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Miscellaneous Forums => Archive => Topic started by: Scorpicus on 2007-08-19 13:49:33

Title: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-08-19 13:49:33
Well, since we have an almost complete Sephiroth patch for the NPC models, I've taken it upon myself to complete a Sephiroth patch using the origional models.  And I have here to present to you version 1.1! Finally!

The Sephiroth Patch allows you to play as Sephy against the evil Cloud, using the origional field models - it's the most complete Sephy patch on the net!  You play as Sephiroth in the field, battle; chocobo mini game; bike mini game; world map; updated text and icon swaps.


Download version 1.1

The full version of the patch (135mb) but just one exe file to patch all - if you're unsure which file to download you need this one and the Cut Scene Pack. 
http://www.filefactory.com/file/a0017g2/n/Scorpicus_Sephiroth_Patch1_zip - link fixed

For those of you who have already downloaded and installed Version 1.0, you need to download this patch (30mb).
http://files.filefront.com/Sephiroth+Patch+Lite+V1+1zip/;8838723;/fileinfo.html

This is the extra small version of the patch (15mb) that now includes text changes and does everything the full version does, however, the installation is not for the faint hearted.  Very, very longwinded - be sure to read the ReadMe.
http://files.filefront.com/Scorpicus+Seph+Patch+V1+1zip/;8841182;/fileinfo.html


Cut Scene Pack

To alter the cutscenes to portay Sephiroth as the hero you need this patch, whatever version of 1.1 you download.
http://www.filefactory.com/file/a001672/n/Sephiroth_Cut_Scene_Pack_zip - link fixed


Now for a truckload of screen shot links to show you what's complete in the patch:

Cut Scene Preview: http://www.youtube.com/watch?v=eWeRkNlrgOg

Compilation of Sephiroth models in the field:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/NormalSephiroth.jpg

Sephiroth in wheelchair:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/wheelchair.jpg

Young Sephy (Awwww... ain't he cute!):  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/young_seph.jpg

Female/Tranny Sephiroth:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/femaleseph.jpg

Compilation of Cloud models as Sephiroth:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/Cloud_as_Seph.jpg

Sephiroth in battle:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/Battle.jpg

Sephiroth on world map:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/worldmap.jpg

Sephiroth in bike and chocobo mini game:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/mini_games-1.jpg

Bizzaro Cloud:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/BizarroCloud2.jpg

Safer Cloud:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/safercloud1.1.jpg

Sephy Icons:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/icons.jpg


However, there are still a few glitches that need ironing out - any help on these would be awesome:

Reverted back to Cloud for the snowboard mini game.

Sephiroth limit breaks and other battle animations - currently Sephiroth has Cloud's limit breaks and the animations are very whacked.  The moves still work - they just look weird.

Sephiroth is stuck with the Masamune for a weapon in battle.

The single Masamune field model has not been swapped for the Buster Sword.

 
Thankyou!

Special, special thanks to Sephiroth 1311 for doing practically all of the hex editing for me!  Henkays Ikuisuudesta for showing me how to decompress the bin files; Borde, Ficedula, Squall 78, M4v3R, Lord Ramza and Mirex for their most excellent modding programs!  Qhimm for his forum and to everyone who posted bug feedback/support/critique - thankyou all so much!
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: ultima espio on 2007-08-19 14:13:29
:O :-o
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: sword on 2007-08-19 16:29:42
No offense to the NPC Project, but I like the origenal models better the the newer ones. So I'm very pleased with this.

As faq as Safer Cloud's eyes go, couldn't you just replace the file with Clouds eyes?
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: APOSEIGd15 on 2007-08-19 18:54:49
Wow this is incredible. Great job!
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Psychotic Ninja on 2007-08-19 19:56:14
Im deffintly doing a new game with this mod(text change included).
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-08-20 12:27:09
Hope you guys enjoy it  :-D

I've already tried directly replacing Safer Sephiroth's eye texture with Clouds but that leads to freaky results - Cloud's texture is too big for Sephy's face so only the eyebrows show  :-P

As you can see here:  http://www.hotlinkfiles.com/files/255872_vnijr/Safer%20Cloud%20tex.bmp

So, to get around this problem, I conveted Safer Sephiroth's eye texture to a bitmap (using biturn) to recolour the texture to replicate Cloud's but, when I converted it back to a TEX file it corrupted.  The same happened for the bike mini game icon.  Methinks it could be a bug in biturn.

EDIT:  Found a solution:  use Biturn to convert the TEX files to BMPs, edit, then use TexTools to convert it back to a TEX file.  Works like a charm.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: sword on 2007-08-20 18:49:57
You made it harder then it had to be.
Just replace Sephiroths head with Clouds.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Vehek on 2007-08-20 19:57:50
Quote
In the Nibelheim flashback, Cloud, in battle, is still refered to as Sephiroth - is this information kept in the scene.bin file?

The deafult name for Sephiroth is still Cloud - no idea how to change this...
Both are stored in ff7.exe.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Ragna on 2007-08-20 20:14:49
If you want to change the default names you must edit them in KERNEL.BIN3 from the decompressed KERNEL.BIN file.

I know that because I did for my translation, just for changing the 'Ex-SOLDIER' default name to match right.


P.D.: I've found something strange in this file and in the ff7.exe file, that is, the name: Ruhdfa. I think it's for Rufus, cause I've seen in the game that he is called Ruphaux/Ruphus/Ruhdfa too. It's so weird, isn't it? So maybe the staff wanted Rufus to join the party? And we have the character portrait TIM file in the PSX version that have the words 'Nau Purintingu' wrote in Japanese, so maybe they left a character to join. O___o

EDIT: Can you leave me a PM with a link to that 'TexTools' program? I will be so thankful ^_^U
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Vehek on 2007-08-20 21:54:19
I guess I was wrong about the initial names (Ex-Soldier, etc.), but I'm pretty sure I'm right about the default names in the naming screen.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: ravencell on 2007-08-21 03:14:38
Thats weird, I downloaded the big patch thats split in two and it won't let me open them at all, I get a winzip error and it won't extract. Whats going on?
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-08-21 09:33:38
Sword:  True, I could have just swapped the heads around, but Cloud's head looks extremely out of place on Sephy's body.  This way, although a little fiddler, produces better results.

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/SaferCloudface.jpg

The model still needs polishing, but it's a good start.

Vehek and Zeikfried:  Thanks for the tips  :wink:  I'll have to look into that.

RavenCell:  To merge the file back together you have to use their free software called "Badongo Buddy".  You can download it here:  http://www.badongo.com/application/windows

I think you have to register a free account to use it though...  I'll hunt for a better file hoster that doesn't make you do that.
 
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: ravencell on 2007-08-21 23:29:10
I tried using that Badongo Buddy, but it doesn't work, it can't even find the files properly. Now it won't even start up.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-08-23 09:11:10
O.K you have to download the reference file as well as the two parts of the patch.  You can download it from the same page as the other two parts.  You then use the reference file with the badongo buddy.

If you keep having problems though, I've uploaded the patch (to dowload as one file :-P) to File Front.  Download it here: 

http://files.filefront.com/Scorpicus+Sephiroth+Patchzip/;8367656;;/fileinfo.html

Note, in a couple of days I'm off to Florida for two weeks  8-) And the internet isn't in the plan of sun, beaches and Disneyland.  Just so ya know why there'll be a two week disappearing act  :wink:
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-08-30 21:51:46
Seems a fantastic work. :)
By the way, monster names (including Bizarro Sephiroth and Safer Sephiroth) are all stored inside SCENE.BIN.
Same happens for battle dialogures.

EDIT: By the way, if you want, you cam also change Sephiroth's katanas names by editing KERNEL2.BIN.

You can also exchange the sound made by Sephiroth's katanas by editing the file "audio.fmt" (you can do it with Ficedula's Cosmo, if I remember well).

EDIT 2: Furthermore, you can also change music by editing FF7.EXE.
Personally, I think that it would be cool to switch Boss Music and the One Winged Angel.

EDIT 3: Oh, I almost forgot. By editing FF7.EXE, you can avoid to edit menu_us.lgp: you can switch the avatars simply by looking for "cloud.tim" and "pcefi.tim" (if I remember well) and by switching them (use an ASCII table).
That's how "the oldest" Sephiroth patch works. :)
That could help to reduce (a little) your patch size.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-09-10 19:24:51
Thanks, for the help and suggestions Sephiroth  :-D  I'm almost ready to release the next version which fixes a ton of glitches - apart from the battle animations and snowboard minigame. 

I had a thought on the cut scenes, perhaps I could re-edit them to remove Cloud?  I've done a few tests with changing the movies but they all crashed the game  :x 

Check out the new versions of Safer Cloud:

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/safercloud1.1.jpg 
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: sword on 2007-09-10 22:45:43
That version looks alot cleaner. Nice work.
Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: gamemaster14 on 2007-09-11 17:10:08
Awesome job, Perhaps a patch for ff7.exe would work even if the high res patch is being used as long as a patched exe can be used.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-09-13 08:49:30
I had a thought on the cut scenes, perhaps I could re-edit them to remove Cloud?  I've done a few tests with changing the movies but they all crashed the game  :x 
That's strange... a friend of mine (who translated the movies into Italian) simply used a DivX codec and they work fine (I'm using them right know and the game doesn't crash).

P.S. Safer Cloud is fantastic. ;)
If you have problems with SCENE.BIN, let me know... I have some tools which were used for the Italian FF7 translation that may come in handy.

Quote
Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.
My suggestion is to make 2 IPS patches... one for the "normal" 1.2, and the other for the Hi-Res version. ;)
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-09-13 18:17:23
I've changed the names of Safer and Bizzaro Sephiroth to Cloud; it's the Nibelheim Sephiroth in the party which is the problem.  His name isn't in the scene.bin.  I've been infromed that it's in kernel.bin3, but all that I'm able to change by hex editing the file(albeit my hex editing skills arn't magnificent)  is the Ex-soldier name that Cloud has before you choose his name.

I also can't find the deafult names in the exe although everyone swears blind they're there.

Yeah, I've got the movies working now  :-P

The problem with an IPS patch is they're kinda difficult to install for someone with limited computer skills.  Seriously, I get enough messages asking me how to install other peoples Sephiroth patches without adding my own to the mix  :-P  That's why I'm trying to keep it to one EXE file to patch all.

I suppose I could create both an IPS patch and the type of patch I've got at the moment.  Providing, of course, I learn how to make one!

For the people with the high-res Cloud patch applied - just reinstall the game!  I actually used the hi-res Cloud model for the  Nibelheim flashback and the final battle  :wink:

And because I love making lists - things to do before releasing V.1.1:

-Finish editing the cutscenes.
- Change the deafult names.
-Finish tweaking the char archeive (I realised the swords in the field didn't make sense and found another Sephiroth model that I missed)
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-09-13 18:52:02
I've changed the names of Safer and Bizzaro Sephiroth to Cloud; it's the Nibelheim Sephiroth in the party which is the problem.  His name isn't in the scene.bin.  I've been infromed that it's in kernel.bin3, but all that I'm able to change by hex editing the file(albeit my hex editing skills arn't magnificent)  is the Ex-soldier name that Cloud has before you choose his name.

I also can't find the deafult names in the exe although everyone swears blind they're there.

Yeah, I've got the movies working now  :-P

The problem with an IPS patch is they're kinda difficult to install for someone with limited computer skills.  Seriously, I get enough messages asking me how to install other peoples Sephiroth patches without adding my own to the mix  :-P  That's why I'm trying to keep it to one EXE file to patch all.

I suppose I could create both an IPS patch and the type of patch I've got at the moment.  Providing, of course, I learn how to make one!

For the people with the high-res Cloud patch applied - just reinstall the game!  I actually used the hi-res Cloud model for the  Nibelheim flashback and the final battle  :wink:

And because I love making lists - things to do before releasing V.1.1:

-Finish editing the cutscenes.
- Change the deafult names.
-Finish tweaking the char archeive (I realised the swords in the field didn't make sense and found another Sephiroth model that I missed)
Use this (http://www.sadnescity.it/backup/saffo//ff7pc.txt) table (change the txt extension to tbl)  with an hexeditor such as Translhextion or ThingyV, and then use the "search with table" function to edit Sephiroth's name (in the same way, you'll be able to change Cloud's name into Sephiroth, it, too, is inside the exe).

As for the KERNEL.BIN, I have a private tool (created for the translation of the PSX version, which doesn't have kernel2.bin) that allows a swift edit. ;)
Please send me your e-mai addressl in PM, and I'll send you the edited kernel with Sephiroth's name changed into Cloud (I don't have a save to test it, though... so I may be wrong).
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: RED X on 2007-09-15 10:04:01
Hi there Scorpicus,

I'm really interested with your private tools that could edit the kernel.bin file. Can you please share your tools so that I could try editing the file. Here is my email:

[email protected]

Thanks.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-09-15 14:53:20
Hey, Scorpicus, I noticed today (was playing the old version of the patch, I just arrived to ShinRa headquarters) that Seph's Masamune doesn't repleace Cloud's sword (as it should happen when the party reach the hq for the first time).
Will this be fixed in the next release? :)
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-09-16 08:13:12
Yeah, the swords will be fixed for the next version.   

Have a screenshot of the new version of bizzaro Cloud:

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/BizarroCloud2.jpg

And RED X, they're not my tools; they're Sephiroth1311's - ask him!
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: knives on 2007-09-22 00:46:52
Very very nice work.
This has been requested for years now and we finally get a working (fully text converted) version.
I'll download this right away and report back with any bugs/errors.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-09-24 13:16:46
Speaking of bugs, I got an email (from someone who I don't think is on the forum) reporting that the game crashed whenever they used one of Sephiroth's limit breaks.  This is kinda weird because the limit breaks work fine (overlooking the weird animations) on the PCs I've tested the patch with.

Anyone else had this problem?
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: ice_cold513 on 2007-09-24 15:25:09
Scorpicus

On the Sephiroth Patch i'm making, i get this bug too it seems random.
But happens more on the Braver Limit. If i fix it i will let you know
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: knives on 2007-09-24 20:47:51
No bugs here.
I'll update if I get any though.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-09-29 09:45:48
Any news about the future release? :D
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Amyfers on 2007-09-30 09:37:31
Hiya!

Is this mod compatible with the NCP reconstruction patch?

If so, which order do I need to install them in- Sephiroth's patch first or the NCP patch?

Thanks for reading :D
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-09-30 13:08:36
Amyfers:  Nope, it's not compatible with the NPC patch - or at least the field model swaps aren't.    You're having trouble getting Seph to turn up in battles using the NPC Seph patch, right?  You could download the small version of my patch and then apply the part for battles, after applying the NPC patch and Ice Cold's Seph patch.  I think that would work.  :wink:

And now for a progress update!  I've finished editing the cutsecenes and they work great on my laptop.  However, I've tested them with another computer and they don't play well in game (although, outside the game, they play fine).  In game, they display in green and black.  Most weird.  So, I'm gonna have to look into that.

Check out a prewiew of the new cutscenes here:  http://www.youtube.com/watch?v=eWeRkNlrgOg

I've finished swapping all the swords over in the field that I missed in version 1.0 (Tifa holding the Masamune etc.) except the Masamune model that the President has been stabbed with.  It's a tricky devil as, for the replacement Buster sword to display correctly, I have to rotate it and move it to the right place.  However, as it is a single P file, I don't have anything to judge distance against thus it's proving difficult.

Before the release of version 1.1, I'm also gonna create 20 subtle variations of the Masamune so Sephy can use different swords. 

Don't worry guys, the mods not dead or anything   :-P
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: sword on 2007-09-30 13:13:01
A good way to get the Buster Sword to line up would be add the Masamune to a model, take note of it's postion, then on the same model add the Buster Sword, rotate to the Masamunes postion and save over the Masamune .p file.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Scorpicus on 2007-09-30 18:19:34
Well, I've solved the glitch in the cutscenes - I had to disable the True motion codec in the ffdshow configuration.  I've included complete instructions on how to do this in the trouble shooting area of the Read Me.  Who wants to take bets on how many "plz help me im a noob" messages we're gonna get in this thread that could be solved by reading it?  :-D

Anyways, you can download the cut scene updation pack here: 
http://files.filefront.com/Sephiroth+Cut+Scene+Packzip/;8721283;/fileinfo.html

All the cutscenes depicting Cloud or Sephiroth have been re-edited to either swap their roles over or in some scenes, where that wasn't possible, edit out the character completely.

Enjoy!
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-10-01 05:40:14
Ahahaha... that's fantastic.  :-o
As for the new katanas... have you thought about their names?
Or will you just change Buster Sword, UltimaWeapon (to Masamune, and Cloud's Masamune to Buster Sword... or you could give him UltimaWapon! :D )?

Keep up the fantastic work, I've been waiting for YEARS for a patch like yours. ;)
After finishing the 1.1., I'd like to make a conversion for the Italian version, but I'll have to ask you a pair of things. :P

See ya
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Amyfers on 2007-10-01 17:09:54
"You could download the small version of my patch and then apply the part for battles, after applying the NPC patch and Ice Cold's Seph patch"


Yep, tried that already :mrgreen:

What happened was everyone else in the game showed up as high res, Sephy appeared in battle but in the field, he was the pixely lego version, and his face had these weird white patches on it  :lol:


So I gave up and put in your patch instead :D
Which I have to say works brilliantly, getting Don to pick Sephiroth was the funniest thing ever  :lol:

Only thing is his limits make the game crash some of the time, but I use them anyway as they are so funny  :lol:


(btw the date scenes you made on youtube are legend  8-) put heidigger in one, that would bring the lols!  :-P)
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: sword on 2007-10-01 17:29:19
The cutscenes are very cheesy, yet very effective.

Good job, man!
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-10-01 17:52:42
A question, Scorpicus: does the movie patch need to be applied on (?) the original movies?
I'm currently using movies ripped from the PSX version and converted to DivX, and their quality is (slightly) superior.

Is not possible to upload only your edited movies, instead of using an exe which needs the original movies to work?
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-10-01 19:16:32
Amyfers:  The limits crash the game sometimes?  Is it just Braver?  Feed me info! 

And yes, I should totally make a Heidegger/Scarlet date  :-P  Gyhahahahaha x Nyhahahahaha are meant to be together!  Ahem, back on topic...

Sword:   :-D

Sephiroth:  Yep, the patch has to be applied to an unaltered set of movies.  I don't want to upload the raw edited movies as I'm toeing the legality line as it is, but, with a patch, it ensures that you have to own a copy of FFVII to work the movies - I'm not just handing them out to every Joe.  Honestly, I don't think Square could care less that some kid is modding their property, but best to play safe.  8-)

You could back up your new improved movies, reinstall the game, apply the movie patch, then replace all the movies that havn't been changed with your higher quality ones.  The only movies the patch changes are:  "bike,  c_scene2, c_scene3, dumcrush, earithdd, ending1, ending2, fallpl, funeral, hiwind0, jenova_e, nivlsfs, ontrain, parashot, southmk"

It's probably faster to do that, then download another 100 and something mbs anyway  :-P

I've taken the new sword names from a "katana selling" website.   Yay for authenticity!
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-10-02 16:51:33
Sephiroth:  Yep, the patch has to be applied to an unaltered set of movies.  I don't want to upload the raw edited movies as I'm toeing the legality line as it is, but, with a patch, it ensures that you have to own a copy of FFVII to work the movies - I'm not just handing them out to every Joe.  Honestly, I don't think Square could care less that some kid is modding their property, but best to play safe.  8-)

You could back up your new improved movies, reinstall the game, apply the movie patch, then replace all the movies that havn't been changed with your higher quality ones.  The only movies the patch changes are:  "bike,  c_scene2, c_scene3, dumcrush, earithdd, ending1, ending2, fallpl, funeral, hiwind0, jenova_e, nivlsfs, ontrain, parashot, southmk"

It's probably faster to do that, then download another 100 and something mbs anyway  :-P

I've taken the new sword names from a "katana selling" website.   Yay for authenticity!
Alright, I'll do this. ;)
Anyway, I think you should add to the readme the list you just wrote... it may be useful to those who use "improved movies" (these movies were made by one of the Italian translator, so they're quite common for Italian FF7 players).
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Amyfers on 2007-10-03 17:18:45
"The limits crash the game sometimes?  Is it just Braver?  Feed me info!"


Sure  :-D
Braver and Cross Slash crash the game about half the time, but Blade beam and Climhazzard (limit level 2) are fine, they just look a bit dodgey :P


(or put Heidegger + Wedge in a date scene, Wedge is my favourite  8-) )
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: sword on 2007-10-03 17:32:56
Problem.

I did as the readme said and downloaded K-Lite and what not.
But now teh Videos aren't showing up. The sounds fine, but I get no visual.
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-10-05 09:07:13
So you've downloaded the K-lite codec pack and configured ffdshow to disable the Truemotion codec like so:

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/codec.jpg

If that didn't work you could try installing the "Upside down movies patch".  That solves most movie problems.  Download it here:  http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7betap1.zip

EDIT:  I've updated the ReadMe for those who download it next. 
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: steven on 2007-10-06 21:05:38
This is pretty cool :) Tho I would have loved to see a ver compatible with the npc char mods and have everybody looking a bit nicer :P
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-10-07 16:08:47
Well, there's already a Sephiroth patch for the NPC patch - I didn't think there was much point making another one  :-P  You can still use the cutscenes with Ice Cold's patch.
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: mav on 2007-10-17 18:14:49
Hey, you could try to use my FieldTool program (http://forums.qhimm.com/index.php?topic=7121.msg87539) for text changes. You can just pack txt files with changed dialogues and distribute them with this program (and maybe a small .bat file to install it).

You can try it now, but don't expect that it'll be bug-free, it's a rather fresh project. If you find some bugs, please tell me :).
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: device00 on 2007-10-18 02:24:20
Hey Scorpicus.

Do you know how to exhibit the "xxda" files (animation files) in a convenient way?

Because I installed your patch, and it´s really nice, but in the battles, like you said, the animations really make someone cry.

I tried to make a Cloud dressed like Sephiroth, like an alien. Cloud´s skeleton with Sephiroth´s skin. The results was worst than I expected. Here is some pictures.

(http://i230.photobucket.com/albums/ee55/leonefranca/se01.png)

(http://i230.photobucket.com/albums/ee55/leonefranca/se02.png)

(http://i230.photobucket.com/albums/ee55/leonefranca/se03.png)

It´s strange to see Sephiroth doing Cloud´s secret movement of victory.
The hair will be cutted, there isn´t any way to add bones on the model. "Borde" said something like this in a topic.
I used the Sephiroth from the final fight ´cause he have more disdain in his eyes. His eyes underestimates everyone.

I was thinking that if there is some way to manually edit the animation file (there aren´t programs to edit it) the results could be better.
Example:

The X Y Z position of Sephiroth´s Mega Punch is "5354321". So we just copy this from an animation file to another.
It´s simple to say but probably very hard to do. Does that file need some programming tool like the ones for C++?

I tried with hexadecimal code, but when I saw all those codes from the hell, I run away.

If you or someone knows how to decode The Matrix!...

Thanks in advance.
Title: Re: [Release - Cutscenes Fixed] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-10-19 17:52:35
Device:  I did consider changing Sephiroth to Cloud as you have done, but, Sephiroth isn't really Sephiroth without his own animations - it's not his style twirling the sword in the air etc.

The reason there are no programs to edit the battle animations (I think) is that the battle animation format hasn't been totally decoded.  Somthing about it was flummoxing the (awesome  :-D) programmers on here. 

You're just gonna have to get stuck in with a hex editor and experiment  :-P  And check out Qhimms wiki - could be somthing enlightening written there.

M4v3R:  Cool - looks like we're going to get a small version of the patch complete with text changes coming soon!

I'm actually creating the auto-installers for V1.1 as I type - might have them uploaded this evening.  I'm spending my friday night doing this cos I'm cool :-P  Version 1.1 solves all the glitches written in the first post (and more) except the battle animations; Cloud in the snowboard mini game; the single Masamune field model not being swapped over for the Buster Sword and Sephiroth is still stuck with using the Masamune all the time for a weapon.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-10-20 13:47:47
Version 1.1 is ready for you to download and you've got a choice of three patches!  See first post.

Enjoy!
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: DeadManInBlack on 2007-10-21 12:35:59
Awsome mod Scorpicus ive been waiting nearly 8 years for someone to do a full conversion thanks :-D .

One problem I cant seem to use your modified movies all the originals play fine but if I get to a scene where one of your movies are used the game crashes I figured they may have been converted differently than the originals.

Hope you manage to figure out how to let Sephiroth have modified Masamunes that would be the icing on the cake, the battle animation fix would be nice but I know that would be a big project :-)
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-10-21 15:04:58
The swords will come in version 1.2 - probably the final version.  So far I've made ten swords, just five more to go:-D

For all those having trouble with the movies, carry out this procedure:

Download the full K-lite codec pack:  http://www.free-codecs.com/download_soft.php?d=3803&s=95

Install it, when promted to delete all installed codecs and corrupted entries, select yes.  When you are asked which type of pack you want to install, select the deafult.  At the end of the installation (where it would normally ask you if you want to resart your computer now, read the Read Me etc.) run the ffdshow video decoder configuration.

Scroll down the main window until you find the row with format "True motion 1,2".  Under the "decoder" collumn, click on "libavcodec" and change it to "disabled".

See screenshot of what I mean here:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/codec.jpg

Select "apply" then O.K.   

That should fix it.  If not, download and install the Upside Down Movies patch here:  http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7betap1.zip
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-10-21 16:50:02
Congrats for the 1.1. ;)
However, since I must study in this period, I'll wait for the 1.2. :)
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: DeadManInBlack on 2007-10-21 17:29:28
The swords will come in version 1.2 - probably the final version.  So far I've made ten swords, just five more to go:-D

For all those having trouble with the movies, carry out this procedure:

Download the full K-lite codec pack:  http://www.free-codecs.com/download_soft.php?d=3803&s=95

Install it, when promted to delete all installed codecs and corrupted entries, select yes.  When you are asked which type of pack you want to install, select the deafult.  At the end of the installation (where it would normally ask you if you want to resart your computer now, read the Read Me etc.) run the ffdshow video decoder configuration.

Scroll down the main window until you find the row with format "True motion 1,2".  Under the "decoder" collumn, click on "libavcodec" and change it to "disabled".

See screenshot of what I mean here:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/codec.jpg

Select "apply" then O.K.   

That should fix it.  If not, download and install the Upside Down Movies patch here:  http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7betap1.zip


Yeah I reinstalled it again, but had then I started getting green dots appearing over your custom videos but not the squaresoft or into train fmv so I figured something must slightly different about them, I played around with FFDshow settings then it started crashing again.

Thanks for the help and again congrats on the awesome mod. :-)
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: device00 on 2007-10-24 11:23:02
Can someone re-upload on another server, please?

I´ve tried to download since the release but that crap server of filefront don´t like me.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: paladin181 on 2007-10-24 12:32:30
Can someone re-upload on another server, please?

I´ve tried to download since the release but that crap server of filefront don´t like me.
There's nothing wrong with Filefront.  But then, your problem may not be related to the fact that many people don't know how to register on their site. Which file(s) do you need uploaded, and I'll go ahead and do it.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Mornion on 2007-12-16 18:14:49
Wow, it's been almost two months since the last post. Was this project abandoned?? I hope not, I'm using version 1.1 and I love it!!! I always wanted to play as Sephiroth!!!
I'm looking forward to version 1.2 with the new swords and all!!
You did an awesome job Scorpicus, really superb!
And one many people were waiting for!!

Hope you're still planing on releasing version 1.2

I'd offer help but I really suck at this sort of thing  :-(

If you're still working on it, any idea when it's gonna be ready??
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Scorpicus on 2007-12-18 14:18:55
No, the project has not been abandoned - it's just on a hiatus as I'm busy with exams (and other pains in the butt) at the moment.  Next week, I'm on my Christmas break so, if you're lucky :-D, I might finish work on 1.2 then.  If not, you can expect it sometime late January.

1.1 Bug report:  Apparently, when you get to Cloud reminiscing about when he and Sephiroth went to Nibelheim, during the battle with the dragon, Sephiroth keeps attacking himself and so it's practically impossible to get past that bit.  This problem comes from a mistake in the hex editing and will be fixed in 1.2.

Temporary fix:  You will have to uninstall the patch and play past that part of the game as Cloud and then reapply the patch.  Either that, or skip ahead to a save game just past that point. 
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: Hyunckel on 2007-12-23 19:39:56
I love the young Sephi . Good work man.  :wink:
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Sephiroth 1311 on 2007-12-27 15:20:22
No, the project has not been abandoned - it's just on a hiatus as I'm busy with exams (and other pains in the butt) at the moment.  Next week, I'm on my Christmas break so, if you're lucky :-D, I might finish work on 1.2 then.  If not, you can expect it sometime late January.

1.1 Bug report:  Apparently, when you get to Cloud reminiscing about when he and Sephiroth went to Nibelheim, during the battle with the dragon, Sephiroth keeps attacking himself and so it's practically impossible to get past that bit.  This problem comes from a mistake in the hex editing and will be fixed in 1.2.

Temporary fix:  You will have to uninstall the patch and play past that part of the game as Cloud and then reapply the patch.  Either that, or skip ahead to a save game just past that point. 
Mhhh... was that bug my fault?
And how did you fix it?
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Mornion on 2007-12-27 17:55:37
No, the project has not been abandoned - it's just on a hiatus as I'm busy with exams (and other pains in the butt) at the moment.  Next week, I'm on my Christmas break so, if you're lucky :-D, I might finish work on 1.2 then.  If not, you can expect it sometime late January.

Ow, sorry, I should have imagined... the thing is I live on south america so we're on summer vacation now. I tottaly forgot that there on north you only have christimas and new year break. Oops.

Well, I don't mind wainting longer  :-D

Congrats again on the good work.
Title: Re: [Release] Origional Field model Sephiroth Patch
Post by: shah on 2007-12-29 20:11:32
Speaking of bugs, I got an email (from someone who I don't think is on the forum) reporting that the game crashed whenever they used one of Sephiroth's limit breaks.  This is kinda weird because the limit breaks work fine (overlooking the weird animations) on the PCs I've tested the patch with.

Anyone else had this problem?

I get crashes almost 90% of the time i use any of cloud's limit breaks with sephiroth :( other than that, this is an amazing patch :D Thnx for hours of fun. Just wondering if this will be addressed in your final version :D

Peace
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-16 17:07:22
looks like u took Midnight's work of the original patch and upgraded it to the ultimate level! I am gonna try this out tonight! Good job. See what happens when I leave the FFVII for 2 years :( as for being stuck with the Masamune from beginning to end isn't too big of a deal. It may give u his Ultimate weapon at the start but it does strain u on materia growth. So either way just so glad someone took the original patch and took it to the next lv.
Title: Re: [Release - Version1.1] Original Field Model Sephiroth Patch
Post by: Destiny on 2008-06-16 19:15:11
no isn't the best work. I just found a better sephiroth patch out on the net. Something like masamune sephiroth or sephiroth with masamune. Anyway if i remember correctly was an "?italian? forum. The forum is named something like cetraproject or something else. Anyway i found 2 different versions one with normal ff7 graphic and the other one is taken from the NPC patch. Anyway the guy credited icecold in that work.
Title: Re: [Release - Version1.1] Original Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-16 22:29:42
no isn't the best work. I just found a better sephiroth patch out on the net. Something like masamune sephiroth or sephiroth with masamune. Anyway if i remember correctly was an "?italian? forum. The forum is named something like cetraproject or something else. Anyway i found 2 different versions one with normal ff7 graphic and the other one is taken from the NPC patch. Anyway the guy credited icecold in that work.

Would help to know the exact link. I can not find that very old website i had gotten the save file from where it had the actual Masamune equipped. This patch it says Masamune in it but it has the Buster Sword's statistics.

As Ice_cold's I have given up on it. Keeps saying the damn ff7.exe or chocobo.lgp is not compatible when its the normal damn files and no its not Ultima Edition.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Destiny on 2008-06-17 17:51:35
Try this http://www.mediafire.com/?juebtuxwmi1 and these are the texts http://www.megaupload.com/it/?d=9ZILPFKA
Hope i can post links without problems hear
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-18 01:13:53
Thanks Destiny. Do I need Version 1.02 for it? Also I'm running Windows ME right now.

Edit: I got it to work Destiny. I know I get a standard Masamune with the file link u gave me Destiny do u get better versions of the Masamune as u progress?
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Destiny on 2008-06-18 08:58:06
No this mod is a standalone one, you can install this with nothing else. Anyway this is the last version created from this guy. He created the same mod even with the standard graphic. I mean the base one of the game. It's still the same, only the definition of the chars change. Is the same resolution of Scorpicus patch to let you understand
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-18 16:11:00
What about the Masamune and limit breaks. I highly doubt I keep a Masamune Blade with Buster Sword stats throughout the entire game on that patch Destiny?
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Destiny on 2008-06-18 17:03:55
Is impossible to play as Sephiroth using other limits but only the limit lv 1 works without crashing. And because the animation of the Braver have lesser glitches then the other ones i think the creator of the mod used to let the people play with that limit, that was modified a little too. And i think isn't a problem at all. The game is easy you can win even with one limit for the main char. Dont forget the other guys XD
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-18 17:24:14
what about the Masamune?
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Destiny on 2008-06-18 22:24:09
The masamune is only the main weapon and some of the other swords. If you notice, the creator has modified some of the better cloud's weapons, modifying a little the appearance, so those looks nearly like samurai's swords
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-18 23:29:43
Was kinda hoping to have the True Masamune Blade equipped. Like the Sephy patch Midnight had done. He had a save file right after the opening movie containing the true Masamune Blade. I just don't know how he did it.

Edit: Destiny do u recall what blades were modified? I wish this guys would've added a readme.txt on what he changed. I can live with Limit Break lv 1 skills but not a Starting weapon. Sorry to bother u with questions just I don't know what he exactly did with the weapons seeing how there was no readme file.

Note: Reason why I've been asking I'm approaching where I can normally steal a new Weapon for Cloud and wondering if I'll still be stuck with the Masamune/Buster Sword.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Destiny on 2008-06-19 00:21:12
Well if i remember correctly, the ultima weapon, in this game is called Zantetsuken, the Heaven's Cloud (this one was called ironically Heaven's Sephiroth XD) and nothing more i think, i dont play the sephiroth mod from so long.
Just notice why he called the sword Zantetsuken, is that sword similar to the Odin's one in FF8? XD
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: SephirothClone on 2008-06-19 01:01:50
Message Deleted
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: AVARON on 2008-08-05 19:33:13
hello, ive registered to this forum just to reply to this :p, thanks so much for making this patch, it rox!!, however the sound effect of sephiroth's sword hitting is still cloud's buster sword <As well as slashing animation?, obviously depends on clouds current sword :P) it would be awesome if the sound effect of the attack would be changed to that slicing sound effect sephiroth does when cloud explains about his past :), as well as the animation?, im no programmer to know exactly how easy or tricky it is to do this, but would be pretty kewl if it's possible :P.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: DaemonBiz on 2008-09-15 07:45:09
What's goin on guys?  Was wonderin if this mod is still being updated?  Don't have the internet til tomorrow so I can't download it yet, but I was wondering if anyone was still working on the battle animations and whatnot.  thanks for any replies.  Also...  great work all over this mod and great work all over these forums...  I am not very good with programming or most of this stuff here but I plan to learn and definitely help build this community.

DaemonBiz
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: blackdeathmessenger on 2008-10-08 00:31:36
The avatar patch is great, though there is one problem that i have with it; whenever I use the limit breaks too often the game crashes. Is there a way to fix this?
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Excel-13 on 2008-11-28 20:59:54
I'm not good with forums so I hope I'm in the rite place but I have a problem downloading the cutscene zip from the link because it takes me to the main page of the linked site. My friend is a huge Sephiroth fan and is going through a hard time so I really want to finish the patch for him as a surprise so please let me know what I can do to get the files. Thank you for your help and support in advance. ^_^
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: saison on 2009-02-10 00:49:47
BUMP

Sorry I read the rules and it didn't clearly state that I can't necropost because of the fact that it still seemed alive and the creator could be working on it, but nobody might has posted in it until he releases ver. 1.2. So for my question are you still working on it until you hit ver. 1.2? Because I really wanted to see this finished; it seemed real impressive ^^ (sorry for the fact that my first post is a necropost; you may now flame me)
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Landarma on 2009-02-10 01:11:07
BUMP

Sorry I read the rules and it didn't clearly state that I can't necropost because of the fact that it still seemed alive and the creator could be working on it, but nobody might has posted in it until he releases ver. 1.2. So for my question are you still working on it until you hit ver. 1.2? Because I really wanted to see this finished; it seemed real impressive ^^ (sorry for the fact that my first post is a necropost; you may now flame me)
Excuse me, 'he'?  Scorpicus is 'she'.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: saison on 2009-02-10 22:29:37
Oh, sorry I didn't know. I'm ignorant I know.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: Chicken_Wing on 2009-02-14 18:07:27
This patch works perfectly for me, and the text changes are awesome. I however noticed one glitch. When Jessie and Sephiroth look at the monitor in the train. Sephy's Head changes back to Cloud's (specifically when its close up on the back of their heads and they discuss the monitor.) Just figured I'd report this.
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: blackdeathmessenger on 2009-03-21 01:51:13
does anyone know what's going on with version 1.2? just thought i'd ask, because i am curious to see how much better 1.2 will be
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: CSK001 on 2009-03-21 09:55:53
Hi,
This is one of my favorite forum.  I would say, thanks for providing this useful information.  I, must appreciate the tools provided by you.  Please keep updating me.

CSK

Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: blackdeathmessenger on 2009-06-18 16:39:51
nice work dude, though i hope you release a better version soon; whenever i use the limit break for sephiroth too much, my game crashes. if there some sort of way to fix this?
Title: Re: [Release - Version1.1] Origional Field Model Sephiroth Patch
Post by: DeadManInBlack on 2009-07-27 12:11:15
Was wondering if they was going to be the 1.2 patch, fixing the problem with snow board game, the nibelheim dragon glitch and perhaps adding some alternative weapons for Sephiroth even it it is just re-textures of the the original masamune.