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Final Fantasy 7 => Graphics => Releases => Topic started by: Kaldarasha on 2013-01-03 05:38:16

Title: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2013-01-03 05:38:16
(http://i.imgur.com/d9I2s4i.jpg)

The Unshaded Model project has moved to an UM-Modeloverhaul project.
I have started with a simple recolor of the main characters to fit the models Squallff8 has made, but after some practice and the first own recreated model I realized, that I could make even better models. More than half year is gone now since I started this more and more growing project. It was intended as simple character replacement for the field models, but after a while I had learned so much, that I got now possibilities to alter a model in nearly every way I want it. Still, Kimera isn't professional 3D editor, it has its limits and sometimes it's hard to work with. However lesser
options make a tool more accessible, so you can learn and master much faster the main functions.

The models I recreate are very close to the original game, however if I see a better interpretation of a model, I use this instead of the original ones (Johnny, Bugenhagen, Lady Cloud are good examples). It depends on, if the design is representing the characters character. Cloud is for example now a bit more pale to represent his sickness.

(http://i.imgur.com/HtjUQ6b.png)
The Iro-File for 7th Heaven
ChaOS-1.70.7z (https://www.nexusmods.com/finalfantasy7/mods/1?tab=files)

Subscription for 7th Heaven:
iros://Url/http$pastebin.com/raw.php?i=fZGmYc0T



The single files:
Unshaded-Models-1.66.0.7z (https://mega.nz/#!aM8nSJDb!_jG_HPf_x1vU-2zzWgKgwMkW6H2JPiASK56GvlnJjLI)

I'm far away from completing this project, that's why I have made a separate model overhaul made out of the PRP, Squallff8's and diverse other creators models to use it as a base mod to capture every current done model.

Subprojects for the 7thHeaven:
New_Animation (https://mega.co.nz/#!KF03zLiS!hCtVssX3l_bJsjiAs8DLUJyYIrsmDat46Vs4zoKtrfw)
1Dynamik-Weapons-Project.7z (http://www.file-upload.net/download-7895941/1Dynamik-Weapons-Project.7z.html)
The-Community-flevel-Project.7z (http://www.file-upload.net/download-8252840/The-Community-flevel-Project.7z.html)


Code: [Select]
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

Credits
Code: [Select]
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.

You should take also a look at the tutorial from cmh175:
http://forums.qhimm.com/index.php?topic=15214.msg212943#new
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-04 10:59:27
I've finished the Turks. I don't know how they will looking in game.  Reno was the only one I've tested.

I spot out some undone characters (EDEA, HPCE, HPIB, HDBB). If I get better in the redoing process, I will see what I could do for them.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-04 15:47:26
I have released my changed models which are necessary for my German reworked project. The different Cloud models share the same p-files,
so if you change one of them, the others should change too. Same by Zack. The new models are not used by the game! They are moder recourse.
New are: Cloud without sword1,Y-Cloud, Y-Cloud holding sword, Zack (with sword on back)1, Zack holding sword.

1 I knew there not really new, but now they have their own hrc.-file.

The normal game used models are in the folders: 'Cloud' and 'ZackWithoutSword'.
Title: Re: Unshaded characters
Post by: EQ2Alyza on 2013-01-04 16:58:23
They're pretty. Thank you for your work  :)
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-04 17:16:37
The next are the Shin-Ra stuff. Rufus is allready done.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-06 14:54:37
The ShinRa management is ready. I put much effort to Scarlett and I'm proud to say she looks much better as before.
I have also updated Reno. His hair was not already colored.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-07 16:48:14
(http://img9.imageshack.us/img9/8232/barreta.jpg) (http://imageshack.us/photo/my-images/9/barreta.jpg/)

This was only an experiment, but it turns out that he looks great in game.

Dynesized_Barret.rar (http://www.file-upload.net/download-7025670/Dynesized_Barret.rar.html)
Title: Re: Unshaded characters
Post by: Luceid on 2013-01-07 18:08:58
How about some ingame-screens, Kaldarasha? :)
I know for myself that these unshaded models "frighten" people at first but look FAR better ingame.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-07 18:38:41
I have to set off the post shader first.
I will do some in future, but first i have to finished the rest of Barret's models.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-07 23:36:35
(http://img843.imageshack.us/img843/1417/barretcorelmarine.jpg) (http://imageshack.us/photo/my-images/843/barretcorelmarine.jpg/)


BarretCorelMarine1.1.rar (http://www.file-upload.net/download-7027691/BarretCorelMarine.rar.html)

Don't know how they will look in game.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-08 00:34:40
I made a short test on the ship and found two mistakes I had done. Rufus had the wrong hrc-File and Barret's hip was replaced by the marine outfit, I hope that I fixed it. 
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-09 21:30:59
Here are some fixed characters.
(http://img203.imageshack.us/img203/9540/fixu.jpg) (http://imageshack.us/photo/my-images/203/fixu.jpg/)

FIX.rar (http://www.file-upload.net/download-7035770/FIX.rar.html)
I haven't done much to them (except the dolphin), only some resizing.

Also redone Cid.
(http://img705.imageshack.us/img705/5048/cidk.jpg) (http://imageshack.us/photo/my-images/705/cidk.jpg/)
New in Unshaded-Main-Characters1.2.rar (http://www.file-upload.net/download-7035802/Unshaded-Main-Characters.rar.html).
I think he was a bit to colore full.

And here is slightly tweaked version of Aerith plus a new model from her without ribbon (done for her death scene as fix).
(http://img842.imageshack.us/img842/151/aerith.jpg) (http://imageshack.us/photo/my-images/842/aerith.jpg/)

Aerith.rar (http://www.file-upload.net/download-7035823/Aerith.rar.html)


-There are all unshaded, I toggled only the lights on for pictures-
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-09 22:51:42
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.
First thing to do: make a backup of flevel.lgp!
Now open flevel.lgp with MakouReaktor search for ancnt3 (1).
Choose Aerith(2), open the Main script and click on Field Model graphic filter... (3)
Change the value(4) that it looks like this.
(http://img846.imageshack.us/img846/1608/tutorialq.jpg) (http://imageshack.us/photo/my-images/846/tutorialq.jpg/)
Do the same for ancnt4. That was it for her eyes and mouth.
Optional: You could copy 'Field Model graphic...' and 'Field Model blink...' and paste it in ancnt1 in Aeriths main script under GameMoment.
The Model:
Back to ancnt3 open Tools, select 'Field Models...' and after the window with the Models appears create a NEW model (it is important not to replace Aerith Model directly. I think that this has made my flevel.lgp useless at the first time while I trying this). The Model we want is 'AUFX.hrc'. Now you have load the animation off Aerith in the same order(!) as in 'AUFF.hrc'. If you ready with this, shift (using the arrows) 'AUFX.hrc' to the second place and 'AUFF.hrc' to to the last place.
(http://img20.imageshack.us/img20/1213/tutorial2j.jpg) (http://imageshack.us/photo/my-images/20/tutorial2j.jpg/)

Do the same for ancnt4 and blue_2. I think you could delete the unneeded 'AUFF.hrc' at the end of these process. (In lost_2 was it necessary, because Aeriths spirit appears on a tongue of the shell house and watches how Cloud engulf her body in the lake.)

I hope it helps somebody.
Title: Re: Unshaded characters
Post by: dkma841 on 2013-01-10 18:43:12
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
Title: Re: Unshaded characters
Post by: nfitc1 on 2013-01-10 20:01:06
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

Because no shading looks a bit unnatural and it was about 5-6 years before cel shading (assuming the PS1 could even do it). It was kind of a lose-lose battle if you ask me. They should have spent some time applying textures to characters rather than trying to apply gradients everywhere.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-10 20:44:45
(http://img829.imageshack.us/img829/6955/unshadedmainingame.jpg) (http://imageshack.us/photo/my-images/829/unshadedmainingame.jpg/)

That's like the models will look in game.
Title: Re: Unshaded characters
Post by: PitBrat on 2013-01-10 23:18:45
Heheh, looks like the air ship guy is taking a leak in the corner.

I'm working all of these new models into Bootleg.
I've incorporated your suggested flevel modifications as well.

You mention the lost_2 script but don't describe any changes.
Is lost_2 left unmodified?
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-11 13:57:25
In lost_2 only the model is changed. You can't see Aerith face anyway, so it doesn't matter if she has closed eyes or not.

If I'm ready with Tifa, I will release a new pack of the main character. Barret and RedXIII are now have there tattoos.
RedXIII legs are fixed, too. (His thighs was to short.)
(http://img547.imageshack.us/img547/4158/redxiiitribal.jpg) (http://imageshack.us/photo/my-images/547/redxiiitribal.jpg/)
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-11 22:36:24
Tattoos and Tribals
(http://img689.imageshack.us/img689/4603/tattoosandtribals.png) (http://imageshack.us/photo/my-images/689/tattoosandtribals.png/)

Barret-RedXIII.rar (http://www.file-upload.net/download-7044336/Barret-RedXIII.rar.html)

Because RedXIII took much work today I will release at last the tattooed models of Barret and RedXIII.
RedXIII has now his complete hair and all legs are adjusted (again). I tested him only in the sit and walk animation,
but I'm sure that the other animations would be fine. Nearly forgotten the sit and walk animation are tweaked too.
The 'apelike' Barret model has adjusted shoulders, I hope that will fix his 'flying arms' in some animation.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-15 10:00:53
Major update of the main character is ready. ;D
Contains:
- Cloud 2.0, (in blue and black) he looks now more like in the FMVs
- Tifa ,two versions: one created by me, and the one of Squallff8
- Aerith, (only some fixes)
- Barret, in normal outfit (I fixed the missing texture) and Dynesized
- Red XIII
- Cait Sith, now with legs!
- Cid
- Yuffie, brighter skin color
- Vincent, hope that I fixed a color missmatch of his cape, sometimes changing vertex color does not change the polygon color
- + the different versions of each character (except Red XIII as human and Cloud Wheelchair)
Every character has now fingers.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-15 10:20:41
This has nothing to do with my project, however I got no answer from whiteraven. Until he has not given his OK to take this to his threat, I will release it here. And here is the tweaked version of
whiteraven's APZ Cloud revision.
(http://img202.imageshack.us/img202/4227/apzcloud.jpg) (http://imageshack.us/photo/my-images/202/apzcloud.jpg/)

Kaldy's WR-APZCloud.rar (http://www.file-upload.net/download-7060878/APZ.rar.html)


I changed the head mesh so that he looks older.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-15 10:35:14
By the way BIG Thanks to everyone who was in charged of doing the field models, you guys had done a very good job and has given me realy good resource and of course Borde for his Kimera.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-15 20:13:22
First of the undone models is ready
(http://img812.imageshack.us/img812/8689/esterh.jpg) (http://imageshack.us/photo/my-images/812/esterh.jpg/)

Still four to do.
Title: Re: Unshaded characters
Post by: EQ2Alyza on 2013-01-15 20:40:47
So there are 5 models in the game that have never been done before?
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-15 21:00:37
Ester, two in Snow Town, one in Wutai and one in the shinra building - maybe more, but that the one I could remember.
Title: Re: Unshaded characters
Post by: Mirrorman95 on 2013-01-15 22:38:23
I really like the new Cloud look, because the APZ face looked so bland I was ready to get rid of it. When I'm on a Windows I'll take a look at it.
Title: Re: Unshaded characters
Post by: Luceid on 2013-01-16 06:20:10
So there are 5 models in the game that have never been done before?

Yup, I can confirm this.
I saw your Youtube Playthrough recently, the Wutai/Utai part to be exact.
One of the shopkeepers wasn't altered at all.
Title: Re: Unshaded characters
Post by: Mirrorman95 on 2013-01-16 12:24:54
I noticed that too. I think there is a mod that replaces him with Kakashi floating somewhere out there, but even that is a gamerip not permitted on the forums. We should look into giving that man some fingers!
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-16 12:47:48
Number two is ready. :)
(http://img10.imageshack.us/img10/9846/wutaiman.jpg) (http://imageshack.us/photo/my-images/10/wutaiman.jpg/)

Still three to do...


Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-16 13:14:51
Very good.

http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters

How complete is this list and is there another anywhere?

Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-16 15:25:23
(http://img846.imageshack.us/img846/5997/strangemouth.jpg) (http://imageshack.us/photo/my-images/846/strangemouth.jpg/)

Does somebody know why the mouth is diffrent? I use the same head as the default model - I think it is OK . In fact I see these  :-o faces pretty often, is that porting problem from psx to pc?

Quote
Very good.

http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters

How complete is this list and is there another anywhere?


Thank you DLPB. These list is very usefull. ;D
From what i could see it's complete.

Edit:
Damn it! I must update the main characters. There are models I hadn't done.
Title: Re: Unshaded characters
Post by: JBedford128 on 2013-01-16 15:31:20
The mouth is different because the person who uploaded those images removed the ellipse mouths and drew the new ones on ;)
Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-16 16:16:28
I am running down exactly which models have been done or not done :)  Will prob need some help from Pitbrat.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-16 16:34:17
You should also check if the models need bone corrections. Pricilla for example need some adjustments.
Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-16 22:14:48
Ester, two in Snow Town, one in Wutai and one in the shinra building - maybe more, but that the one I could remember.

One's I have noted are :

DJID Chocobo Carriage, Corel Prison and Sector 6 (With Tifa on back that may also need update).

HVJF: Red XIII with parachute backpack, Sector 8

EDEA: NPC, map blin60_1

EHHC: Cloaked guys.

FFEC
FFHA
FGAE: Not exactly priority but these 3 are fish models for the Underwater pipe.

HDBB: Wutai

HKEA: Temple of Ancients

HPCE: Snow girl
HPIB: Snow boy: Icicle Lodge

BDCD: Mr. Dolphin

FWAE: Ester

Did you notice any others?






Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 06:53:13
The Chocobo sage and the Chocobo on worldmap ( this one is easy to replace, I wonder why nobody has done this).

FBGE - Cait Sith as reporter - the head is flying in the front of the body.
AKEE - Highwind crew - an animation forces this guy to stand on his tiptoe.


I have made a backpack version of every model.
Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-17 06:57:28
According to my files, PRP or Squall have done Chocobo Sage...?  It might be an error though, I will check in game to see if the model updates :)

Also, do you think you can fix this >>

http://forums.qhimm.com/index.php?topic=12522.msg184650#msg184650

Look above for other pictures.  At Temple of Ancients, the grouping of the PRP and Squall models cause the transparency effect to cripple the model.

Lastly, we do have a Diamond Weapon for world map by Grimmy but it's not the one from battle, as is... it's been enhanced  (or remade).  Any chance that you could port the battle version to world map for the UMI installer?
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 07:10:54
You mean that? ;D

Quote
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.

Not true. It is possible to fix it through script editing. In kuro_8 you can see that Sepehy is for a short moment visible...
To make it short, if you calling after the blend shader a light shader they are visible.

(http://img850.imageshack.us/img850/6393/transparenzy1.jpg) (http://imageshack.us/photo/my-images/850/transparenzy1.jpg/)
You see after blend are two light shaders. The first set the type of light the second will activate the light.

(http://img213.imageshack.us/img213/8936/transparenzy2.jpg) (http://imageshack.us/photo/my-images/213/transparenzy2.jpg/)
The only values which should set. The rest are zero!

(http://img138.imageshack.us/img138/2580/transparenzy3.jpg) (http://imageshack.us/photo/my-images/138/transparenzy3.jpg/)

I think it is the best to copy them from Sephiroth (cefi) but you must make sure that the first light shader has no '1' set, I guess there are for fade in/out.

(http://imageshack.us/a/img26/5859/fixedtrancparancy.jpg)

I hope that this is any help for you. ;)

Edit
It's not a perfect solution. If the game calls another shader, the light goes off. But for the moment I think it's the best solution.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 07:15:01
From my german reworked project the flevel has contain this already.
Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-17 07:35:50
It will work on this one too ? Where Sephiroth's hair goes in front of his face >

http://i394.photobucket.com/albums/pp22/Jamey876/Theproblemwithsquallsfieldmodels000.jpg

As you can see, with Squallff8's parts disappear, with PRP Seps hair goes in front of his face (when the transparent version zooms to the screen).  Will your fix work here too?

edit

ah yeah kuro8 is the right map :)
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 07:54:09
Don't know. I havn't test it with PRP models.
Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-17 08:01:34
I see what you mean with regards to disabling transparency, however, what we need is Transparency WITH a fix and it is likely that the model groupings themselves are what are breaking this part of the game.  Do you think you can work out how to fix this issue so that Transparency works properly?  The models in the Expert's Hall are also transparent and do not have this issue.

(http://dl.dropbox.com/u/36889302/FF7/SepHair.PNG)

As you can see PRP is OK except for Sephiroth.
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 11:28:52
(http://img252.imageshack.us/img252/9421/transparenz4.jpg) (http://imageshack.us/photo/my-images/252/transparenz4.jpg/)

It is as I thought. There is some light shading (I guess ambient is the opposite of light). By the way the main script runs only if no other script is running. I tested it. But maybe ambient works better than light...   :?
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 12:18:32
Here is the pack with Ester, the Wutai man and the both snow town models.
(http://img607.imageshack.us/img607/5857/leftmodels.jpg) (http://imageshack.us/photo/my-images/607/leftmodels.jpg/)
Newmodels.rar (http://www.file-upload.net/download-7070540/Newmodels.rar.html)
It's not really finished. The file names correspond not to the default, but they should work as there are without problems. I will fix it if I find the time.
Title: Re: Unshaded characters
Post by: DLPB_ on 2013-01-17 13:29:02
Well done!  To my knowledge, in terms of human/main characters that only leaves:

DJID
HVJF
EDEA
EHHC

You've done Mr. Dolphin?
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 14:05:29
Yes Mr. Dolphin is done. HVJF actually too but I named him ADDA1 because I didn't know if there is an extra model for him or not.
Title: Re: Unshaded characters
Post by: Mirrorman95 on 2013-01-17 15:15:30
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?
Title: Re: Unshaded characters transparanzy problem
Post by: Kaldarasha on 2013-01-17 15:34:01
Well, I tested around with diffrent settings in Kimera, but with no effort. The only thing I could say is following:
- The default models work with transparency (we knew this already), if I colore a polygon of the model,
  this polygon will be invisible if the model is forced to blend.
- If I use the prelight function of kimera, the model is invisible.
  --> that means any colore change in kimera make the model invisible if transparency is added.

I suggest that we have three possible solution to get rid of these problem. The first is making script changes (much work with much testing).
The second would be forcing Ali's driver to put all lights on for scenes with transparency and only for the models which should be transparent (maybe by a dll - if it even is possible).
The third would be a better kimera, which put the missing light or blend information back to the models.

Edit

I tested Kimera093 and it spot a bit more light on it. If I colore a vertex/polygon then,clicking on apply, the polygon color disappear while the vertex color is still visible. I think Kimera does not set the new colore information to the polygon. (In makouReaktor the ambient shader has two RGB columns for the shading. Maybe one is for vertex and the other for polygon...  ???)
Title: Re: Unshaded characters
Post by: Kaldarasha on 2013-01-17 16:09:10
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?

I only want to share my added and tweaked models of Young Cloud and Zack, because there are necessary for my (real) project. And now it's end up like this...  :)
I had this thought too, but I decided not to do this. Why? Because 'Adult APZ Cloud' isn't part of this project and I will take him down if wihteraven say it's OK and take it to his thread. I only share him here because I don't want open another 'APZ Cloud XYZ' and whiteraven hasn't answered to my request. The missing NPC's will be in UMI and/or bootleg anyway. Beside I believe that most of the user don't know how to work with lgp tools and using the UMI instead ( to my shame  :oops: I must say that I work with Highwind. I tried ulgp pretty often but everytime with the same result -You are to stupid to use me! Ha Ha haaaa-.) Maybe I called it 'Improved and added characters', that is more how this is worked out.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-01-17 17:11:24
PRP models seem to be pretty good at the temple... the only one wrong is sephs hair.... no invisible parts.  Why are PRP's visible?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-01-17 17:41:14
I don't know. From what I can see PRP models using modified parts of some battle models.
I guess the blend information isn't  overwritten in these models.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-01-18 09:49:57
It was only for testing purpose so don't take it seriously.
(http://img694.imageshack.us/img694/5544/genesisj.jpg) (http://imageshack.us/photo/my-images/694/genesisj.jpg/)
Genesis0.1.rar (http://www.file-upload.net/download-7074777/Genesis.rar.html)

But be aware, in the corrent state these files are, they will conflict with a Sephiroth model (BABB) and a head from a NPC Field model.
I have no futher plans with that model. Normally I would put much more effort to it, but it is enough for getting a slight idea of how he could like.
Maybe it could become in handy for someone, who plans to make a mod with him. I really would like to see a better Crisis Core... :D
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2013-01-18 18:26:41
Compare to http://video-boy-mal.deviantart.com/art/FF7-mini-mod-Genesis-279716041
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-01-18 19:03:34
How many mods does this guy have? :-o I saw many pics of his doing with many really good ideas, but never seen stuff he has released. It would be good to have more resources of model parts for character creation.
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2013-01-18 22:03:22
He never releases any of his models, on the principle that each one doesn't take him more than 30 minutes and we could reproduce any given model he creates fairly quickly if we tried. I just posted it because this Genesis model reminded me of that one, and yours is almost is good a his, and what's better about yours is that you've actually released it, so people could use it in modding if they wanted to, if they renamed the parts.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-01-18 22:46:58
Fairly quickly Reproduce?  >:( It's like presenting a new super game and then saying "Programme it yourself, if you want it! You have the tools already."
Well doesn't matter, I started to study blender anyway, so I will do my own resource - guess for this I will make a new topic some day.
(http://img217.imageshack.us/img217/4721/firsttimeblender.jpg) (http://imageshack.us/photo/my-images/217/firsttimeblender.jpg/)

It's my first own created model. I hope that I will learn quickly and could do some models by my own. We will see...
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-01-19 10:18:09
He never releases any of his models

Then no point giving him any publicity. If he wants to be a tit.
Title: Re: Improved and added unshaded characters
Post by: ajthedj747 on 2013-01-19 14:26:48
Thank you, @Kaldarasha, for all your hard work. Thank you as well @DLPB. Soon Final Fantasy VII will be fully optimized for everyone who legally bought a copy to enjoy. Now I need to do my part and finish my part of the work.


Quote
I really would like to see a better Crisis Core...
That would be the day....
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2013-01-19 17:31:54
May I ask what is your part in this work?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-02-17 05:27:10
 :o We are back again! But many is missing...  :(
Here the the next Model update.
Unshaded-Models-1.35.7z (http://www.file-upload.net/download-7219778/Unshaded-Models-1.35.7z.html)
I had done the Shin-Ra soldiers.  EDEA is also done.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-02-17 05:28:05
Did you happen to save my model list of what was done/not done? It's reverted to the time nothing was there.  Hopefully you remember what needed doing etc/.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-02-17 05:37:23
I had made a copy of the list in Exel for personnel use.
That reminds me, that I want to put it in the package.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-02-17 05:56:19
1. FJCF - Red XIII, Soldier Uniform

Yours has ID FJFC :) 
Title: Re: Improved and added unshaded characters
Post by: ff7maniac on 2013-02-17 05:57:42
what about a ciac.hrc the b;ack guy is missing^^
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-02-17 06:20:14
2.  Barret's legs being thinner... not sure it looks good, I don't think it looks as good as thicker legs (note, his body does not match up with the legs either)

3.  Red Shin-Ra guard...  back of the legs show through the coat.

4.  Barrett animation looks really bad at mo.

5. Wedge face corrupted at start.

6.  Heidegger's walking animation is hilarious. Needs fixing ASAP.

7. Brown colour on Shinra soldier's guns needs to be darker.  Guns should be classic rifle as original: 
http://www.capitanhipower.com/Photos/M1903A3.jpg

I will now test Aerith.

8.  Both child Aerith's seem fine.  From what I can see.  And the new translation for that whole section is brilliant (even if I do say so myself ;) )
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-02-17 21:09:07
2. His legs aren't thinner, I simply forgot to make them bigger after I stretched them. Good that you
   spot this out. I'm not happy with his boots, I need a different solution for them.
4. and 6. Animation isn't really my field, I would do if could. There are many to fix like Yuffie's running
    animation (she uses the wrong arm to shield) or Red XIII thinking pose with these crossed arms.
    But it is really unhandy to do animations in Kimera.
    What is ASAP? Haven't seen an animation like that.
5. and 6. I have to redo the Shin-Ra once again. I'm not happy with them anymore and and for
    Wedge I will do something different.
7. I could use one off Vincents weapons for this... But, I'm allready far away from the battel models,
    so changing the weapon would make them more different. I have some plans of using them in
    battle, however I haven't test if I could use these models in battel. I guess they will look buggy with
    transpiration and blinking effects such as Regen. 
   
 
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-02-17 21:13:08
Grimmy or Bloodshot are the ones you need to contact about the animation, and possibly pitbrat. ASAP means 'as soon as possible'.  Sorry for the confusion.

I kind of like the Shin-Ra models.  They aren't bad anyway!
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2013-02-19 02:00:02
Kaldarasha, I love what you've done with the new Infantry models. Especially bipedal Red XIII, he looks amazing now! Additionally, I eagerly await the results of your Shera modifications, and hope she will return to the full release soon.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-02-20 12:49:10
Finally finished Zack. (Ha, ha, ha, it sounds like Final Fantasy Zack  ;D)
(http://img163.imageshack.us/img163/5619/zackb.jpg) (http://imageshack.us/photo/my-images/163/zackb.jpg/)
Shera is done and Barret has gotten new boots. I have to do some changes to the red Shin-Ra guards and after this I will upload an update,
because there is some testing stuff to do and I think that I wont do any models for one or two days, we will see...

Quote
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.

Quote
Grimmy or Bloodshot are the ones you need to contact about the animation, and possibly pitbrat.

It's not that I don't know how to do it, it's more the way how to manipulate the animation in Kimera.
It is really time consumption. I will do fixes if they go quick. However it would be nice if some else could work on the animations, they really needs fixing.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-02-20 20:01:35
top stuff Kaldarasha!  8)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-02-21 04:53:38
Unshaded-Models-1.38.7z (http://www.file-upload.net/download-7236988/Unshaded-Models-1.38.7z.html)
 :mrgreen:
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-02-22 04:21:09
Still a problem with Barrett's legs.  They are still not matching the body area.  They are fat then they go thinner until they reach the body.  There is a gap on either side of the torso.  legs need to be fatter at the top.
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2013-02-22 08:51:19
Despite that, I found that the new midtorso section finally makes Barrett look like a normal-proportioned tough guy. Kleyon's Timu-Sumisu/Millenia Barret field model is higher quality, but it looks like he has no lower abdomen. And I think this new Shera looks great as well.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-03-01 02:58:13
reno needs to be fixed his body parts are scatered around him like crazy and ff7 crashs after i get the popup saying Failed to Load FXCC.a
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-03-01 04:31:24
I'll look into it. Use the FXCC.a in BNGD - Dyne folder. I had    accidentally a (corrupt) FXCC.a in Barrets folder. It's deleted
now, thanks for the report.

PS
Is it only me or dosen't work Spell Check anymore?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-03-23 20:00:00
Here is a small update:
Unshaded-Models-1.40.7z (http://www.file-upload.net/download-7368605/Unshaded-Models-1.40.7z.html)
Dio, Jonny and the ShinRa-Manager are added. FXCC is deleted in Barrets folder.
(http://img801.imageshack.us/img801/8866/uc140.jpg) (http://imageshack.us/photo/my-images/801/uc140.jpg/)

Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-03-24 17:55:38
 8)  Classy! As usual!
Title: Re: Improved and added unshaded characters
Post by: ajthedj747 on 2013-03-25 06:40:00
Dio looks so much better than he originally did. Thank you so much for your hard work.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-03-31 10:54:49
Ok, because my update of the first post has vanished during the server crash, I'm not bounded to my plans of the way I want update my project.
I have decided to do it step by step, that means I will update the models how I see them while I playing. I'm currently at the Wall market, so every model which is there gets an update. This has two advantages: first is that I don't have to search for a savefile to check if the model I created looks good;
second is that NPC are more often seen as supporting characters. However at the current state of my project the most important supporting characters are done.
The next release will also contain bloodshots animation. I have correct the Y-coordinates to they default one, so the characters doesn't moving up and down between the animation.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-03-31 14:34:56
nice to here the update will be slow and yet better analyzed to improve things better. as for the reno field model issue I mentioned I've tried adding the original animations and yet no result so im still trying to find the cause of the issue. if I can find out what is causing it I will report it asap
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-03-31 15:16:49
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. :-[
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-04-02 22:29:01
Just 1 small thing... Johnny is how it is spelled :)
Also, the following were not done by you or Squalff8 (as far as I know)

NPC

AJIF
AKEE
ASJC
AWCB
BBGE
BCCF
BCGD
BFCA
BFHE
BOCC
CBFE
CCBC
CEFD
CFBB
CFHA
CGDA
CMIF
COAD
CPCA
CRCA
CRID
DGCD
DXJE
GBIA

Support

GOFD
GLJD
GABE
FZCC
EBEC
DZBB
CMDE
BLJC

Title: Re: Improved and added unshaded characters
Post by: Ansem on 2013-04-03 17:12:10
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. :-[

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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-07 23:21:08
Just 1 small thing... Johnny is how it is spelled :)

 :o  Johnny says thanks!
(http://fc01.deviantart.net/fs70/f/2010/122/6/0/JOHNNY___FFVII___by_ObstinateMelon.jpg)
JOHNNY "FFVII"
by *ObstinateMelon

I have marked me the models. So I will do some of them with a higher priority, but for the moment I will finish first the wall market models.

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.

I guess AODD.hrc has a problem. I opened a default flevel.lgp with MakouReactor and saw that the head part use a wrong head model.

I will see that I fix it soon.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-08 13:07:14
@ProtoX
I played a scene (the church) with a different flevel (I guess it's MO patched) to check Reno, but his animations looks fine. So I need to know in which scene Reno goes crazy and if a mod is installed which alters the flevel. It is possible that the model has wrong (why ever) connected animations in the model loader. With MakouReactor you could open the flevel.lgp and check the field models for yourself, too.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-04-08 13:43:54
General Ironside's idea actually fixed the issue with reno on my end
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-09 23:48:11
The exterior and most of the Honeybee models of the Wall Market are done.
Unshaded-Models-1.50.7z (http://www.file-upload.net/download-7449808/Unshaded-Models-1.50.7z.html)
Now it's time for the interior models and Corneos gang.
As I said there is a new animation package in CHAR folder it contains bloodshots new animations and some corrections I have done.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-04-10 03:20:54
nice update i'm liking the new buster sword. very good good look alike for a cartoonish verson of crisis core buster sword
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-23 00:03:05
I have started some tests to see if I could convert my field models to battle models and I guess it's very possible. I haven't noticed any problems with transparency.
But they may look a bit flat. Here is a comparison of Barret:
(http://img845.imageshack.us/img845/9545/newprojecty.jpg) (http://imageshack.us/photo/my-images/845/newprojecty.jpg/)

I will give you with my next release a demo version of Cloud ( and Zack  ;D, maybe Barret ...)
There are still three models that I want to do (then I have done the half of the Wall Market interior models).
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-25 04:05:34
Ok, ready for an update?
Unshaded-Models-1.55.7z (http://www.file-upload.net/download-7512791/Unshaded-Models-1.55.7z.html)

This time I had generated some battle models, too. First thing Cloud was only an experiment to see how it works out. I had preshade the field model and then replaced the battle model with the preshaded parts.
I had also tested how the model would look like if I connect the shoulderpad to the shoulderbone with ... well...  expected results. Some animation looks good with this and others not. I guess I will undo it in another version. With Barret I has gone a nother way, I replaced the parts and has done the preshading with an older version of Kimera, because the light option dosen't wok in the current version. The result looks much better and I think he is an improvement to the original.
Give me feedback if I should go on with it.

(http://imageshack.us/a/img822/138/honorandpride.jpg)
Honor and Pride...
Title: Re: Improved and added unshaded characters
Post by: LeonhartGR on 2013-04-25 14:05:07
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?
Title: Re: Improved and added unshaded characters
Post by: dkma841 on 2013-04-25 16:34:49
Kaldarsha impressive stuff dude!! :)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-26 06:20:14
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?

It is the buster sword designed by Mike. It has more detail instead the one from APZ. (I played around with the pic, thats why some details are gone.)
I ever forget to replace the weapon with the default ones. In the next update I will make the weapons as optinal and use the original ones.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-27 15:27:18
I have managed it ...
(http://img21.imageshack.us/img21/6149/superscorpion.jpg) (http://imageshack.us/photo/my-images/21/superscorpion.jpg/)
Tifa doesn't like me anymore. :'(

But the good news is that I could fix a corrupt bone part from the new battle model of Tifa I had worked on. That bad news is that it seems I have overwritten the Scorpio model by accident. But I'm lucky in the circumstances, the model still works as Scorpio. In other words it is actually quite easy to create a team member as an enemy (Cait Sith springs in to my mind...  :evil:).
Well, as you can see I have also finished Cloud and his buster sword, but could someone do something against these shadows,*PLEASE*?
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-04-27 16:55:59
I have managed it ...
(http://img21.imageshack.us/img21/6149/superscorpion.jpg) (http://imageshack.us/photo/my-images/21/superscorpion.jpg/)

Finally a legal ac tifa model
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-04-28 05:41:54
Indeed, it looks like AC Tifa on the pic... , but sorry this model had the corrupt body part.
The model I have done is the normal one.
(http://img545.imageshack.us/img545/5005/tifabattle.jpg) (http://imageshack.us/photo/my-images/545/tifabattle.jpg/)

I have used parts from Grimmy's version and have adjusted them for a better result.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-01 16:44:30
It's a small addon for the battle models. I have updated Cloud's weapons to the default ones, except for the Bustersword I had done somthing different. Have fun with it: UMBattleAddon.7z (http://www.file-upload.net/download-7540110/UMBattleAddon.7z.html)
Title: Re: Improved and added unshaded characters
Post by: KaidenJames on 2013-05-02 04:55:10
Question. Do all four barret folders go into the battle.lgp? Thanks.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-02 13:23:31
Yes, each model is for a different weapon type.
Title: Re: Improved and added unshaded characters
Post by: KaidenJames on 2013-05-03 05:39:27
Got it, thanks. Best models floating around, great job man!
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-07 17:35:48
Short status update. I have finished Aerith (battle and field again). The field model of Red XIII is nearly (re)done, it needs only some minor impovements but looks very good right now.
(http://imageshack.us/a/img716/8918/redxiiinew.jpg)
Dosen't he have a nice smile?
The legs are more or less from Kela51's great version of Red XIII.
If I have done the final touch, I will create a battle model out of this. After this I will make a new release.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-08 08:31:15
I guess I have solved the transparency bug. I need to do some more testing, but converting a p-file with bitrun to a 3ds file and then replace the converted bone in kimera with the new 3ds file do the trick.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-08 16:09:16
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.  :-\

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. :'(
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-05-08 17:13:52
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.  :|

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:
so are saying the transparency bug is there?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-08 17:35:11
I have to convert the rsd files to 3ds not the p files! Testing goes on... 8-)
(http://imageshack.us/a/img600/4996/ttest.jpg)


Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-05-08 19:23:53
well take your time dude don't rush it
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2013-05-09 02:52:59
It's been awhile since I have looked at your models. Great work so far, keep it up  :)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-17 16:11:42
Here is my second battle addon containing: Cloud, Barret, Tifa, Aerith and Red XIII.
BattleAddon2.7z (http://www.file-upload.net/download-7604613/BattleAddon2.7z.html)
Red XIII has took longer as I thought, I have also used more parts of Kela51's (or Team Avalanche's) Red XIII as I had planed.
Well the result is very good, so I hope they will forgive me that I didn't ask.
The field models of Tifa, Aerith and Red XIII are also updated.
My next plan is to solve the transpancy bug, but for this I need much time and MUCH more motivation.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-30 18:45:31
Ok someone has asked me for an update, but I need a bit more time to fix some issues.
I have done some changes to Cloud and some of his animations (the new running animation and the standing idle looks more natural now). My biggest problem is currently to find a smart way to sort the different Cloud models without making it too busy. There is also a problem with a model which overwrites Sephiroths left foot (not a big problem to solve).
I try to finish and upload this tonight.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-31 06:18:30
This has took longer as I thought...
Anyway I have finished it and done a bit more as I had planed.
Unshaded-Models-1.60.7z (http://www.file-upload.net/download-7659381/Unshaded-Models-1.60.7z.html)
The bad news is, that I does not have fixed the transparency bug, yet.
However, I tweaked some animations to let them look more natural.
The black outfit of Cloud is now full supported, for the one who like the Crisis Core style.
I have also made models of Cloud for the High minigame. Well, I guess this was everything.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-05-31 11:34:47
Hiya! Unbelievable work and it is a lot of fun to test these things. So I started working on this with a new game. 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.

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. 

Oh, I almost forgot. I probably did it the hard, slow way... 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? It took a very very long time to extract the files from each individual folder and move them to the corresponding lgp waiting to be encoded. Also, the margin for error doing it that way seems high... I'm sure I did it correctly if slowly and your models are working and quite easy to spot. 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, but these models look very authentic, so I am very very happy with your work and I want to thank you for it.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-31 13:00:19
Quote
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. :?

Quote
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...

...And they won't have any guns again. This depends to script and not to the model itself.
An example: Aerith loses her ribbon when she is murderd by Sephiroth/Jenova.
But in the next scene Cloud is wielding an Aerith with a ribbon in her hair. Therefor I had made a ribbonless Aerith for her death scene. But even if the model is in the char.lgp you wouldn't see any change, you need to alter the flevel.lgp as I mentioned here (http://forums.qhimm.com/index.php?topic=13960.msg196211#msg196211).
If we got a new MakouReaktor and the Reunion is released, I would like to open a new topic for script changes/improvement.

Quote
... 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?

I need the the structure to have a better overview about the models, and it's easier for a person who creates an installer (like Bootleg or the Reunion).
For testing you could put the models you want to use in direct/char (don't forgett to set the direct mode to on in Aali's driver).

Quote
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.

Altering animations is heavy working, I try to fix some if I could, but this task is too much for a single person.
We need more who start working with Kimera. I guess I will write a basic tutorial for Kimera someday (middle of summer or late summer)


Quote
Oh and it's a bit unclear which folders are options and which need to be installed,...

OK, I got it. I will make a 'ready-to-import' package ;D

Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-05-31 14:28:37
Don't use CLGD, I had made a mistake.

Edit
Wasn't so bad. Only some wrong data. For the moment you can install CLGD, but make sure to install AAAA at last.
Title: Re: Improved and added unshaded characters
Post by: Rjenyawd on 2013-05-31 19:24:00
Hey, Kaldarasha:

I just wanted to take a second and thank you for all of your work. This entire project is fantastic, and the amount of time you've put into it all, to make a quality product, is really stellar. ^_^ ((I'm patching the new update into my game as we speak!)

As a note of interest: I was having the same issues as 'Template' above. A few of the NPC's seem to be missing half of their faces. (off the top of my head: Biggs, Wedge, and Turk!Vincent for sure.) Interesting to note though, is that when I tried installing your "UMC-Complete Replace" ((as opposed to the individual packages)), The heads displayed fine. THAT really threw me for a loop. 

I'm not using Aali's Custom Drivers. I'm just direct patching the files into the lpg. I wonder if that is effecting anything?

Anywhoo: Your work is still glorious, and I'm enjoying every second of it!

Thanks again!
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-01 09:23:42
You guys are right, there is something odd with the models. The strange is that these models are fine in my char.lgp, but are corrupted in the package. I fixed them again. A new UMC package is in construction and thanks to that I find some mistakes I had made, so an update of the UM is a must, too.
In the meantime I have done some tests with Cloud to re-enable the transparency. Everything seems to work except for the face texture. I have tried several things to fix this, but nothing seems to work. However, I haven't tested all possibility I knew. My plan is only to fix Cloud and Sephiroth, because it seems to be more complicated as I thought. Cloud and Sephiroth are the only models which are transparent in more then one scene and having a complicate fade in and out script. For the rest it should be enough to fix them through the script solution I have mentioned on the second page. If DLPB doesn't have done it in his Reunion mod already, I will upload patched scenes and all you have to do is to import them with MakouReaktor in your flevel.lgp.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-01 11:38:42
It's done!
(http://img541.imageshack.us/img541/5415/transparencyfix.jpg) (http://imageshack.us/photo/my-images/541/transparencyfix.jpg/)

Ok there is a smal issue, because I have to seperate the face texture from the head, you could see the face through the head if the transparency is on. There is simply no way to merge them without getting another problem.
Title: Re: Improved and added unshaded characters
Post by: Luceid on 2013-06-01 14:40:14
Sieht sehr schรถn aus :)

Wie hast du das mit der Schriftart hingezaubert? o.o
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-01 20:21:19
UMC2.7z (http://www.file-upload.net/download-7666805/UMC2.7z.html)

Unshaded-Models-1.61.7z (http://www.file-upload.net/download-7666904/Unshaded-Models-1.61.7z.html)

At the moment I have fixed the transparency only for the original style Cloud.
The UMC is direct mode ready, all you need to do, is to place everything in the direct folder.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-01 20:35:03
These are so fantastic. What's the difference between the 2 packages? One for direct one for LGP injection?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-01 20:57:32
The difference is, one has every model separated in its own folder (UM - Unshaded-Models) and the other has them merged, so you don't need to pick them out manually (UMC  - Unshaded Models Compilation).
Still, the UM has more opportunities to chose from.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-03 10:01:52
Still testing new UMC... have yet to find a problem lol

I guess if I were really really gonna be nitpicky I'd say the Shinra Guard model, the dopey guys that get rocked at the train station after opening movie, the tops of their boots poke out of their coats.

Also I had a question, is it normal if you choose a cloud field model with sword that he will appear laying in bed and such things in cutscenes with a sword on? I couldn't remember this issue, but it seems a logical problem.

Hmmm, I'm going to try to see if it can be solved using your other set of files with more options.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-03 10:53:39
The problem with the legs is known, the problem is that I haven't designed the guards with the new Idle animation.

Most people seem to prefer the model with the sword on his back, so I build it this way (the worst cutscene I remember is Zacks death scene....).
You could use the UM for fine tuning, simply replace the Cloud model with the one from 'AAAA - Cloud Without Sword' and the world model with the corresponding swordless model.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-03 13:11:56
I cannot really explain how much I'm enjoying playing through with this giant set of beautiful new models Kaldy... it's brought new life to the game. As an example, I really like the new Cloud with dress model. It brings out the comic relief object of the Wall Market/Corneo sequences. His arms are perfectly Cloudish and unfeminine and the model has an overall androgynous appearance, if you will, while it still has that authentic ff7 old school quality. Totally refreshing. His face is necessarily obscured and I think it's just a smashing example of your work.

The first missing model I have run across in my recent build/playthrough is Hojo's assistant we see just before meeting Red XIII first time. He has a bad goatee that is, at best, patchy. I think this is the old PRP model. Not sure. Is it possible it's only missing from the UMC release and I can find it in the bigger set of files you provided?

Thanks for your time and patience. 
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-03 14:25:07
No, I haven't done it yet. In the UM is an Excel file where you could see, which model is done by who. I haven't even reach the have of the characters. :'(

Google was a big help for Lady Cloud:
(http://img845.imageshack.us/img845/2762/25266744963680842286212.jpg) (http://imageshack.us/photo/my-images/845/25266744963680842286212.jpg/)

However my favorite is Bugenhagen...


Title: Re: Improved and added unshaded characters
Post by: LeonhartGR on 2013-06-03 22:28:14
Don't "feminize" Cloud anymore... pleasssseeeeee!!! :D
Title: Re: Improved and added unshaded characters
Post by: Rundas on 2013-06-03 23:19:02
Creepiest picture I've ever seen.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-03 23:32:53
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)
 :-P
(Look at Squall: 'Whatever'...)
Title: Re: Improved and added unshaded characters
Post by: LeonhartGR on 2013-06-04 00:29:13
Classic!
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-06 13:33:12
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... 
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-06 13:48:50
 ;D
I solved two problems I had and this in one step. First thing is that I managed it to merge the eye's with the head without loosing transparency or messing up the whole head. However the textures of the first part of the head are forced to blink and in most cases it looks pretty odd  - I fixed this. Well it's only Cloud at the moment, who is blinking correctly (I have also updated the closed eye textures in the flevel.lgp), but it's good to now that it's fixable.

For the one who are interested how to do it:
At first you need to know that in ff7 a head has 3 textures applied - left eye (ID0), right eye (ID1) and mouth (ID2).
Many of the PRP models (actually every redone model) uses only one or two textures. That's why they blink incorrectly and because of this it's often disabled by adding a second non blinkable head part. So first thing you need to do, is to separating the both eyes and the mouth.
Then you need to open the new 3 files with Bitrun and convert them into 3ds files. The text file need to be converted to a bmp file.
If this is done you will need p-Creator. Open the left eye first, then add the right and at last the mouth. As next import the bmp file to every single part.
Do not wonder if it's looking weird. If all 3 parts have a texture use view and chose UV coords - check flip Y. The texture should now apply correctly. Save it.
Now open Kimera and add the new part to the textureless head, save and combine single parts. Open the model again and add the textures. Done.

Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-06 14:00:37
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... 


I have forgotten to make models for the Chocobo racing ...  :oops:
For the battle model of Barret, the files with ...da (like sbda) are the animation files.
Use the one from my battle model if Barret goes crazy. :P
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-06 14:35:08
Haha, I'm just gonna go ahead and add those in right now because it sounds like you know something about what may happen down the road lol. I'll make sure they work together anyway.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-07 04:00:05
No work this weekend.
(http://fc08.deviantart.net/fs71/f/2012/111/0/1/vinyl_scratch_and_pinkie_pie_rock_out_by_tomdantherock-d4x4lhe.gif)
(http://fc02.deviantart.net/fs71/f/2012/105/7/6/berry_punch_drunk_by_tomdantherock-d4w6i96.gif)
I'm on a family celebration.  8)
Title: Re: Improved and added unshaded characters
Post by: dkma841 on 2013-06-07 17:57:09
You deserve it  ;)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-10 19:52:09
Cloud-Sephiroth.7z (http://www.file-upload.net/download-7700114/Cloud-Sephiroth.7z.html)

Here is the update and transparency fix to Cloud and Sephiroth. Cloud should blink correctly. I guess it's better you use the direct mode for the content of the 'flevel' folder. Sephiroth is changed and should look better.

Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-11 00:07:41
Now after all this time I can finally venture past the Ancient Temple.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-06-13 16:14:36
Congrats on fixing this issue that's been here since the days of PRP.  Finally someone fixes it!

 8)
Title: Re: Improved and added unshaded characters
Post by: Hellbringer616 on 2013-06-22 23:47:39
Just a quick question, Are the download links in the first post current? Or do i need to hunt through the thread for them?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-23 00:02:08
Hunting helps to keep up your attention. :P

I try to clean up my first post in the next week and providing the links of the latest models there.
Title: Re: Unshaded characters
Post by: Template on 2013-06-26 10:51:06
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.

This is the next frontier.  I want to put guns in everyone's hands... And most of all, a newspaper in Sephiroth's for the Kalm flashback. How many more issues are solvable like this? 
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-26 11:37:32
If you could ignore the language, you should try the flevel.lgp of my German reworked mode. The first thing you may notice are the proper size of the models compared to the backgrounds. However the real interesting part are the Niebelheim flashbacks, because they have a unique young Cloud field model.
If Makou Reaktor gets finally the mass export/import function I could patch the English flevel.lgp.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-26 22:08:41
oh... I hope that will happen. but maybe after reunion is done we can work on the guns? im assuming the newspaper was done in your reworked German flevel?

Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-27 11:55:01
After reunion is done we will work on the guns.

I currently working on restoring the blinking eyes of the main character. Aerith seems to be a problem because she does not have a own closed eyes texture (like Sephiroth).
However Cid looks awesome now in field and in battle.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-27 14:19:12
Sweet! Been trying to put together a model from the Unshaded Aerith that works with the Aeris Revival.
Think I got this worked out, Pit Brat made it easy by posting the code for two of his repaired versions of this file: aeri.hrc. As I understand it, it just has an extra bone. No idea why it is needed but the default file that came with the Revival Mod looked all cut up and weird without these changes.

Another tiny issue I want to look at is why most of the field model materias we run into in the game don't have a working animation... but at least Cover outside Aerith's house does. I would like to animate them all in this fashion. Any thoughts about that Kaldy? I can't even find where that particular working materia field animation from that scene is coming from.

Edit: Well I have located the proper field animation files using Makou Reactor... but I have no idea how to edit them. I tried opening one of the .a files with the load field animation button when its materia model was open but it gave me an error saying the animation had an improper number of bones... its a sphere... it has 1 bone if any... confoosed.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-06-29 09:44:21
I'm a bit busy with babysitting my little boy  :-D
But could you please PM me and send me the Aerith model?
Which materia mod are you using? PRP or the one from Team Avalanche? I have changed the animation in my flevel.lgp but to fix it, but I guess I disabled it (not sure.) Afternoon I'm at home and then I could check it out.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-06-29 22:58:55
Well I decided to make a separate post for the Revival Model. I actually don't even know if it works or not yet. It should, but I thought about using your dead Aerith model instead, couldn't decide. The green bead in her hair looks so nice at high res, I figured she can be revived and just have a green bead and it doesn't have to be materia right?  :-P

About the materias: messing about with Makuo Reactor I found the scripts for the materia SHINE effects and was able to recreate them properly where they were missing... but they don't look that amazing. It's something I guess. Anyway Myst's program is unbelievably cool.

I'm super active atm because I don't have my wife and 2 year old boy here for the weekend. I was telling LostWing, it's like a trip to Narnia when they leave me the house to myself. :-D
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-02 15:52:45
Some new stuff from Kaldarasha's Unshaded Models Collection!

Newest Version Here (http://forums.qhimm.com/index.php?topic=13960.msg202854#msg202854)

Includes NEW additional models:

(http://i647.photobucket.com/albums/uu193/electrotoyou/CloudField_zpsde19a263.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/CloudBattle_zps95fa98ec.png)
Cloud.02 Field Model                                                                                                                                                         Cloud Battle Model

(http://i647.photobucket.com/albums/uu193/electrotoyou/CidField_zps337fe8b2.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/CidBattle_zpse2514a4c.png)                                                             
Nice Cid Model with Stubble!                                                                                                                                           New Cid Battle Model                                                                                           



(http://i647.photobucket.com/albums/uu193/electrotoyou/CaitSith_zpsa055b558.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/Resurrected_zps880cc5ca.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/BeforeDeath_zpsdd6f5c22.png)
New Cait Sith Field Model with marshmallow claws and tiny, adorable whiskers... d'awww. The 7zip above contains all of the previous Unshaded Models, including
the Aeris Revival Patch models with and without her materia hairpin.

The package also includes the animations for the field models that have been adjusted, please chime in if you see any *big* issues here, as it would possibly
reflect an error on my part putting everything together.

The Flevel is marked DIRECT because it is best to simply place the two files from that folder into your game's direct/flevel directory AND enable direct mode in either
ff7_opengl.cfg or in Bootloader.

All credit to Kaldarasha

Edit: A new version of the collection is going to be released after Kaldarasha has completed all of the playable characters, iirc. Also, uploaded new version with additional directories containing both the Original and adjusted Cloud battle stance I'm playing around with. The version of the animation in the battle folder is adjusted for the purpose of hiding an awkward angle Cloud sometimes is shown from in combat, this is noticeable in the first encounter in the game, with the Shinra guards and throughout the entire game with varying degrees of severity. Though it seems like a minor adjustment and should be simple enough, it's quite difficult to fix smoothly. Khimera is not the problem at all and I love the program. It's just hard doing animations. I'm still working on it, please feel free to offer suggestions.

I've actually stood with a prop in the mirror to try to get the position more clearly in my head, which was pretty funny when my wife walked in and saw what I was up to.  :roll:
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2013-07-04 13:47:42
I LOVE these models. Are there any plans for a Vincent and Yuffie battle model? I was surprised (but happy!) to see Cait Sith done before them  :)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-04 19:10:39
Quote
I was surprised (but happy!) to see Cait Sith done before them

Me too. ;D
Currently is Yuffie under rework and Vincent right after her.


Title: Re: Improved and added unshaded characters
Post by: Saturman on 2013-07-05 14:29:27
Sorry all but... this mods is for FF7 steam version? ::)
Title: Re: Improved and added unshaded characters
Post by: Rirse on 2013-07-05 15:11:44
Sorry all but... this mods is for FF7 steam version? ::)

Yeah I got it working on the Steam verison by extracting all the files from char.lgp using the lgptools.exe, then copying everything from the newest workprint to the folder and then recompiling it. Works great, even there are some random NPCs in the opening train ride and post bombing run that using the old sprites.
Title: Re: Improved and added unshaded characters
Post by: dragon84 on 2013-07-06 17:56:47
Can I use this mod with bootleg?
Title: Re: Improved and added unshaded characters
Post by: Rundas on 2013-07-06 17:57:39
This mod is not currently in Bootleg. It will probably be in the next release.
Title: Re: Improved and added unshaded characters
Post by: dragon84 on 2013-07-06 17:59:06
Yeah but I mean, can I install both without problems?
Title: Re: Improved and added unshaded characters
Post by: Rundas on 2013-07-06 18:00:49
This mod is not incompatible with any others, so yes. Whichever ones you use will obviously overwrite the ones already there though.
Title: Re: Improved and added unshaded characters
Post by: Rirse on 2013-07-06 18:50:15
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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-06 19:27:26
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 Link to the release page (http://forums.qhimm.com/index.php?topic=14405.0).
Title: Re: Improved and added unshaded characters
Post by: Rirse on 2013-07-07 20:54:20
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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-07 21:17:29
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.

Thanks for reporting that, the issue was apparently just an error in the package and has been addressed. The link below will have the latest version of the STEAM/unconverted pack, which includes this thread's models.

Any further questions about that package, and not about the Unshaded Models from this project thread should be referred to the HQ Models and Textures for Unconverted Re-Release Thread (http://forums.qhimm.com/index.php?topic=14405.0#new). Kaldarasha's thread should really only be for issues that specifically relate to his models. I used this thread to reference the STEAM package I made because Kaldarasha deserves to be credited but has given me the OK to share them.
Title: Re: Improved and added unshaded characters
Post by: Jolmer on 2013-07-08 00:46:36
I registered just to post in this thread. I installed this and its great. However Clouds field model is missing a left eye. Like its either just gone or its stuck blinking for some reason. Its bothering me a lot. Everything else is perfect. Help? Using Steam FF7.

---

I really need help on this. Im frustrated. It took me a long time to figure out how to unpack and repack the char file and now everything looks great except that Cloud has one eye. Any ideas or help would be appreciated. Thanks. Ill check back here tomorrow.

--

So i unpacked my flevel and replaced the files with yours and....the eye is still missing. Idk if i did something wrong.

--

Okay so I did it again replacing those files in the flevel with the ones you gave me and the eye is still missing. Stumped and frustrated.

--

Sorry for like the 6th post in a row but I finally got both eyes on his stupid face. I used the char file stuff from that last post of yours and hes got a full face now. Thanks for the mod. Its pretty good.

=== Halkun Edit ===
Edit your posts dude, don't double post!
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-08 13:36:32
(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.
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2013-07-08 17:43:28
(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.

I "applaud" you for this  ;)
Title: Re: Improved and added unshaded characters
Post by: Rirse on 2013-07-08 20:49:13
The Yuffie model looks awesome. I do like how this mod redoes the chibi, but still keep in the general style of the game instead of randomly inserting Cloud from Advent Children in the game and it standing out badly.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-14 12:25:31
I've uploaded a new Cloud Battle Stance animation (https://docs.google.com/file/d/0B1g3qSVwwtNBbWR6cFRZZFRfZ00/edit?usp=sharing) add-on pack. I think it's less distracting. What do you think Kaldarasha? I took out the interpolation so it's normal speed again and I made his foot stop twitching. The hands could use some work. Getting there, maybe? After I was happy with this... I then proceeded to piss away my morning learning how to make a GIF have a website make me a GIF and get it to play on the forum lol  :roll:
(http://i647.photobucket.com/albums/uu193/electrotoyou/CloudStancev3Final_zpsc3e70cc3.gif)
If it looks like the original, yay, it's supposed to. The idea was to rearrange his waist bone so his butt wasn't sticking way out. So I basically had to break the animation and then fix it again. If that doesn't look acceptable, there's an extra folder in UMC 2.1 with Cloud's default animation.
If you are new to Kaldarasha's Unshaded Models Collection, here is an easy install pack:
Download UMC 2.1 Here (https://docs.google.com/file/d/0B1g3qSVwwtNBUVRUX05hRG4wT2M/edit?usp=sharing)
Title: Re: Improved and added unshaded characters
Post by: Acetrouble on 2013-07-15 19:54:18
Hi!

First of I would like to thank Kaldarasha for creating this fine mod! It just fits the game's overall art direction so well, you can barely tell it's not made by Square Enix. Plus, I love how this mod is kind of middle-of-the-road, it's more realistic, but not to Advent Children extent and retains most of the original characters' charm.

Also, it works fine with the recently released Steam edition (well, disables cloud saving and achievements, but not a big deal to me).

However, just one thing I noticed: 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.

This is the part I'm referring to:
http://www.youtube.com/watch?v=_hjVFW7F0v0&t=7m15s (http://www.youtube.com/watch?v=_hjVFW7F0v0&t=7m15s)

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  ;)

Just me, or is this a known "glitch"?

Kind regards
Josh
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-15 20:45:04
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.

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?
Title: Re: Improved and added unshaded characters
Post by: Acetrouble on 2013-07-15 22:09:16
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?

Hi!

I'm using version 2.7

Yeah, now that you mention it, I think that old man who gets lifted up is chibi in my version, but, like I said, that red-haired woman, too.

Kind regards
Josh
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-16 08:04:17
(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... :|

@Acetrouble
This project is far away from completeness, it's more a improvement and addition to the PRP models (with the one from Squallff8's).
Actually I've never planed to make it this far and I have doubts that I could finish it (well maybe sometime, next year :-P).

@Template
The left arm is OK now, but not the right one. It's impossible for an human being to hold a sword like this. I guess correcting the hip is enough (work, if you correct the other animations of cloud, too). So leave the look of the arms as they are by default.

Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2013-07-16 11:00:34
(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... :|

Mmmm, Vincent  :)
Title: Re: Improved and added unshaded characters
Post by: Rirse on 2013-07-17 04:44:33
Can't wait for you to get the battle models for them ready. Who is missing a battle model at this point anyway?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-19 09:22:55
So, I guess I'm done with the main characters, now. Only some minor things I need to settle up.
Well, I'll try to make this compatible with the 7thWrapper. However I will also release a flevel.lgp which will
enable some extra models and, that's actually the real good part, the models have a proper size to the background.
I recommend to use Tough Script to dump the text of your current flevel and encode then the text to the new flevel.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-19 16:19:14
I'm not sure, but I guess I will need the whole weekend for this.  :|
It's much more to do as I have expected.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-20 02:23:21
Hey, I've been following your project for awhile now and I really like how your improved models are turning out. Your Vincent is the best I've seen yet. Actually the only notes I can offer is that the sword Cloud and Zack carry on their back is flipped. You have it blade down when it's usually blade up. 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.

(http://www.blogcdn.com/www.joystiq.com/media/2007/09/tmpphpgqeejq.jpg)
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-20 20:45:53
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
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-20 21:11:42
It's pretty minor, it just looked weird to me. In that position you'd have to draw the sword at your waist line and pull it out far enough to clear your body, which is totally not possible with something like the Buster sword unless your Inspector Gadget or Stretch Armstrong. That kind of draw can work for wakizashi or tanto sized weapons, but you'd probably lose a leg with a long sword.

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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-20 21:21:00
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:

Edit: Hey, you know I bet he'd appreciate it if you would fix it for him. I don't want to do that... Kind of sick of Kimera at the moment, makes me nauseous.  :roll:
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-20 22:48:50
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. (I took the download down since this is now in the Mod Manager and Unwrapped packages.)

(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)
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-20 23:15:26
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:
(http://i647.photobucket.com/albums/uu193/electrotoyou/cloudbutt_zps962279e3.png)
So I turned his waist to hide this issue, which bring his chest, arms and head all along with it. This is all fine and dandy, until you go to move the chest back. The arms stay where they were aligned with the waist. You then have to manually adjust the arms, sometimes frame-by frame, to get them to grip the sword again; it's horrible torture. They just do not want to look smooth. I almost had it fixed... and then I lost my work when Kimera crashed (which it rarely does if you don't go crazy with the Anti-Aliasing and stuff). So that's why it still looks like hes trigger happy with his sword. I didn't think people would notice it so much, the angle you're looking at it from and the distance makes a big difference. But of course I made a big gif of it and everyone's like, "that's obscene". lol... So please, if you wanna fix it for me before I get around to it, go for it. I won't be the least bit offended. I'm taking a break from Kimera atm is all. You could fix it np, it's honestly grunt work. The hard part is done, using the overlap last frame function will make the fix more pleasant, but it has to be done frame by frame without the propogate feature doing the other 18 frames for you.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-21 00:14:29
Yeah I see what you mean. It's not an angle you see much, but I've always hated that part of his hip sticking out. This is actually really good work.

Done and done: http://www.mediafire.com/download/sq7t1f0pb9mdn44/Cloud_Battle_Stance_beta3.7z (http://www.mediafire.com/download/sq7t1f0pb9mdn44/Cloud_Battle_Stance_beta3.7z)

To be honest I didn't do much. I anchored the sword to his right hand and it cleared up the problem. I don't know how to do gifs though, so if you like the new animation I'll leave it to you.

~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?

http://www.mediafire.com/download/hin88w35ato3nv8/UMC2.2.7z (http://www.mediafire.com/download/hin88w35ato3nv8/UMC2.2.7z)
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-21 01:21:12
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?
Quote
~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.

Well, that's a good point he only sent me one without the sword I think maybe because he knew I would be sharing it with the HQ Models for Unconverted STEAM package. I don't like seeing Cloud on a bed sleeping with his sword it's just off-putting. There definitely other versions, even other versions with different costumes, of particular use to you might be the 1.61 package with the models all separated. The only field model I personally changed to not have a weapon in my release was Cloud, iirc.
Quote
~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?
http://www.mediafire.com/download/hin88w35ato3nv8/UMC2.2.7z (http://www.mediafire.com/download/hin88w35ato3nv8/UMC2.2.7z)
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).
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-21 01:29:59
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. 

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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-21 02:29:16
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. 

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.
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...
As to the technical explanation about "putting it away correctly", it's something about the win animation when he puts the sword away being affected if you move the sword much in some of the other animations. But obviously moving it such a small amount wouldn't be an issue... I'm kinda kicking myself I didn't try anchoring the weapon to the handbone once it was close, seems so obvious.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-21 02:36:17
Nope wont effect the other animations at all, I already checked. The changes that were made are solely to the idle animation. If you actually move pieces or change the bones though that'll definitely cause problems. Like when he "puts the sword away" during the victory animation. If you move the sword at all it'll end up going through him instead of resting on his back.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-21 05:36:54
(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)
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-21 05:42:22
(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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-21 05:54:46
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)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-21 10:39:34
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)

I ad it as an option to the installer, thanks.  :-D
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-21 21:10:09
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).
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-21 22:10:50
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).
I'm scared of this. The new gold chocobo will be getting the flevel to work.

Thank you so much for all of your hard work, Kaldarasha. FF7 is lucky to have such a dedicated fan and we are very lucky to have you around.

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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-22 07:30:31
Here are the unpacked files.
Wrapped--Unpacked-.7z (http://www.file-upload.net/download-7867983/Wrapped--Unpacked-.7z.html)
I honestly hoped it would work with the steam version...  :(
Maybe a later release of the wrapper will support it.
Title: Re: Improved and added unshaded characters
Post by: ManuBBXX on 2013-07-22 08:32:32
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
Title: Re: Improved and added unshaded characters
Post by: Iros on 2013-07-22 08:34:07
This will be the first big mod released with the wrapper, so now I can test it, I will download it and see if I can work out why it is slow. Hope to have an update soon that will sort it out :)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-22 09:22:12
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


Do you have launched ff7music separately? I often had the problem to forget it myself.
Only open ff7music and launch the game with the wrapper.
Title: Re: Improved and added unshaded characters
Post by: Iros on 2013-07-22 10:14:08
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  :|

Has anybody else tried it and had problems with it starting slow?

I will add some more debug output to the next wrapper version so we can find out what is slowing your game down.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-22 11:26:00
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-23 01:24:58
The completed package is pretty awesome. I was using more HD looking models before, but they don't seem to fit the game as much, and they don't seem to be as stable as this mod package. I also like the authentic look these have. I'm not sure about the model manager though so I directly installed everything. I also like keeping back ups of my lgp files so re installations are simple anyway. 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.
Title: Re: Improved and added unshaded characters
Post by: Hellbringer616 on 2013-07-23 13:18:03
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 :(

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
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-23 13:27:03
The field model animation will be fine. The battle animation is iffy though. Applying it to another model may require some adjustments. To correct the issues with Clouds hips his whole upper body turned with it, so everything from the lower chest up was adjusted. It may work on models that are at original height like the PRP and maybe TA,  but other models that have adjusted skeletons would require more work. Cant hurt to try, just keep backups.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-23 15:23:36
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 :(

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
The animation .iro is specifically for field models only, AFAIK
The new Cloud Battle stance animation (which Kaldarasha quite clearly improved after my/cmh175 final edition.. looks perfected really) is most likely only gonna look normal on models that Kaldarasha's Cloud was based on (Hi-Res Cloud maybe and Weemus FMV model, not entirely sure)... and it is only included with the battle portion of the mod. My guess is that battle stance would not look normal on the TA Cloud battle model, but if you install the TA cloud battle model on top of this, it'l replace the battle animations anyway. The field animations, likewise, are tweaked for Kaldy's models, but I suspect they are much less likely to cause compatibility issues. I think they are mostly just revisions to Bloodshot's (incredible) Reanimated mod. 
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-23 17:38:10
The animations should look well with most every model, but the battle animations are stored within the battle addon.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-23 19:57:33
I am uploading an English version of Kaldarasha's Reworked flevel that is packed along with his  latest ModManager Unshaded Models (http://forums.qhimm.com/index.php?topic=13960.msg202854#msg202854) release. Will need some testing, then I will attempt to release versions in Spanish, French and Italian. Since I only speak English this may be difficult (but probably not since ToughScript does all the work)!

Most of these error messages are harmless, but im concerned about the one in md7.
Code: [Select]
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.

Anyway, please back up your flevel.lgp file and replace it with this one (https://docs.google.com/file/d/0B1g3qSVwwtNBcHN1VnBzQkVyV2c/edit?usp=sharing) to test (it needs to be compiled with ulgp). You need a full install of his latest UMC. It should give you slightly bigger field models more like the PSX as well as a corrected Aeris death scene and some other goodies. Obviously this flevel, it is not compatible with Aeris Revival. Not yet, anyway.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-23 22:40:06
I believe it's a good idea to put the battle animation files into the New Animation package as well. This would fix/prevent any problem with other models which have problems with wrong animations, as long it's loaded first.

Quote
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.

The new idle animation has a different 'arm to hand' angle, I have fixed both the model and the animation.
However you should use the mod manager. It's pretty easy to use and it contains some bonuses. More user of it, means more feedback to Iros.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-23 23:07:55
Dang the file I have uploaded is working fine after encoding English text to your flevel, Kaldarasha... but when I save games they come up in German. Anyway to fix that easily?
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-23 23:20:24
What bonuses come with the manager? Do the files in the wrapper package include anything that wasn't in the unwrapped file? I started with a fresh install and bootleg run, using the bootleg base model option, then installed the unshaded models. The only thing I left out was the base model file since it's basically the same thing bootleg already installed. So otherwise it should be a full package installation. I like the idea of a model manager that you can swap out models with without reinstalling all the other game components but I'm iffy actually running the game through another application. 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.

The new battle animation (rtda) will work with the classic model, TA, and the fmv model. The classic needs small adjustments to the left hand, but otherwise looks great. Taller models with altered skeletons don't work as well. The legs and lower chest look ok, but the sword is too low and the shoulders don't line up with the chest.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-23 23:24:40
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-23 23:34:29
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.


So I'm confused about Barret, has the animation been fixed or is it supposed to be? The wrapped unpacked post hasn't been updated so it's still the same. You're right, it's the idle animation, because with the fix I did his gun is now crooked when he walks and runs.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-23 23:46:19
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-23 23:50:13
I tried that. Asked about game disks. It hasn't been a problem since I don't care about achievements and cloud saving. Plus I like being able to use debug options in the bootloader for troubleshooting.

I'm fixing the idle animation by the way. I can upload it when I'm done.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 00:00:47
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-24 00:15:21
They might if I use the ff7launcher exe. Seems to load the game like nothing's changed. It'll have anything I put in the lgp files, but none of the extra mods. I'm not too concerned about that though, although I probably cant use the new mod manager till it's able to lgp the models.

So is there any difference between the unwrapped package and the new model manager package? Also how about the flevel you're translating? Is that any different than mine after adding the flevel files to it and recompiling it?

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.

http://www.mediafire.com/download/lq84xccd4cwhv82/adcb.a (http://www.mediafire.com/download/lq84xccd4cwhv82/adcb.a)
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 04:47:11
New version of the EnglishReworked flevel from Kaldarasha (https://docs.google.com/file/d/0B1g3qSVwwtNBd281aU9SR1FxNms/edit?usp=sharing)

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.
Tested issue with German save games again, and it has magically solved itself! Love it when that happens.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-07-24 08:47:04
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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-24 11:09:27
@cmh175
There are some things I can't do without the mod manager. Like swapping a battle model in game.
I haven't used much this ability, but there are some things I would like to do.
The only new of the base mod is, that I prelighted the textured vehicles on the world map.

Quote
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.

Bootleg is a good start for those, who moding ff7 the first time. But if you are knew what you are doing, you better run without it. I hope the Bootleg as we knew it, will be replaced through the mod manager. Why? Because it is easier to maintain through the moder and the mod manager developer. This means on the other hand no more waiting for a next release of bootleg to get new models and fixes. But it's a long way until this will happen.

Quote
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.

@Template
I need to update the flevel to enable the the transparency in the temple for the rest of the characters.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 12:02:23
@Template
I need to update the flevel to enable the the transparency in the temple for the rest of the characters.
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.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-07-24 13:48:01
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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 13:52:08
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.

I like uLGP .7 (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.7.7z) by Luksy

Quote
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-24 13:57:48
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 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.

I agree strictly using bootleg is good for brand new users just starting out. I actually just use it now to install all the extra mods, I don't use any of the bootleg character models. I like the bootloader though since I can also adjust the resolution and shading options, not to mention the debug tools. Does the new manager have these features too? I do actually use aalis lgp tool, I'm not even sure which one is Luskys. It maybe more difficult for newbies so a mod manager is a great idea, but I make changes to the lgp files all the time so I'm used to it.

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.

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.

Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 14:00:39
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-24 14:07:35
I don't really know the difference between the two. All I know is aalis does what I need it to and hasn't failed on me yet. I work in IT though so I'm pretty used to the different cmd lines.

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?)


Oh, well awesome than. I wasn't sure if it would do that or not so that's cool. Kimera's even better than I thought. That simplifies the hell out of animation editing.

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.

Oh ok cool. Let me know if you need help testing or anything.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-24 15:12:30
The biggest improvement of my flevel.lgp are the new model sizes. Most times they are bigger.
There are some fixes I have done, the animations are fixed and there shouldn't be a second buster sword when Cloud is crawling to Zack (if you are using Cloud with buster sword equipped). And at last I implement a model for young Cloud.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 15:21:22
As I come to understand the latest release more, I see how absolutely essential the 7thWrapper modmanager (http://forums.qhimm.com/index.php?topic=14402.msg202636#msg202636) is to the overall mod package Kaldarasha has made here.

The reworked flevel.lgp make the models bigger and the functions of the wrapper allows the game to replace models in certain scenes; like the Young Cloud version from the big Kalm flashback has black clothes and a different pauldron (the armor on one shoulder thing) both in field and in the battle scenes where Sephiroth is in your party. These things are not possible without using the wrapper. Also, good lord it's easy to turn the mod on or off or change the "config" settings. It's brilliant. We're already running ff7 through other apps if we're using ff7music, and the wrapper can point to ff7music which points to ff7. No prob.

Here's the corrected English Reworked Flevel (https://docs.google.com/file/d/0B1g3qSVwwtNBZ0Eyd05nME9GU3M/edit?usp=sharing). It needs to be encoded with uLGP (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.7.7z) or something similar. This flevel is not compatible with Aeris Revival at this time.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-24 15:28:52
Ok very cool. I like those changes. How much bigger are the models though? I assume the Cloud with equipped buster sword is aaaa.hrc still right, and the one for the flash back is one of the extra ones like aaab.hrc?

By the way sorry I keep asking this but I don't understand  how there's somethings you cant do without the model manger. Other than having to launch the game through the 7thwrapper isn't it just basically a new way to add new models to the game? It actually sounds like it works similarly to bootlegs direct folder. I like that it has preview pictures when you make changes to cloud, like swapping out the swords and stuff which is good for newbies, but I just as easily did that with kimera. I actually prefer that control it gives me, like I used most of the new animations but swapped cloud running for the one Bloodshot did. It's a great new application that some may prefer, but I'm not so sure it'll be able to fully replace bootleg. Does the 7th wrapper recognize the mod file with all the background pngs? It maybe a good idea to have a complete unwrapped download for those who prefer to lgp their files.
Title: Re: Improved and added unshaded characters
Post by: Iros on 2013-07-24 15:32:56
It is like the direct folder, except that you can easily turn mods on/off without having to copy/move files around, and also certain files can be changed based on variables in the game - e.g. what location you are in, the game time, plot progress, love points, etc. Or provide a number of files and swap between them randomly, so you have 2 or 3 models for a particular enemy, and the mod manager cycles between them randomly.

For any of that to work of course the mod author has to add support for it into their mod :)  But I think that just being able to try a mod out without editing any files (and having to restore from backups if you don't like it, or want to use a new version) is also useful :)
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-24 15:53:13
Being able to randomly load different models for a particular enemy model sounds pretty cool, do we really have extra models like that though? The changes based on variables in the game sounds cool, but is also very confusing. Isn't that sort of thing just handled by the flevel? An easier way to test and or turn models on and off is a good idea for beginners but the direct folder does the same thing. I'm not trashing the idea of a new mod like this, hell bootleg probably started out the same way, I'm just trying to understand what the actual difference is. As for a character mod project, making this solely dependent on a new model manager that doesn't incorporate the other improvements doesn't seem like a good idea. I'll play with the 7th wrapper to provide feedback since this can become a helpful application, but I also don't want to be dependent on it. Otherwise if I'm to be honest I'd just copy the files from the wrapper to my lgp files so I can use them with the improved mods from bootleg. 
Title: Re: Improved and added unshaded characters
Post by: Iros on 2013-07-24 15:58:30
The idea isn't that the end user would configure all these variables - it's that the mod author would. So they can (e.g.) create a mod which displays a different model for Cloud for before/after he falls into the Lifestream (or after Aeris's death, or....). 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. If you let the wrapper handle it, then you can change those things, and also you can change the field model without editing every flevel file (which is a problem if you want to install it at the same time as another mod that also wants to change flevel!).

There's also no reason it won't work with mods installed manually. Obviously if you install a mod through bootleg that actually changes the LGP files, you can't deactivate that mod with the mod manager, but the mod manager will still work.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-24 23:14:07
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.
7thWrapper can do this without needing the 2 models in the lgp with different sets of filenames. Ex. You make a mod where ALL Cloud's models have an emo haircut, but ONLY after Aeris dies.

I'm going to wait for further changes in Kaldarasha's Reworked flevel before I do the Spanish, French, and Italian translations, but if any of you want to do that now, it's easy with Luksy's ToughScript tool, just dump the text from your game with the language you're going to use. Swap in Kaldarasha's flevel from the UM-ModelOverhaul package, and then encode your text back into the flevel.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-07-24 23:59:50
You're killing me Dan... I'm like following you around agreeing with your posts right now.

There is hope for us.  :o  ;D
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 00:14:46
Hey so I tested the flevel you sent me at the Temple of the Ancients, or at least when you go into the room with the Temple puzzle, and up to when you leave Zacks village. It seems fine, as in it didn't crash or anything. I didn't see anything out of the ordinary though, so what ever else was supposed to happen didn't.

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.

Who ever's supposed to make a guest appearance missed their cue. Is this missing from the unwrapped download?


The funeral scene looks good. Aeris's model without the ribbon and her eyes closed works, and Vincent doesn't inappropriately dance ballet through her funeral. Everything looks good. I don't know what you meant about the models being taller, but either way they looked good. I did notice though that when they're inspecting the temple puzzle Red XIII's head will go through Aeris, and during the funeral scene when Vincent walks over to Aeris he actually steps into her. Is this caused by the models new size?

~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.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-25 01:57:31
~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.

Look at the screeenshots in this post (http://forums.qhimm.com/index.php?topic=13960.msg202867#msg202867). 7thwrapper runs off ff7.exe just fine, and it won't run right at all off the ff7launcher. If you are having your ff7.exe ask you for game disks, give it a game disk... You have an .iso named ff7disc1 already in the MountDisc folder that comes with bootleg. The reason it's asking you for a disc is because Kranmer's new-to-old patch sets up registry keys that expect your data drive to be D:\ Use regedit to change the ff7 data drive to wherever you mount your iso. Then it won't bother you about that anymore. Honestly, there are some things that GameConverter does better for the rerelease, though I don't understand why. There are some sound errors I don't get building off GC.

At any rate, yes, the special visitor I mentioned won't appear if 7thWrapper is not set up correctly. It happens at the altar.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 02:37:04
Ah ok that fixed the ff7.exe. I never used that exe before. Otherwise I set up the 7thwrapper following your post so it works properly outside the re-release now. 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. I already have issues with the backgrounds since I play on a tv instead of a monitor I guess, the original ones are just unusable. Unless the new events are made available outside of the wrapper I'll just wait until it's able to use the mod file to check all that out. Other wise so far the new flevel swaps models fine and corrects most of the known errors. I'll test Clouds flash back later at Kalm to see if it swaps in his younger model, and I'll check the flash back with Zack to see if how it handled swapping the swords with Cloud. I'll also check the issue with the Shinra HQ elevator from the other thread.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-25 02:46:54
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?
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 02:55:28
Use regedit to change the ff7 data drive to wherever you mount your iso. Then it won't bother you about that anymore.

I tried mounting it as the D drive using bootloader, for some reason it keeps going to F automatically. I'm not sure how to change that in the registry, and I'm a little iffy playing with that. Do we have clear directions on that anywhere?
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-25 03:18:22
I use UltraISO to mount it. If you have drive d available then u dont need to worry about the registry
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 03:22:37
Oh ok I'll try that with an actual iso mounting app. I don't see an iso in the mount disk file though. There's two .bat files and a .vhd, I'm not really familiar with either of these formats.

~Never mind, common sense kicked in and told me .vhd means virtual hard drive. I'm used to iso's, haven't actually seen that yet. I'll mount it using virtual clone drive and try that. I found the problem I had with the mod file so if 7th wrapper does work with that then that'll be pretty awesome. My main concern was still incorporating none lgp mods into the game so otherwise everything sounds good to me. I'm really interested to see what can be done with this application. Being able to change models based on the point in the game and other variables sound really cool. 


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?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-25 13:13:25
Quote
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?

The 7thWrapper has a simple hierarchic system:
Create in the Wrapped folder a new one and in that new folder you create another one called char.lgp. In this you can place your animation. Open the 7thWrapper and make sure your mod is on top of all the others. Your mod will 'overwrite' the same files which will loaded after it.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 13:30:03
Oh ok cool thanks, that's simple enough. Would using the base mods in the lgp file work for your mod though? I've gotten used to the bootleg base models. I figured anything that would be essential to changes you were adding would be in the unshaded iro.

Also I was wondering what the extent of that set up was. So I can do the char and battle lgp files that way, but would it do the same if I made files for any of the mini games or even the flevel?
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-25 13:45:58
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 :P . It's there for people that have not used bootleg mostly. This is possibly the best illustration of how badass 7thwrapper is. You click a checkbox............ all changed. Mind blown.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 13:57:23
Indeed, that is awesome. Saves me about ten minutes of work swapping models. Ok cool thanks, just wanted to make sure I wasn't leaving out anything necessary. Have to agree, this is a real turning point for ff7.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-25 21:07:55
I've double checked and the Base Model set includes more than just stuff from bootleg, I noticed it changed the shinra guard field model in the opening scene, so Kaldarasha's models are actually in the base field set as well.
nope, musta run without the wrapper before posting this.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 21:17:40
I saw those in the unshaded file too though. I think some of them may have been transferred over to the base models. 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? Not only would that allow you to pick your own base model option in bootleg but it would also organize these better so you know what each option is and what it does.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-25 21:28:18
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?
Yes and yes but I'm not ready to start organizing .iro sets yet lol. Haven't learned.

Edit: Actually, No, I musta run ff7 without the wrapper that time... I'm making a lot of incorrect posts today so I'm gonna take a break from trying to use my brain for the rest of the evening.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 21:30:56
lol true there is a learning curve. There's time anyway since we have all the weapons to convert for the field, I'm psyched to see that.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-25 23:08:32
Nail bat is ready for testing. This only took five minutes so I'll do one more and they're ready to test. Also, does that not look painful as hell to carry on your back?

Ok and now the Apocalypse is ready for testing.
(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-5.png) (http://i1172.photobucket.com/albums/r570/cmh175/Untitled1-4.png)
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-26 04:14:23
When I first wrote "Nail bat on field model" I thought, that's gonna look silly. It actually doesn't look that silly... This is gonna be a really cool add-on feature.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-26 04:38:25
Yeah it looks pretty bad ass. Kaldarasha mentioned it looked a little off though. I think it may be the position and angle. That and no one really wears baseball bats on their backs lol. I'll try readjusting it. Otherwise he mentioned maybe having an option of carrying it on his hip like a regular sword. I'll play around with it and find something that makes it really fit.
Title: Re: Improved and added unshaded characters
Post by: PitBrat on 2013-07-26 14:44:08
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-26 14:57:24
Iros is still working out how to refresh the screen so it changes when you exit the menu after changing weapons but I think that's the idea though. I was planning to convert a version for each weapon for his field and world models at least.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-26 15:21:01
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.

That's the plan.
The High minigame with the Hardedge...
(http://img18.imageshack.us/img18/1489/e35c.jpg)
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-26 19:48:40
A preview of the field weapons, with original and twisted positions for those that aren't double sided. This is a draft, they still need to be adjusted to get them placed just right. Some of these may also be placed on Clouds left hip like a regular sword depending on how they fit on his back. I'll leave that to Kaldarasha. The only one not done yet is the Ultimate Weapon.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-6.png) (http://i1172.photobucket.com/albums/r570/cmh175/Untitled1-5.png)

   


   Preview pictures didn't turn out as expected, well you get the idea at least.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-29 09:44:09
First release of the Dynamic Weapon (sub)Project.
1Dynamik-Weapons-Project.7z (http://www.file-upload.net/download-7895941/1Dynamik-Weapons-Project.7z.html)

This first release is not compatible with other Cloud versions.
This is more a proof of concept and it use only the textured weapons cmh175 has send me.
If some one wants to work on it, you are welcome. I haven't packed it, so it's easy to modify (haha, totally forget to use Iros newer release, which has an unpack feature.).
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-29 20:59:13
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 :P
I 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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-29 23:00:47
I checked the npcs in the 1.61 file against the unshaded char file in the unwrapped file and they're all included. So yeah, you'll only need the base models if you don't use bootleg, otherwise you can uncheck base model in the wrapper and you wont miss anything.
Title: Re: Improved and added unshaded characters
Post by: Iros on 2013-07-30 12:12:05
Kaldarasha: Template reported a possible problem with 7thWrapper to me, but I have tested, and I think maybe it's not a wrapper problem.

If you install the 3rd unshaded models archive (3Unshaded Models.iro) and start a new game, Aali's driver complains about a zero count in a P file. It happens if I unpack the archive and drop the files into Aali's direct folder (and run the game without 7thWrapper) so I guess this is an issue with one of the P files in the mod.

I think it must be one of the models on the 1st map, not sure which one though...
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-30 12:16:54
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:
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-30 13:05:43
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:

For the most part this can be a harmless error. If you play with debug on it can come up quite a bit for different reasons. It can occasionally crash the game, although that could also be due to the GL error, and it was just the last thing recorded.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-07-30 14:08:38
The problem is, that I used parts from the HQ models. In kimera I can't prohibit a bone part to use a texture. I think the game
search for a texture, but can't find it, because I haven't set one to the bone. It's harmless, but think it affects a bit the loading of battle scenes. If Borde is updating Kimera once more, I will work on the main Characters once more, too and kill these texture channels or what ever it is with p-Creator.

(http://img836.imageshack.us/img836/6762/y6gx.jpg)
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-30 16:50:16
I would definitely tickle that chocobo behind its ears.  :-P
Title: Re: Improved and added unshaded characters
Post by: youffie on 2013-07-31 06:23:48
Hello everybody ! I've been following this topic for quite a moment. You guys work is amazing.
I finally decided to ask you a question.
Do you have a stable version of your mod ? I mean could you do an easy step by step tutorial on how to install it ? I'm not very good at modding and stuff.
I really like all your character re-designed and how your background is smother without aliasing.
Could you help me out ?
Thanks a lot in advance for everything you guys can do.
Q.
Title: Re: Improved and added unshaded characters
Post by: Template on 2013-07-31 06:58:25
I think we've gone far enough off topic for me to repost this without getting perma banned:  :evil:

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.

Ok so a series of pictures (only 1 of which is really helpful) is not exactly a step-by-step tutorial. Do you have any idea how fun making animations is? It's like doing surgery on yourself in the mirror. Well, making tutorials is slightly worse. But don't worry! Iros mod-manager is really really easy to set up. Just follow my screenshot. Put the stuff where I did basically. 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). If I come back and you are still having trouble, I'll do some more screenshots tomorrow, I have spammed the forum enough for tonight.

Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-07-31 13:25:36
I'll add to this since I had some trouble getting this to work.

I got errors if I launch the wrapper normally so you'll need to set it to run as administrator. Set up 7thwrapper as you see in Templates pictures. That parts pretty easy. Add FF7music.exe to Also Launch, it's in the ff7 music folder. Then just select what options you want. For this mod you'll need the first three options, the base models are optional and not necessary if you use bootleg. You can also add other mods by just adding an extra file in the wrapped folder, and putting in files with matching game file names. So like if you want to use different field animation files you'd put them in wrapper\extra folder\char.lgp. You'll do the same with Bloodshots new Motorball model, it's already set up this way so just drag in the file inside of the 7thwrapper folder. When you open 7thwrapper your extra folder will be listed, just check it too. 

The harder part can be making the game actually open when you hit launch. The game needs to mounted to the D\. So first go into the ff7 game file (games\final fantasy\ff7). Inside you'll see an ff7_cd.exe. Click that and you'll see a command prompt come up. This will allow you to tell bootloader where to mount the game. Type in D and hit enter. Now open bootloader and hit the mount button. If it says it went to the D\ then you're all set. If not you need to open windows Disk Manager. Hit start menu and type Disk Manager, you want the option that says create and edit hard drive partitions. When it opens see if anything else is listed as D. It may currently be your dvd drive. Right click it and select "change drive letter and paths". Hit "change" on the following window. In the drop down menu on the right it'll show the current drive letter. Change it to what ever you like. It'll show a warning when you hit ok. This is only important if you're changing a drive with drive path dependent programs installed. Hit ok and close it out. Now do the same for the games drive and change it to D. The game could work now, but restart your computer first. Now reopen bootloader. Set the drive so it says D. If it's not available hit mount, and check again. Sometimes it'll only show D as an option after it's mounted. Reset it to D and hit mount again. Now reopen 7thwrapper and hit launch. It should work now, if not you may have something else set up incorrectly. You'll need to post your settings in bootloader, and the error 7thwrapper gives you. Always check the drive the game's mounted to first though, if that's incorrect nothing else will help.

Also, you can change the games settings in bootloader. The only option I've found that doesn't seem to work with 7thwrapper is turning on "direct" mode. Also if you plug in a thumb drive or external hard drive that uses the D you'll need to change that too. 

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).

This is the Facepalmer background option in Bootleg. I've tried all of them and this is the one I'd recommend. If you haven't used Bootleg yet I'd start there, it automatically installs several mods for you and allows you to select other game changing options. http://forums.qhimm.com/index.php?topic=13212.0 (http://forums.qhimm.com/index.php?topic=13212.0) The Improved and Unshaded mod with 7thwrapper works outside of bootleg, so the models you select for the main characters in bootleg are irrelevant as they wont be used when you start the game. 
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-08-03 00:43:40
He's not finished, but I made a new NPC for use. Here is Karman:
(http://imageshack.us/a/img834/2496/ei34.jpg)
There are some smaller changes I want to do on him.
I also plan to replace (thanks to 7thWrapper) the fat man in front of the Honeybee by him. It would make more sense to ask the carter, where Tifa is.
Title: Re: Improved and added unshaded characters
Post by: youffie on 2013-08-06 19:49:27
Hi everybody !
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.
 
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-08-06 20:04:38
Hi everybody !
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.
 
Templated posted the link for you, it's on this thread: http://forums.qhimm.com/index.php?topic=14490.0

Version 1.05 is the most recent so check the last page if it's not on the first page yet. I wrote out a tutorial on how to make this work right below Templates post. It's not even three posts before this one, so just check the center of this page. If you haven't run bootleg yet click the link I provided in that post and follow that tutorial first, then use mine. If you have problems after following the directions provided above post any errors you get and what you did during configuration.
Title: Re: Improved and added unshaded characters
Post by: Cosmos on 2013-08-07 17:29:32
I recently started using some of the mods here and I have to say it is really awesome how much you guys have improved this game. One thing I noticed when using this mod is that Cloudยดs hair color is different than the original (darker and kind of orangish). I donยดt know if this is deliberate or not but I changed it back to the original one using Kimera. Here is how it looks:

(http://imageshack.us/a/img202/1065/orni.png)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-11-02 20:19:08
Small update. Look at the first post.
Title: Re: Improved and added unshaded characters
Post by: Mayo Master on 2013-11-07 14:52:49
Thanks for the update  :)
On my side, I've just finished the colne_b1 field (see Team Avalanche section), it'd be awesome if you can check it out.
Title: Re: Improved and added unshaded characters
Post by: Dark Phoenix on 2013-11-09 03:57:36
I probably sound like an idiot, but how does one actually install the unshaded models?  I understand they're not included in Bootstrap, but I'm missing something (clearly) when it comes to using the tools.
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2013-11-09 04:10:33
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.
Title: Re: Improved and added unshaded characters
Post by: Mayo Master on 2013-11-09 16:52:29
Personally I used Kaldarasha's models by means of the individual files compiled in the 7z archive. I placed them under a /direct/ directory, and enabled "direct_mode = yes" under aali's ff7_opengl.cfg
Maybe that's not very conventional (since I'm modding myself, I prefer to install them one by one), but it works :P
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2013-11-09 20:27:21
The direct folders work great for many things like the pngs for backgrounds and magic, but not for character models. It can effect performance if you load too many. I use them for testing new models. Other wise I use 7H iro's for everything, other than magic mods since that doesn't work with v10. I collect everything I want to use in different folders so it's really easy to change, than wrap everything in an iro. I like this because now if I ever have to reinstall I only have to convert my 2012 game to the 98, new installations only take 5 minutes now.

 
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-11-09 21:06:36
what I want to know is has he fixed the transparency issue with the main characters and sephiroth yet
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-11-10 06:07:45
what I want to know is has he fixed the transparency issue with the main characters and sephiroth yet

Yup, he has.  He figured it out some time back.  I still haven't tested it either.
Title: Re: Improved and added unshaded characters
Post by: Dark Phoenix on 2013-11-10 18:45:18
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.

I was under the impression the unshaded models weren't in Bootstrap yet.  And AFAICS, the latest version of the unshaded models doesn't have an IRO version, unless I'm completely missing something.
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2013-11-10 18:58:27
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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-12-03 06:30:04
Well creating a new face mesh for Barret is harder as I thought:
(http://imageshack.com/scaled/large/36/e64z.jpg)
For Tifa I have used an edited mesh from Grimny's Tifa, I think there is no need to make a new one if a good mesh already exist.

what I want to know is has he fixed the transparency issue with the main characters and sephiroth yet

I had found a way to bring back the transparency, but Borde has solved this in the newer Kimera version anyway, so it's no problem anymore.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2013-12-03 14:20:49
(http://imageshack.com/scaled/large/36/e64z.jpg)

 tifa's head reminds me of the kingdom hearts verson for some reason
Title: Re: Improved and added unshaded characters
Post by: StickySock on 2013-12-03 16:22:16
Your models are great! The one thing I like about what you're doing more than anything is making all of the field models in the game consistent in art style. As much as I love face-melting HD graphics, when it is only for a few characters, it breaks the immersion when low quality characters share the scene. I think your models are a vast improvement and yet blend with the rest of your overhaul, and I will look forward to playing FF7 with your mod installed once it is completed.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-12-03 16:32:20
When you have time Kal, and if you can,  get me all updated models and animations for use in the Reunion (I don't need battle models). I'll update what I have before release.  8)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-12-04 10:44:46
(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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2013-12-24 16:00:03
 ;D Marry Christmas! ;D
Unshaded-Models-1.64.1.7z (http://forums.qhimm.com/index.php?topic=13960.msg195913#msg195913)

I haven't updated the pics in the confic menu, but I will do it within the next days. Have fun.  ;)
Oh, the battle models are already integrated.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2013-12-26 06:56:02
Cheers man!
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-01-01 12:45:10
What happened to wheelchair cloud and a few others?  Have they been melded into other folders?
Title: Re: Improved and added unshaded characters
Post by: seijuro on 2014-01-09 04:56:20
These models are awesome.  Do you have a link of the models in action or did I miss it?
Title: Re: Improved and added unshaded characters
Post by: Dark Phoenix on 2014-01-10 03:24:47
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.

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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-01-10 13:28:35
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. :|
Title: Re: Improved and added unshaded characters
Post by: Hellbringer616 on 2014-01-10 13:58:34
I have to build a new pack to make it compatible with the Reunion. Would say, somewhere at the weekend. :|

Didn't DLPB include your models in reunion? What would be the need to create an additional pack?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-01-10 14:17:56
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.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-01-10 15:12:54
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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-01-10 16:31:38
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 have to agree with you. I plan to test the heads I have made with textured mouths as the original design instead of having real mouth. But at first I have  to bring this mod to work with the Reunion again before I can do other things.

For the tad of shading: I think Kimera needs some changes to create a color pallet and an abillity paint vertices and edges.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-01-10 16:37:52
Yeah, see I liked the shading but PRP were TOO over shaded...  way too much.
Title: Re: Improved and added unshaded characters
Post by: Salk on 2014-01-10 17:16:16
I completely agree with DLPB.
Title: Re: Improved and added unshaded characters
Post by: Isuldor on 2014-01-11 19:41:35
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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-01-24 13:59:41
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.

I think the animation(s) needs to be altered for the Shinra tower panorama scene.

I can't make promises with the transparency issue, but I guess later updates will reduce or fixing it. (It looks like that there is some kind of hierarchy when merging parts.)

My hopefully last Cloud overhaul (this time without any lights):
(http://imageshack.com/scaled/large/31/i2n7.jpg)
Title: Re: Improved and added unshaded characters
Post by: Isuldor on 2014-01-31 00:19:50
Looks great!
Title: Re: Improved and added unshaded characters
Post by: yongkykun on 2014-02-05 15:46:17
anyone know how to get this model
(http://img.gawkerassets.com/img/17n9jphbm6un8jpg/original.jpg)
working with the Steam version with working achievement?

Or is that not possible?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-02-05 16:31:12
Look for APZ Cloud.
Title: Re: Improved and added unshaded characters
Post by: yongkykun on 2014-02-05 17:01:05
Cheers.

Have just finished googling with one downer, if I was to mod this game then I have to sacrifice Steam achievement. Reckon I ought to finish it first then do the mods just for the sake of it.

Thanks again Kaldarasha!
Title: Re: Improved and added unshaded characters
Post by: yongkykun on 2014-02-08 19:05:21
Since this seems like one of the more lively threads around here, I might as well ask this here: where do I start if I was to help out modding models? I'm a professional 3d artist and you can check my youtube page (www.youtube.com/user/yongkykuncoro/videos) and deviantart (yongkykun.deviantart.com), if you like. They're old and outdated but still do help me get a job  :mrgreen:

I'm also curious as to where one can find the mods for the enemy battle models from this vid:
 https://www.youtube.com/watch?v=3Wc8-o3RFVI

thanks!
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-02-08 20:53:12
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.

Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-02-08 21:08:57
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.



Optimus Prime as the Titan summoning would be awesome! The idea of creating template model pieces is a great idea too, would stream line creating new npc models that are detailed and look good in the game.
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2014-02-08 23:38:41
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  :)
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-02-08 23:41:38
This is true.  I've been watching the making of Beauty and the Beast a lot, and in that, many animators worked on their own characters.  When you see these on paper you can tell instantly that they are by different animators.  Then the clean up process makes them all look like they are by 1 person. 

That's what needs to happen here, and Kaldarasha is doing a pretty good job of going through all models and making his selection gel.
Title: Re: Improved and added unshaded characters
Post by: Mayo Master on 2014-02-09 00:48:06
I'd love to see a collaboration about character modding among you guys. I tend to feel like every modder tend to make a big chunk of work on his own, without much coordination with the work made by others. Making redundant models is a bit of a waste of resource.
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 second the idea of segmenting the work among modders by character category (main characters, enemies, etc.). That's a similar way to solve design continuity as we're doing @ TA for the background scenes (granted, we're only 2 people and a half to be active), where each person takes care of scenes that correspond to a certain geographical area in game.
I'll be looking forward to seeing what you'll be coming up with  :)
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-02-09 00:58:52
I have a similar idea in mind for down the line so let me know the details when this picks up with some samples of how the models will look and I maybe able to help with this.
Title: Re: Improved and added unshaded characters
Post by: yongkykun on 2014-02-09 05:27:26
Great! I'll study all these documentations and will try out a few things on my end. Will try and come up with something soon-ish. Thanks again!
Title: Re: Improved and added unshaded characters
Post by: lolmetimbers on 2014-02-11 11:40:37
Ok so trying to get this work was a pain in the ass. Seriously, I really appreciate the work and effort put into mods here but it is not very newb friendly at all if you want to use mods outside of bootleg as there is a severe lack of good guides that actually explain how to install stuff. This kind of stuff should be added in mod/tool descriptions and stickied. After messing around with the highwind tool, extracting/repacking .lgps with the single files provided (which resulted in crashes on world map), I finally got it working because of cmh175's post on page 11.

How to install this mod (with bootleg 040 game installed):

1. First of all download the Unshaded-Models-1.64.1.7z in .iro form. http://www.file-upload.net/download-8440336/Unshaded-Models-1.64.1.7z.html . Unzip into a folder somewhere.
2. Next download 7thHeaven tool - http://forums.qhimm.com/index.php?topic=14490.0 . Extract it then make sure "7thHeaven.exe" application is set to "Run as Administrator" in the file settings. You can set this by right clicking on the .exe file and choosing 'Properties' and 'Compatibility'.
3. Open up 7thHeaven tool. Click on the 'Library' tab, Click on 'Import' tab and then 'from iro archive'. Navigate to where you extracted the unshaded-models .iro files and add both of them.
4. They should now be in your library. Activate the mods you want and you can also configure the options under the 'Active mods' tab.
5. Once this is done we need to configure the 7thHeaven tool to locate your game files. Click on 'workshop' in the top left corner and then 'settings'. Let it auto detect where your install files are if it asks - by default it should fine everything. Now the important part if you want to use FF7Music, under the 'Also launch' setting which should be empty, locate and select your ff7music.exe file in your install folder. For me this is D:\Steam\SteamApps\common\FINAL FANTASY VII\FF7Music\FF7Music.exe.
6. Now you are ready to launch the game. Your Bootloader settings will be carried over so if you want to change anything then do it in Bootloader first. Both the game client and FF7Music should launch at the same time. If you are getting an error make sure 7thHeaven Tool and your ff7.exe have administrator privileges.
Title: Re: Improved and added unshaded characters
Post by: lolmetimbers on 2014-02-13 07:31:13
Some constructive criticism on the battle models:

1. Aeris's expression looks slightly derpy somehow? I think it is mainly her eyes - they feel too close together like cross eyed.
2. Yuffie's expression is really weird and eyes are off. She no longer looks cute or cheeky and this breaks her character feel to the point I don't feel like using her.
http://static2.wikia.nocookie.net/__cb20120320221355/finalfantasy/images/d/d2/Mystery_Ninja_FF7.png is how the original looks? I much prefer this one
3. Cloud's chin/jawline feels too wide and makes him look older/chubby.

Barret, Red XIII and Tifa look great! Have yet to unlock everyone else

Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-02-14 15:19:08
Sorry guys but I have no good internet conection currently. I have no idea how long it will take until I find a solution, but it could take some month. :(
Title: Re: Improved and added unshaded characters
Post by: CamelStrike on 2014-02-14 17:02:04
Hi guys this is my first time posting here and Thank Kaldarasha for your great work!!

It's been a while since i played ff7 last time so i had to study things, and
thanks to all of you(especially lolmetimbers and cmh175 :D) i finally got this working with bootleg and these awesome models.

But the music delay cmh175 mentioned in other post kept bothering me so i was wondering if i could use bootleg's
'Install User Models form the Custom Folders' option so that i dont have to run ff7music thru 7thheaven.

I unpacked both IRO files and tried to put them into bootlegcustommodels folder but can't figure out where to put some of those files
such as flevel.lgp and event's.

Any possible help? As you already noticed, I don't speak English well so it's hard to figure out all by myself searching.
Thanks in advance :)
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-02-14 18:48:29
The music delay is mostly caused by open folders in 7H, generally the iro's are ok. Ff7music is just a bit finicky. Id suggest using Aalis new driver with the new reunion and anxious heart. You can also make a copy of your mods\bootleg folder so you can quickly install all the enhanced textures again. Make a copy of your data\sound folder too if you used the new soundfx.
Title: Re: Improved and added unshaded characters
Post by: CamelStrike on 2014-02-14 20:14:29
Thank you for such a quick answer!!
did as you suggest right away.

Game runs smoothly and everything looks already great.
Only that I dont know how to use those copy of mods/bootleg folders.

I tried import from folder and aali modpath in settings but nothings change.
What should do?

edit : Copied all stuff from bootleg folder into mods/Reunion and overwrite some of them.
         Seems like working for now i guess :)
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-02-14 20:30:05
If you ran the reunion theres a mods\reunion folder. Copy everything from the bootleg folder other than the menu and flevel folders. That'll install the enhanced magic and background textures.
Title: Re: Improved and added unshaded characters
Post by: CamelStrike on 2014-02-14 21:23:12
Thank you so much cmh175!!
Now it looks just perfect!! Finally I can play FF7 once again!!
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2014-02-14 21:31:05
Johnny does it again. Your help is much appreciated   8)
Title: Re: Improved and added unshaded characters
Post by: CamelStrike on 2014-02-15 02:02:19
Well, your youtube video was the reason I got into this in the first place  :wink:
It is shame that bootleg doesnt get updated with this awesome set of models yet.
for Non-English Speaker like myself, Bootleg is godly.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-02-22 04:55:04
I have uploaded a small update with the new Cloud design (only the main models of him has been updated). The characters for the minigames are temporary gone, because the minigame files of the Reunion are different in some ways, which has ended in crashes of 7th Heaven.
This time I haven't packed it as iro file, mainly for those who wish to use lgp files I also added the new animations as a separate download.
Still, it would be better to convert more mods for 7th Heaven and leaving Bootleg as it is. It simply doesn't need to be updated over and over again, when a mod or an update is coming out.
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2014-03-02 17:23:46
I wish v1.64.2 was categorized like v1.63. Trying to organize all the files to work correctly with 7H involves launching the game and reading error notes in the app.log. Every time I organize the files as recorded from the app.log, a new set of errors appear.

The whole mod itself works great, but I want to break down the *.lgp folders just like v1.63 so that people can have more options to choose.
Title: Re: Improved and added unshaded characters
Post by: Loki_ on 2014-03-30 13:11:07
Hi there, thanks for the great models updates.  :) Just a question, does the pack of first post include all fixes and updates posted all around the thread? And what The Community Flevel Project do?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-03-30 14:59:25
You can get everything from the first page.
The Community Flevel Project contains some fixes and improvements to the game (resized models to fit the background), but it don't work with the Reunion Mod. Luksy is working on a flevel patcher, when it is finished, it will be possible to combine the mods. The basic idea is to combine fixes and improvements by various authors to enhance the immersions of the game. I recommend to use the Reunion mod until the flevel patcher is ready. However it is possible to pack the files to a flevel.lgp archive with ulgp tools and run the Reunion over it - not recommended, but possible.
Title: Re: Improved and added unshaded characters
Post by: Loki_ on 2014-03-30 16:19:35
I'm not using reunion mod right now, just bootleg with some more graphical paches that was recently released here in the forum. I'f i manually pack the files to a flevel.lgp archive with ulgp tools there's coul be any incompatibility issue?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-03-30 16:52:09
If you use bootleg you should give it try. Use it with 7th Heaven, this way you can easily disable it, if problems occur with it. Because Bootleg is designed for the old opengl driver, which needs FF7 music I really would recommend to use it, because I have added a patch for it.
Title: Re: Improved and added unshaded characters
Post by: Loki_ on 2014-03-30 17:01:00
Ok I will give a try with 7h, thanks for answer and for those great models :)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-04-11 18:25:42
A quick test:
(http://s14.directupload.net/images/140411/2735lcyn.jpg)
(http://s7.directupload.net/images/140411/p64pymd5.jpg)

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.

Here is the unshaded version to test:
https://mega.co.nz/#!CRcwkZBZ!BBOXg4qCpWjYH3tlcYYaH_Sxmx8bk8qHcDXEsj_tago
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2014-04-11 18:29:40
I like!  :)
Title: Re: Improved and added unshaded characters
Post by: Salk on 2014-04-12 06:33:00
I like!  :)

+1
Title: Re: Improved and added unshaded characters
Post by: Mayo Master on 2014-04-12 17:51:08
I'll have to test this, it looks very promising.
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.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-04-12 19:55:31
The oddities I have are related with the engine. In Kimera the gunarm uses the correct texture, but in the game it uses the texture of the arm. But I didn't use pcreator and have loaded the 3ds files directly in Kimera. So it's very possible that I (or blender) have create unclean files.

Ever wondered from where Vincent has gotten his dress?
Well I have, that's why I made an artwork of how he could look with respecting his history as Turk.
(http://th02.deviantart.net/fs71/PRE/i/2014/102/b/4/newvincent_by_kaldarasha-d7e61mn.png)
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-04-28 22:16:14
(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).

I think Moders should take to making cloud look closer to the renders.
(http://www.my-bestgames.com/wp-content/uploads/2013/12/cloud-ff7-quotescloud--final-fantasy-vii--was-originally-going-to-be-in-the-6cth2kti.jpg)
(http://ps3maven.walyou.netdna-cdn.com/wp-content/uploads/2011/06/ff71v_cloud1.jpg)

(thin mouth, Pointy Chin, anime eyes)

I'm sure lots of players would feel more at home to it. It's one of the most impressionable renders of him, I mean it pretty much made me into an instant fan of the game.

-----------------------------------------------------

Speaking on the side, I've noticed this site has remained strong compared to the dozens of other sites that have attempted to remake the game. this has got me thinking, the only effective way to do a remake is by working on top of the game it's self; such as adding and reworking assets into the game, or maybe attaching code to enter 3D or re-rendered levels. in the end you would have to own a copy of the game to truly work and enjoy any enhancements in peace.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-04-29 18:52:51
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...
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2014-04-30 06:03:41
The hi-poly original style render looks fine, but I'd rather a Crisis Core-looking 1st Class Cloud; with an outfit akin to Lightning's SOLDIER 1st Class garb. 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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-04-30 14:01:23
This is a good point, but Cloud has also been redesigned quite a few times. What's considered his canon appearance is pretty different now. I'd have to agree, his Crisis Core appearance and Lightening's first class uniform is probably the most canon now. In the end though it's up to the particular artist. Sharing your completed work with others is great, but it has to be something you like and feel proud off. It's impossible to please everyone. 
Title: Re: Improved and added unshaded characters
Post by: EQ2Alyza on 2014-04-30 14:42:14
Original game design is all I care about these days. I don't usually mod anything based off of spin-off series.
Title: Re: Improved and added unshaded characters
Post by: Hellbringer616 on 2014-04-30 17:00:39
Original game design is all I care about these days. I don't usually mod anything based off of spin-off series.

agreed. lest we have characters with ff12 outfits..
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-04-30 18:04:07
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...

If it means anything I'm currently testing out some designs for cloud, it may help with the identity crisis going on, it's worth a shot. the ultimate goal though should be to work on top of the original models so concepts shouldn't feel too foreign.  that being said, Kaldarasha's models were on the right track; just needed some tweaking.

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.

His face was meant to look like that, they originally settled for anime like characters in realistic backdrops. cloud's outfit isn't purple it's blue, but since technology was limited back then they used a lot of highlights instead of proper skin and clothing shaders. so cloud's outfit is mixing a lot of glossy light sources instead of proper tone balances.

Plus, considering where the belt is in that picture, his torso looks almost degenerately small compared to his legs.

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.
(http://snackedup.files.wordpress.com/2012/09/final-fantasy-7-cast.png)

 
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-04-30 19:15:44
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.

Quote
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:

Quote
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.

(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)
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-04-30 22:51:59
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-05-01 04:45:15
I have to agree with Kaldarasha. The original anatomy is seriously off. I converted the original Hi-Res Cloud battle model to field using exact measurements so the model wasn't resized in anyway (everything down to 4, and then down to 60 for field model scale). His chest was tiny and his legs looked ridiculously long, some how I never noticed that on the battle model. It would look just silly running around the whole game with that design. I'd like to redesign the battle model eventually with a more realistic skeleton.

Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-01 18:59:25
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)

I can see where you're coming from, i only want to create models based around the original anime designs and not the later ones, because that's how many of us interpreted the original game. Of course the gameplay was composed of super deformed characters because that was the style of many Jrpgs dating back to current. In this case though the remodeled models are aimed to replicate the ones found in the original sequences and battle mode so as not to feel great changes in the world when story segments switch.


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.

I would agree with that. so far this is the best i was able to do.

It's the upgraded model with the original face textures.
(http://oi61.tinypic.com/33kvw38.jpg)


The face dimensions were also edited to be similar to the one found in this shot.
(http://www.pcgames.de/screenshots/1280x1024/2012/07/Final-Fantasy-VII.jpg)



I'm still having issues applying the face textures correctly and editing them without much knowledge around the proper tools to use for that sort of stuff.  any clues for proper texture editing?
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-01 19:55:16
Try to isolate the brows from the eyes. You also want to remove some spikes of his hair, too.

Erase all polygons of a spike:
(http://s14.directupload.net/images/140501/v457jsf7.jpg)

Use the create polygon tool to close the hole:
(http://s14.directupload.net/images/140501/sjfjp8xj.jpg)
The best is if you click on the polygons (faces) rather then on the vertices. This way you can also create faces with 'gradients'.

(http://s14.directupload.net/images/140501/hmpdlqvg.jpg)

If you need to recolor something, here are my notes for the colors: https://mega.co.nz/#!jBFzwTQS!aG-81vtTY5kTfyYcYn5YXruvK5sm0S6vpLVu6j775Tg
Keep in mind that there were made for personnel use and are not always complete or are not very exactly explained.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-02 18:44:31
The hair is fine actually, The mini tutorial on stitching was very helpful none the less.   I'm trying to get the face textures to save properly but i keep getting errors. i have the texture with the error right here,

(http://oi59.tinypic.com/rclb0m.jpg)

all i want are the same original eyes, mouth and eyebrows. but i seem to be bumping into issues.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-02 20:39:33
Use these tools instead of bitrun for the textures.
https://mega.co.nz/#!6NkhwIaR!FsvzFAdWE3PutLbkLVuVRzT2GxtOVs2HVV-kKCLyM50
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-05 08:46:07
alighty,  so far this is what i've done.

(http://oi57.tinypic.com/egzw53.jpg)


this is about as accurate of the original anime stile of cloud as i can do, while still being an upgrade. the face was redone.  i still got to do some more testing, and then after that i will send it out for everyone to try out.

my main goal was to keep the serous tone the game had, given the story circumstances. anyways, I'd like to also check out some other characters and see what i can do for them when i can. 
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-05-05 21:14:35
It's good except the original face is meaner.  It looks like he means business.  Yours looks like he is upset.  Look at the mouth and eye brows.

What's wrong with the original face and head?  Why does it need changing?>
Title: Re: Improved and added unshaded characters
Post by: Covarr on 2014-05-05 21:46:02
The face in that art is meaner, sure, but expressionless is probably better in most cases. Cloud has a whole range of emotions throughout the game, and it's easier to imagine a smile over a blank stare than over an angry-eyes glare.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-05 23:50:06
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?
Title: Re: Improved and added unshaded characters
Post by: LeonhartGR on 2014-05-06 00:20:46
Just make the the last part of the line on his left more straight (not curved)... But just the last part of the line on the far left. I hope that helps ;)
Title: Re: Improved and added unshaded characters
Post by: Mayo Master on 2014-05-06 15:27:12
I agree. He looks a bit too much like grumpy cat at the moment. I think it fits if he's looking blank, considering Cloud's background (and his years marinating in a test pod without realizing). Right now, he looks pissed.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-06 23:27:36
Cloud should be angry, he's had a troubled life.  :)

Anyways new Cloud Update,
(http://oi62.tinypic.com/s1s1n6.jpg)

for some reason i can't repackage this correctly.
(http://oi62.tinypic.com/jr67na.jpg)

it's still ends up getting scrambled. any thoughts?
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-05-07 07:46:27
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?

I'd say that captures it.  Pretty much perfect this one.  Apart from slight curve on mouth (his left, our right) as noted.  But that's the only problem.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-07 11:57:58
I agree with Dan, but it would only be perfect for the battle. If I think on the scene where Tifa and Cloud are alone in front of the Highwind and Tifa is talking about her feelings and Cloud sits there with the  :x expression. Would be funny, but wouldn't suits the moment.
So for battle the bad boy face is perfect and for the field is the lesser strong looking face better.

Quote
it's still ends up getting scrambled. any thoughts?

Why is the model mixed with PRP parts?
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-05-08 02:15:27
It's not installing correctly for some reason. That's odd, but something I've seen from using lgp tools. Have you tried the direct folders or an iro?
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-08 08:15:55
iv'e tried repackaging them directly into the files over a dozen times already, same result. maybe something is wrong with my ulgp or maybe in need to run it as admin.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-05-08 13:52:07
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.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-08 15:22:31
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.

just tried direct folders and ran as Admin, same result. cloud ends up getting scrambled with the old model parts. no idea what this could be.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-05-08 17:37:31
Are you sure the direct folders are enabled? If not nothing you put in them will load so it's falling back to the fault model installed in the lgp.
Title: Re: Improved and added unshaded characters
Post by: ProtoX on 2014-05-08 18:38:09
it an issue with model itself not the game
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-08 19:11:27
The hrc file must be AAAA.hrc. I think you are using a wrong named hrc file. That's what I assume.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-08 20:12:54
It was the ulgp program i was using, it seemed to be corrupted.

my results so far.
(http://oi59.tinypic.com/2mze3jb.jpg)

the eyes on the character are just right, they blink nicely. i'm going to upload him soon after i'm done with some more testing.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-05-08 21:07:12
http://img2.wikia.nocookie.net/__cb20120103135624/finalfantasy/images/c/cf/Cloud-ffvii-field.png

He is supposed to look mean on the field too.  The battle head is perfect.

The problem I am seeing here is people are over analyzing this.  The original design is perfect as it is, because that's what was intended.  Any change to it is going to be a change for the worse.  Updating graphics and altering features on those graphics are two very different things.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-08 21:33:28
Quote
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?  ???
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-05-09 00:08:49
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.

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. 

But like I said, we all have a choice whether we use them or not.  I'm just giving my personal opinion on it.  I feel it's a mistake. 

In the case of my Cait Sith mod, when it arrives, it will be a small add on... it does not need to be used, and the game can stand by the original design without it. 

============

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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-05-09 00:39:54
I thought the unshaded models were pretty close to the originals, better in some cases. I'm actually interested in repainting them in zbrush eventually so they have detail similar to the TA Scorpion model (don't get too excited though, I cant sculpt human skin to save my ass so far) The original field model is hard to tell, I think it's just a default line going across his face just so he has a mouth. 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.

The altered unshaded Cloud came out pretty well. I personally prefer the original unshaded model but it's impressive work. 
 
Title: Re: Improved and added unshaded characters
Post by: Mayo Master on 2014-05-10 02:14:50
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.

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. 
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
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.
.
On a more general note, I would mention that just a scaling process as opposed to a redesign may actually not convey the original feel at all. To illustrate this point, I'm going to talk about backgrounds (since I only know that topic  :P ). Most believe the original intent in the background design was to give a realistic feel. However, many items were considerably enlarged in the original to make them be recognizable, due to the poor resolution. If you scale up everything without any adjustment, you end up with absurdly sized objects (such as a tea cup larger than a salad bowl), and indoor environments end up conveying the feel of a dollhouse, not something realistic.

I would also believe that a higher res version of FF VII characters, as intended by the original designer, would tend to be what we see in Advent Children (both character designs were made by Nomura, were they not?).
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-11 00:35:05
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.


The mouth is supposed to be straighter, i guess the picture came out a little offset. no big deal, here's an other picture.
(http://oi58.tinypic.com/5uh2mx.jpg)

The File is also here below, if anyone wants to use it.

Hierarchy's Classic Cloud Remastered.
http://download1327.mediafire.com/oood6lgfgpgg/1czxb3t72c7649q/Hierarchy%5C%27s+Classic+Cloud+Remastered.zip

I didn't make a battle version or other variations of cloud like how there's supposed to be in the game. I've been busy with lots of other stuff. so if anyone is willing to tackle all the variations and upload it, I'm all for 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.

The changes were to the face, and a little bit of the body dimensions. the nose and chin were re-sculpted to feel closer to the renders, and even art.

Besides that, Cloud was pretty much a serous guy even when he was young,
(http://img1.wikia.nocookie.net/__cb20130202111634/finalfantasy/images/4/42/Cloud_Menu_Young.jpg)

Just about all of my sources were inspired from concepts depicting him as such; which is why he was remastered to be in that way.
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-05-11 11:49:32
I wasn't talking about your Cloud above.  Just in general.  The one above looks good to me!  8)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-14 19:33:45
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.
Title: Re: Improved and added unshaded characters
Post by: cmh175 on 2014-05-14 20:21:03
Looks good Kaldarasha, it's like a mix of your other Cloud model and the original one. If no one's posted feedback yet I can test it later this evening and get some screen shots.
Title: Re: Improved and added unshaded characters
Post by: LeonhartGR on 2014-05-14 21:28:36
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...
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-15 02:36:17
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...

I haven't packed his weapons within the battle archive to prevent overriding them. It works with 7th Heaven pretty well, though.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-21 19:44:25
does anyone have a good battle model of Reno? the face textures seem to be scrambled when he appears in battle.
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-05-21 20:47:35
It is very lowpoly indeed. But there is no higher res one.
Title: Re: Improved and added unshaded characters
Post by: TheHierarchy on 2014-05-22 06:54:22
I meant to say the model has a texture glitch. is there a way i can replace the same battle model with proper textures?
Title: Re: Improved and added unshaded characters
Post by: dkma841 on 2014-05-22 17:08:57
.
Title: Re: Improved and added unshaded characters
Post by: Mirrorman95 on 2014-05-23 01:20:46
There are ripped high quality texture Reno models on the net just a little googling and you'l find one :p
Qhimm 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.
Title: Re: Improved and added unshaded characters
Post by: LeonhartGR on 2014-05-23 03:25:42
lol sunz! I saw that coming :)
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-07-10 23:17:54
I've looked over latest Cloud by kaldarasha, and it looks pretty good.  A definite improvement in game on the older. :)  Better detail too overall.

I take it this model now needs to be integrated with all the other cloud parts (like wheelchair etc etc)
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-07-10 23:32:14
I currently update it for you.
Title: Re: Improved and added unshaded characters
Post by: Salk on 2014-07-11 05:41:45
I love this two guys' partnership!  ;D
Title: Re: Improved and added unshaded characters
Post by: Kaldarasha on 2014-07-11 13:26:01
The update is done. But now I remember why I had refused to update the models for Tifa and Cid for the Chocobo mini game. I have to fix the animations.  :'(
Title: Re: Improved and added unshaded characters
Post by: Salk on 2014-07-12 07:32:44
Thanks for the update!

I guess you can not get any help for the animations fixes from Bloodshot or cmh175?
Title: Re: Improved and added unshaded characters
Post by: DLPB_ on 2014-07-12 18:16:56
I'm still not satisfied tho ;)  The new cloud is better than the older revisions, but it no longer looks like Cloud. Too much change I think.  Same with Barrett.  The models are well drawn but they have diverged too much.  I'll show this late in an example.

Also, the animations need work.  Cloud runs and walks a bit weird (legs move too far also) and up and down ladders looks very unnatural.

But this is an improvement, and it's getting better.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-02 15:45:58
Don't wonder I have changed the project name. I will still name the archive files Unshaded Models to divide it better from the 7th Heaven mod.

Currently I merge some mods together in ChaOS. Now regret to name it this way, because everything has become a chaos. :'( Not really but I have to find good strategies to make the mod menu as simple as possible.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-03 07:50:03
*Sigh* Because I have to wait to a new feature of 7th Heaven I decided to make changes to Cloud's face, because in some scenes his face got horribly small ( most times from drop down positions, it looks like a V while a more U shape is more natural). Anyway I need a new mouth texture for him. I also would like to have an overhaul of the eye textures and a set of new mouth textures would be great too. Can someone do it for me?

Edit:
So I learned something new in Kimera. Normally it's not possible to use the cut tool when a piece has more then one groups, but if you set all groups except of one to hidden then you can use the cut tool for the non hidden group.

It might not look that much different but in game it's a huge improvement.
Current                                                                       New
(http://s7.directupload.net/images/140803/fubh7aay.jpg)

(http://s14.directupload.net/images/140803/trbjh9zq.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-04 21:20:56
Updated Cloud.
(http://s1.directupload.net/images/140804/v7eodh3s.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: EQ2Alyza on 2014-08-07 03:12:59
I found a little problem in v1.65.2. If you manually install AAAA Without Sword Cloud first, then BHFF Cloud overwrite, he runs around with the Buster Sword in one hand. If you do the opposite, the sword disappears from his hand but also from the Battle Arena entrance and the Aerith scene where he has it out.

1.65.2 has only 39 files after the merge, while 1.65.1 has 46, so 7 files went missing in the 1.65.2 update.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-07 14:46:14
It should be 38.   :P
I wasn't careful and hit yes when Kimera ask me to merge multiple parts. However the fix is easy all what's needs to be done is to remove the group for the sword...
...well an easy fix, I'll change this.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-07 15:12:29
Updated. Thank you EQ2Alyza for spotting this.

It shouldn't take so long anymore until I finished the ChaOS mod. The weapon switch works now (maybe I'll change the script for it to make it shorter), all what's left to do is to implement the swords of Melenia and Mike for the battle (it won't be a selection between those two) and I need to make changes to the animation project.
So I will be finished it soon (and I mean a Beamdog 'soon' :evil:).
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: EQ2Alyza on 2014-08-07 15:15:27
Thanks. Looking forward to the final updates for ChaOS :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-07 17:38:37
Only to show what it makes for a different for the length to use the operators in a clever way:

Old
Code: [Select]
<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>

New
Code: [Select]
<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>
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-08 00:23:17
*Sigh* I will update cloud once more.
(http://s14.directupload.net/images/140808/tr3smj39.jpg)
Maybe I'll keep the left one for the younger models of him.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2014-08-14 12:03:22
I'm back to do some more bitching.  Sephiroth is no longer Sephiroth.  The face has been altered too much.  I'll post a comparison soon.

And I'll test your new models you sent later.

I understand you want to add in your own style, but that's the problem I have... if you change the face too much it is your face, and not the faces of these characters.  If you want to do that, then it's your decision, but I can't use them like that.  I am guessing a lot of people here will like what you've done of course.  I just think main characters should look like they were intended to do.

I'll post some pics later and see what you think.

What I need to know is, what are your intentions?  If your intentions are to create your own interpretation of the design, then I'll stop posting this and elect to use main characters from Squall/PRP

But if you are trying to keep the original design but updated, I'll try to help you do that.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-14 14:02:33
Use the latest link.
http://forums.qhimm.com/index.php?topic=13960.0
I'll remove the 3D mouths step by step. Sephiroth and Aerith will be the next on the list.
Every artist change the style ( even the CG rendered cloud is different from the last battle model and for Sephiroth they used two different models in the CGs).
If you remember your link to Disney's Aladdin making of, it needs someone who unify the style and/or divide the artists for to manage the style specific characters. A FF7 remake will change the style again and I fear the worst that they will decide to make it realistic so we have only the voice of him to decide if he is male or female.

(http://img2.wikia.nocookie.net/__cb20110505063902/finalfantasy/images/b/bd/Cloud_-_012_CG.png)

However I had made some mistakes and fixing them in Kimera is suboptimal and while I could be more precise in Blender I can't test the model  immediately in game which is very important, so I can't work as I would like it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2014-08-14 20:15:32
I updated the files from your new pack, and cloud is wandering around with a sword, and his parachute.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-14 21:02:29
Found the problem, AAAE.p and AAAE1.p are wrong in AFIE. Sorry.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2014-08-17 22:40:49
The main characters need some work imho to stick closer (much closer) to their original battle model faces.

In other news:  Tifa (and likely others) has issues with transparent part at the temple of the ancients.

Also, the Expert's Hall also uses transparent models for 3 men.  They are now almost totally invisible.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: EQ2Alyza on 2014-08-18 01:25:39
Also, the Expert's Hall also uses transparent models for 3 men.  They are now almost totally invisible.

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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-18 01:45:48
I have a savegame near that scene. I'll look at them.

Quote
In other news:  Tifa (and likely others) has issues with transparent part at the temple of the ancients.

This shouldn't happen. I guess I should make a test field with an active blending mode.

Thanks to Kuroda Masahiro I could update the Zack model and for Reno I made a face lift too.
(http://s14.directupload.net/images/140818/c3f9k5dv.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-25 23:31:43
So I have reworked the Korel prison, Johnny has gotten some changes too, because I was unhappy with how his hair looked. He still doesn't look as the original, because I wanted to give him a 'Grease' look, but he looks now a bit closer to it.
I still need to do Coates then I'm finished with the whole prison.

Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-26 03:01:05
(http://s14.directupload.net/images/140826/85q5icrh.jpg)
I need to define his suit a bit more, but compared to his PRP model he looks much better yet.

Damn it there is a house with to other models.  :'(
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2014-08-26 23:46:20
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.

Yeah but I bet they weren't transparent then...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-08-27 02:13:52
Maybe it has worked for them like my dirty fix with adding the light shader to them. Anyway the models are fixed and a bunch of new are done as well.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-09-19 19:29:05
Sorry guys, I can't work on the models currently because the power adapter for my notebook is broken (again  :'(). But I did made a back up of my work folder. I hope I can make my desktop PC ready next week so I have can clean the models I have done already. But I doubt that I'm able to work on other models until I got a new adapter next month.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Salk on 2014-09-20 05:29:34
Aw... We're all eagerly waiting for your next releases! Thanks for keeping us updated!  ;)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-10-07 17:34:15
I prepare the next release. So far I made seven new models and altered five existing models namely Rufus and Reno (plus my nemesis Cloud  :evil:)
(http://s14.directupload.net/images/141007/j2ol3d4y.jpg)

(http://s14.directupload.net/images/141007/ac4jtqzk.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-10-09 05:54:52
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.
But I do release the models I have done as a small update here (https://mega.co.nz/#!2Rs2HZhQ!iV-umztkpORG2eJSEuPjvWl4NEzTEuMEyJWrgLDO7HI). ;)



The next release will finally be hosted on the Nexus page (http://www.nexusmods.com/games/about/games/?), which will require a login for the download. But it is a good place to provide a mod because they have fast servers and now a security system, also the link wont get be outdated so easily as if I upload it on a file share page. I can also present screen shots in a better way and the other bonus is that I hopefully attract interested moders from other games.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Salk on 2014-10-09 08:40:46
Will the new models be part of the upcoming version 2 of Reunion?  :)

I am very curious about the special request...  ;D
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mayo Master on 2014-10-09 15:26:20
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...  ;D
It'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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-10-11 14:21:10
Will the new models be part of the upcoming version 2 of Reunion?  :)

I am very curious about the special request...  ;D

It's up to Dan, but I'm pretty sure he will use them. Reminds me to check the main characters for the temple scene.

I actually wanted to redo all left models in Kalm, but the five models I have to do are nearly the same. I'm not sure how much time I have for this at all, but until the 25 of December it should be more as enough time. Maybe it's enough so I can do some more.  ;)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mendelevium on 2014-10-12 05:10:09
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 ;).

Anyways, awesome work ^^.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mayo Master on 2014-10-12 06:00:57
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 ;).

Anyways, awesome work ^^.
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).
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2014-10-25 17:19:50
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?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-10-26 10:43:34
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?

I have to check the default animation for all his models. He has two different skeletons so I have to unify the animations to use one animation only.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2014-10-26 13:09:51
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.

The blade looks turned to the left when the camera pan is facing cloud in battle. When he swings it looks like he's swinging it diagonally when the blade is turned a bit more and the Omnislash special has the blade turned.   Just giving the info where it should be. It's not a big issue but something that can be fixed, if I could do it, i'd do it myself but I am so busy with school, I don't want to ruin the model by mistake during multi task.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-11-03 11:26:56
Quote
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.

Sorry but I don't have time for other models and I believe I don't have this version any more.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2014-11-03 12:09:34
Ah, well i've dropped that part and started using your models. They're very detailed and kept in original concept as opposed to the break in other models by others. xD The Sephiroth model got me in love the moment I got to the first part seeing him in Cloud's past.   I have a question, with your overhaul pack, what sort of future updates can be expected when you have the time to work on them? I assume more battle models for some supporting characters like Reno, Rude, Rufus and Sephiroth if they're worth working on.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-11-03 13:21:37
Well my plan for next year is to overhaul the main characters to match one style (no 3D mouth, it didn't looked so well) after that I start to create resources in Blender: heads, hairs, arms, bodies, legs, feet and accessories. If I do it right it should be easy to make more and new NPC, not only by me. ;)
It would be nice to have someone, who makes new HD textures for eyes and mouths.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2014-11-03 13:33:07
If I had the knowledge and the resources i'd help. I like the 3d mouths for the characters but I did say the original looked good.   It all looks great,  just can't express my thanks enough for the hard work you put in. <3
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Robgatti on 2014-11-26 02:32:51
Could I run this package after doing a minimal install on Tifas Bootleg?
I've only installed Field / Terrain / Materia Textures with Gjoerulvs Hardcore mod.

And how would I install these?
Relatively new and if anyone would be up for helping me I'd really appreciate it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-11-26 10:50:00
I haven't released Chaos official on the project page. You can get it from the 7th Heaven mod page:
http://forums.qhimm.com/index.php?topic=15520.0

Keep in mind this is similar to Bootleg, but works entirely different. The maintenance of the mods is much better with it and mods can directly be updated, so no waiting for a new 7th Heaven version is necessary. Maybe this will change in a future version of Bootleg but even though 7th H. has some features which make a few things possible, which aren't possible with the default lgp patching method.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: cmh175 on 2014-11-26 19:48:07
Let me know when you're ready for the model overhaul project. Personally I prefer 3d mouths and eyes though, it just depends on the subdivision level and texture detail. I'm having trouble with subdividing FF7 models in ZBrush, I think it's the number of Ngons. Parts of the model deteriorate and break into pieces. I think I have an idea to fix the issue though so I can bump up the geometry for HD polypainting. Once I get it working I'll send you an update so you can see what I'm thinking. Could work pretty well for your project if I can perfect the workflow.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mirrorman95 on 2014-11-26 20:33:17
While we're on the subject of Chaos, are there any mod projects here that remodel Vincent's final limit break to look more like the one in Dirge of Cerberus?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Xpred on 2014-12-08 05:08:41
Hey Kaldarasha,

I seem to have an issue with 7H. Two things: If I am using CHaOS, It appears my characters are stricted to only Kaldarasha models, and I cannot use any other models. In addition, the Field Models (materia, potions, save points) also cannot be used, but EQ2Alyza will probably make a patch on the program's end. The main issue is that my game freezes if I am using CHaOS and trying to play the bike minigame when Cloud leaves Shinra HQ. If I deactivate CHaOS in 7H, then the game will be fine (and the field models return again). Any suggestions?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-12-17 14:16:12
So I almost finished with the set of models, only the dog needs to be done.
I have made a new mesh for it:
(http://fs1.directupload.net/images/141217/ooblw8s8.png)

Considering I made it out of my head, it's OK. There are a few things which aren't as I imagine it, but it's enough for FF7.
Now I only need to make a new eye texture for it and cut it into pieces.

The man in the pipe looks now a bit different as the chibi original. He has now blue eyes and a 'II' tattoo on the right arm.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mayo Master on 2014-12-17 15:44:13
Thanks Kaldarasha, I'm happy to hear about your progress. The dog looks good, now it's a matter of seeing how it does when animated.
On my end, I'm trying to wrap up ealin_2, I've been slow because of clunky cloth simulations I needed for modelling the beds. Hopefully I should be able to finish it before Xmas.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2014-12-20 19:53:26
Keep up the good work man you're doing good in your time. 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-12-24 11:56:49
No time to update the first post:

Latest UM build:
https://mega.co.nz/#!WANn2Cjb!_jG_HPf_x1vU-2zzWgKgwMkW6H2JPiASK56GvlnJjLI

ChaOs will take a while, because of it's complexity it's easy to overlook some thing. I also want to divide it into a few modules, based on the feedback from Tifa's Final Heaven.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: ProtoX on 2014-12-24 12:33:47
Well thats just primal....a new update when my laptop has been broke for a week now
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: EQ2Alyza on 2014-12-24 14:42:24
I also want to divide it into a few modules, based on the feedback from Tifa's Final Heaven.

That would be excellent. If you need any help, let me know :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mayo Master on 2014-12-24 15:24:38
Awesome  ;D
Thank you for your efforts! On my end I just finished ealin_2, so with respect to the overall scope of what I had to do, I only have a couple of missing textures here and there and then the market district of the Sector 5 slums is complete. I'll open a thread here as well as on TA for the releases.
I'll be downloading your update now, looking forward to seeing that in game  :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-12-26 11:46:35
https://mega.co.nz/#!CNUX1D7B!C7KkD_QmY2hUHORwx8nvbT6fH63JGXIFc2zsThb9kVM

Here are the Iro files. Let's see how this works. The Base mod should be the last in the load order and the Animations the first thing.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: TheHurtmaster on 2014-12-27 20:27:54
Hello,
I am expirencing crashes when playing FF7 with your mod. I just created an account for this forum to report this issue. To help you see if the issue is fixed I am giving you the save file right before the crash. https://www.dropbox.com/s/bad5rhyvdarmaq0/save00.ff7?dl=0 . I hope you fix this in time as this is my first time playing the game. Also great job on making the mod, I love it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: saftle on 2014-12-27 20:37:17
I can confirm the same issue with the newest IRO files. Right before starting the bike minigame for the first time (at Shinra Tower), it fades to black and stays there. When deactivating all 3 modules, it works without problems.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-12-29 04:31:29
Is the game moded? I do not get the issue. It was mentioned on Tifas 7H but it was the fault of another mod. But I wouldn't swear that my one is bug free.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: TheHurtmaster on 2014-12-29 22:05:12
I'm using steam version downgraded using the downgrader found in Tifa's 7th Heaven page (FF7_GameConverter_7H.exe by Kompass63). I just tried disabling every mod except CHaOS. I still get the crash. If it helps here's the crash.ff7. https://www.dropbox.com/s/09uwy2ju62v1ejr/crash.ff7?dl=0
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2014-12-30 08:51:52
Try to install the Reunion mod. There was an incompatibility, issue which has 7H crashed. My assumption is that the my mod is only compatible with the changes the Reunion makes to the bike minigame. This would explain why I have so many files in the folder for it.
In the mean time I will see if I can recreate the crash with the lgp file from my steam installment.
If this will be positive then I will make an extra option if or if not the Reunion mod is installed.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-20 11:59:11
I currently upload ChaOS on the Nexus Page (gosh it is slowly  :-\). I have to add a lot afterwards mostly in game screen images and a FAQ section.

Btw. I ever wanted to use this ...
...button.  :-P <-- Why is the move this gone? :x

It's added now.
http://www.nexusmods.com/finalfantasy7/mods/1/?

Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-01-20 16:25:42
Aw, darn it. I don't like using the 7th heaven stuff. :< I love adding the files manually. DX   It's a cool upload though.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-21 09:02:27
I'll need 7th Heaven, because the mod changes models depending on the field (the carter of the Chocobo Carriage stands now in front of the Honeybee Inn). Also some animation fixes are used under certain conditions. I would otherwise need to patch the flevel.lgp which would make it incompatible to use with other mods like the Reunion or the New Threat mod.

Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-01-21 12:02:42
I see.  Well I guess it would make a lot of sense. I never had much of a thing for 7th Heaven because I am so used to doing the changes myself.  After using bootleg I am scared of messing things up when using 7th heaven. If I had to use it, I guess it's worth a try. Your models are too damn cool to pass up. x.x
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-21 14:18:05
Some progress update:
Barrett
(http://fs2.directupload.net/images/150121/c9suawo5.jpg)

I have still a lot to do on him but he does look great so far in game. There are animations which needs a few fixes.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: ice_cold513 on 2015-01-21 18:53:56
Looking very nice
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-01-23 01:44:57
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?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-23 06:38:46
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?


Barrett is a bit different, specially the boots and his gun arm. I try as much as I can to use the original as reference, but I also take into account what possibilities I have with the current game engine/tools. The gun is designed differently because of his shooting limitbreaks and his close ranged weapons.
But I will make two versions of him, one with the extra volcano gun and one with out it. This gives me also time to design the other weapons later.

The next is Tifa because we have already very detailed parts for her.
For Sephiroth I have different plans, if it works what I intend to do then he will got a new skeleton and therefore new animations. I simply want to add bones for his coat.

Overall I will edit the faces back to textured mouths.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-01-23 16:59:08
Yeah, to me the faces are sometimes a bit dodgy.  You can see with Sep that he doesn't look like the original model.  The orignal battle heads are nearly always workable - but we'll see how you deal with it.  When barrett is done, place up a link for me.

Until your newer revisions are ready, I'll remove your main characters from Reunion and use SquallFF8's.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-23 17:51:00
I should have the original faces of the 1.63 build. Wouldn't be to hard to put them on the existing models for your mod.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-01-23 18:02:00
The Reunion could (and should) be being released late Sunday, or some time in the next few days at any rate.  Could it be done by then?  And uploaded?  Just the main char updates are needed (sep etc)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-23 18:06:29
Should be possible. I try to do it until tomorrow.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-01-25 20:22:03
Should be possible. I try to do it until tomorrow.

Sadly I hadn't any time for the models these weekend (Barrett is done, Cloud partially).  :(
I can do it until Wednesday, but I can't guarantee it. If you guys can wait a few days longer for the Reunion it would be fine. However I understand if Dan can't wait longer for a release and wants to bring the Beacause mod finally to an end.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-01-25 20:34:32
Well, Luksy didn't arrive :P  So you do have time.  Another week.  ;D
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-02-02 00:14:31
Feedback:

New character heads are far better.  But probably even better if using the battle heads, or as close as possible (I assume you aren't).  Cloud's is still a little fat compared to the original battle head and so on (making him look less like a warrior, and more like a child who has never wielded a blade).

Barrett's eyes are missing.

Red XIII has missing body parts

Sephiroth's arms look weird when he walks (but a BIG improvement with the proper face and new hair, although the hair needs some fine tuning because you can see it doesn't go with the body.  You can see its attached as a separate thing.  Colour issue again probs.).

Finally, because the head is different to the body ( colour), Tifa looks very weird in close ups.  To be fair, the new body is too high res to look part of the game.  I remember Squallff8's Tifa looking like it fit the game more.

It's a definite improvement so far.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-02-02 12:24:30
Barrett is fixed now. I haven't actively looked at Red XIII in game but in Kimera the model looks fine (I assume that the parachute model has overwritten the merged parts so the fix should be easy). Sephiroth hair needs defiantly improvements.
But I'm not sure what you mean with the arms.

For Tifa I have to look at much a older back-up.

Clouds face from the final battle does look only good if no light shading is used. The mesh is horribly unsymmetrical and they painted the vertices to let his face look smaller as it is.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-02-02 12:29:05
Sephiroth's arms look v. weird when he walks... it's an animation problem with the new model.

All in all, though...  this is on the right track.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-02-07 14:27:57
Quote
Cloud's is still a little fat compared to the original battle head and so on...

I took a look at the face again and have seen changes I made I wasn't aware of any more. I changed a few things to give him back a more male face.
(http://fs1.directupload.net/images/150207/nk9rt9r9.jpg)

Btw:
(http://fs2.directupload.net/images/150207/8prhhke6.png)

High Res Snowy Mountains by Mcindus (https://mega.co.nz/#!vA8i1TzC!Cs6K3RMovFtzDP2k1ZX7FegCOrJ-eGCEs_kKjW9--BQ)
All credits goes to Mcindus
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-02-07 16:47:07
I like new Cloud and the mountains :)!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-02-09 08:14:40
Added more detail to Clouds face through color shading.
(http://fs2.directupload.net/images/150209/hrvrp6eq.jpg)

I have a bit more time this week so the adjustments for the other models shouldn't take so long.

I have some problems in kimera where a to close cam let me edit parts of the mesh which are behind the cam and not seen by me. Not a big deal but slows down some processes and pushs up my rage status.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-02-14 03:03:46
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Salk on 2015-02-14 07:07:03
You truly nailed it, Kaldarasha.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-02-14 09:18:47
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.

We have new animations.
I need some people who redo a few animations (if not all). The only painful things in Kimera are the too often crashes when editing animations and that we can't take over a frame to another animation. However with a bit training animations can be done pretty fast, the key is to use the frame interpolation. We also need to track down which model use which skeleton and idealy make height adjustments for the standing animations to let the models stand on and not through the ground.

I will work on the rest of the main characters a bit more make them as a legacy version for ChaOs.
I need to fix Sephiroth face texture for some reasons they had deleted a part of his eyebrows. At the end I make an animation tutorial when I make a new skeleton for him but this won't be until the end of May.
I also need to see how far Q-Qears will be developed then.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-02-16 14:46:31
Also Rufus and Heidegger are a little odd shaped.  Not correct sizes by looks of it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sega Chief on 2015-02-16 15:07:37
Kald, you maybe saw (or heard from) a guy called QuantumPencil on here; a relative newcomer but seemed pretty handy with computers & programming. Last I heard from him, he was working on a tool that would potentially make animation editing much easier. I haven't heard from him in a few weeks, but it might be worth getting in touch with him and seeing where his project is at.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-02-22 19:02:37
Hey Kaldarasha, I am not sure if anyone else has had this issue when manually upgrading their LGP files for the game but I have done this with the steam edition.  Your battle models look amazing in the game, but there is an issue with certain models.  Cloud, Barret, and Tifa have their eyes intact but Aerith, Red XIII, etc have black/blank eyes.   IF anyone else has done this and come across the same issue, well I wouldn't know what to do about it.  Could be just an issue with the way it's done on my end.  I did install Reunion BEFORE adding the models. 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-02-23 08:34:05
I'm sorry this is a problem with the new directx9 hijack they use for the rerelease.
http://steamcommunity.com/app/39140/discussions/0/846958001180033541/#p23
 To fix it I have to completely rework the coloring which is too much work only to keep the achievements intact. They are useless anyway...

With a programming skills it should be possible to swap the directx9 renderer to Aali's one. AF3DN.P is in fact a dll (correct me if I'm wrong) and loads the new libraries. Steam only looks for the name of the starter .exe and doesn't care about the rest.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-02-23 12:43:54
I see.  I only reworked the LGP files to keep everything intact. Right now i'm working out kinks with 7th heaven, if I can settle some things there i'll be good. 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-02-23 15:45:48
Well, if you're looking for someone to test these things, I could do it when I have the chance. Just tell me all I will need to do, the files needed to replace in the LGP and get to work.  ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: JeffreyATW on 2015-03-02 00:57:10
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-03-04 13:17:58
Have made a new catalog. Should help EQ2Alyza to maintain her catalog. I also can now provide some models in the beta status to get some feedback and be able to update ChaOS directly.
Place this link to your subscriptions:
iros://Url/http$pastebin.com/raw.php?i=fZGmYc0T

@ JeffreyATW
I have seen a problem there but it was only a body part conflict I check it once again without to use 7H.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-03-04 17:17:30
Hey, Kaldarasha.  You're doing great man. Hope these words of confidence helps spice your day. xD
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-03-04 17:27:39
Hey, Kaldarasha.  You're doing great man. Hope these words of confidence helps spice your day. xD

Nah, something has went wrong with the Barret mod. So don't download it at the moment.
Honestly there are to many traps I have encountered these day. I hope Iros will see my complains soon and we can work on a more intuitive mod generator. But still, thanks for the kind words.  :-D

I will add tomorrow the models selection for the reunion mod as beta.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-03-04 19:48:47
Updated the bad Barret.iro. Use 'Check subscription now', close 7H and start it again.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-03-04 21:10:56
I've been noticing some problems myself.  Eh, I don't even know anymore. xD  Might go back to bootleg and do some work there.  So many experiments.     
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-03-09 13:59:32
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.

I have found the problem: there are two versions this model which are absolutly identical.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: cmh175 on 2015-03-21 15:41:11
The subscription download doesn't seem to be working, it just keeps saying Calculating. Can you update the direct download? It seems to be from January, while the subscription seems to have updates from March.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-03-23 06:20:24
Have you tried to update the subscription now after you start 7H? How many subscription do you have? Maybe there is a bigger bug within the subscription system. I can download the mods without any problems.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: cmh175 on 2015-03-23 13:34:17
I have three subscription links. I got it to work after I updated my 7H version, 1.35 to 1.45. Not sure what the issue was really.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-04-05 20:00:55
Hey, Kaldarasha, there may be a problem.  I went to the Mithril mines on the game with 7th Heaven, and it seems Elena isn't up to par with her Turks model.  She is in the original PRP upscale which has me kinda bugged. I could post my load order to show you if you want. With your subscription link I did as instructed, put the CHAOS base at the bottom and animations at the top.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Vir on 2015-05-31 05:57:54
Hello, Kaldarasha, I am using your mod through Reunion. In the R03b version today, I reached Cosmo Canyon and Bugenhagen was invisible while in his kitchen. He was visible in the planetarium, using a nice new model. Not a big deal, but I reported it in the Reunion thread since all bugs should be reported, and DLPB said I should let you know here (I think here).
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-05-31 17:27:21
I'm sorry but I'm currently very short in time. The question is why is he visible and than invisible? This seems to me more like a script problem (model is in hide status) or there is an extra model for him I'm not aware (anymore), but you could try to use the char.lgp (hopefully with the original chibi models) from the Reunions back-up. If it works than it's my model and it is my turn to find out why it's broken if not than it's up to Dan to fix it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Vir on 2015-05-31 18:59:57
Ok. With those files switched, he appears in the kitchen (old model)... but when I put the new models in again and tried to replicate his disappearance, he appeared (new model). I have installed the newest version since last night, but DLPB would have known yesterday if he had changed something there that would fix it. I can't imagine how Bugenhagen could possibly have been on screen and I didn't see him when looking for him: he's shiny and bobbing up and down, so I gotta figure he really wasn't there the first time I played through. Well, all's well now.

Also, the change back and forth was startling: amazing work.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: WhiteShadow11 on 2015-06-07 17:24:13
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.

 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-06-08 17:43:23
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.

I haven't tested R3c now and at it stands know I won't be able to test it this whole months.  :'(
Currently I have started an apprenticeship to a child care worker so it is a bit busy by me now.  ::)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: drdaylight on 2015-06-18 19:32:55
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.

I was having issues with the game crashing after installing Reunion also. I've went through and tested a bunch of the options to see which ones would crash the game. I came to the conclusion that only "Script fixes for flevel.lgp" was causing my game to crash. I have all the mods installed from 7th Heaven Catalog except for:

Animations (instead I use "ChaOS Animation")
Menu Overhaul (using menu overhaul with Reunion instead)
Gameplay - Difficulty and Story

I didn't test "Weapon", "60FPS Battles", or any of the "Patches" (including "Break-9999HP patch") in the Reunion's install options. Everything else works fine.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-06-21 08:04:29
Seems that there is an problem with the flevel of R03 (conflict with the closed eyes textures). I'll update the mod as soon as I can.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Sora123masta on 2015-06-25 15:28:16
Hey man. xD Been a while. Alright i'm trying this out on my new Windows 8.1 gaming rig. I'm trying to download the Chaos base from the catalog and it seems to be calculating for hours. O_o
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2015-09-13 03:07:07
 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

We have discussed this before.  Can anything be done?

It's been mentioned that this may be Aali's driver.  Can anyone confirm that original PC suffers with the same issue?

Edit. Exists in software mode too.  Although software mode makes the game look more consistent.  The 3D stuff blends in better.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-09-26 13:00:04
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?


The PC and the PSX are somehow different with the global light. I noticed it when someone 'super smart' did a 'let me google it for you' for me (some of these guys who think that SE has increased the polycount for the models and have improved the textures for the PC version).
http://www.gameranx.com/updates/id/14780/article/final-fantasy-7-now-in-hd-on-pc-comparison-shots-released/

If I see it right the PSX has more than one light...  :?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Godlift on 2015-10-19 19:17:35
I am looking to download the single files for my battle.lgp however the megaupload link looks like it was taken down, can any1 provide me with the latest update?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2015-10-20 15:13:44
I hope that this are the files:

https://mega.nz/#!bU0SDYZI

Key:
!zpxMZCJ48ouJgF5N1XI_hIppwKLuuT6fqCIlK9x6GoE

They have changed theire service. I fear iro mods from the catalog are also effected by this.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Godlift on 2015-10-20 19:16:47
Thanks for such a quick responce man, I appreciate all your hard work!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Bryan244 on 2015-12-29 03:05:54
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  :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2015-12-29 03:17:04
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  :)

I don't remember who made this, but I think it's what you're looking for to fix the "T-Pose" http://www.mediafire.com/download/a1l30dl1l9t9x2x/AAFE.7z (http://www.mediafire.com/download/a1l30dl1l9t9x2x/AAFE.7z). It also adds a slight animation so they aren't standing completely still.   To extract it, use 7zip.  You might be able to put it in your /direct/char/ folder, Just make sure to enable direct mode in ff7opengl.cfg
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Bryan244 on 2015-12-29 03:32:57
Thank you very much mate. I really appreciate it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-01-04 23:40:26
Kaldarasha, The Reunion models have an issue.  So far, Cloud's arms are too far apart, and the Cloud model (and prob the others) have broken texture in Chocobo and G-Bike minigame.

Also, is anyone going to work on animation?  Barrett and Heidegger definitely need it for run /walk.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2016-01-05 01:32:50

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
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-01-05 04:29:10
You should actually have gotten a few animations from me for Cloud if not then in the single files should also be the animations.
I had worked on a couple of new animations to fix the z height problem the models have with the chibi designed animations, but since moths I have to less time to work on them. I probably will release what I have done so far this or next week. Maybe some are interested to do more of them.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-01-07 14:56:08
Actually, Leet is working on it.  Probably won't be for another few months until he finishes though

For Kaldarasha's models?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2016-01-07 15:48:53
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-01-07 17:35:10
For Kal's, the biggest problem is mainly walk / run of heidegger and Barrett.  And the standing of Cloud.  The rest aren't too bad.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2016-01-07 17:39:12
Cloud's is fixed
http://forums.qhimm.com/index.php?topic=13960.msg235044#msg235044 (http://forums.qhimm.com/index.php?topic=13960.msg235044#msg235044)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-01-07 18:44:19
Thanks!!  8)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Madaza on 2016-03-09 11:25:50
thanks   ;)
 i've a little preference for the others main characters ,do you can send the others also ? i've lost the old sephiroth p:
I made sure that the man in red show not the wood and it was a little hunchback lol i'm not good in 3d drawing (but it's a bug official )
http://image.noelshack.com/fichiers/2016/10/1457522723-1457513374-tt.jpg
http://image.noelshack.com/fichiers/2016/10/1457526641-hh.jpg

http://image.noelshack.com/fichiers/2016/10/1457526810-tttttte.jpg  http://image.noelshack.com/fichiers/2016/10/1457528377-yu.jpg :oops: :P
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-20 02:53:52
I am reorganizing the main char folders so that conflicts between files no longer happens.  There is no conceivable reason why we should have 6 or more Cloud models, when nearly all files are shared. It's become a bit of a mess.  I am on it :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-20 21:52:10
I am looking at the Aerith burial scene... just before the FMV.  Cloud is supposed to be submerged in water.  To achieve this effect the game seems to draw a blue colour over the lower half of Cloud's model.

This seems to fail with your model.  It looks more like Cloud's model has a bug and is walking on water than it does submerging in water. Plus parts, like his shoes, are unaffected by the draw. Can this be fixed? 

edit.

Seems the Kawai opcode (opcode 28, function 08) doesn't work like it does in PSX (surprise surprise).  In PSX, the colouring effect looks more like water (it's transparent?).  In PC it's a solid blue colour, even with the original models.  Still, the blue effect is not covering your cloud model where it should.  One of the shoes is not coloured at all.


edit 2.

I have also corrected sephiroth's sitting animation in the truck.  So no newspaper needed.  That always struck me as a silly work around anyway. 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-03-21 07:37:41
Okay, I knew that it can be fixed, somehow. I remember that I had it working with my Cloud. My assumption was that it has something to do with the quantity of parts a model uses, because it worked when I removed the sword from his back. It might be now a problem with the exclusion of the pauldron to the shoulder bone
The workaround I have planed for it is to make a new model for that seen which has no legs (maybe removing the hip as well) or I test if he pauldron really is the problem and if yes, I could merge it with the upper arm again. It could also be a bug with the vertices type.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-21 08:09:06
I've done the same - added a new hrc with no legs.  Looks ok.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-22 22:49:27
In folder

Char\Extra\Soldier

There is "aaad.hrc" file.  This conflicts with Cloud's added "aaad.hrc" file.  I am not sure what this "extra" soldier is about.  It doesn't appear to be needed in game, either.

Also, all of these soldier models use aaad.hrc rather than unique identifiers.

edit

question 2:

aaax: Zack with Buster Sword
aaaz: Zack brandishing Buster Sword
ejdc: Zack with Buster Sword
ibgd: Zack brandishing Buster Sword

Why are aaax and ejdc the same?
Why are aaaz and ibgd the same?

They look the same in game.  In fact, they ARE the same.  So I've removed them.

Question 3:

Why is there a Young Cloud model (aaab and aaac)?  I understand that you want this to be here in Cloud's Past scenes, but I'm not sure it even fits.  What's the difference?  Black 1st class Soldier outfit?  Are 1st class soldiers usually dressed this way?  I don't recall that being the case.

edit.  So from what I can gather, 1st 2nd 3rd class have their own colour scheme with visor.  And ordinary soldier's have blue with the 3 infrared lights?

So 1st 2nd 3rd have no infrared, but normal soldiers do?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-23 08:23:49
More issues:

1. You have the unused model mixed up.  ERHA  is used.  BGJC is not.
I have renamed this to correct it.

2. Your ERHA model (above) is not carrying Jenova's head.  It appears to be carrying part of her head at the same time as a book.

3. Your script fix for nvmkin22 is broken (I have fixed it up so that Cloud actually disarms Zax properly and so that ERHA is used.
You may also want to add your Younger Cloud model to it, as I use the normal Cloud).

4. Your nivgate2 fix did not fix the problem with Cloud model being in view at bottom of screen correctly.  I have fixed this.
You may also want to add your Younger Cloud model to it, as I use the normal Cloud.

5. I have fixed Blue_2 to use aaag (a new hrc file I have made) so only the top half of Cloud's body is seen.

6. I have also fixed up midgal script.  Now, Cloud and Zax appear off screen when the screen loads.  Also, Cloud lands in roughly the same position as he is later seen after the screen scrolls down (I had to modify an animation file to accomplish this - as this is an original game error).






Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: ProtoX on 2016-03-23 14:55:34
let's not forget Jessie's hair bug when she shows Cloud the map on the train after the bombing mission.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-24 15:00:02
let's not forget Jessie's hair bug when she shows Cloud the map on the train after the bombing mission.

hmm?

edit.

Ah - no model for that.  So I used prp that has an issue with the hair.  I can fix this though...  It should be very easy.  I'll test later.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-25 03:06:55
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-03-26 12:58:16
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.

Sure if I had the time to do something like that, however I'm sure I made a model for that scene... the problem is I was never able to test it, because for some reasons I had no models appearing in that scene.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-26 13:08:42
No models appearing in the scene?  Is it possible you can use Ochu (have English version?)  and then you can just keep jumping to that map to test.

I am also sorting all models we have - both yours and any others I have used - and putting them into a new improved database for you.  It will help. No more duplicate .p files - and no more confusion.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-03-26 13:58:04
It's not so important at the moment. Currently I research a way to animate Sephiroth coat in a better way. Sadly I can only use up to 29 bones, because Kimera can't write new animation files out of the box and needs an existing one. My first test didn't worked so well, so I swapped my idea and try to let it look similar to Ceifer's coat as in FFVIII.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-29 13:44:57
https://drive.google.com/file/d/0B3Kl04es5qkqTHpDX3FhV015Ym8/view

password is KAL

OK, this has taken me quite a while to do.  I've also thrown in my new batch file "lgp_edit".

I've sorted the main characters into their own complete folder. There are no duplicates.
Cloud's folder has two NPC soldiers in with him to avoid conflicts and I've also fixed a big issue with the gun / helmet being in conflict (uses ajaf2.rsd).
I have added aaag.hrc for Cloud - see the included Database.
I have fixed some animations - see the included Database.
I've added several script fixes (see flevel folder).
Custom models all have their own main custom folder.
Sephiroth with Newspaper is no longer needed due to animation fix.

Included with this pack are all the models on the To-Do list (from PRP etc) .

And, finally, I have totally overhauled the database.

Also, do you still need the correct translation for Tifa?  You mention it in the database (BUAC)

Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-03-30 12:58:06
Correction.  Both BGJC and ERHA are used. 

It's a little odd because it looks like both are the same model holding Jenova's head (although BGJC looks like the sword is white - because it uses the masamune model separately).  They are both part of the same scene.

ERHA is used on nvmkin22

and  BGJC is used on nvmkin1

So both hrc files are needed.  It should be fine to just duplicate ERHA.hrc and name to BGJC.hrc, so we then have both.  Remember to correct the database, as I have BGJC as unused.

I've also realized there is a script error.  The Cloud soldier that pursues Sephiroth out of the reactor should be carrying a sword. I'll fix that and add it here. 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Zara9 on 2016-04-02 12:32:00
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
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-04-02 12:49:16
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

This is only a model overhaul. I'm currently to bussy IRL to really work on, but I do a bit here and there to test a few things.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-04-21 19:26:17
Small progress update on Team Avalanche

(http://i.imgur.com/zHIOjMd.png)
(http://i.imgur.com/hQvgGbl.jpg)

I focus on the heads for now and try to make them more similar to the original art and the re-release footage. As much as I'm not a fan of SE plans for the remake, they have created the models of Biggs, Wedge and Jessie pretty close to the original art.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: jmp434 on 2016-04-21 19:31:59
Hi, great job Kalderasha, you'll be able to pass a Jessie soon :)
Think you can give a little more texture to the reliefs, such as straps Wedge?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-04-22 15:29:55
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 of course - I'm talking about for Reunion,.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2016-04-22 15:45:01
Looks good man
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-04-23 15:49:01
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,.

The models will be designed closer to the original artworks. So correct pants colors and removing gear which shouldn't be there.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-04-23 17:51:09
I mean the face shape / structure.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-04-28 21:03:08
I mean the face shape / structure.

Much more as they are before made by me.
Though I have to release the models as they are. The faces are more or less final (only some shading needs to be done to add some extra details) the bodies need some finetuning.
https://mega.nz/#!aAsmzZ7Z!hvi8k6-LM_aWKCmMWB1ygYXCdopa30i_yp1GpHVeTMU

Edit: sorry for the mess  :-[
But it's my test folder  that's why Cloud is in there, too. (with more detail btw.  :-P)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-06-10 20:51:29
Not much but a smal progress update of Jessie.
From this                                                     to                                                          this.
(http://i.imgur.com/9O01vJc.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: iDerek759 on 2016-06-10 20:56:02
Nice work Kaldarasha! I already liked Jessie's field model to begin with, but this just looks even better! She looks more proportionate now, nice work!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-06-10 21:20:05
And she is much closer to the original art.
(http://i.imgur.com/bCnfzaq.jpg)

(http://i.imgur.com/d7wbxrW.png)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-08-10 05:29:09
The temple of ancients is still broken with models (Sephiroth hair in front of his face - face of all characters showing through from back - Vincent virtually invisible).  I had a look in Kimera and it seems that your sep, for instance, has 5 groups for the head instead of the original 4. The original has a group for left eye, right eye, and mouth - and the rest of the head is ONE group.  On yours, you have left eye, right eye, mouth, face, hair.

This may be why the transparency fails on Kuro_8 - the temple scene with transparency.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-08-18 14:03:30
Not much but a smal progress update of Jessie.

Was your Jesse update included in the link for Biggs and Wedge Kaldrasha? If not could you upload it?

I've been working on and off on simple edits to help complete the list DLPB made for the still shaded models. I'm just working on this for personal use, but would share if I got permission. I'm okay at Kimera, the models I assemble look pretty consistent as I use Kaldrasha's color pallet and recycle parts from completed models.

With that said I have a couple questions for consistency's sake. Can I just add a part to the bone instead of having to use Blender and actually add it to the mesh? For example adding glasses to an already completed head mesh. I know I can do it, and adjusting transparency looks great with glasses but I'm not sure if this quick and dirty fix will cause issues in game. I haven't done any testing, I don't have the game installed right now, just playing with models. Same thing with pauldrons and other "extra" stuff.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-08-18 18:22:44
If you can work out how to fix the Temple issue, Cities, I would also be very happy :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-08-18 21:31:47
Wait for the weekend guys.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-08-20 23:45:48
So I did work on Cloud for today and give him lower poly arms to be more in line with the overall style.
@DLPB
I don't think that the additional  group is the issue but well the game is strange in someway. I will test tomorrow if I can find a solution for his shining through hair in blend mode.

@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
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-08-21 12:48:48
If no solution can be found for his hair - we can just remove it (including the back part on his actual head).  I can place that in along with the original.  It will work fine.

The problem is that the other characters are also broken...  the face showing through from back - and Vincent not displaying at all.

Also, need Jessie on rootmap to be added :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-08-21 18:03:19
@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

Thanks for the reply! I haven't worked on much lately myself but I did a few NPCs like Cloud's Doctor. I'll experiment a bit and see what looks good. Like I said, I'm just reusing and repainting certain parts but at least it is consistent. I need to brush up on texture mapping next.

@DLPB
Do you happen to have an updated list?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-08-21 19:18:19
I do - See the Reunion Database (https://docs.google.com/spreadsheets/d/1KBBbeilQTCAJJIOqOoLMnkKb-nEpqEoV5Ih4uW-Yoo8/edit#gid=541411337)

Models tab > char.lgp
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-08-21 20:24:55
New BLJC - Decided to not make the glasses transparent... even though it looks cool, I'll have to do it for every model then.
(http://i1291.photobucket.com/albums/b541/HipC/proof_zpswsauxcys.jpg)

What are some more simple yet critical ones to do? Keep in mind I'm not a modeller, just repurpose parts from other models.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-08-21 20:31:33
Here is the thing I wanted to test long ago since I discovered it for Cloud being better rendered when in blend mode:
(http://i.imgur.com/cEosXOT.jpg)
I activated and set true the Depthtest, depthmask and Alphablend for the some p-files. I assume it only needs to be activated for one and the entire model is effected by this though I didn't tested it.


There is still one problem 'cause the blend mode will rendered by hierarchy. Means lower bones in the hrc file will be covered by higher bones of the hrc file but higher bones are visible through lower. It still looks better as before but it would be better if only the faces which are visible would be displayed.

@C.B.Q
Here an essential tool to fast paint the model https://sourceforge.net/projects/fastclicker/

If you want to make some gradients from one color to another you can delete a face/polygons and use create polygons to rebuild but with the color of the surrounded polygons.

So it looks fine to me. My first work was worse then this. ::)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-08-21 21:08:11
DJID needs work too.  The wheels are all wrong.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-09-09 12:31:06
A few issues:

1. Biggs Wedge Jessie.
Jessie's legs look too thin and stand out for the wrong reason. In fact, her new legs are awful and you can see how bad it looks when she is on the seat:

Old Kal https://postimg.org/image/8tt56rz7z/
New Kal https://postimg.org/image/bmmcqszkf/

I think her old legs were good enough - or pretty close, aside from the colour. The new colour is good.

Additionally, Biggs' old hair is correct and his new hair is not how it is in the art or originally.

2. Colour issues.  I think it's important to stick to the intended colours used in the game - regardless of any concept art. Look at the two pictures below:

Original: https://postimg.org/image/6rx969qmn/
New: https://postimg.org/image/bmmcqszkf/

As you can see, Wedge's legs are too bright.  To the point it becomes too noticeable. Should be a darker blue like the original.  Or at least closer to it.

3. Really not liking the new Cloud at all.

Old: https://postimg.org/image/lmlukg07j/
New: https://postimg.org/image/rjl4niryn/

a. The mouth makes him look like he has a very crap tash. What was wrong with the original Cloud?  It looks absolutely fine, no?  The mouth certainly.

b. His hair is way too sharp now.  Look at the older hair - it was nice and smooth and blended in.  The new one looks like a razor blade. The original hair was fine.

c. The body to head proportion of the new Cloud is poorer than what you already had.

d. Why is the sword larger?  Is this more correct - or less?

So I am definitely keeping the original one for The Reunion. The original one you made was more or less perfect.

4. Tifa:  What has been changed?

5. Other issues for Reunion:

a. The half body version of Jessie is needed for Rootmap.

b. Updated versions of all chars (in Cloud's case the original one you made) that fixes the Temple of Ancients issue - and Experts' Hall issue (the 3 models there that are also transparent).


I will get back to you on Sephiroth.

Sephiroth seems to be unchanged appearance wise - and that's cool because I think he's perfect as is :)  The transparency fix seems to have worked.

Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-09-29 16:51:22
So I have to pause from moding until may next year. This won't mean that I'll stop moding but I won't release anything officially for public. When I get the time I'll take a look at Dan's complaints.

Meanwhile could somebody try to translate the source of Kimera to C#? There are tools in the internet which can convert a good portion of the code but not everything and my knowledge about programming is pretty bad at the moment to fix it myself by hand.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-09-29 17:29:37
Well, not really complaints :) One or two... maybe :P - and some suggestions.  What does your young cloud look like?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-09-29 19:16:23
If you can't change the game to use siaa (the final battle model of Cloud which is actually not needed any more) for the few battles in the flashback scenes then don't deal with it. It would be inconsistent elsewhere.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-09-30 13:55:39
If you have a young Cloud (for the Niblheim flashback and so on), I can make it work by editing the field files :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: WatashiWaZero on 2016-10-03 01:42:37
Cid's ankles bend in an inhuman way when you first meet him inside the rocket.  If you could please double check that when you have spare time Kal.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-03 01:48:32
We need more people to do animations too...  a lot of them need to be remade for the new models.  But getting the manpower and effort has been a problem.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: WatashiWaZero on 2016-10-03 20:53:04
Sephiroth's blade is black for all the scenes in the Temple of the Ancients.  Perhaps this is an easy fix?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-03 23:35:40
Could also be that I made a mistake - but the hotfix2 will sort it if so.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-05 04:41:13
Kal, forget updating the other models to be transparent at the temple.  Only Sep needs doing. And if we can't get the Z thing working then we just trim all his hair off apart from the front and add him as a new model to that one field. I am going to remove the  other characters from that scene - they just get in the way and it's stupid.  People know they're looking into the water.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: WatashiWaZero on 2016-10-05 05:18:09
During the memory gathering scene with Tifa and Cloud.  Cloud's transparent model is grabbing his head using the back of his hands.  Double check that when you can Kal.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mirrorman95 on 2016-10-05 15:01:33
I may be wrong, but it seems to me that a lot of talk has been going on about newer versions of some of the models, ones which aren't currently in the latest public build, 1.66.0. According to NexusMods, 1.66.0 hasn't been updated since Jan 2015, almost two years ago. Is there a secret link to some newer, unreleased version of ChaOS I just don't know about, or is the latest version of the mod just two years old?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: WatashiWaZero on 2016-10-05 22:15:29
Carry Armor model has a something floating behind it.  Could probably be checked again.

Also, only the Cloud model is corrupted in the Chocobo races.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-12 02:40:05
The Rufus model looks odd.  The head - body ratio is wrong.  And the body is probably too big.  Not sure, but  I'm sure you'll check it against the other models.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-15 18:29:34
https://discdoesretro.files.wordpress.com/2015/10/final-fantasy-vii-real-cloud.png

Funny I'd never noticed before that the young Cloud is a different model and they did intend it to look younger.  You can see his eye brows are fairer when he is young too. Unless he looks like that in PSX version and not PC.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-17 21:19:27
@DLPB

Is the reunion model replacer up to date with your spreadsheet? I'm working on odd models here and there and want to use it as a base. I don't want to redo something that's been done. It'll also give me more peices to work with. So far I have 3 that are not complete.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-17 22:05:08
Mostly.  I am not using Kal's latest Biggs Wedge Jessie because either colour or something else is worse. See what I wrote above.  And the latest Sep actually manages somehow to corrupt the game.  I don't use his latest Cloud because I think that was also a regression.

I can send you what I use. If you are also making models, there are some that urgently need attention. Not least Rufus.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-17 22:32:06
I'd appreciate it if you'd send me what you use so I know I'm using the right resources. Just using Reunion and the corresponding spreadsheet since you've used no new updates. There are quite a few models left to be converted. It's a shame Kal's project has slowed, he's done 90% of the hard models. I'll chip away at some of the easier ones in the mean time. :P

I'm not a modeler by any means, I'm just dying for the complete set and know Kimera. I started on some more generic NPCs first and was thinking of trying Don Corneo next did Don Cornero. Since you probably know best, other than Rufus (who looks like he just needs to be scaled better), who else needs attention? I could do Jesse at the map, if there is nothing special about that model (other than it's just the torso)..?

Also, regarding that Sephiroth transparency issue... Did you mention that you could use a whole different model for just that scene? I could try turning the transparency on for the Sephiroth model and save it as a different .hrc if that would work.

EDIT:
Update:
(http://i1291.photobucket.com/albums/b541/HipC/Untitled-1_zps7y3pysk4.jpg)

-Fixed Cornero's massive arms
-Improved chesthair
-Head/hair mesh details
-New facial texture
-Fur extended like the concept art

To Come:
-Neck Chain (When I find one)
-Finish Legs/Belt
-Maybe tattoo? (I doubt I'll spend that much time)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-10-18 08:26:37
Well I made a fresh installment of Windows 10 and I need to check first how to get the tools to run again on my system.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-18 08:49:31
@Cities.Burn.Quick  Yes.  Basically if we are forced to, we can simply duplicate the models needed to be transparent and use those for the needed scenes.  These are:

Temple of Ancients: Sephiroth (BBAB.  Use ID BBAC for transparent version.)

I don't need the others for this scene since I've removed the other transparent models.

Experts' Hall (remember to use new Ids for these new models):

Man (CUFC)
Man (CVBA)
Man (CSED)

I will mail you the latest Reunion set up.

Start with Sep and we'll see how it goes. 

Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-18 08:51:19
Wow, tons of activity right when I'm editing my post. Check out my Don Cornero guys.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-18 09:26:58
Cornero :P  Is that in a different localization?  It's Corneo in English / Japanese. Not sure if the new Corneo is nearer how it was intended. Is there any concept art to show that face?  Otherwise, it's wiser to leave it as the original PSX face suggests.

Looks like yours is closer in some ways - but the eyes are off (he is a sleazy thug - not an evil mastermind).

http://vignette3.wikia.nocookie.net/finalfantasy/images/b/b5/Don_Corneo.png/revision/latest?cb=20111205174253

Always look at the concept art and the original model :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-18 17:21:28
Nah you're right, it's Corneo. It was late. :P

I think the eyes are way closer to the concept art than the original eyes (same shape/expression). Same with the eyebrows, I wanted to do the same expression as the art but the texture is mirrored on both sides and I don't want to remap it. I'm not an artist so I'm pretty happy with how they turned out for a quick Photoshop job. In my opinion I think it looks much better and closer to Kal's art style, while staying true to the original. If you don't want to use it, that's okay... Ultimately, I'm doing this for me and I'm certainly going to use it! I want to play through with consistent models, and this fits the bill. :)

Edit:
Found a chain for Corneo. He's looking like a boss tho, in head to toe Costco.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-19 22:40:28
That's fair enough. I certainly can't use something that deviates too much from intended style or look, but you're of course free to do as you want.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-24 03:07:18
Exciting update! I've gotten in touch with Kal and from my understanding, he is quite open to the idea of me contributing models to the ChaOS Project. Currently, I have 10 models either done, being worked on, or just tweaked a bit. 6 of them are ready to unveil! Some of them are still are a WIP (or broke like my Chocosage and Temple Guard, grrrr). Currently these models and not completed by Kal nor are not part of the Reunion mod. It feels good to finally give back to Qhimm. (:

AWCB, AJIF, AKEE:
(http://i1291.photobucket.com/albums/b541/HipC/preview1_zps38wjvpkc.jpg)

DVHF, BBGE, BCGD:
(http://i1291.photobucket.com/albums/b541/HipC/preview2_zpsxmqif8er.jpg)
She needs paler skin, but works for the time being. I might add some buttons to the sailor's jacket, and get better shoes for Corneo. I originally used HD textures for the eyes but went back to the game's textures for consistancy's sake.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Mirrorman95 on 2016-10-24 19:44:30
Nice models, looking forward to any update to ChaOS, especially involving those. But I've got to say, I would still like to see the HD eye textures, even if just as an optional thing. Also, the swimsuit model's shoulders look like they're hanging to her torso by a thread, and the man in the suit's shoulders look a little too low.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-24 20:08:35
Thanks! I'm actually in the same boat, that's why I started working on some models for it! The HD eye textures look great admittedly... The issue is that there aren't enough for all the NPC's. They were originally made for Cloud, and it makes all the actual game textures look like crap by comparison (look at my first draft of Corneo to my second). Unfortunately, if I did use them it would give the project that inconsistent look of for example the PRP project. But don't fret, I may have something up my sleeve... but as it sits currently my first major goal is to complete the missing models and get this project rolling again. I want to be able to do a full play through with unshaded models. Textures wouldn't be bad to replace once all the models are done.

As far as the models go, the guy in the suits animations work perfect. He was ported over to another .hrc from one of Kal's models. He is practically unchanged from original version, just painted and converted. The girl in the bathing suit needs the bones in her biceps shortened (good eye) but I'm not sure if Kal wants the .p peices longer (and thus distorting the model), or shortening the bones and potentially screw up the animations. I need to touch base with Kal but he's a busy guy.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-10-25 04:05:09
The models turnout differently with their proper animation. The pics show only the default animation Kimera uses when no animation is loaded.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-10-25 10:21:36
So here is an update from my side on: I created a cloud based workplace with google drive for project. The method behind it is following: The creators have their own workplace it contains:

I also updated my list to monitoring which models are done and which aren't.
https://docs.google.com/spreadsheets/d/1zxH0wZqg92_gjNvWfLalBpimPuv4BjrHRcSwf7vTAQg/edit#gid=0

This should help to make the project more transparent and gives new people, who wants to work on or help with the project, a better idea what is currently to do.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-25 20:18:09
Awesome Kal! I love the idea of the testing folder. That way we can beta test and keep users happy with new models all at once! The "revisited" folder was something I was going to mention; once all the models are "done" I'm considering going back through them and making them all "palleted" (all similar skin colors are the same, all reds, blues, yellows, ect.) Not sure how you feel about that.

Can you give me access to the drive so I can drop some files? I have the ones I previewed earlier and some more to boot (8 models total). I can PM you my email. Also, I don't know if I can edit your online spreadsheet. I tried earlier to no avail.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-10-27 14:08:03
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.

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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-10-27 15:34:50
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-10-27 23:15:54
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2016-10-28 12:59:43
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.

It is.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-11-04 01:30:26
https://docs.google.com/spreadsheets/d/1KBBbeilQTCAJJIOqOoLMnkKb-nEpqEoV5Ih4uW-Yoo8

I am not sure how up-to-date Kal's model list is, but I took the liberty of making the one here too. And I listed the models that need priority.  Especially Rufus model.  See the Model tab.

I know there are only a few people working on this - but I can't impress enough the urgency in sorting the ones I have listed as priority :P.  I'll check what Nunsrgr8 has done.

AJIF
AKEE
ALAD
ASJC
BCGD
BLJC(BLJD?)
GLGD
CMDE
DIFF
DJID
DZBB
EBEC
EHHC (Apparently too dark?)
ENAB (Apparently too short for being 13 years old)
FVED [This is done by looks of it]
FZCC
GABE
GBIA
GOFD

Chocobo.lgp:

EA (broken on steam)
DH
LP
MI
NC




 They are either broken or look terrible for various reasons (including looking out of place due to being shaded). The chocobo carriage for example seems to have wheels attached to the under side.  Rootmap is still using old Jessie model. Rufus looks really poor. Cloud model doesn't work on Steam version at the Chocobo Races.  See the database above.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2016-11-05 04:23:10
I don't know why my pictures are down. Maybe a moderator took them down? Dunno why.

I have quite a few of the models in your list for the most part finished. I would hazard a guess and even say EHHC is done as is. It's still slightly better than the vanilla field model, I tweaked mine by removing the eyes (you'd never see them and they were kinda creepy). It is dark (solid 255,255,255) but because of the animation it has weird .p files. The dark solid colors sort of "hides" the crappy animation. I imagine its the same reason why the unshaded models look so much better in game. Also the Chocobo Sage and Temple Guardian (forget the .hrc names) are complete as well. Same concept as EHHC, a simple paintjob and the eyes have been updated to ACTUAL round eyes not those janky eyes found in vanilla. They look like a classic black mage now. I've tried to contact Kal and he hasn't responded in like 2 weeks bout the drive specifics... so I haven't uploaded them. I could put them in a drop box, I guess. I was hoping that if I started working on some models maybe other people would be interested as well. So I've been porting my Legacy Skyrim mods to the new Special Edition in the mean time (Bethesda Creation Kit for their 64bit engine was released last week).

As for Rufus, maybe I have a different version of him. After you mentioned his model before, I checked his .hrc out and IMO he looks great. He might've even have a custom head mesh (Cloud face and textures with Rufus battle hair). With all the gradients and extra work put into him I'd feel wrong to edit it...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-11-05 04:27:29
Post me a pic of the Rufus you are seeing and I'll see if it's the same :)

The files I have are more or less same as Kal's apart from Cloud (since I think his latest update was worse and I like the Cloud model as it is. Looks perfect imho)


Edit.

Grimmy has fixed the transparency issue in the Experts' Hall. I'm going to ask him what the issue there was, so any further models there can be corrected.  He's also removed the Sep hair so I can add it in to an edited field for The Temple of the Ancients.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2016-11-19 03:35:23
Grimmy has fixed up transparency for

Man (CUFC)
Man (CVBA)
Man (CSED)

at the Experts' Hall in Junon.

Additionally, Grimmy has removed the hair of Sephiroth (all of it on back of his head) so that the model looks good at the Temple of the Ancients (Uses BBAC.hrc).  I have also changed Kuro_8 to remove other characters (they were broken and cluttered the image) and work with BBAC. Kuro_3 has also been changed to use BBAC. I also corrected Sephiroth, as he was holding a book with Jenova's helmet (which I have also resized). Please download HERE (https://drive.google.com/open?id=0B3Kl04es5qkqR3h6b3UzVWFiOG8)

This brings to an end years of having to put up with this transparency problem at the temple.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2017-01-02 20:01:51
Hey guys, I got busy with the holidays and stuff but haven't forgotten about this. I've uploaded some models I know for sure I've completed. The other models I was working on all need other tweaks and I don't have the time to sort them. Hopefully this is of some use to DLPB and Kal. I'll upload more soon.

AJIF:
https://drive.google.com/open?id=0B6EWukYmk3k4aHA3cXVjQVhaZG8

AKEE
https://drive.google.com/open?id=0B6EWukYmk3k4VHR4OFZLbG9nTzA

ASJC:
https://drive.google.com/open?id=0B6EWukYmk3k4YmZGandJaGkzVW8

BCGD:
https://drive.google.com/open?id=0B6EWukYmk3k4Y0NBTHVPRzdHT1E

DVHF:
https://drive.google.com/open?id=0B6EWukYmk3k4bFd5TUdrbDJVUGM
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2017-01-02 20:40:07
Excellent.  Keep them coming.  When I get chance I will give them a good look too.

I'll also get you a picture of what Rufus (ALAD) looks like, because I remember it being really odd.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2017-01-02 21:17:04
Check them over if you like, they are all working and compiled in Kimera on my end. Just got another one together.

(http://i1291.photobucket.com/albums/b541/HipC/Untitled_zpsqgcbkb5l.jpg)
BCCF:
https://drive.google.com/open?id=0B6EWukYmk3k4NzZQaFhJMEplVVU
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-01-03 05:24:57
I'll check them later
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Madaza on 2017-01-27 13:38:12
a stupid fix for the guy with the wood in her back in train .(The woman has transparent hair and I don't know how to settle it)some mouvements of cloud are stranges
https://www.partage-facile.com/8816R00OXK/cdje.rar.html
https://youtu.be/dTk0C5y9hnE?t=483
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2017-01-28 02:19:34
Did you guys check my models? I see there hasn't been much activity...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Madaza on 2017-01-31 11:19:23
i've not try sorry the characters seeming good before but i don't know if you have a fix for hojo at the table and after also like some characters rising ,down during the scenes?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2017-01-31 11:52:48
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?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Ansem on 2017-01-31 16:34:08
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?

It's not. The new models are obviously taller, so the animation places them inside the ground. This looks very stupid on some fields, because you'd have a character's foot sticking out from under a background layer or something equally ridiculous. Therefore, each and every animation needs to be adjusted to place the skeleton root at the proper height, so that not even a pixel goes inside the ground plane.

The problem is, some animations have been adjusted for the new models, and the majority aren't. This is why there are models bouncing up and down when they're switching anims.

As for Hojo's case, I'm pretty sure I have posted an archive in the past that has the corrected animations?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2017-01-31 17:34:54
You did. The Hojo issue is fixed in The Reunion.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-02-02 05:32:27
Yes, I have some foggy memories on that.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: jasmer on 2017-02-27 12:42:32
Hi, possibly stupid question, are these the models included in Final Heaven?  I was wondering because I found the FFVII mod page on Nexus and people are wondering what it looks like.  If these are the ones included in Final Heaven do you  mind if I upload some screenshots there? :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: EQ2Alyza on 2017-02-27 12:47:32
Every Kaldarasha model option in the 7th Heaven Catalog (Final Heaven is the name of the tutorial) are from this, yes.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: jasmer on 2017-02-27 12:53:14
Okay, thank you :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-03-09 21:32:42
Smal progress update.
Old                                                                                   New
(http://i.imgur.com/t9qYb5N.jpg)
(http://i.imgur.com/DibrahP.jpg)
 ;)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Luigi Brosse on 2017-03-15 12:38:02
Nice work!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-04-14 22:33:10
So the re-animation of Sephiroth takes longer than I like. I was bored and I always wanted to fix his eyebrows, which is why I rearranged the texture.
(http://i.imgur.com/vBpNM6Z.jpg)

So far I decided to bring the model workable for the first Nibelheim scene to see how good or bad the new skeleton will look in motion.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-04-27 08:04:27
For now, I will simply add the coat to the upper body won't be a perfect solution, but I guess it will look better as it does now with the silly coat pieces attached to the leg bones.

Edit:
Tested it, looks good so far.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2017-04-27 14:53:26
I imagine attaching them to the hip bone will probably give you near perfect results.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-04-27 16:47:29
No, the hip bone is rarely animated so the legs will clipping trough the coat much more and it will look very static. So far I only found a few scenes with animations which does look strange with my method. Most times sit animations. But the grow of his animations look much better this way. It's not as perfect as it would be with the new skeleton I made for him, but it is damn close to it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: mr_nygren 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!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-06-13 12:16:39
This is a stand alone version since sorting and patching the other models is an absolute time consuming process right now.

And here he is the Chosen One.
https://www.youtube.com/watch?v=nIyHJFiBUkk

The iro file
https://mega.nz/#!Xct1UQIR!oTCCEjl9I_UW-4nhLoqYBNSvepxcrkI6mSHMlMZPlGA

The loos files
https://mega.nz/#F!jIVWSKZQ!kfpf604q5kbbq0563WfBwQ
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-06-22 10:00:11
I have finalized Tifa's models. Here is a preview of her cowgirl dress and sexy dress:
(http://i.imgur.com/F4FZ98J.png)

BTW: have you ever seen that scene?
(http://i.imgur.com/QY48qAk.png)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: iDerek759 on 2017-06-22 17:38:02
Excellent work Kal! I love your field models, they're my "go to" for overall field models when using 7thHeaven.  :-D
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: DLPB_ on 2017-06-22 17:52:34
Nice!  And no, havent seen that scene like that I don't think. 
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-07-27 08:38:37
New Head and body:
(http://i.imgur.com/Pj55N5d.jpg)(http://i.imgur.com/5b64Dlc.jpg)
New Head, body, arms, and hip:
(http://i.imgur.com/g0b0Jqg.jpg)(http://i.imgur.com/3PkI0BV.jpg)
Final model:
(http://i.imgur.com/is3HUD3.jpg)(http://i.imgur.com/BkGSkH3.jpg)

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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Godlift on 2017-08-26 21:42:51
Hi I was wondering about the community Flevel project. Is it compatible with R03e? If so would I just use the new f level then patch ro3e or if it isnt compatible do you have a version with just the model height changes and nothing else that way I could patch with r03e still? thanks!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-08-27 11:26:01
The community Flevel project is, well, dead or I should better say that the Reunion has now similar aims and fixes a lot. Regarding the model heights they are already separated and can be turned on and off in the ChaOS  base mod. Though, since R04 (or was it R05?) does add new models to the model loader for specific scenes, there are scenes, which will crash.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Godlift on 2017-08-27 16:34:43
Ahh I see, Thanks for the quick response. Keep up the awesome work on these models!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-09-01 10:55:14
I'm not really finished with Cid, the mini game model is missing, but I will go on and revisit the next main character which is Red XIII. The new design will be a mix of the both play toy models of him. See here (https://www.google.de/search?q=RedXIII+play+toys&rlz=1C1CHBF_deDE715DE715&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwig873F5oPWAhUQZFAKHYJZB5sQsAQIKA&biw=1600&bih=770)
The AC model has the better proportions and looks more agile and aggressive while the other has a better color scheme and the body hair isn't that long. More or less you can say, I want to achieve the wolf like body shape of the AC model but give it the lion like look of the other one. Possible that I have to touch the animations as well.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: EQ2Alyza on 2017-09-02 05:14:43
I agree on the proportions vs. color schemes. Hopefully you can provide the best of both worlds :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-09-06 10:39:13
Phew, I looked at Red XIII and his animation. This will be a really huge project. Around 80 animations needs to be edited, because the current skeleton isn't correct regarding a real animal. The biggest problem are the legs. The front legs have an additional bone which probably is there to give the illusion of muscle movement and the hind legs have a totally wrong shape which ends up with strange animations.  My biggest problem here are the siting animation. My plan is to make the new model, then do a few animations and document how I have done it and then open a new project where I need help with reanimating him. Though, I could work with the original chibi skeleton but I want to have it done correctly.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Ddeathscythe on 2017-09-28 07:28:20
Hi Kaldarasha, love the work! I can't wait to see all these updates come together for Reunion R06! I personally couldn't wait so I thought I would try out the single file versions that were provided. One slight problem I got after replacing the character models in my battle folder was that during battle, Aerith's eyes are blacked out. Could I get some clarification as to what happened or how I can fix this?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-09-29 20:15:10
This is a bug with the rerelease, which I didn't really understand, since it I haven't this problem with the OpenGL driver.
You can try to use my test folder for the new battle models. https://mega.nz/#!2QtFVTbQ!j4aQqSp0W04wCK9UKr1q1AbntPlEUoUactOXzLeLVWg
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2017-10-04 14:36:19
Really enjoy your work Kaldarasha. It's great that DLPB decided to use your models for the Reunion Mod project.

For the most part, I feel your models fit in well with the pre-rendered backgrounds but there's at least one screen where they look very mis-matched - the church roof scene (https://imgur.com/9kiLZn9). Square somewhat away with using giant chibi-lego models on that cartoonishly disproportionate background but it looks too awkward with your models. Is it possible to shrink Aerith and Cloud's models in that scene?

Apologies if this has already been brought up or is the wrong threat to ask about it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-10-17 06:41:52
Not much time to respond as I wish to have, but, well, time will be soon different.

I did resize most models for every field, the problem is that this is stored in the flevel.lgp itself. Though, thanks to 7H, I was able to extract only the necessary part - the model loader. While this is widely compatible with all languages it isn't compatible with mods, which do actually alter the model loader of the flevel.lgp. I assume that NT and the Reunion mod will have some problems with this. If you want to alter the size for that scene by yourself, you need Makoureactor. With it you can alter the size for every model and somewhere (walkmesh -> miscellaneous -> field scale) is also a setting, which defines what the normal size of a model in that scene is and gives the model the correct movement speed.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2017-10-24 15:58:22
Thanks for taking some time to respond and for walking me through the steps needed to mod the game.

I was hoping to gauge your opinion on the models in that scene. If you were happy with them then yes I was going to go ahead and edit them myself. So I'm grateful for instructions. Like you, I'm busy at the moment but when I have some free time I'm considering getting into modding ff games. Who would be the most appropriate forum member to PM regarding editing VII's FMV files?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-10-25 18:04:06
Depends on what you want to do with the FMV files. There are a lot of replacements already. DLPB has done some work and probably the most knowledge about format and editing them, but has probably his hands full with his Reunion mod. Grimmy has also done very nice replacements: http://forums.qhimm.com/index.php?topic=12841.0
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2017-11-01 10:12:49
Well, just to put it out there - the idea was to edit the (nine by my count) FMVs that integrate the box-monster models as one with the video and rerender them just as backgrounds. Characters would be replaced using the in-game polygon models. The aim is to provide a more cohesive character art style for the game, where gamers who choose to use the more well proportioned model mods won't ever have to put up with the box monster models.

I don't know if a mod like this already exists, or if it's feasible or if there would be any interest. If there are no plans for a mod like this but you think it would be feasible and would draw interest then I may start working on it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2017-11-24 17:44:31
Excuse the double posting. It's been a few weeks since the above post and at least this one is more relevant to the thread.

I mentioned in DLPB's Reunion thread that I had a number of questions regarding your models. The linked pictures and videos are from streamers who used the Reunion Mod:

In the scene where the Shinra no. 26 rocket hits Meteor, there is a guy infront of the Shinra building that is holding a rifle. Was it intentional for the model to be holding a gun?
Screenshot (https://imgur.com/k6BeoB2) | Youtube Streamer Example (https://youtu.be/xM9pfuaSjhk?list=PLHJWKqK9rxIFcfU-WiyvBi1pAM-G_Jaft&t=6120) | Twitch Streamer Example (https://www.twitch.tv/videos/186099707?t=04h14m25s)

During the cutscenes in the Submarine, Red folds his arms. Is he meant to be doing this or is it a mistake?
Screenshot (https://imgur.com/D65cKXB) | Twitch Streamer Example 1 (https://www.twitch.tv/videos/186099707?t=04h50m30s) | Twitch Streamer Example 2 (https://www.twitch.tv/videos/186099707?t=05h05m30s)

When the party parachutes into Midgar, Cid's model doesn't have a parachute backpack like the other party members do: Are there any plans to create one?
Screenshot (https://imgur.com/cxvAJtw) | Youtube Streamer Example (https://youtu.be/ZeOPt7VnFi8?list=PLHJWKqK9rxIFcfU-WiyvBi1pAM-G_Jaft&t=7835) | Twitch Streamer Example (https://www.twitch.tv/videos/186425390?t=09m50s)

During the Proud Clad scene, its hand isn't flat when it's holding Heidegger and Scarlet. Furthermore Heidegger looks like he's floating mid-air. Any chance this can be fixed?
Screenshot (https://imgur.com/dgo41pm) | Youtube Streamer Example (https://youtu.be/ZeOPt7VnFi8?list=PLHJWKqK9rxIFcfU-WiyvBi1pAM-G_Jaft&t=10480) | Twitch Streamer Example (https://www.twitch.tv/videos/186425390?t=48m05s)

Apologies if any/all of these have already been addressed before.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-01 22:07:03
The rifle guy was added by the PRP team and was meant for the scenes in the slums. It can be easily and for any mod solved with 7H or DLPB ad a new model for the particular scene in the weapons shop. The problem is that there is no equip object function in the script logic that's why when a model should wield an object we have to add the object to the model and replace the existing one or save it as a new model and adding it to the model loader and the scripts.

Red is currently my nemesis. It's not only his animations but his whole anatomic is freaking wrong. There are two bones in the front legs (one on each side), which are not correct. I really could need them to give him a better flexibility, but I can't change the order without screwing up the animations. Also, his sit position is unnatural. Normally the lower hind legs would touch the bottom but only his paws are touching it. If I had a tool to convert animations to other skeletons, this wouldn't be much of a problem. In other words I try to avoid changing the animations of him - for now. But it's on my to do list.

Cid has a model for that scene. Maybe something screwed up, but I hope my new model will fix it.

Yes this can be fixed, though, I'm not sure if I change the position of the hand or if I change the animation(s).
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-02 13:15:29
I fixed today the walk animation of Red XIII and have shrunken down some weird bones in the front legs which shouldn't be there.
(https://i.imgur.com/B74xf2V.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2017-12-02 14:23:50
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-03 16:51:13
The rifle can be easily deleted from the model. When Dan's new mod manager is out I do more frequent updates. I may have now an idea how to deal with the back legs. This will result in changing a good bunch of animations. I hope that it won't be too many.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2017-12-06 13:39:34
As great as it would be to see those ideas rolled out with R06, it seems like the kind of intricate work that shouldn't be rushed. Looking forward to the changes whenever they are ready. Keep up the top work!

 :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-06 21:05:17
I hope with the release off R06 I can maintain the character more directly without to rely on Dan too much. However, this will be mean that I have to split the releases into two one for the Reunion (which has Dan's approval) and one for testing purpose. And then a 7th Heaven addon (like the dynamic weapons for Cloud [and soon Tifa]  ;) ).

Regarding Red XIII I came to the point, where I think that I have to reanimate him entirely. But I do work with the old skeleton for the time being and make with it the battle model. The new skeleton will have an extra neck bone and I change the tail to use 4 bones instead of 2. One bone isn't used and I merge the tail top with a part of the current tail to get a better movement for it. But that something for the next year. Maybe someone will help me with that. Reanimation isn't that hard, but Kimera can be sometimes frustrating.  ;D
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-11 22:02:44
I'm nearly done with Red XIII.
(https://i.imgur.com/EXMtZSe.png)

There is a bit kind of fur added which I didn't plan to do but I needed it to make the transitions on the legs a bit smother. It's also a bit more in line with the fur of his face this way. I also added some fake reflection to his bangles and have them also as separated mesh for further modifications. Oh, and the tail is now merged with his tip tail so it has more movement and looks a bit smother.  Well, I need to test it in game but I think it will be fine.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: iDerek759 on 2017-12-11 22:12:22
Red is looking great! Nice job Kal! I like that you added fur to his overall model so it actually looks like he has fur where theres meant to be fur.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-15 11:09:52
I got a bit distracted because Okami is on Steam now. ;) Anyway, the field model is now finished which means I will now try to port the new pieces over to the battle model. Speaking of Okami I would like to add this mirror weapon to Red one day. It should suit him. Once the battle model is done I have to sort the current done models and make versions of them for the minigame for the next release. I know that there is something wrong with Tifa and her cowgirl model.
After that, I'm not sure which character I do next. Personally Vincent would be my choice, but Cait Sith is the next logical character. (Though, as most of us I don't like him. I would like to replace him with an entire new character which has the slot machine limits but also can use some limits from Aerith. A true Ex-Soldier would be good because there aren't many Soldiers in the game anyway.) Sure there is also Yuffie but she isn't that urgent for a revisit.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Luigi Brosse on 2017-12-16 16:14:33
Yuffie is one of my favorite characters :) but I agree that story wise, Cait Sith is probably more important.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-19 11:33:45
The new pieces seem to become pretty well for the battle model. Red looks really cool even though not all parts are fully replaced.
(https://i.imgur.com/FPKo7ly.png)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-20 12:45:17
The model is now fully replaced. What's now left to do is to recolor the transition zones of the pieces and make the shadow areas less dark. It's the most time consuming step but this way I give the model a look as if it would be one piece like the original models. Sadly I'm not at home else I would have tested it already in game.  :cry:
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Nunsrgr8 on 2017-12-24 03:36:27
Everything is looking great Kal! Somehow your models are getting better and better. I'm excited to see how Red XIII looks in game.

Are you compiling all your latest work and releasing it with R06? Or are you releasing your work separately? If you had a Mega folder with all your stuff, I think it would make people really happy. Happy holidays!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Salk on 2017-12-28 04:01:31
Stunning!

Excellent work on Red XIII!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-28 06:20:34
I'm nearly done with the battle model only the back legs need to be reworked/recolored. If l find enough time I should have it be ready to day. After that I make some weapon for him. Though, I need to see what the original names of them are.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: youknowiknow778 on 2017-12-30 22:53:05
For some reason my other field and battle model IRO for 7th heaven stopped working. I switched to this and not only does it require less active mods but they have been updated too! Thank you so much for all your hard work! I just had a few question...

So far I have ChaOS Cloud up top followed directly by ChaOS Animation, then I have the base all the way at the bottom. Is this the correct load order?

Do I need to turn off Sephiroths Sword in the Battle Model-Weapons?

At the end of Disc 2 I notice Tifa's forearm was missing and Vincent has a big ol block hand. After reading the thread i see it isn't complete yet but just in case you werent aware of that.

thanks again for your hard work!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2017-12-31 19:24:54
The animation needs to be on top regardless of what mods you are using. I have currently released ChaOS-SR on steam which use my latest but not polished work. Because it use lgp tools with Dan's lgp edit, it also works with the 98' version.

Happy new year to everyone!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: subvite on 2018-06-11 08:48:13
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...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: subvite on 2018-06-13 22:24:04
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...

Thanks for solved my question in Steam forums.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-08-30 09:27:31
I started work on Vincent again:

(https://i.imgur.com/ixLubQK.jpg)(https://i.imgur.com/DGnQFH8.jpg)
(https://i.imgur.com/w4gRsv7.jpg)(https://i.imgur.com/ZaLqjxg.jpg)

I have to redo the boots, the lower arms as well as the metal claw and then I need to make his final hair. Currently I only have done his young Turk version.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: SteynerX on 2018-09-02 18:15:09
Greetings Kaldarasha, let me tell you that you are a great modder, I use all your mods in FFVII and they look incredibly great, thanks for allowing me to replay this great game like never before. One question, how do I lower the arms of the characters of the field models? I know it can be done in some way because I've seen videos on youtube that use your mods and have normal / lowered arms. Thanks and best regards :)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-03 23:03:12
The lowered arms are the result of new animations, which Bloodshot has created.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: SteynerX on 2018-09-04 14:38:00
The lowered arms are the result of new animations, which Bloodshot has created.
Okay, thank you very much, have a nice day :)
PS: I do not know how to do mods, but I can learn fast if I have the opportunity and I have a PC that I have recently installed and has very good features, if you ever need anything from me, you just have to tell me and I I will help delighted (or at least I will try). Best regards ;).
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: SteynerX on 2018-09-04 22:58:03
Hello Kaldarasha, it's me again, I'm writing this to you because I just came across a problem with your Vincent field model (in 7thHeaven), it turns out that I've been thoroughly testing the mod of the new Bloodshot animation (which true, Bloodshot if you read this, thank you very much for your mod, it is incredible) and it turns out that it is not compatible with the re-animation mod, in many places it is deactivated and returns to normal mode (cross arms mode as I call it xD). On the other hand, the field mod of non-playable npc, more of the same, but in this case does not work with any of the 4 model options (Base, Biggs, Jessie and Wedge). Know that I only say this because I think that in my opinion your modeling is by far the best that there is in 7thHeaven, and I dislike having to put the modeling of another (even if they are only non-playable npc), but this is not a complaint, I've only told you this in case you did not know, and once again, thank you very much for your hard work and effort. Regards!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-05 07:52:22
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'll explain later a bit more...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-07 12:44:07
(https://i.imgur.com/nGfu0kZ.jpg)

The legs and the right arm is finished. Now I only need to work on the boots and the armored parts. Then I will work on his hair.

I use this as my main reference.
https://www.amazon.de/Final-Fantasy-Figur-Vincent-Valentine/dp/B0013KABSW
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: SteynerX on 2018-09-07 13:04:53
wow incredible, nice work. I wish I could do that xD.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: SteynerX on 2018-09-07 13:11:49
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'll explain later a bit more...
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-07 19:30:27
On the first post is a link for the animations (or use this one https://mega.nz/#!KF03zLiS!hCtVssX3l_bJsjiAs8DLUJyYIrsmDat46Vs4zoKtrfw). Download it and place it where 7H stores all iro mods. Then activate it in 7th Heaven and place it on the very top of the load order. It will then overwrite all other animations.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-07 22:24:08
(https://i.imgur.com/VTqwwSr.jpg)

Last update for the weekend.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-19 12:40:41
Time for me to port it to the game.
(https://i.imgur.com/x0VLPVk.jpg)
(https://i.imgur.com/NlKk0N9.jpg)
(https://i.imgur.com/oa1b56b.jpg)
(https://i.imgur.com/o7gOfOm.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-20 09:48:24
The first step is done.
(https://i.imgur.com/y70P6EY.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kuraudo. on 2018-09-23 15:23:04
Kaldarasha you are the man!

This will bring more graphical improvements to FFVII game and a better experience!

Counting to see next updates, great job!!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-09-24 02:20:50
Thanks for the kind words.

Meanwhile, I started to add some fake lighting by hand.
(https://i.imgur.com/fARif66.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-10-10 10:18:41
(https://i.imgur.com/yfqw7sA.jpg)
(https://i.imgur.com/qxlvZyY.jpg)
(https://i.imgur.com/fofPhxk.jpg)
(https://i.imgur.com/AuYsXh0.jpg)

The model for the field is ready and the battle model is half done, though in its current state it is much better as my first version I made years ago.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: strife98 on 2018-10-10 21:36:04
Geeze that looks so good. Really good job!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kuraudo. on 2018-10-10 23:47:01
Spectacular, great job indeed!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: LeonhartGR on 2018-10-11 15:27:40
Great, resembling the original retro style pretty well!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-10-18 09:54:50
I finished my work on Vincent. Here you can get the models:
https://mega.nz/#!aA9GEQrJ!036DVp_00iOsMJxsgYOXYazJZ5ULgrqJrsIQ-dxkhUI

I will update my mod on Steam soon, but then I need a break.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: albedo2343 on 2018-10-27 06:18:50
sorry if this has been asked b4, but do u put ur updates on the 7H catolog, or do i have to download it directly from here?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-10-27 18:41:05
I haven't update my ChaOS for 7H long time. But I prepared my Steam release for 7H, so you could put the folder into 7H mods folder. But it's not specially made for 7H, but an update is on the way.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: albedo2343 on 2018-10-27 21:43:30
ic, so would i still follow the instructions for ur steam release, and put the 0_LGP_Out files into the 7th heaven folder?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-11-19 20:58:15
(https://cdn.discordapp.com/attachments/398799845592268800/514194704091578388/ShinRa.png)

I have reworked the ShinRa manager. My plan is to release an update on 24.12.2018. Though, if the Reunion would be released before that than I guess you can use them before this date.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2018-11-28 11:05:55
Those finished models look sublime Kal. Aside from finishing Hojo, who's next up on your list?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2018-11-29 04:16:06
Well, Hojo is already finished. I currently go through all ShinRa-HQ-NPC. Though I don't update the Turks and Rufus yet, because they are in an acceptable state. But I review them in the next year. The male models in the HQ are done the next are two female models, this however has brought me back to Tifa because I needed her face for a model. But her face of her battle model is a bit too lowpoly that's why I improved it in Blender. Anyway we are on a good way. And once I'm done with the two female models I make a few extra models to increase a bit more immersion by diversity.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Matski on 2018-11-29 21:30:49
More diversity is usually a plus. Looking forward to them.

EDIT: Watching a recent playthrough of the with your mod and I have a request - during the opening of the first flashback, both the Shinra MP on the left and Sephiroth seem oddly positioned in relation to the platforms they're sitting on. It looks more like they're floating beside/over them rather than sitting on them (example here (https://www.twitch.tv/videos/357862346?t=04h51m41s)). Would it be too much work to slightly reposition them?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Granfalloon on 2019-01-30 06:26:12
Heya, great job with the models I'm enjoying them a bunch!
Just have some questions though; I noticed that there are a few versions of this mod? I was using old versions of the Field Models - Main Characters, NPC, aswell as the Objects and Animation mods that don't fall under your ChaOS mod but include a lot of your work and they seemed to work but I updated them using the catalog and they broke and don't load in game anymore so I searched around and found ChaOS. Tried downloading that through the catalog and it seems more or less the same  thing except it doesn't include the new Field Objects and the only one I have doesn't work :( Any advice? Also, using the latest ChaOS I noticed a good chunk of Tifa's right arm is missing.
(https://i.imgur.com/H7MPtuP.jpg)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Granfalloon on 2019-01-30 08:42:40
Okay, I found out that turning direct = on in the .cfg file fixes the field objects not loading in. Then the only issue I had was Tifa's arm which I fixed by putting the Field Models - Main Characters after the ChaOS base mod.
Then, I wanted the original Buster Sword on Cloud's back and it didn't look like ChaOS Cloud would let me have it so I subbed it for Dynamic Weapons and it worked! Seems like I got my perfect loadout, just hope I don't get terrible incompatibility issues later on...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-01-30 08:55:16
I'll update ChaOS within the next days. There is a good bunch of changes, updates and fixes.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-02-01 10:18:27
New update can be gotten here:
https://www.nexusmods.com/finalfantasy7/mods/1
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Granfalloon on 2019-02-04 08:54:15
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Bonez on 2019-02-04 15:17:26
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.

I was playing earlier this week with the last version of Chaos and Reno was fine at the church and when the Sector 7 was squished. The other day I upgraded Chaos and when I got to Gongaga, Reno was doing this same contortionist routine.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-02-05 04:35:28
I guess I know what's happening. Reno has a few different models one of those has an extra bone for his ponytail and I probably have replaced all models with the extra bone. That should be easy to fix.

Edit:
I have reorganized Reno.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-02-05 09:49:22
BTW. Do you guys play with or without R05c?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Bonez on 2019-02-05 15:26:32
I don't use Reunion.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-02-06 01:35:48
Then I have to ask Dan if he has updated the model in these scenes to use the other skeleton or else reunion user will now see that bug. I have updated the mod by the way with a fix for Reno.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Granfalloon on 2019-02-07 05:34:16
I play with both R03 and R05 but don't use the character models the installer provides just fyi.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Lorde-Kowz on 2019-02-13 17:12:51
Hey Kaldarasha~ Love your mod. Been enjoying my new play through with it. Just a little fyi. My game has crashed a few times, and I'm not completely sure if it's your mod, but it's usually solved by deactivating ChaOS. These are the moments the game has crashed for me:
-During a flashback at Aeris' house, when Cloud remembers his mother.
-When I tried to go inside the Honey Bee Inn with the member card.
-Before fighting Bottomswell (boss fight before the CPR mini-game)
-Before Dolphin jump.
-Multiple times in the city of the ancients.
-After Jenova fight in the Forgotten Capital.
-Mountain climbing section in Gaeas cliff.
-When I healed the party by drinking from the healing pool right before the Shizo boss battle.
-After the FMV that shows the WEAPONS for the first time, when it's just Cloud in a black screen.
-After Tifa and Cloud fall in the Lifestream, there's a Scene with Tifa by herself in a black screen. It crashed at the end. It seems it might've crashed because the next scene has multiple Cloud models, and/or because of the transparent Cloud model.
-When reaching The Sunken Gelnika.
Battle
-Using Cid's Hyper Jump limit.

Oh and these are some other mods that I have installed.
-Remako HD Graphics
-Avalanche Arisen Battle Textures
-Battle model: weapons, enemies, Field model: objects, World models: vehicles, enemies, and Spell textures. I DL all of these directly from 7H.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-02-20 00:14:39
I can't reproduce the bug, but I found another major issue.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-02-21 00:02:19
@Lord-Kowz
Do you have enabled the direct mode by any chance. I made the experience that 7H, ChaOS and the Reunion patched files doesn't like each other when it's enabled.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Blagnarok on 2019-02-28 20:33:38
I love your mod.  The new version has some really awesome new ideas.  Removing those ugly shadows and having Cloud prepare for battle are awesome.

Unfortunately, I still prefer your previous version 1.66 simply for the reason it allows for the HQ weapons.  I think those are the best, not that I do not like your weapons.  In fact, the only real thing I feel missing is not the weapons themselves, but that Dynamic HQ weapons allows Cloud to wear whatever weapon he wields.  If you could add that back into your new version, weather with your weapons or HQ weapons, it would be awesome.  Having Cloud prepare for battle holding the weapon he is wielding adds a lot of immersion, even more than preparing for battle in my opinion, but combining those two would be the best.  I want to prepare for battle with the weapon I'm fighting with.

Great mod all around despite my one request, and I wish all the best to you!

Edit:  I actually solved the problem of the dynamic HD weapons by using your ChaOS Cloud IRO from 1.66 just before your newest version in my load order.  Now I can have the newer models, no shadows, and the hq dynamic weapons.  Unfortunately, the prepare for battle models still don't work with the hq weapons so cloud always carries his sword even when hanging out at the inn.  Awesome mods, once again.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-03-01 09:47:39
I have worked out already a working solution.

Edit:
See the download page on Nexus.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Blagnarok on 2019-03-02 13:47:40
Thanks for the fast fix!  Works great.  I have the ChaOS Cloud IRO from 1.66 at the top of my load order with the newest Chaos IRO just under it and I have dynamic weapons, HQ weapons, prepare for battle, and no shadows all working perfectly.  The new bike music is really cool as well.  Thanks again!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-03-03 09:54:25
You don't need the ChaOS Cloud if you using the new dynamic weapons. Well it's not really new but it is cleaned from unnecessary files.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: X-1-Alpha on 2019-04-18 07:59:30
Hello @Kaldarasha,

I must admit, even with 7thHeaven I'm completely lost and so I have a few questions for you.

Should I use:
-
Kaldarasha models from "Field Models - Main Characters" and "Field Models - Non-Player Characters" version 2.2 and 2.34 released on 08/01/2017 ?

Edit: seems obsolete and replaced by ChaOS 1.702, if you intend to use only Kaldarasha models off course

- ChaOS from the imported IRO downloaded on Nexus, version 1.702 released on 18/04/2019 ?

- ChaOS Base downloaded from 7thHeaven with the subscription link you mentionned on the first post, version 1.66 released on 04/03/2015 ?
Edit: seems obsolete and replaced by ChaOS 1.702

- ChaOS Cloud downloaded from 7thHeaven with the subscription link you mentionned on the first post, version 1.66 released on 04/03/2015 ?
Edit: seems obsolete and replaced by ChaOS 1.702

- What's ChaOS Animation, downloaded from 7thHeaven with the subscription link you mentionned on the first post, version 1.66 released on 04/03/2015 ?
Edit: seems included in ChaOS version 1.702 but still needed if you want better animation like breathing character. However could causes script hang on for short duration.

- Dynamic Cloud Weapons downloaded from 7thHeaven with the subscription link you mentionned on the first post, version 2.33 released on 08/01/2017 ?
Edit: seems obsolete, new version Dynamic Cloud 1.702 released on Nexus as an IRO file

- Does the files in ChaOS lgp-installer from Nexus are the same (same update level ?) that in ChaOS IRO from Nexus ?

- Does the last version of ChaOS (lgp-installer or IRO) includes all fields and battle models or do we have to combine them with another character pack or mod to have all models replaced ?

- Can I just use the LGP file from ChaOS LGP-installer to replace my models with yours without using 7thHeaven or any mod launcher ? If yes, how do I choose between options ?

- If I want Dynamic Weapons and without 7thHeaven, I'll have to unpack IROs files and replace files of my game if I understand correctly, given that I didn't saw any LGP files for these two, only IRO. If it's correct, which files do I have to replace ?

Thank you in advance and apologies if you already answered these questions.

Edit: I answered myself to a few questions, but don't hesitate to correct me if I'm wrong.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-21 13:34:23
The lgp installer is a bit older (though there were mostly fixes for 7H which are not included into the lgp). The installer allows a basic way to choose the models of your liking but not as smart as you can do with 7H. The Dynamic Weapons works only with 7H (currently) by using the realtime memory editing ability of 7H. ChaOS replaces all important models. It's meant to be a basic mod which other people can built on. 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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: tracido on 2019-04-22 00:04:13
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.

:O best news I could hear. While I even love the PNP version which clearly seems to just be a shaded version of yours, the details aren't up to say, Tsunamods either when the contrast of the characters against each other plays out..

However, your size fixer in beta is a godsend. It makes them all work together pretty dang good.  Also, I cannot imagine trying to remodel every NPC at all, I'd possibly lose patience quick, amazing work overall, seriously (I say this from the insane level of compatibility your mods have alone).
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-22 06:05:36
Hello.
Is where any way to patch flevel.lgp to correct model size or is it 7th heaven only ?
Thanks
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: tracido on 2019-04-22 09:43:52
Hello.
Is where any way to patch flevel.lgp to correct model size or is it 7th heaven only ?
Thanks

I think the issue is, Kal hasn't updated the lgp installer, I can do something for you though, if it might help. I can take the .iro apart and that might help figure out what needs to be done..

EDIT: Alright, I ripped apart the .iro, and it's a separate folder called ResizedProject with folders inside called char.lgp & flevel.lgp. Most likely you just need to replace them.

I'll host them for you.  https://drive.google.com/open?id=1G59Q8i1TUxaEA2IL6EYKp3XFkggqlea-

Good luck Satsuki.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-22 10:09:11
Thanks but i already done that, but don't kbow how to use the chunck file ( some sort of patch maybe) and need to use it with custom french flevels ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-22 10:27:16
Chunks can't be inject to lgp files. I need a bit time to explain how to manually editing the files.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-22 10:51:23
Thanks.
I hope it can be automated in some way, because do a manual edit of flevel with makou can be long ^^'
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-22 11:05:46
Which will be the case. But it works pretty fast with some key combos.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-22 11:14:33
Ok, waiting for your howto ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-24 13:23:00
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
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: tracido on 2019-04-24 21:07:29
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

Not even going to lie, I too am curious, because it doesn't conflict with anything much at all I've experienced, it's very well scripted..
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-25 06:59:59
Sadly it seems not so easy anymore to patch the files with the new MR version, because it has set the PSX dat files as default for the import.
Here is a patched flevel.lgp:
https://mega.nz/#F!mVMxDKYa!1bj-mE2CsBT1uxGL4ePIXA

If I remember it right, I did a full mass export, then I opened the flevel.lgp I desired to patch, used the key combo strg+i to open the import window, select the field (which was usually set so you could hit enter) and then I deselect everything except the model loader. Once the correct folder with the exported files is set, MR will use this as default folder, so you can move on with only using the keyboard.
MR 1.5 was probably the version I used.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 08:06:33
perfect, i just need to import 3d model's part in each fields.
if not as easy as that i may code a small auto script or something witch take carre of it for me ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-25 12:10:24
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 12:44:03
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.
I don't like 7th heaven witch bugs a lot to my tests.
I also have included some real time memory edition of the game to add special mods and feature:
-save anywhere (with shortcut to enable/disable it)
-disable random battle (with shortcut to enable/disable it)
-hard reset (with shortcut to use it)
-speed hak 4x or 8x (with shortcut to enable/disable it)
-A gil mod where you only have 6310 gil from the game start and can't gain money in any way (and easiyer gil mod)
-A XpAp mod witch limits or totaly disable xp and ap you can win
-A poison mod (you regulary loose hp in combat and can't prevent it and/or have a random bad status in combat start)
-A progressive difficulty mod, where the level of the opponant depends on the level of your team (or more powerfull as you can set your own formula ^^)
-A french parody mod
....

long story short, my pack is an easy way to play ff7 in french and in a lots of way without bugs or complex installations.
the one own know own to use 7H can use my works to, at lest my graphics mods as other need real time memory editing


by the way i used you lgp to generate mine, only have to use makou 1.51 as > don't import 3d models i don't know why...
i used a small tool called tinytask (https://www.tinytask.net/) witch can replicate in a speeded way the actions you recorded ^^ , so took me about 5 minutes to record the action of importing 3d from pc field and then let tinytask do the works (about 15 minutes to do all the fields)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-25 14:29:37
7H is opened sourced so actually could make in theory a version specific for your mod without the mod loader stuff. Just an idea.
While I looked a the flevel.lgp I have seen that my Young Cloud mod is also in there and this one is mainly enabled through the model loader. You should check if there are problems with Clouds flashback scenes.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 15:29:03
Thanks for young cloud info.

As for modifing 7TH i'm not good enought to do this, i only prog in vb, some php and python.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 15:38:41
By the way, could you tell me that's the "animation" folder from your iro file is doing ?
I can't tell.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-25 17:28:23
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 17:32:58
So it's some animation duplicated from the char.lgp folder ? or do i need to overwrite the existing one ?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-25 17:49:22
Yes, you  can replace the animations with the ones from this folder.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 17:54:34
Thanks.
By the way is there any models witch are in the iro and not in the lgp installer ?
If i want all your lastest models and size correction, witch files do i need to use ? I already edited the flevel for size correction and used the lgp installer to upgrade my lgp, do i need to add some stuff from the iro (the young cloud model for exemple) ?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 20:02:26
I've done some test and the actual chaos with resized models seems to work great.
It's cool to have make sephirot hold a "newspaper" in the truck in cloud's past, but too bad you haven't do it for the flashback scene in stream of life too.
Also in the flashback scene in the truck, with resized model, the driver seems to standing instead of seating.

I've only done tests here and there and it's realy better with resized model than with classic chaos models.

I had to add young cloud's model to avoird bug in the could past with resied models as you said me.
Only waiting you tell me if others models need to be added.
So far here's what i've done
1)upgrade lgp with the lgp installer
2)makou the flevel with the extracted fields of your upscaled flevel
3)upgrade world / char and battle with the folders of the chaos iro file (first with xxx.lgp folder, then with animation\xxx.lgp)

Do i need some of the "Animation\EventAnimation" folder's model ?
Do i need some of the "Event" folder's model ?

Thanks
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-25 20:48:26
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-25 21:50:28
thanks, do you have an exaustiv list of the replacements i have to do in flevel to ue the "EventAnimation" ?
and how about the Event\Tifa8 and Event\Wallmarket...
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: tracido on 2019-04-26 04:10:31
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.

This explains the balanced glitches (I mean very little and barely noticeable) I've experienced in detail, while running insane amounts of mods and alterations from field, to world, to battle, amazing work..

That is a lot of work to take it out of 7th heaven, but thank you for sharing.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-27 20:56:48
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.
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: tracido on 2019-04-28 04:49:19
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.
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.
That sounds like something similar I experienced when I just tried the lgp method for other things..

I'm pretty sure you will need to test it with other mods to see how compatible it is, but as far as I've tested, once you get your error solved, this is one of the most compatible mods I've ever used.

Even the updates recently to Niko's turned off messed up Weemus's Seph model in field, but Kal's stuff, I haven't had issues with beyond the tiniest of glitches.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-04-28 06:03:27
Not others mods related to my mind, it's an flevel.lgp bug (and not a missing model bug as i thought):
the flevel.lgp linked:
(http://wowsatsuki.free.fr/flb.png)

the flevel corrected after deleting and replacing the model:
(http://wowsatsuki.free.fr/flo.png)

So the flevel linked seems to have some corruption to this field
I'm browsing the game with ochu to load test as much a fields as possible to find other corruptions ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-04-28 10:08:53
Know I remember, I replaced the infantry models with the armed versions of them and fixed the disappearance bug of one of the infantry by editing the script.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: LeOsTyLe on 2019-05-05 12:08:46
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-05-12 14:00:02
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 !
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: tracido on 2019-05-13 06:47:13
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.

Yes, EVERY single model, that's the entire point of the project of the mod. :P

Kal made the code so it can be overridden by mods put ABOVE it, and YES sometimes there are glitches with that setup with a few specific mods in 7th Heaven that break or don't get overridden.

However, no, there are no options to turn off individual characters, but it's the BEST option for removing all chibi's from the game and I'm happy for it.

Also, are you certain it's meant to work with New Threat? New Threat is meant to be a stand alone .exe mod from what I have been following, and why I don't use it includes the fact that it requires a change in the .exe which some mods I use alter already..

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 !

:/ Hmm, I'm still learning .lgp work, but I absolutely want that working too, hope it can be solved..
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-05-13 08:19:55
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 !

Not sure what is causing the bug in the temple but someone has reported it a while ago in connection with NT.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-05-13 09:29:39
Same bug with french vanilla files and your char, don't know why
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-05-13 20:11:18
I found a way to sort of correct this bug.
It's the transparency of the main characters witch bugs.
If i remove in flevel the line witch set up transparency of the models or disable the line witch show the models, the dialogs are back.

So the dialog don't show up if one of the main character show up with transparancy set on in flevel
Maybe with this you can found i way to correct your models

Thanks
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kuraudo. on 2019-06-06 19:11:04
Hi Kaldarasha!

Are there any left missing model for R06 to be redone?

I really enjoyed how you clean the big potatoes of Shinra... so much better! Will the other models share the same fate?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: kekko1285 on 2019-06-12 21:55:21
Firstly, great work, this new models look amazing.

I've got 2 questions:

1) is there any gameplay video where this mode is used in its last release? If yes, where?
2) is this mod compatible with Remako 1.0 and New Thread 1.5 using 7Heaven? If it is, do I need to follow any particular procedure or order when applying these mods?


Thanks
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Hot_Sauce on 2019-07-17 13:09:01
Not sure if this is the right place for this so sorry in advanced if its wrong.

But found a small bug with this mod ( I think) Young cloud model doesn't show up inside shinra mansion during the flashback. Instead your currently equipped cloud (with dynamic cloud mod) shows up. Not a huge deal just thought I'd bring awareness.

Cheers
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-07-19 15:32:08
I hope I can work in September on the models again. My real life takes me pretty busy.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Axel Firestorm on 2019-07-20 07:52:50
I like the models and have been using them without issue for the most part (the versions installed from Reunion), but I had a question about the dynamic weapons for Cloud. Is it possible to use it without 7H? I unpacked the iro and looked at the files but couldn't figure out how it worked. I tried copying the mythril saber as a test along with the base buster sword, and while the mythril saber shows up, the weapon shown doesn't change when I switch to Buster because the files in char.lpg that determine what's shown are all named the same for each weapon and get overwritten.

The reason I don't use 7H is you can't start the game from a shortcut that way and thus, can't run the game in steam that way. So if there's a way to use the dynamic weapons without using 7H, I hope you can help me with it. Thanks!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Hyperthesis on 2019-07-20 14:36:14
Is it possible to get the resized models with the LGP installer? I know its an option in the 7H but I'm not really a fan of 7H and want to go back to using your models with the Steam version, but upsized.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-10-13 17:59:50
I do a few model updates for R06. ATM I have done a better model for Rufus and a much better model for Tseng is in the pipeline. When I have done Tseng, I hurry to make a classic Cait Sith version.

@ Hyperthesis Sorry for the late reply, but it's not possible without 7H.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-10-24 20:02:38
4. Edea has not the correct animation I made a new one which has to be edited into the game through MR.
5. The FatPilot use an animation from Cid and has his feed wrong changing the animation causes Cid to have in one scene (maybe more) to have wrong feed positions. Either he gets a new animation or you use a condition (I use in 7H scene ID plus game moment[though I have it always active but do exclude when the Cid use the animation]). The conditional is more elegant since it works for many other mods too.
6. These horse or lion like birds. Just a fix for the texture
8. Should be darker now
9 CMDE is on the way, strange thing is that Kimera didn't have shown me it in its listing. What's GLDE I can't find it.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-10-26 22:33:49
6. The griffins have transparent feathers which is not as on psx. This texture issue is also true for other models like Rufus, Dyne and Proud Clod. I mostly fixed this.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-13 20:59:46
Hello.

I'm trying to get the dynamic weapon works with the french exe (direct folder from aali diver and some real time file replacement)

Before going in file replacement coding, i'm doing tests with the direct folder.

In the fields it's all right i have the good model + texture applyied, but in the world map i have untextured sword:
(http://wowsatsuki.free.fr/dynt.png)
In the direct/world folder i only have one file the AAAE1.p.
I tryed to copy the .tex files from the char folder with no luck.

Thanks for any help ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-12-13 22:39:59
Does the rsd (AAAD1) file for AAAE1 link the texture to it?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-14 06:41:46
You spotted it.
I was using you file as is but there's no aaad1.rsd in the world's file, so i used my own and added the tex that's using the field model and not the texture are ok, thanks !
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-14 07:32:03
So far my adaptation working great with one issue, the cloud sword refresh only then i get in a new field (when the game reload texture).
here's how i process
1)Launch ff7 (with cache value 0) + an exe witch check hex value for cloud sword
2)If the exe detect a change in could's sword it change the sworld model files in the direct subfolder
3)when a new screen load, the cloud sword model's refresh

>Is there any way with an hex value to force the game to reload texture and model as a screen change ?

Thanks again ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-14 10:44:34
I have the same untextured issue with battle square (when cloud rush in), could you tell me with model do i need to mod to add textures ?
thanks again ^^

Spotted it's the aadc1.rsd

Is there any others cloud models i need to check to add the sworld textures in it ?
Thanks
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-12-15 08:50:50
The crazy motorcycle model (brib.hrc)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-15 12:05:36
Thanks for this information.
Do you know any way to force the game to refresh models ? Now the mod is almost done and the only counterpart is to apply the sword model after equiped it, is i have to change screen ^^'
http://wowsatsuki.free.fr/dwtest.mp4
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-12-15 16:44:48
I already ask this numerous times to different people and it doesn't seem possible. You need to store all current values (characters positions,  game moment, etc) and force a reload when exit the menu. Quit possible that the tools of Nax  Mog and Cid could help you to do this. Not sure.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-15 17:30:24
How to force the reload ? is thre any value for this ?
I spotted a way on the worldmap, if after changing the sword i put this value "e13024" from 1 to 0 (french exe and with aali cache "0") while inside the menu, it's changing 3d model when exiting menu
But i can't spot a value to do the same outside the worldmap

With ochu you can load a field (teleport sort of) as i know how to read the current field, maybe with "teleport to the same field" i could work ^^'
I'll ask to DLPB ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-18 17:36:27
Hello again.
Another mod i'd like to use is to make all cloud's weapon looks like the buster sword in combat.
Could you tell me witch battle file are used for cloud's weapon ?

Thanks ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: obesebear on 2019-12-19 00:31:23
RTCK - RTCZ.  RTCK being the buster sword.  You can quite literally make 15 copies of RTCK and rename the RTCL - RTCZ and you'll be set
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-19 06:07:37
Thanks for the information ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-28 15:08:34
Hello.
I'm now trying to get the "Millenia+with Mike's UltimateWeapon" from your dynamic weapon mod.
I've extracted the iro, then copied the files to my "direct\battle" folder (to autoload with aali driver) but i can't get the textures works T_T

(http://wowsatsuki.free.fr/ww.png)

Thanks again for helping ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2019-12-29 04:46:00
You have to add the texture to the Cloud's battle model. Open the model in kimera and add the texture. Maybe you have to change the texture ID for the weapon, too.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-29 11:30:23
First time using kimera  ^^',  but i found how to do it, thanks again for all your help !
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-30 20:37:03
Ok thanks to your help i almost get the full dynamic + hq weapons works
The only part left is one of the 2 zak models.
The aaaz working fine, but the aaax don't seems to accept the HQ textures, when i use them i get blakc texture instead :
(http://wowsatsuki.free.fr/aaax.png)

Thanks a lot again
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: satsuki on 2019-12-31 16:13:33
Spotted, i just replaced the IBBB1.p with a copy of AAAE1.p from the buster HQ model and it's all right ^^
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2020-01-10 05:17:15
Hmm, the wheels have no animation. I fix that.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: orichalcon on 2020-01-14 00:54:19
i have this mod working, however, i just now noticed the world map cloud is the original cloud instead of using the updated model, did i screw up? or is this normal?

i feel like i've seen others with the better model on the world map but not sure
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Agravaile on 2020-03-24 09:49:08
Hi, Kaldarasha! First of all, thank you for hard work and such a great mod which actually brought me into the game since the original models were kinda putting me off to play the game, no offense to the fans of them, it's just that not my kinda thing is all.

So what i'm interested in is, could you please explain to me how do i inject your Dynamic Weapons mod into Reunion without using 7th Heaven or any of the other tools, just straight up injecting files into the Data folder?

All of my mods are currently working perfectly by using The_Reunion folder which has Textures folder with battle, field, menu and other folders where i've put the fields, battle textures, interface stuff and all that. The important thing, is to keep the lgp files directory path correct, the main problem is, that i don't know where to put Dynamic Weapons files. Which folder they should be in, and even more, what folders should be as there are so many, and if i have to guess, you need to choose between some since there are different variations of one model i noticed in the install folder.

Thanks in advance, and again, great work, big fan of yours!

P.S: I've posted the same message of your mod in the Nexus page, but had no reply from you for a while, so i figured i'll have more luck contacting you here. Sorry for asking the same thing in two places at once.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kronim on 2020-03-27 11:21:52
Hi Kaldarasha,

I've installed the ChaOs Character Overhaul and am using it in conjunction with Reuinon mod. I was just wondering if it's possible to install the Resize Project for field models without 7th heaven, and if so, how?

Thanks.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2020-03-29 12:06:10
To both questions. Dynamic Weapons use extra functions of 7h, so it's 7h specific. Same counts for the rezised models.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kronim on 2020-03-29 19:42:48
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.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Rcarlucci on 2020-03-30 21:27:38
What Category does you mod fall under ?
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: orichalcon on 2020-04-04 01:33:18
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.

i also have this issue, the model for the chocobo races is vanilla as well, i also dont want to enable character overhaul because the bugenhagen sitting model just makes more sense to me :P


walking/standing/floating on a ball is a younger man's game, that's how you break a hip
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2020-04-04 14:52:38
Okay instead of playing Witcher this evening I fixing stuff and releasing some mods. So I hope I get this paste bin stuff to work.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2020-04-04 21:03:22
Found an issue with resized characters which use custom models which I haven't added in the release.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: orichalcon on 2020-04-12 00:15:09
https://drive.google.com/file/d/1PlksOzXpTV9jbFudtqkVDSF9FddtNqta/view?usp=sharing

this Rocket Town weapon salesman has flickering hair/has disappearing hair
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Germmie on 2020-04-13 19:29:06
was Ester from the gold saucer jokey bug fixed. I remember she is still in chibi form
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kaldarasha on 2020-04-15 22:32:51
One of the first I did.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Snakeman on 2020-05-01 23:59:47
I choose Cloud with no sword in mod's settings and yet he carries it in the game  :-\
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: psyrusly on 2020-06-14 21:45:07
Hi Kaldarasha,

I'm using ChaOS 7H (weapon always on)and Dynamic Weapons (twisted original) from nexusmod and Cloud's buster sword is visible during Zack's death scene. Recall reading that you had previously amended for a young cloud model to be used and his buster sword would not appear during the scene, I must be doing it wrong. Kindly advise me a solution. Much appreciated, thanks.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Kuraudo. on 2020-09-16 15:02:58
Awaiting this gem to be completed : )
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Gallant89 on 2021-03-20 17:43:30
Thank  you! Your job is awesome!! The only thing I am concerned is about Vincent model: there is something unfamiliar in his face. How can I mantain Vincent original model using this beautiful mod in 7th heaven? Thanks for the attention:)
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Gallant89 on 2021-03-20 18:05:30
The first step is done.
(https://i.imgur.com/y70P6EY.jpg)

Hi Kaldarasha! Your job is awesome!!! I can i get the model on the right for 7th heaven CaOS? Thanks for your job. The game is totally different with your mod.
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: Axel Firestorm on 2021-05-26 14:55:35
Hi, Kalderasha, and great job on the models, they're really well done. I did find one glitch, though and that's with Cloud's battle model:

(http://i.imgur.com/gPXKR45.jpg)

As you can see, his mouth is white rather than textured, and i'm not sure what's causing that. I'm loading through 7H and using your Dynamic Weapons mod as well, though I don't know that it could be the problem. Any help would be appreciated. Thanks!
Title: Re: [FF7PC] ChaOS -Character Overhaul Seven
Post by: jabor2403 on 2021-11-01 10:35:19
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.