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Final Fantasy Forums => Graphical Modding => Topic started by: Trishty on 2009-07-12 10:28:10

Title: Successfully converted irit from CC to magic model!
Post by: Trishty on 2009-07-12 10:28:10
I try to convert irit to magic models and it have texture in Kimera but in game non texture. File in magic.lgp is different battle.lgp. *.d so i don't know how to edit it or set a number of texture file. I try creat .tex file and rename to .t00 only work in kimera. So, what is problem? texture error or model error? If have any body success convert summon models please teach me that.
Here the pic
(http://i200.photobucket.com/albums/aa301/votinh193/Kimera084b2009-07-1217-14-08-98.jpg)(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1215-32-26-28.jpg)
Title: Re: Help me fix this problem please T_T
Post by: Luis Aviles on 2009-07-12 16:29:09
maybe you didnt check tnt in ff7config, or maybe you arent using custom graphics driver
Title: Re: Help me fix this problem please T_T
Post by: NFITC1 on 2009-07-12 19:30:50
O_O?

HAHAHAHA!!! LOL!! ROFL!11!one!!!!eleventy-one!!!

*breathes*

*breathes*



*breathes*

Ahem. Sorry. I don't mean to laugh at you for it, I just think *snigger* it'd be funny if Ifrit actually looked like that.</off topic>

Anyway, it looks like his head file isn't being referenced properly. Possibly the HRC file has the head listing of the old head (that's what it looks like), but the RSC for that head has been replaced and there's no textures on it. That's what it looks like from this angle. Check those files and make sure they're pointing to the correct head mesh and textures. . . . . *teehee*
Title: Re: Help me fix this problem please T_T
Post by: Xelane on 2009-07-12 19:57:51
you may be doing this already but why stop at the head? why not replace the entire ifrit model for the better looking one?

just my opinion though, this stuff seems pretty time consuming.
Title: Re: Help me fix this problem please T_T
Post by: Borde on 2009-07-12 21:21:35
I guess the problem is that the number of textures is set to 0. I didn't know the meaning of the 24th byte (offset 0x18), but aparently that's what it contains. I suggest you to use an hex editor and change it by yourself. I'll have Kimera rewrite that value on the next version.
Title: Re: Help me fix this problem please T_T
Post by: Trishty on 2009-07-13 05:05:00
I try all program convert to tex file but still non texture. The problem is *d not set number of texture. In battle model ??aa file can set number of texture is 10 or some thing. I'm not programmer so i don't know how to use hex editor. So, ill wait for the next version or Kimera   :-)
Title: Re: Help me fix this problem please T_T
Post by: Borde on 2009-07-13 12:08:15
Don't worry ?????, you don't need to be a programer in order to use an Hex editor. Just look at this image and you will see what you have to do:
(http://i931.photobucket.com/albums/ad160/usebio2k/hex.png)
By the way, *.d and ??aa files have exactly the same format. The only difference is the naming conventions.
Title: Re: Help me fix this problem please T_T
Post by: Trishty on 2009-07-13 16:14:04
It's work thank a lots Borde. Ill finish irit soon ^^!
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1323-01-38-07.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1323-01-43-57.jpg)
Here me website url for all qhimm mem but remember don't post this in order forum or website. I don't want my site shutdown like Yaz0r.net you know  :-D
www.thelastlovedream.yolasite.com
All my mod will release soon!  :roll:
Title: Re: Help me fix this problem please T_T
Post by: lili on 2009-07-13 16:52:45
nice work and good website!!!! very good!!!! :wink:
Title: Re: Help me fix this problem please T_T
Post by: Trishty on 2009-07-14 18:43:40
Finish but not perfect. I'm sick today. So, will fix it later  :-o
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1416-04-35-96.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1416-04-44-51.jpg)

Tutorial summon mod ^^
_In magic.lgp you will see .d, .p?? and .t?? (?? is number, ex: 00 or 01, 02, ...)
_.d file is magic hrc like battle hrc
_.p?? file like .p file in field
_.t?? is texture file
If you are modder you will understand  :-D
Next step you do like convert model to field or battle
The texture file is .tex and you need renamed it to .t??
At last you will need set numbers or texture like battle hrc
But you can't set like battle hrc (Pcreator -> open battle hrc and set number)
Use hex editor open .d file set numbers of texture like this pic
(http://i931.photobucket.com/albums/ad160/usebio2k/hex.png)
Thank to Borde
Title: Re: Help me fix this problem please T_T
Post by: Grimmy on 2009-07-14 18:46:16
Most impressive work. I'm glad you figured out the steps to port summons.
Title: Re: Successfully converted irit from CC to magic model!
Post by: Hellbringer616 on 2009-07-14 19:42:38
Amazing job! If only i knew how to rip models from CC to put it in my game.

Either way, Kudos to you :-D
Title: Re: Successfully converted irit from CC to magic model!
Post by: polaris_027 on 2009-07-14 23:00:51
wow nice work! :-D
Title: Re: Successfully converted irit from CC to magic model!
Post by: titeguy3 on 2009-07-15 14:39:41
That's interesting, you gave him hooves. He kinda looks like a satyr now (think Phil from Disney Hercules).

Nice work, can't wait to see the finished product! :wink:
Title: Re: Successfully converted irit from CC to magic model!
Post by: Trishty on 2009-07-16 07:16:53
Another Problem after i finished irit and try in game, It invisible in 2 time summoning and appear at 3. I only use 1 texture  :?
Need more texture file or numbers of texture ?

1 and 2 invisible   :evil:
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1614-07-39-40.jpg)

3 appear  :-o
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1614-08-36-31.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1614-08-38-60.jpg)

Test it (http://www.mediafire.com/?2zyynizmowe)
Title: Re: Successfully converted irit from CC to magic model!
Post by: obesebear on 2009-07-16 16:43:46
WOW  Huge props for successfully getting a summon in game!  Is bahamut next?? ::hint hint::
Title: Re: Successfully converted irit from CC to magic model!
Post by: Opine on 2009-07-16 17:06:24
That looks awesome.
Title: Re: Successfully converted irit from CC to magic model!
Post by: Kudistos Megistos on 2009-07-16 21:54:06
Well, this is looking nice. I too can't wait for Bahamut. Let's see...what other summoned monsters appear as models in reverse engineered FF games? CC has Phoenix and Odin, but unfortunately they're only in movies AFAIK. It's just a pity that we can't do this (http://forums.qhimm.com/index.php?topic=7805.0) yet  :cry:

That's interesting, you gave him hooves. He kinda looks like a satyr now (think Phil from Disney Hercules).

He's missing one part that is usually very noticeable on a Satyr  :-D (although not satyrs in Disney films)
Title: Re: Successfully converted irit from CC to magic model!
Post by: Trishty on 2009-07-17 09:19:50
After you download my irit use lgp tools and replace ab. Don't extract magic.lgp. Replace .d and .p?? add file .t00 done. Ill do Bahamut later if i have free time  :-)