Author Topic: [FF7PC] Phoenix Rejuvenation Project (Discontinued, use Unified Model Installer)  (Read 690784 times)

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #250 on: 2009-05-06 02:04:56 »
Great job man, I still can't find the field.lpg required..... I have found char, but no field. :?

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #251 on: 2009-05-06 02:17:17 »
If you're referring to the field models.... they are in the Char.lgp

NameSpoofer

  • Guest
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #252 on: 2009-05-06 04:49:55 »
Quote
Can some body explain the eays way to copy colors/make the same colors

I think the detection threshold in kimera can do that. Anyway, if it doesn't, then just simply take a screenshot of the old godo. Then use photoshop to detect the RGB color value that you want to know. If you don't have photoshop then use this color detector tool : http://www.download3k.com/Photo-Graphic/Screen-Capture/Download-Color-Detector.html

And also I like your model style squallff8, it is very similar to borde style. I think there are about 60 lego models left, can you finish them all?

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #253 on: 2009-05-06 06:32:44 »
If you're referring to the field models.... they are in the Char.lgp

Ah, the guide i has says the field.lgp explains why i can't find it.

Well i should get to work then, Thanks

ice_cold513

  • *
  • Posts: 494
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #254 on: 2009-05-06 08:36:14 »
Well well
Very nice work squallff8

I take it you want to help replace the last models
Well if you add me to msn we talk about stuff
as i been meaning to upload a bug fix for some time
just haven't becos now new models

squallff8

  • *
  • Posts: 222
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #255 on: 2009-05-06 20:40:39 »
2 NameSpoofer
Thanx,man!I'll try it!
I used Borde's tutorial :-)Thats why models have same style :-)Thanks anyway))
Actually there is ~100 models.I'll try to remade them,but it's take a LOOOT of time :|
If somebody will help,we'll finish this mod faster.
I hope hellbringer616 will understand rebuikding and help me with this :wink:

2 ice_cold513
Thanx man!I'll contact you! 

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #256 on: 2009-05-07 02:01:50 »
SquallFF8,

Give me about a week and I'll be ready to try and help you out.  Just give me a list of like 5 or 6 characters you'd like me to do.

However, I don't make any promises about how they will turn out.

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #257 on: 2009-05-07 02:09:02 »
2 NameSpoofer
Thanx,man!I'll try it!
I used Borde's tutorial :-)Thats why models have same style :-)Thanks anyway))
Actually there is ~100 models.I'll try to remade them,but it's take a LOOOT of time :|
If somebody will help,we'll finish this mod faster.
I hope hellbringer616 will understand rebuikding and help me with this :wink:

2 ice_cold513
Thanx man!I'll contact you! 

Working on freeing up my time as we speak, sadly. between school, and other hobbies i pay for to do, I havent had much time, I graduate in 15 days, So i know i'll have more time by then, HOPEFULLY i will have more time next week though

Grimmy

  • *
  • Posts: 499
  • Join in my tarnished light.
    • View Profile
    • GrimmyGames
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #258 on: 2009-05-08 23:44:20 »
Once school wraps up and I get all my students grades turned in I plan to spend time doing some of the missing models. Of course first I've gotta get 1280x960 vids finished for use with Aali's open driver. But working on the missing NPCs is my next priority. I'll post my work in no more than a month. In other words I would like to join this project.

squallff8

  • *
  • Posts: 222
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #259 on: 2009-05-11 17:27:51 »
Here my tiny update:

Don Corneo update:



BTW, i had idea to make HiRes Sephiroth,like Cloud.
I mean port him from last battle.But i dont have any idea how to port textures on his face.Any ideas?
« Last Edit: 2009-05-11 17:38:03 by squallff8 »

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #260 on: 2009-05-12 02:52:39 »
Awesome job Squall! I am wishing i can help out, But i keep getting the bugs in Kimera NON stop Seems to have fixed, And Biturn locks up if i try to display any model, and if i scroll down to find other models it scrolls back up and won't let me click, Any ideas
EDIT2: Okay, i got Bitrun to work, just gets overwhelmed when you have to many files in a folder.
A new question though, What do the colors mean? Also, the texture issue above doesn't apply when i load them in biturn, is that normal??

Running XP 32 bit if it matters.

Also Squall, it's kinda daunting picking a model, So's not to get confused could you appoint me one to do? (the easier the better)

EDIT: Also, seems some files lack faces.. (dunno is this is normal) example below



EDIT3: I know i'm asking a lot here and i sound like a noob now haha... But help I'm trying to follow the tutorial, But i can't find clouds head.. So is there a list on parts to remember i could use and their file names?
« Last Edit: 2009-05-12 03:37:47 by hellbringer616 »

oldtimeplayer

  • Guest
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #261 on: 2009-05-14 04:31:05 »
hey guys just wanted to say this mod is the GREATEST,
thanks for all the the unimaginable work thats been put into it
I wouldn't be playing ff7 again if I hadn't seen this mod
Some say it's the best mod for Final Fantasy VII

Some say that it's the best thing man has made since sliced bread
I agree  :-D

(edit)
No wait... It's better than sliced bread!
any fool can slice bread  :wink:
« Last Edit: 2009-05-14 04:38:23 by oldtimeplayer »

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #262 on: 2009-05-14 08:00:59 »
Just thought about something, The PRP uses a separate launcher, Anyway we can make it so it's like the NPC:RCP? for use with Aali's custom graphics driver?

ice_cold513

  • *
  • Posts: 494
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #263 on: 2009-05-14 09:42:55 »
Well my plan is to go  back to the old set up till i fix the bugs in the new system

squallff8

  • *
  • Posts: 222
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #264 on: 2009-05-14 17:07:52 »
First we have to remake remaining models :wink:
2 hellbringer616 here is some easy(by my opinion) models that you can try to rebulid:

Names are:
Wrestler 2 - Normal (bpdc);Beach Man 2 - Normal (clbb);Punk 1 - Normal (cufc).

To remake Wrestler 2 use gajc model.
To remake Punk 1 try use Rude model (anic) and parts from Cloud(aaaa) model.

Use this list to find models that you need:
http://rapidshare.com/files/232963435/char_list.txt.html

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #265 on: 2009-05-14 18:19:24 »
Thanks, hopefully i'll have one done pretty soon  :-D

EDIT: Is there one of those lists for battle models as well? because from what this guide is saying i'm swapping out battle models for normal and thats why they look bigger and stuff haha And thats the area i am having trouble in.. (can't find clouds anything let alone the part for him)
« Last Edit: 2009-05-14 18:29:34 by hellbringer616 »

Grimmy

  • *
  • Posts: 499
  • Join in my tarnished light.
    • View Profile
    • GrimmyGames
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #266 on: 2009-05-14 19:17:19 »
It's easy to use this with Aali's driver, or just without the launcher in general. Just rename the 00.lgp and the 01.lgp in the prp folder to char.lgp and world_us.lgp and put them in the correct data folders. it's real easy just experiment with it.

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #267 on: 2009-05-14 19:23:24 »
It's easy to use this with Aali's driver, or just without the launcher in general. Just rename the 00.lgp and the 01.lgp in the prp folder to char.lgp and world_us.lgp and put them in the correct data folders. it's real easy just experiment with it.

Oh alright thanks a bunch

squallff8

  • *
  • Posts: 222
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #268 on: 2009-05-14 19:39:17 »
Okey! :wink: Good luck man!


Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #269 on: 2009-05-14 20:24:58 »
First we have to remake remaining models :wink:
2 hellbringer616 here is some easy(by my opinion) models that you can try to rebulid:

Names are:
Wrestler 2 - Normal (bpdc);Beach Man 2 - Normal (clbb);Punk 1 - Normal (cufc).

To remake Wrestler 2 use gajc model.
To remake Punk 1 try use Rude model (anic) and parts from Cloud(aaaa) model.

Use this list to find models that you need:
http://rapidshare.com/files/232963435/char_list.txt.html


So i tried doing this but i got confused, aren't i suppose to be using battle parts? not just parts from other field models? Or am i just resizing them? I know i ask to many questions haha..

It's easy to use this with Aali's driver, or just without the launcher in general. Just rename the 00.lgp and the 01.lgp in the prp folder to char.lgp and world_us.lgp and put them in the correct data folders. it's real easy just experiment with it.

Did that but ran into a bug as soon as i started, the two guards that rush after you when you are about to leave the area with the train are invisible. checked the files with kimera and they are there, Any ideas?
« Last Edit: 2009-05-14 21:45:57 by hellbringer616 »

squallff8

  • *
  • Posts: 222
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #270 on: 2009-05-15 12:35:31 »

So i tried doing this but i got confused, aren't i suppose to be using battle parts? not just parts from other field models? Or am i just resizing them? I know i ask to many questions haha..


You CAN use parts of battle models,but you'll have to resize them,make them smaller.I don't see any reason to do this if you ALREADY HAVE resized models :|
Use your imagination to create something new using something you already have :wink:

Grimmy

  • *
  • Posts: 499
  • Join in my tarnished light.
    • View Profile
    • GrimmyGames
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #271 on: 2009-05-15 12:49:57 »
Hellbringer616: are you useing opengl 0.5, because after I installed that I started having problems with visibility, in particular the first two blue guards were invisible. I'm going to run the game without the 0.5 driver and see if that clears it up. It should since I've been using PRP like this without any problems for a good 6 months.
« Last Edit: 2009-05-15 14:38:52 by grimmy307 »

Aali

  • *
  • Posts: 1196
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #272 on: 2009-05-15 13:49:50 »
Once again some tool failed to set the alpha properly, but this time its not using some odd feature nothing else is using, so I can't just force the alpha to 1.0.
I don't get why these tools use the most unintuitive ways to get the models to show up in FF7, common sense says you should mimic existing content if you want it to work properly :|

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #273 on: 2009-05-15 14:50:56 »
Grimmy:Yep it's the driver (sadly) Guess we remake the guards then, Aali's driver is a must in todays world i think, It fixes pretty much all the issues i've ever had (and some others have but not me).

Squall: What size would you say is good? I did a test of 120 and it looked pretty good. But i have a feeling that would be to small

Aali: to avoid this issue with alpha is there a setting i should use in Kimera? Or would i have to use some other program for this? Maybe open the file in 3ds MAX to change the alpha then repack it?
« Last Edit: 2009-05-15 14:54:30 by hellbringer616 »

Aali

  • *
  • Posts: 1196
    • View Profile
Re: [Release] Final Fantasy VII Phoenix Rejuvenation Project
« Reply #274 on: 2009-05-15 15:20:49 »
Grimmy:Yep it's the driver (sadly) Guess we remake the guards then, Aali's driver is a must in todays world i think, It fixes pretty much all the issues i've ever had (and some others have but not me).

Squall: What size would you say is good? I did a test of 120 and it looked pretty good. But i have a feeling that would be to small

Aali: to avoid this issue with alpha is there a setting i should use in Kimera? Or would i have to use some other program for this? Maybe open the file in 3ds MAX to change the alpha then repack it?

Don't bother, it will be fixed in 0.6b anyway. :-P