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Messages - Nii

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Just so you know, when I was in the phase on FF7 model editing like a year ago, there was no .ase importer for 3ds Max 8. I had to get version 5 and use that instead (or was it 6?).

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FF7 Tools / Re: Beta PCreator v0.85
« on: 2006-09-03 10:56:29 »
If I recall correctly, FF7 does not have smoothing groups. Is this true? Would kind of suck importing a high poly model into FF7, just to find it is very blocky regardless.

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FF7 Tools / Re: Beta PCreator v0.85
« on: 2006-09-01 13:38:01 »
My Cloud does not have any normal maps applied to it. It's purely texture. One thing I'm worried about is the fact that FF7 uses vertex colours if I recall. Can I use normal textures instead of Vertex colours?

If anything, I plan to only make the body part for each bone, not edit the skeleton itself. And if I do that, the character should be easily replaced right? Right? =P

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FF7 Tools / Re: Beta PCreator v0.85
« on: 2006-09-01 07:19:32 »
Would anyone here be interested in porting it over to FF7 if I supplied the model? I can't find the time right now to do it myself, and you guys are probably more experienced with using this program. The model is 15000 tris by the way.

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Archive / Re: Advent Children Cloud Head Model [WIP]
« on: 2006-09-01 07:17:58 »
That sounds like an interesting idea. The main problem is that my Cloud's face has already had 35 face shapes made for him. It would be a little too tedious to do again. Though I might make a post over at my thread, see what the people think.

The FF7 Warcraft mod has been discontinued for about a year heheh. It took up too much time and we were too ambitious I guess. Besides, the Warcraft modding community is a little too small for it to be much use.

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FF7 Tools / Re: Beta PCreator v0.85
« on: 2006-08-31 12:25:07 »
There was an HL2 mod with cloud right? I think it was made in .3ds

Anyhow this certainly, makes the game 'more' mod friendly

That was me actually. Take a look at it here:
http://forums.facepunchstudios.com/showthread.php?t=142926

I also ported FF7 to WC3 like a year ago:
http://forums.qhimm.com/index.php?topic=2819.125

Anyway how does this program work anyway? It seems you can port models in, but what are its limitations? Do you have to use the skeleton structure of the original mesh? Skin modifier isn't supported if I recall, I would need to chop up my Cloud model into different body parts, and then scale it to fit the bones?

And while I'm at it, isn't anyone interested in making a massive ff7 mod for HL2 or something? =P

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Archive / Re: Advent Children Cloud Head Model [WIP]
« on: 2006-08-31 12:21:36 »
Hey Otokoshi, I'm the guy you messaged on the gmod forums. I've actually been a member on here for ages (about a year), but I stopped coming for some reason. I can't remember exactly why, but I think it was because this forum was down or something?

Anyway I was the dude that made the port of FF7 models to the warcraft engine here:
http://forums.qhimm.com/index.php?topic=2819.125

Feel free to check out those videos.

So what exactly did you want from me again?  :-P

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What do you mean? The alpha map works a charm for me after conversion...

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FF7 Tools / FF7 models to 3ds Max
« on: 2006-02-27 12:20:39 »
Its intent was not humour. It was a port of ff7 models into WC3 with custom spells using triggers to try and emulate spells from ff7. Admittedly I hoped it would've been more obvious...

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FF7 Tools / FF7 models to 3ds Max
« on: 2005-12-23 08:02:44 »
Thanks! Its from Warcraft 3 =]

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FF7 Tools / FF7 models to 3ds Max
« on: 2005-12-23 01:38:34 »
Thread REVIVAL XD
Sorry bout that, but this thread isn't that old anyway. And besides, its from this thread that I got the tools that I managed to make what you see below. Took like a month of slaving away though, animation so hard ><

http://users.tpg.com.au/~trang_ha/wc/3.avi
http://users.tpg.com.au/~trang_ha/wc/cloud2.avi
http://users.tpg.com.au/~trang_ha/wc/sephy.avi

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Hi guys...

I was busy animating my newly imported FF7 models (yay!) but I need to work out how to somehow convert all vertex colour textures to a diffuse map (bitmap, watever) in 3d Studio Max 5.

Any ideas?

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FF7 Tools / FF7 models to 3ds Max
« on: 2005-11-19 07:40:44 »
Ah ok, I now use the biped model instead anyway... however...

I'm currently using 3ds max 5, and after much (boring) work managed to fit my mesh outside of my biped model. I set my biped to not show the objects, so only the footsteps will be seen. After saving and loading however, the "footprint" is still there BUT I cannot select it!!! Its not listed in the object list either...

Any idea how I can salvage my poor biped =]?

Thanks

EDIT: As a side question, is it possible to scale the size of the biped? The normal scale tool doesn't seem to affect it.

Hmm don't worry I just redid the whole thing... =] Warcraft 3 cloud almost ready!

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FF7 Tools / FF7 models to 3ds Max
« on: 2005-11-18 02:58:18 »
Hey guys, I just found this thread and I've been trying to do some importing of my own with a little problem...

The imported .ase of cloud has his bones as just lines! How do I get it to act like proper bones?

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