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Final Fantasy Forums => Graphical Modding => FF7 Graphical Releases => Topic started by: cmh175 on 2013-12-02 17:40:20

Title: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2013-12-02 17:40:20
I'm having trouble keeping track of all my threads so I'm moving everything here. All future updates and releases will be posted here.


cmh175 Life Form

(https://i.imgur.com/bYIJfh3.jpg)(https://i.imgur.com/TE8fcjt.jpg)

(https://i.imgur.com/N7SOd6T.jpg)(https://i.imgur.com/UeIK7KN.jpg)(https://i.imgur.com/qy6MtFh.jpg)

cmh175 Life Form (https://drive.google.com/file/d/0B4mp96TAOq6eQTE5X2VDRE5oT28/view?usp=sharing)




cmh175 Red XIII

(https://i.imgur.com/six7LdL.png)


LGP Version ->cmh175 Red XIII (http://www.mediafire.com/download/y47qbl27n5bavni/cmh175%20Red%20XIII.7z)

7thHeaven Version ->cmh175 Red XIII 7thHeaven (http://www.mediafire.com/download/k82jy7v865z1c6e/cmh175%20Red%20XIII.iro)

I have to thank the artist Ash Barnard for letting me import his awesome model (http://ashbarnard.co.uk (http://ashbarnard.co.uk)).

Demo video by FFVIIFreaK: https://www.youtube.com/watch?v=uUzA--0BQT0


New Shaded model: Shaded cmh175 Red XIII (http://www.mediafire.com/download/54g59qjatq327z2/cmh175+Red+XIII+Shaded.7z)


(https://i.imgur.com/kmHstmX.png) (https://i.imgur.com/tGSThgc.png)

(https://i.imgur.com/VBOGYWS.png) (https://i.imgur.com/Goj5bE1.png)

(https://i.imgur.com/noWhp2L.png)





HD Cid

(https://i.imgur.com/rIeKZY4.png) (https://i.imgur.com/RRg2wkT.png)(https://i.imgur.com/tMhxFrl.png) (https://i.imgur.com/jPaHM21.png)

LGP Version -> HD Cid (http://www.mediafire.com/download/v6xx31p6l6qhjcq/HD%20Cid.7z)

7thHeaven Version -> HD Cid 7thHeaven (http://www.mediafire.com/download/ua1q3apdr1y3m8r/HD_Cid.iro)

I have to thank Rayved for letting me import his awesome model.

~Note: 7H mod and mini game models aren't compatible with the Reunion mini game model option. Leave unchecked for Reunion installation or the game will crash.





TA Cloud 2.0

(https://i.imgur.com/jCxIdyB.png)(https://i.imgur.com/AmhIWwz.png)

(https://i.imgur.com/RsgWYpI.png)(https://i.imgur.com/svCvMYv.png)


LGP Version-> TA Cloud 2.0 (http://www.mediafire.com/download/sbec4zuc9es9411/TA+Cloud+2.0.7z)

7thHeaven Version -> TA Cloud 2.0 7thHeaven (http://www.mediafire.com/download/lw8g4ache1g6rzi/TA+Cloud+2.0+7H.7z)

7H version includes an extra model for the younger Cloud model.

~Note: 7H mod and mini game models aren't compatible with the Reunion mini game model option. Uncheck Mini Game models for TA Cloud or the game will crash.





AC Red XIII

(https://i.imgur.com/OkaDWYW.png)



This is a rebuild of Kelas Red XIII model. I built it onto a new skeleton I re-sized to correct the issues the original had. It's longer now so I made some alterations in Blender to fill a few holes. I also edited the texture to match Red XIIIs appearance in Advent Children, removing the yellow from the stomach and face, and making his fur a darker red. I think it helps bring out the detail more in the model while toning down some of the noise. It looks a little bright in Kimera, but the game adds shading so it looks great when you're playing, I added two in game screenshots with shaders turned off. I also did a version of the new model with the original texture so you can pick and choose if you prefer the original colors. 

(https://i.imgur.com/kmK4ajK.png) (https://i.imgur.com/jehSn2q.png)


(https://i.imgur.com/F0jRjfk.png)(https://i.imgur.com/Pjgycv8.png)


AC Red XIII -> AC Red XIII (http://www.mediafire.com/download/26ffnhuvaj5c13w/AC%20Red%20XIII.7z)

AC Red XIII 7thHeaven iro -> AC Red XIII 7thHeaven (http://www.mediafire.com/download/yyyozcv64zwwxcq/AC%20Red%20XIII.iro)


Cmh/Kela Red XIII rebuild -> cmh/kela Red XIII Rebuild (http://www.mediafire.com/download/81q19e68cbeu6hl/cmh-kela%20Red%20XIII.7z)

Cmh/Kela Red XIII rebuild 7thHeaven iro -> cmh/kela Red XIII Rebuild 7thHeaven (http://www.mediafire.com/download/231ry4rhc3fvtmh/cmh-kela%20Red%20XIII.iro)




HQ Barret175

(https://i.imgur.com/EbD5YOt.png)(https://i.imgur.com/0vbjXFG.png)
(https://i.imgur.com/VXFub0x.png)


UPDATE: New Release: HQ Barret 2.0 (http://www.mediafire.com/download/77ssvsyzrfw6p09/HQ%20Barret%202.0.7z)

7thHeaven version: HQ Barret 7thHeaven (http://www.mediafire.com/download/lyeirkv3lp8ybb8/HQ%20Barret%202.0.iro)





Whiteravens Aeris Field Model

(https://i.imgur.com/CUPoCfh.png) (https://i.imgur.com/YnH15n0.png) (https://i.imgur.com/J6WF0mA.png)


Whiteraven Aeris field model (http://www.mediafire.com/download/87723i28lt7nb26/Whiteravens%20Aeris%20Field%20Model.7z)





Young Cloud

7th Heaven script to replace Clouds younger model with an alternate model. I used APZ Cloud in the directions. Total time required is 10 minutes.

Here are the affected scenes.

Young Cloud

-Kalm flashback (field and battle)

-Life Stream (When revisiting Nibelheim memory)


Swordless

-Zack flashback

-Golden Saucer Date

-Life Stream


Demo video: https://www.youtube.com/watch?v=qKMHBJBA_pM (https://www.youtube.com/watch?v=qKMHBJBA_pM)

Young Cloud 7thHeaven mod (http://www.mediafire.com/download/e4d6d54odlerx39/Young%20Cloud%20Mod.7z)





New HD Ending Video

(https://i.imgur.com/PjjgH4f.png)

Watch it here -> http://www.youtube.com/watch?v=2gEDVlWJIjE&feature=youtu.be (http://www.youtube.com/watch?v=2gEDVlWJIjE&feature=youtu.be)

New HD Ending FMV (http://www.mediafire.com/watch/gm0g5hwqu9pahsc/ending3.avi)





cmh175 Remastered FMVs

(https://i.imgur.com/EVzYl7w.png) (https://i.imgur.com/1wzGFs6.png)



(https://i.imgur.com/K51KSXp.png) (https://i.imgur.com/wXzqOx5.png)


Remastered using the 2012 re-releases videos and the psx versions audio. Square upscaled these themselves so they're more detailed than the originals, but they also diminished the color and sound. This is what the re-releases videos should have looked like. Ending videos have been converted for full screen, with a separate download for versions with the original resolution. The 7thHeaven version includes all of my videos including the HD Ending fmv.   

Remastered FMVs:
Remastered FMV file 1 (https://docs.google.com/file/d/0B1ZlTwoAa_q7UndkTnQwdjlZbWc/edit?usp=sharing)
Remastered FMV file 2 (https://docs.google.com/file/d/0B1ZlTwoAa_q7d0I5VjJWdnNHLVk/edit?usp=sharing)
Remastered FMV file 3 (https://docs.google.com/file/d/0B1ZlTwoAa_q7Zk41TEp5QW9XOFE/edit?usp=sharing)
Remastered FMV file 4 (https://docs.google.com/file/d/0B1ZlTwoAa_q7NWhjTE56WVU1Zlk/edit?usp=sharing)


Original Resolution Ending Videos:
Original Resolution Ending Videos  (https://docs.google.com/file/d/0B1ZlTwoAa_q7M3daVTNSNjRPdE0/edit?usp=sharing)

7thHeaven Version:
cmh175 HQ FMV 7H Pack (https://docs.google.com/file/d/0B1ZlTwoAa_q7SUJLWlQ3ck9wTkU/edit)


Final Fantasy VII Pinnacle Profile matched to original psx controls: http://www.mediafire.com/view/muit00xtpc8qtuq/Final%20Fantasy%20VII.pin (http://www.mediafire.com/view/muit00xtpc8qtuq/Final%20Fantasy%20VII.pin)
Title: Re: cmh175 Release Thread
Post by: Grimmy on 2013-12-04 23:58:05
Great! Neat and Tidy. A little pic heavy, but great works all the same. I swear I saw this once before.  :-P
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2013-12-05 04:15:15
lol caught me. I was going through my files on media fire and realized how much stuff I had uploaded, and I had no idea where all my threads were. I hadn't bookmarked anything. Some of these have been updated more than once too so just made sense to keep a single release page. I mostly just copied everything from the original threads, otherwise it would have been less wordy too.
Title: Re: cmh175 Release Thread
Post by: sen on 2013-12-05 14:23:03
Cmh rox!
Title: Re: cmh175 Release Thread
Post by: LeonhartGR on 2013-12-14 00:21:07
Hey man... are you planning dealing with the carry armor? I haven't seen anyone re-texturing it... it would be interesting!
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2013-12-14 01:21:41
That's a good idea. I'm not very good with textures though, that's my weakest skill. After I get more confident with Maya 2014 I'm going to try learning zbrush, so I'll take a look at stuff like that for practice.

I'm finishing up a new project though so something new to look forward to.
Title: Re: cmh175 Release Thread
Post by: LeonhartGR on 2013-12-14 01:24:46
Now I'm intrigued with your teaser! Can you post some pics? :P :P
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2013-12-22 09:36:45
New release uploaded. It's the remodeled Team Avalanche Cloud model Kaldarasha was working on. He redesigned the face and pants so it's very different from the original. I finished the models for the game, and corrected the issues the original had, like a problem with transparency and removed the several texture files the field models used, and I did an alternate model for young Cloud. Links for TA Cloud 2.0 are in the first post.
Title: Re: cmh175 Release Thread
Post by: LeonhartGR on 2013-12-22 17:54:49
Great!!!
Title: Re: cmh175 Release Thread
Post by: livergreg on 2013-12-23 20:43:26
thank you very much  cmh175
Title: Re: cmh175 Release Thread
Post by: livergreg on 2013-12-25 14:48:33
Sorry for the double post, I wonder if mods are planned for wedge, Jessie and biggs?
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2013-12-28 00:01:42
By me? No nothing yet. I have a few original designs in mind but so far I've only done rebuilds and imports.
Title: Re: cmh175 Release Thread
Post by: Grimmy on 2013-12-28 23:26:12
By me? No nothing yet. I have a few original designs in mind but so far I've only done rebuilds and imports.

Such an honest answer. The way things work nowadays is generally that people get a modified model from and "X" and think is that "X" is the original creator of said model while the original creator is sweep aside. It is nice to see such a true person in this rat race of "I did this mod by myself" fame.

Title: Re: cmh175 Release Thread
Post by: cmh175 on 2013-12-29 00:25:43
Thanks Grimmy. I always try to give credit where it's due. Importing models for the game certainly isn't easy. I try to make imported models look as close to their original appearance as possible, while still fitting the original ff7 models skeleton effectively. But compared to the work and effort of making these models from scratch I just feel like a butcher, cutting them into pieces lol.

The modeling aspect doesn't seem too hard once I fully pick up all the tools in Maya. Textures seem to be what really require work. Trying to figure out the most effective way to make detailed diffuse maps. I know some use baked ambient occlusion maps and add the remaining color and detail in Photoshop, while others prefer to paint their meshes in Zbrush and Mudbox. So trying to find the best route and what I really need to learn. I'd like to have a completely original release at some point.   
Title: Re: cmh175 Release Thread
Post by: Mcindus on 2014-01-02 08:26:42
cmh175 -- you're amazing!  Thank you for compiling all of this and sharing it with us!  I use most of these for my FFVII mod and I have to say I'm in LOVE <3 

Finally - Cid and RedXIII are HD   :-D
Title: Re: cmh175 Release Thread
Post by: therage800 on 2014-01-22 02:54:06
I'm using CMH175 Red XIII and HD Cid. Love em' both!
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-01-24 15:01:18
Thanks glad you guys like them.

Update to TA Cloud 2.0, fixed a small error with the young Cloud model. I also added the option of using the black uniform for Clouds normal models instead of the blue. Just copy all the files into your lgps, then add the rtac file from the Black Texture folder to your battle.lgp, and add the .tex files to your char.lgp. Then add aabb.tex to your chocobo.lgp, high_us.lgp, and world_us.lgp.
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-02-09 00:21:06
Forgot I hadn't released a 7thHeaven version for HD Cid, can be found on first post. It includes a mini game model so it wont be compatible with the model overhaul mini game option in the Reunion.
Title: Re: cmh175 Release Thread
Post by: BaconTopHat45 on 2014-03-08 01:53:26
Hi. First of all thanks! These mods are awesome, your Cloud is probably my favorite I found so far. But I have one problem. I installed the TA Cloud 2.0 without the black armor but I noticed he is wearing the black armor on the field anyways. In battle he is wearing purple like he should but on the field he is in black. I am using the lgp version. Help would be appreciated thanks. :3

Also can you possibly release a version with his sword on his back. The cloud I use before this one had it, it was pretty cool. If not it's all cool.  8)
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-03-08 02:27:40
Thanks for pointing that out. I did an update for a minor fix for the black uniform recently and must have accidentally copied the texture over too. Crap, not sure how I missed that. The lgp version's updated, and I added a separate folder with a sword model. The original TA model didn't have one so I didn't think to do one, but took only a minute to put together. I didn't add one to the 7H version though, I'd have to write it into the script and I haven't gotten around to that. If you use 7H just download the lgp too and add the sword model to the direct folder.
Title: Re: cmh175 Release Thread
Post by: BaconTopHat45 on 2014-03-08 03:12:44
Oh wow that was quick. Thanks a lot I'll try it out now.  :-D

EDIT: Works great. Thanks!
Title: Re: cmh175 Release Thread
Post by: Luigi Brosse on 2014-03-24 17:45:57
Hi cmh175 and thanks for your great models.

I am using 7th Haven and the iros in top of The Reunion (to give you an idea of my config).
I am able to load just fine Barrett and Red XIII, but if I try to load Cloud or Cid, I have some trouble.
ff7.exe crashes at the beginning (before displaying the SE logo - this is modified by The Reunion).
I see a black screen and after some second the mouse pointer (which is not the case when the game normally starts), then nothing for ever.
I have to kill ff7.exe in order to do something.

Any tips?
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-03-24 17:52:00
Cloud and Cid have mini game models included and for some reason what ever the Reunion does to the mini games they aren't compatible anymore and crash the game. I personally use the mini game mods that are included with bootleg instead so I can use imported models. If you reinstall the Reunion without the mini game model option it'll work fine.
Title: Re: cmh175 Release Thread
Post by: LeonhartGR on 2014-03-24 22:45:48
That's sad since what we are waiting for is the minigame fixes this whole time! :)
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-03-25 02:37:53
After the updated Reunion release I'll see about adding a compatible version.
Title: Re: cmh175 Release Thread
Post by: Loki_ on 2014-04-14 16:56:24
cmh175 first of all thanks for your great models, right now i'm using all of what you posted here in my game  ;D. Just have some issues with Cloud Bike model, is already known that origianl TA Cloud Model broke Dio and Employee n 2 field models as PitBrat wrote here

Spoiler: show
Quote
Cloud - Bike Fix Fixed
TOOL: Kimera
NOTE: Allows the Bike Fix to work with the Dio Field Model
WARNING: EAAA.P and GBAA.P in the 'Cloud - Bike Fix' folder are bad files.
WARNING: EAAA.P breaks the Employee 2 model-- DZGF.HRC.  Do NOT copy EAAA.P.
WARNING: GBAA.P breaks the Dio model-- GACJ.HRC.  Do NOT copy GBAA.P.
WARNING: Do NOT copy these files from the 'Cloud - Bike Fix' folder: EAAA.P and GBAA.P
WARNING: Do NOT replace C:\temp\char\GBAA.P and C:\temp\char\EAAA.P
    In the 'Cloud - Bike fix' folder:
        Rename the file 'gbaa.P' to 'gbaa1.P'
        Rename the file 'eaaa.P' to 'eaaa1.P'
        Rename the file 'ibaa.P' to 'ibaa1.P'
        Rename the file 'hbaa.rsd' to 'hbaa1.rsd'
    Open 'brib.hrc' in Notepad and make the following change:
        l_foot
        l_tibia
        9.4201
        1 hbaa1       
    Copy and replace the files in the 'Cloud - Bike Fix' folder  into C:\temp\char\
    Run .\tools\Kimera\Kimera.exe
    In Kimera Open C:\temp\char\brib.hrc
        Click on the funny looking left leg of the model.  Selected Bone l_tibia-l_femur
        Click on 'Remove Part From The Bone'
        Click on 'Add Part To The Bone'
        Select the file C:\temp\char\GBAA1.P
        Click on the funny looking butt of the model. Selected Bone hip-up_bane
        Click on 'Remove Part From The Bone'
        Click on 'Add Part To The Bone'
        Select the file C:\temp\char\EAAA1.P
        Save and replace the model to C:\temp\char\BRIB.HRC
            Click YES to combine P Bones into 1 file
    Open C:\temp\char\hbaa.rsd in Notepad
    Change 'ibaa.P' to 'ibaa1.P' for all three occurences
    Save and replace 'hbaa.rsd'




So i tryed my self to fix it but i still have some problems with hands and feets.

(http://thumbnails109.imagebam.com/32080/a43375320798740.jpg) (http://www.imagebam.com/image/a43375320798740)

 So please can you check yourself the cloud bike model to make it compatible with others ones? I uploaded separated models here (cloud one is your default, not the one i tryed to edit). https://mega.co.nz/#!YJQCwDaA!GjAVQI7QbjjTcuuXBBpcvgbyvEddWn9Xa9jvPz8jufU (https://mega.co.nz/#!YJQCwDaA!GjAVQI7QbjjTcuuXBBpcvgbyvEddWn9Xa9jvPz8jufU). Thanks in advance :)
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-04-14 17:59:45
I'm not aware of any compatibility problem. You didn't include a link with your quote so I'm not sure of the issue. I didn't build my model from the original TA, it was based on Kaldarasha's since he originally updated the model. I'm not sure if it's a problem with the bike model or the base models for the npcs. I'm also not aware if it's related to the prp or the other available base model packs. I cant make fixes to other peoples models so it'll depend on what the issue is. If you're using the Reunion my mini game models don't work anyway, they're no longer compatible. I'll release compatible updates after the new Reunion release is available.
Title: Re: cmh175 Release Thread
Post by: Loki_ on 2014-04-14 18:26:26
Dio's model is the one included in Unshaded-Models-1.63, employee model if from bootleg, suppose is a prp model don't know. My quote is from Bootleg's configurator thread, first page http://forums.qhimm.com/?topic=12008.0 (http://forums.qhimm.com/?topic=12008.0).. I only tryed to follow PitBrat fix instructions. I think the "incompatible" files are gbaa.P (Cloud's Bike Model and Dio's Model) and eaaa.p (Cloud's bike model and employee n2's model). When i import Cloud's bike model those 2 field models looks like this:

(http://thumbnails109.imagebam.com/32082/77697c320811667.jpg) (http://www.imagebam.com/image/77697c320811667)

(http://thumbnails110.imagebam.com/32082/d5348f320811688.jpg) (http://www.imagebam.com/image/d5348f320811688)

instead if a reimport gajc and dzgf models againt cloud's bike model looks like this

http://www.imagebam.com/image/beadeb320811710

As searching i found that explanation in Bootleg's therad i thought the cause could be your model was based on TA original one. I'm not using reunion, only Bootleg with some models (Kaldarasha's, yours's ecc) added "manually" with lgp tools.
Title: Re: cmh175 Release Thread
Post by: Kaldarasha on 2014-04-14 19:01:00
 :o The bike model is a complete mess, it wouldn't surprise me if more models are effected by this. That's way I needed a model builder which gives the model files automatically proper names.

This is how the model looks
Code: [Select]
:HEADER_BLOCK 2
:SKELETON cloud_sk
:BONES 29

jiku
root
43.89106
0

renketu
root
4.0825996
0

fo_bane
renketu
25.11524
0

up_bane
fo_bane
25.15958
0

hip
up_bane
4.914
1 daaa

chest
hip
8.0344
1 faaa

head
chest
7.1907
2 haaa haaa1

hair_bl
head
5.3537
0

hair_fl
head
5.9386
0

hair_fr
head
6.6911
0

hbr
head
5.8263006
0

hair_br
hbr
14.8893
0

hmu
head
4.6216493
0

hair_mu
hmu
12.0477
0

lca
hip
8.592558
0

l_uparm
lca
6.4155
1 taaa

l_foarm
l_uparm
8.1974
2 vaaa vaaa1

sword
l_foarm
50.8027
1 xaaa

rca
hip
8.592558
0

r_uparm
rca
8.1041
1 zaaa

r_foarm
r_uparm
9.9188
3 bbaa bbaa1 bbaa2

lhl
up_bane
2.059126
0

l_femur
lhl
10.8231
1 dbaa

l_tibia
l_femur
12.1061
1 fbaa

l_foot
l_tibia
9.4201
2 hbaa hbaa1

rhl
up_bane
2.059126
0

r_femur
rhl
10.8231
1 jbaa

r_tibia
r_femur
12.1061
1 lbaa

r_foot
r_tibia
9.4201
2 nbaa nbaa1

And that's how it should look (not perfect but better):
Code: [Select]
:HEADER_BLOCK 2
:SKELETON cloud_sk
:BONES 29

jiku
root
69.4188
0

renketu
root
7.3024
0

fo_bane
renketu
33.7092
0

up_bane
fo_bane
24.114
0

hip
up_bane
3.82395397263091
1 BRIC00

chest
hip
11.894
1 BRIE

head
chest
7.40315955429955
1 BRJA

hair_bl
head
4.3605
0

hair_fl
head
5.7889
0

hair_fr
head
5.45
0

hbr
head
4.8336
0

hair_br
hbr
6.9861
0

hmu
head
3.9852
0

hair_mu
hmu
8.6625
0

lca
hip
13.8509696451831
0

l_uparm
lca
6.01710404516916
2 BSBB BSBB1

l_foarm
l_uparm
10.3062716695506
1 BSBD

sword
l_foarm
60.7078254344811
2 BSBF BSBF1

rca
hip
12.6949648429621
0

r_uparm
rca
6.43662707040852
1 BSCB

r_foarm
r_uparm
14.3781691818508
2 BSCD BSCD1

lhl
up_bane
3.28960688830528
0

l_femur
lhl
12.9643158789689
1 BSCF

l_tibia
l_femur
19.340430028014
1 BSDB

l_foot
l_tibia
15.0493628877262
2 BSDD BSDD1

rhl
up_bane
3.28960688830528
0

r_femur
rhl
12.9643158789689
1 BSDF

r_tibia
r_femur
19.340430028014
1 BSEB

r_foot
r_tibia
15.0493628877262
2 BSED BSED1

I really didn't noticed that the brib from the Avalanche Cloud model is such a mess.
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-04-14 19:34:42
Yeah I just checked it and it's a total mess. I agree that tool would be a life saver. For now I've removed the field bike model, I'm not even sure if the game actually uses it and when. For those who've directly installed the original TA model or the updated one you'll either need to remove the conflicting files or just reinstall the game (easier way). The mini game model works fine so I'm not even sure if the missing field model will be an issue. For the 7thHeaven version I added the option to switch off mini game models if you're using the Reunion. I'll update that later when I've fixed Reunion compatibility.
Title: Re: cmh175 Release Thread
Post by: Kaldarasha on 2014-04-14 19:37:59
It's for the instruction of the bike minigame.
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-04-14 19:44:15
Ah ok, thanks. I'll fix the bike field model than when I do new Reunion compatible mini game models.
Title: Re: cmh175 Release Thread
Post by: Loki_ on 2014-04-14 21:20:10
ok nice news, thanks for answer  :)
Title: Re: cmh175 Release Thread
Post by: MarinoKadame on 2014-04-20 16:34:18
The first one is the best Red XIII I ever seen.
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-05-26 03:04:27
Here's an update as far as the shading for the cmh175 Red XIII. It took some tinkering to find lighting that looked good. I'm doing some more testing, but this is what I have so far. I think the battle model is an improvement, particularly since the game doesn't apply shading to the battle models. I'm iffy about the field modes. They look ok in kimera, but the field models are shaded in the game so they may look too dark (haven't had time to check). I included them for those who decide they prefer the darker look.

The new download doesn't include the disguise model, as I did shade that one. I also haven't gotten around to an iro, so just use the direct folders for now 7H users.
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-05-31 02:01:26
Repaired Whiteraven Aeris Field model blinking head. Links on first post. 

~Media fire counted over a 100 downloads, how did no one notice this lol?
Title: Re: cmh175 Release Thread
Post by: WolfMan on 2014-05-31 02:14:42

Repaired Whiteraven Aeris Field model blinking head. Links on first post. 

~Media fire counted over a 100 downloads, how did no one notice this lol?

It all came by accident. I would have always thought it was my fault if not for this thread. Thank you for all the great work and hospitality all.
Title: Re: cmh175 Release Thread
Post by: bjaxx87 on 2014-06-22 21:12:04
Hi cmh175!

Thanks for all your awesome models, they really enhance the game in a great way. :)

For now I've removed the field bike model, I'm not even sure if the game actually uses it and when.
I guess your removal of the field model caused a little trouble to me, as you missed to delete BRIB.hrc. The model is used in the instruction screen right before the game starts. But thanks to a little hint of Kaldarasha I was able to fix this issue. Look here! (http://forums.qhimm.com/index.php?topic=15310.msg214147#msg214147)

On another note I wonder if there's way to have your world map model of TA Cloud 2.0 wear a sword? I tried to copy the files of your "Sword Model" folder into world_us.lgp, but it didn't help. (Those files only worked in char.lgp)
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-06-23 02:56:01
I guess I missed the hrc file. I didn't include a world model with the sword model option? I'm forgetful apparently. You can add it to the model in kimera. Just load the world model, add part to bone, and select the sword piece (aaae1). Hit save model, and Don't combine the pieces.
Title: Re: cmh175 Release Thread
Post by: bjaxx87 on 2014-06-23 07:25:27
Thank you, I gave it a try!

Unfortunately there is no file called "aaae1" in the sword model folder. Instead I found "aaae" and "aaae2". While "aaae" is the upper body, "aaae2" is the sword file.

When I added "aaae2", it looked like this:
(http://s1.directupload.net/images/140623/xqvo5i7s.png)

Just for fun I swapped "aaae" and added "aaae2":
(http://s7.directupload.net/images/140623/f6h5yf9f.png)

Why am I missing textures? Can you tell me how I add them as well? I was curious, so I opened the field version with sword, removed the sword bone and added only the "aaae2" file - the sword was added properly including textures.

Repaired Whiteraven Aeris Field model blinking head. Links on first post. 

~Media fire counted over a 100 downloads, how did no one notice this lol?
Is there a way for a Kimera noob like me to fix the blinking head? I have a few field models suffering from the same issue, but those models aren't supported at Qhimm, so I'm asking indirectly... :)
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-06-23 13:37:13
You need to add the texture for the sword, it's rtad.tex. I'm not sure what happened to the chest piece though. As long as you don't combine pieces when you save or remove the texture it shouldn't be effected. I cant help too much with those models...but for head blinking open the hrc file in notepad. Find the line that says head and chest. Under where it gives the bones length it'll say the number of pieces and the corresponding rsd files:

Code: [Select]
head
chest
3.936
2 AAAF AAAF1

It'll need to look something like that. Change the 1 to a 2, and copy the rsd file listed (in this case AAAF). If you open it in kimera again and save it it'll change it to AAAF1.
Title: Re: cmh175 Release Thread
Post by: bjaxx87 on 2014-06-23 16:32:25
I cant help too much with those models...but for head blinking open the hrc file in notepad. Find the line that says head and chest. Under where it gives the bones length it'll say the number of pieces and the corresponding rsd files:

Code: [Select]
head
chest
3.936
2 AAAF AAAF1

It'll need to look something like that. Change the 1 to a 2, and copy the rsd file listed (in this case AAAF). If you open it in kimera again and save it it'll change it to AAAF1.
Awesome! I tried this with two models now and it works like a charm! Thanks so much! Sephiroth's blinking head totally ruined Cloud's narration of the past.

You need to add the texture for the sword, it's rtad.tex. I'm not sure what happened to the chest piece though. As long as you don't combine pieces when you save or remove the texture it shouldn't be effected.
Sorry for being a pest, but I still have trouble with this... (And no, I never combined any pieces!)

- I opened bbe.hrc from your world_us folder
- I clicked chest-hip
- I clicked "Add part to the bone"
- I opened AAAE2.p from your Sword Model folder
- I marked the sword and clicked "Show Texture options" --> No textures were listed
- I clicked "Add Texture"
- I opened rtad.TEX from your Sword Model folder
- The textures were shown on the right side (right under "Textures (part)"), but they sword remained white.
- I tried to save the model and wanted to name it bbe.hrc
- Right after clicking the save button, "Error 7" popped up:

(http://s1.directupload.net/images/140623/uus7j9ox.png)

- Then..., after clicking "OK"..., the unspeakable happened:

(http://s14.directupload.net/images/140623/2joyn78q.png)

Uhm... Do you have any idea what's going wrong? ^^"
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-06-23 18:14:34
I forgot, the sword's texture slot is 2 for the battle model, so you actually need to add it twice for it to work. Ah, kimera's crashing. The TA model's texture is pretty big, I forgot I had to edit some parts outside of kimera.

Open bbe.hrc, and find the Chest and Hip line. Make it match this here:

Code: [Select]
chest
hip
5.6494
2 AAAD AAAD2

Copy the sword files from the field model (aaae2.p and aaad2.rsd. Open aaad2.rsd and make sure it actually says aaae2.p in case I'm wrong) into the same folder with the world model, don't forget rtad.tex. Now try opening the model again in kimera, it should have the sword.
Title: Re: cmh175 Release Thread
Post by: Kaldarasha on 2014-06-23 19:57:26
Open AAAA.hrc with the sword and save it as bbe.hrc that should do the trick.  8)
Title: Re: cmh175 Release Thread
Post by: cmh175 on 2014-06-23 20:53:56
Or that, yes, that'll work too.

(http://i0.wp.com/www.therefinedgeek.com.au/wp-content/uploads/2013/09/Picard-Facepalm.jpg)


Sorry my head hasn't been in FF7 modding recently, I've been modding Watch Dogs and trying to mod Titanfall.
Title: Re: cmh175 Release Thread
Post by: bjaxx87 on 2014-06-24 06:24:51
Open AAAA.hrc with the sword and save it as bbe.hrc that should do the trick.  8)
lol, I was already considering to give this a try, but I just thought to myself "Nah, if that'd possible, cmh175 would've already told me!" :D

I forgot, the sword's texture slot is 2 for the battle model, so you actually need to add it twice for it to work. Ah, kimera's crashing. The TA model's texture is pretty big, I forgot I had to edit some parts outside of kimera.

Open bbe.hrc, and find the Chest and Hip line. Make it match this here:

Code: [Select]
chest
hip
5.6494
2 AAAD AAAD2

Copy the sword files from the field model (aaae2.p and aaad2.rsd. Open aaad2.rsd and make sure it actually says aaae2.p in case I'm wrong) into the same folder with the world model, don't forget rtad.tex. Now try opening the model again in kimera, it should have the sword.
I tried this method yesterday and it worked perfectly, thanks again for all your help!
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2014-09-04 23:58:36
7thHeaven fmv pack updated to single iro download, so it's no longer multiple files to unzip. Just download and drop into the 7H library.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2015-09-10 14:49:13
Hey guys, first update in awhile. This one is a custom creation of mine, an HD Life Form boss battle model. I imported it directly over the original model without making any changes to the skeleton, so it will look and animate like the original. With the Qhimm 7H catalog in full swing I'll skip the 7H version of the mod so it can be packaged with the others instead. If you're a 7H user just use the direct battle folder for now. Download is available on the first post.   
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2015-10-14 21:17:15
Started a new project, putting together a Hojo battle model package. I updated the topology and the UV mapping is nearly completed now, going to start painting the texture in zbrush.

(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/1614486_300013910208440_8356490361276890196_o.jpg)

This place has been pretty dead lately, looks like modding has slowed down with the announcement of the remake.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: NeuroticNinja on 2015-10-14 21:23:45
This looks AWESOME. I wish I knew more about this stuff. I'm a graphic designer but I can't make a model to save my life.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Mirrorman95 on 2015-10-17 07:29:37
That looks like a decent Monster Hojo. If it were to be released, I'd definitely play the game with him in it just as soon as I've finished KH2.5, Deus Ex Revision, and VTMB Mega-Mod.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: krauze23855 on 2015-11-10 08:11:25
Thanks for all mods. They are amazing!
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Cloudz on 2015-11-22 13:21:37
i download cloud TA 2.00 but i want him to have his sword in field?can somebody help?thanks in advance
Title: Re: [FF7PC] cmh175 Release Thread
Post by: PetrucciJohn on 2017-01-15 20:59:57
Hello! Great mods but I have a small request, if possible. Could you make a beard-less Cid model for world/field/battle? He looks awesome with the beard but it's a little odd when a cutscene plays and you suddenly see him without a beard. If not, that's fine. :)
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2017-06-30 05:03:38
Well, Photobucket no longer allows free image hosting lol, and there's no way I'm paying $300 to upgrade. Guess I'll have to eventually update my images to imgur, super. I'll update this sometime in the near future.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-01-21 17:55:49
I like everything except the sound I can hear compression artefacts which were not present in the original FMV, why on earth did SE downgrade the sound?

Also what do you mean by full screen? I hope you dont mean stretched out to widescreen so everyone looks fat.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-01-23 22:43:02
The audio was stripped from the 2011 videos, and I touched up the original 98 audio for these. It seemed to come out pretty well overall, unless you're an audiophile and are able to distinguish artifacts in the sound. I cant speak to much as to the technical details though, I did that mod in 2013.

For the "full screen" option it is stretched out. Cropping the image yielded even worse results, but since I knew not everyone would prefer them there's also the standard version available. 
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-02-02 15:44:00
My release thread has been restored since the photobucket hosting issue, and more importantly Johnny Bravo is once again overlooking Qhimm forums.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-02-02 17:01:51
ok thanks.

How do I use the standard version with 7th heaven, there seems no option for it in the options.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-02-02 17:10:51
ok thanks.

How do I use the standard version with 7th heaven, there seems no option for it in the options.

If you click on Configure, and then Ending Video Resolution in the options window, there should be a drop down option to select the standard version, with a preview image.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-02-02 17:27:07
I have v 1.54 and is no such option.

If I click configure, I can choose between a few different FMV's yours is only listed once as a single package, no sub options for it.

So no ending video resolution option.

(https://i.imgur.com/MpGNeNd.png)
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-02-02 17:35:48
I have v 1.54 and is no such option.

If I click configure, I can choose between a few different FMV's yours is only listed once as a single package, no sub options for it.

So no ending video resolution option.

(https://i.imgur.com/MpGNeNd.png)

I have no idea what v 1.54 is. I'm a bit out of the loop of the goings on here at Qhimm. That's not something of mine, that sounds like a Qhimm 7H catalog mod. My guess is that it's managed by EQ2Alyza. If there's no selectable option, I'd assume she went with the default video choices, so the standard one was used. It's even the image used in the preview.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-02-02 17:43:27
v1.54 of 7th heaven. You said in 7th heaven you could select it, so I am confused now.  But I will make the request to her to see if she can repackage it.

I dont know what you meant by selecting the option tho. :)
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-02-02 17:54:10
Where did you download this mod from? Unless you downloaded my 7H version from my page and manually imported it into your library, otherwise I don't know what you have installed. The mod in your 7H window I assume is the Media - Movies one? This looks like something you installed from the Qhimm 7H tutorial thread (this one I assume: http://forums.qhimm.com/index.php?topic=15520.0 (http://forums.qhimm.com/index.php?topic=15520.0)) that's a compilation of everything that's released on the forum for you to pick and choose from. I haven't looked at the Qhimm 7H catalog in about two years so I don't know what's in it. 

I can only really help with install issues of things downloaded from my page, or in game issues with one of the mods, though support will be dependent on severity since the last thing I released was in 2015, and no issues have really been mentioned at this point.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-02-02 18:26:57
I got it from the catalog on 7th heaven.

I will try your download link, I think I understand you now, I am sorry for misunderstanding you.

I believe you telling me if I download your 7th heaven package then that option will show up right? :)

I got it from the catalog supplied on the 7th heaven thread, which you dont maintain, so this is where the confusion has come from.

Thanks again
Title: Re: [FF7PC] cmh175 Release Thread
Post by: EQ2Alyza on 2018-02-03 00:20:37
Yes, I sometimes take out options because the file size for downloading in the Catalog gets too big.

If I were to list every mod individually in the Catalog, the scroll bar would go on forever and new users wouldn't know where to begin. Compatibility would be a huge issue also.

If I were to group every mod into their respective categories, the file sizes would be too large for those with limited internet bandwidth. So, I do it this way but sometimes cut a few options to reduce the file size.

I don't really know of any middle ground to doing this. 
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-02-03 00:33:45
Yes, I sometimes take out options because the file size for downloading in the Catalog gets too big.

If I were to list every mod individually in the Catalog, the scroll bar would go on forever and new users wouldn't know where to begin. Compatibility would be a huge issue also.

If I were to group every mod into their respective categories, the file sizes would be too large for those with limited internet bandwidth. So, I do it this way but sometimes cut a few options to reduce the file size.

I don't really know of any middle ground to doing this. 

Not a problem Alyza, perfectly reasonable configuration for the catalog. You've done a great job organizing this as a successor to the massive bootleg torrent. I agree, I don't think there's a better way to organize things for an automated installation method for users, that also doesn't greatly increase download and storage sizes. I think the only issue here was just figuring out I was trying to answer questions for a different 7H mod lol. I'm a bit out of things lately, so I had no idea what "v1.54" meant lol.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: EQ2Alyza on 2018-02-03 01:09:45
v1.54 is referring to the 7H client. That client version has no effect on the Catalog version, which is listed inside 7H from the Catalog tab. It's a tad confusing, but yeah...I don't know of an easier way to list :)
Title: Re: [FF7PC] cmh175 Release Thread
Post by: cmh175 on 2018-02-03 01:17:50
v1.54 is referring to the 7H client. That client version has no effect on the Catalog version, which is listed inside 7H from the Catalog tab. It's a tad confusing, but yeah...I don't know of an easier way to list :)

Oh lol, I thought that maybe the version number of the catalog or something. I've been so busy with work and school I haven't modded anything in about two years or so. No real idea what the current state of the modding community here looks like lol. Looks like a lot of new recent activity.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-02-03 20:09:29
Yes, I sometimes take out options because the file size for downloading in the Catalog gets too big.

If I were to list every mod individually in the Catalog, the scroll bar would go on forever and new users wouldn't know where to begin. Compatibility would be a huge issue also.

If I were to group every mod into their respective categories, the file sizes would be too large for those with limited internet bandwidth. So, I do it this way but sometimes cut a few options to reduce the file size.

I don't really know of any middle ground to doing this. 

Perhaps a beginner and expert mod, with beginner been the default?

Beginner how it is now, expert would show the extra potentially confusing mods.

I think on an overall basis 7th heaven is good, before using it I was scared the amount of work texture overhauls required, and this simplifies it massively, for me the only real issues have been the exe problems I posted about and this FMV issue, but this FMV issue has a solution which I now know about.

cmh175, by the way these FMV's are really good quality compared to the originals visually, it is a massive difference.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: EQ2Alyza on 2018-02-03 23:18:12
I have added hext support in the next release, which rids any use of extra exes. I'll need someone to check over and possibly edit any issues with stat changes, but it should be much easier to do than the current way of switching assigned exes in Workshop - > Settings - > FF7 Exe.
Title: Re: [FF7PC] cmh175 Release Thread
Post by: Chrysalis on 2018-02-04 09:00:36
sounds good, and sorry cmh175 for this 7th heaven discussion been in your thread.