Author Topic: [FF7] Blue limit for AC mod  (Read 100309 times)

kela51

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[FF7] Blue limit for AC mod
« on: 2010-03-18 19:27:02 »
Hello everybody!! :D I make my small contribution for the amateurs of AC mod I had change the color of limits.


V1
download link

http://www.mediafire.com/?kyjnggx0nig

 ;)enjoy!!

EDIT:
V2


download link:

http://www.mediafire.com/?137n246zervlvjg

EDIT2:
V3



download link:

http://www.mediafire.com/?540z2ohivyu

limit original:



download link:

http://www.mediafire.com/?wkdmmwnjewi

limit's color V4:






download link:

http://www.mediafire.com/?0gogdxbo1luh3gl

some works on magic: :)

https://www.youtube.com/watch?v=KvKyR3-dHAc&list=UU6PMOMCsZPshYHHICiSaWAQ
« Last Edit: 2016-08-11 09:29:48 by kela51 »

craziinova

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Re: ff7 blue limit for ac mod
« Reply #1 on: 2010-03-18 19:41:14 »
Kul chit  :lol:

titeguy3

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Re: ff7 blue limit for ac mod
« Reply #2 on: 2010-03-18 19:46:51 »
Welcome to the forums.

kela51

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Re: ff7 blue limit for ac mod
« Reply #3 on: 2010-03-18 20:20:31 »
thanks ;)

obesebear

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Re: ff7 blue limit for ac mod
« Reply #4 on: 2010-03-19 02:36:44 »
Nice!

And contributing with your first post?  Impressive.

nfitc1

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Re: ff7 blue limit for ac mod
« Reply #5 on: 2010-03-19 04:09:20 »
Nice!

And contributing with your first post?  Impressive.

I have to say, I think that might be a first. Way back when I started I only told people I'd make WallMarket. If I had waited until I was finished to announce it then it might not be the awesomeness it is today. ;) But still, this is a nice touch. I'm happy.

drfeelgud88

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Re: ff7 blue limit for ac mod
« Reply #6 on: 2010-03-19 04:32:44 »
Impressive. Absolutely impressive!
I love it! I'm not much of a big fan for AC stuff but the blue limit is pretty.  ;D

therage800

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Re: ff7 blue limit for ac mod
« Reply #7 on: 2010-03-19 04:37:49 »

I love it! I'm not much of a big fan for AC stuff but the blue limit is pretty.  ;D

QFT. Love it.

Cloud187

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Re: ff7 blue limit for ac mod
« Reply #8 on: 2010-03-19 04:47:22 »
very interesting I hope when Team Ava. is done with normal skins and mods they we can get some AC stuff in the game as well just so the game can have more than one look.

sl1982

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Re: ff7 blue limit for ac mod
« Reply #9 on: 2010-03-19 04:56:08 »
Team Avalanche will not be doing any AC mods. We are trying to improve the look while keeping the feel of the original. But there is no reason why others cannot make a AC mod.

titeguy3

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Re: ff7 blue limit for ac mod
« Reply #10 on: 2010-03-19 19:48:51 »
Of course that's not to say that nobody's allowed to organize an all-encompassing AC mod. I'd quite frankly be very impressed if somebody were to put the work into making an authentic looking "Omnislash ver.5" limit break for Cloud. It could either replace Omnislash (which is now easy thanks to Bosola's LiBrE) or be a second lv4 limit break. The trickiest part would be modeling the First Tsurugi in way that would make it able to split apart into all 6 different swords.

The most time consuming part would be making the .a file for the attack.

Immortal Damyn

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Re: ff7 blue limit for ac mod
« Reply #11 on: 2010-03-19 19:58:28 »
Of course that's not to say that nobody's allowed to organize an all-encompassing AC mod. I'd quite frankly be very impressed if somebody were to put the work into making an authentic looking "Omnislash ver.5" limit break for Cloud. It could either replace Omnislash (which is now easy thanks to Bosola's LiBrE) or be a second lv4 limit break. The trickiest part would be modeling the First Tsurugi in way that would make it able to split apart into all 6 different swords.

The most time consuming part would be making the .a file for the attack.
Well, technically, if someone were to do its, I would honestly allow cut-corners. Such as not really making the sword break apart (as seen in Dissidia). Because that would be rather hard, seeing as the sword would be a weapon model and not change as the animation chooses, but as the texture and mesh choose for the weapon model. So really, I wouldn't mind if it were just cloud moving really fast in 6(?) burst movements slashing the enemy. Or like 13 if your going AC Complete

titeguy3

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Re: ff7 blue limit for ac mod
« Reply #12 on: 2010-03-19 20:09:27 »
Oh yeah! That's omnislash ver.6 which is glowier and 12 hits.

Immortal Damyn

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Re: ff7 blue limit for ac mod
« Reply #13 on: 2010-03-19 20:26:09 »
Oh yeah! That's omnislash ver.6 which is glowier and 12 hits.
Which is essentially a spiffy looking Omnislash with multiple swords....>>

Cupcake

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Re: ff7 blue limit for ac mod
« Reply #14 on: 2010-03-19 23:54:04 »
Oh yeah! That's omnislash ver.6 which is glowier and 12 hits.

I finally saw Advent Children: Complete last night...  Now I have to go find it on Blu Ray.  I preordered the original on DVD about a year and a half before release, and I adored that movie.  Advent Children Complete blows it out of the water by MILES

Timu Sumisu

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Re: ff7 blue limit for ac mod
« Reply #15 on: 2010-03-20 01:25:01 »
i dont think much has been done to experiment with fully custom animations, but how would it work in game space, for example, to animate cloud flying through the enemy, you would animate that in kimera, but in the game, where is the point of origin in regards to the target, and is this constant for all enemies?

Fill me in on the details of how custom animations work and i could start storyboarding it out (i'd be most interested in animatin teh custom limit brake)

EDIT: srry, in kimera, do you animate wiht the bones themselves, or the objects? also, is there IK support? :P

Immortal Damyn

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Re: ff7 blue limit for ac mod
« Reply #16 on: 2010-03-20 01:34:32 »
i dont think much has been done to experiment with fully custom animations, but how would it work in game space, for example, to animate cloud flying through the enemy, you would animate that in kimera, but in the game, where is the point of origin in regards to the target, and is this constant for all enemies?

Fill me in on the details of how custom animations work and i could start storyboarding it out (i'd be most interested in animatin teh custom limit brake)

EDIT: srry, in kimera, do you animate wiht the bones themselves, or the objects? also, is there IK support? :P
I would honestly have to say if you were going to custom animate a Omni. Ver 5 then I would probably have to be a single target... It would just be easier that way. Or, Idk if it would be easier, but you could technically just say that it hits everyone in one slash, and he just kinda flies through the middle of the stage a few times :\? Idk, just some thoughts.

Timu Sumisu

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Re: ff7 blue limit for ac mod
« Reply #17 on: 2010-03-20 03:59:05 »
the other problem is i have no idea how to animate things other than the character, not sure where we would add in spell effects :P

Soul

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Re: ff7 blue limit for ac mod
« Reply #18 on: 2010-03-20 04:09:02 »
dont you think its a little bluer?  ???

kela51

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Re: ff7 blue limit for ac mod
« Reply #19 on: 2010-03-21 11:45:35 »
Hello everybody!!! I made a new version of blue limit.i hope you will find this good.



download link:

http://www.mediafire.com/?mizewghnnza

enjoy ;)
« Last Edit: 2010-03-21 12:06:38 by kela51 »

AngeBleu

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Re: ff7 blue limit for ac mod
« Reply #20 on: 2010-03-21 12:05:27 »
Nice !! :D
« Last Edit: 2010-03-21 12:11:11 by AngeBleu »

kela51

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Re: ff7 blue limit for ac mod
« Reply #21 on: 2010-03-21 12:07:28 »
thanks!!  ;)

Cloud1000

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Re: ff7 blue limit for ac mod
« Reply #22 on: 2010-03-21 14:53:03 »
where to put this file?

Timu Sumisu

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Re: ff7 blue limit for ac mod
« Reply #23 on: 2010-03-21 18:25:05 »
what exactly is the difference between these two blue limits?

Immortal Damyn

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Re: ff7 blue limit for ac mod
« Reply #24 on: 2010-03-21 18:41:09 »
what exactly is the difference between these two blue limits?
Well, from the look of it, it kinda looks more solid than the other one did. The other one kinda had spots where the texture seemed to be more transparent for no reason near the bottom...