdlx to .obj converter
« on: 2008-10-14 17:16:45 »
No, texture files are in "my documents" under "3DreaperDX/Textures" they are of .DDS filetype :D
And those errors are fine, they dont matter.

877
Completely Unrelated / Re: (help) mdlx to .obj converter
« on: 2008-10-14 15:55:37 »
You need A KHII modelviewer and

Open 3DripperDX, configure, launch KHII modelviewer, hit capture button, and you should get the filetypes you asked for.

In some cases, like mine, if you've messed with installing graphic-ey things, like the runtime whatsit, it'll crash lots, and produce models that don't look proper, or messed up.

also, using the animation modelviewer that exists for KHII uses 2D rendering to save on RAM, so you'll get 2D models.

3DripperDX:
http://www.deep-shadows.com/hax/3DRipperDX.htm

I could Link you to the modelviewer, but I cant seem to find it. if you don't already have it, and need it, I'll upload it for you


reply for further questions :D

878
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-11 22:41:42 »
Ahh, i see, well thanks for replying, and for making this Cool Program

879
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-10-11 19:39:57 »
Hey, brilliant program ya got goin' on here!
With it, I was able to Edit Magic/Materia and sort of create new spells and such, combined with teioh and the like.

But i have a question. would it be possible with this to actually add NEW spells/attacks etc? for example i was thinking it might be quite good to give cloud a new Limit break, and Edit it so it does different things.

Again, Great program, and thanks a lot.

880
Dude Read The post. sorry if i sound rude :-(  but he DID already mention that Releasing it wouldn't strictly be legal, So he wont release it. If you want it, Dump The original Parts of the models using LGPtools, And Dump the KH models from KH, and Edit Them in 3DSmax or another 3D modelling program, like so:



you can PM Apz for further information about how to insert the Models into FFVII PC after You've made 'em.
:-D

881
Archive / Re: (REQUEST) NEED GOOD PROGRAMMERS(PROJECT)
« on: 2008-10-08 17:28:13 »
You can modify existing models using "kimera", or add in New Models Using a Combination of 3DSmax and Pcreator.
I'll be happy to help With this "project" At some point if There's Anything For me to do  :-P

882
Archive / Re: (REQUEST) NEED GOOD PROGRAMMERS(PROJECT)
« on: 2008-10-05 20:16:46 »
Thats possible, although, the characters would still perform the same actions, and stuff like that. so although you can change the storyline slightly, you cant really change what happens in the game...if you get what i mean  :|

883
Archive / Re: Some Questions From a Noob :P
« on: 2008-10-02 18:27:54 »
You'll need to weld it first

due to the fact that I'm pretty much a total noob, i have no idea what that means. care to explain exactly what that is and how it is achieved?

884
Archive / Some Questions From a Noob :P
« on: 2008-10-02 17:41:09 »
I'm pretty much a noob at FF7 modding, and i would like to know a few things so i can start getting some proper mods done, and, maybe in the future, some patches :D

firstly, how can i convert Models from proper file formats (e.g. .3DS) into FF7-Recognised Models (.P)

I can go the other way around, But not Implement them in. its odd.
Any Help?

Also, i was wondering, is changing models in this game as simple as decompressing the parts you want, and replacing the ones you want to mod with them? for instance, in battle, if i modified sephiroth's legs to be clouds, would they literally be clouds, and work with the animations/skeleton? because i think I've got it if so :-D

Last Question, if I Took a Model i have From a 3D modelling program, Like this:



Resized it to perfectly fit what i want to replace, and Converted it to a .P file, would it act Perfectly in-game?

Thanks To whoever can answer My Queries :D

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