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Final Fantasy Forums => Graphical Modding => FF7 Graphical Releases => Topic started by: Grimmy on 2012-02-20 20:30:08

Title: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2012-02-20 20:30:08
My main FFVII mods releases.

Full World Map Re-Texture
Includes Felix wmp beta, 59 additional textures Ste41k, Full worldmap by ff7remastered, original WMRP by pyrozen, plus My towns and personal tweaks.
(https://drive.google.com/uc?id=0B7M9_-82mYREclltdGRTeHJTeUE)
http://www.mediafire.com/download/1ta6qq449m1q0zy/World.7z

HQ Disc Change w/ New Start Screen and Avatars
(https://drive.google.com/uc?id=0B7M9_-82mYRERmZmQTNRQzl3cGc)
http://www.mediafire.com/download/2ude8qctzrp27g2/New_disc_menu.7z (http://www.mediafire.com/download/2ude8qctzrp27g2/New_disc_menu.7z)

New Huge Materia.
 Modified from Mako Dawn mod.
(https://drive.google.com/uc?id=0B7M9_-82mYREZzN4M2FhS2pvZTg)
http://www.mediafire.com/?1w6akfzz75bsy89 (http://www.mediafire.com/?1w6akfzz75bsy89)

Diamond Weapon Model:
(https://drive.google.com/uc?id=0B7M9_-82mYREZUlvbFlYaVQ4Qlk)
http://forums.qhimm.com/index.php?topic=9184.msg123240#msg123240 (http://forums.qhimm.com/index.php?topic=9184.msg123240#msg123240)

Joker, Death Dealer with new cards

(https://drive.google.com/uc?id=0B7M9_-82mYREdDVaU2k0U0F4Zjg)

(https://drive.google.com/uc?id=0B7M9_-82mYRESjVRMGNubEVGOEU)
http://www.mediafire.com/?h4vili93h6gi3c2 (http://www.mediafire.com/?h4vili93h6gi3c2)

Upscaled Magic Textures
(https://drive.google.com/uc?id=0B7M9_-82mYREbXYxUmtNc2NlbWM)
http://forums.qhimm.com/index.php?topic=12836.0 (http://forums.qhimm.com/index.php?topic=12836.0)

Towns by Grimmy
(https://drive.google.com/uc?id=0B7M9_-82mYREeURpaHdhRnRESEU)

(https://drive.google.com/uc?id=0B7M9_-82mYREemVsdmVpSEZ4eVE)
http://forums.qhimm.com/index.php?topic=9321.0 (http://forums.qhimm.com/index.php?topic=9321.0)

Replacement FMVs for FFVII
(https://drive.google.com/uc?id=0B7M9_-82mYREdFRoVmxTdWRhMEk)
http://forums.qhimm.com/index.php?topic=8414.0 (http://forums.qhimm.com/index.php?topic=8414.0)

Elmyra and Marlene in Kalm
(https://drive.google.com/uc?id=0B7M9_-82mYREUzctaXVsUkxsMnM)
http://www.mediafire.com/download/hxd75b6xyl533o5/elmin2_2 (http://www.mediafire.com/download/hxd75b6xyl533o5/elmin2_2)

Bike Game Textures
(https://drive.google.com/uc?id=0B7M9_-82mYRESXVldHJkN3A0Qzg)

(https://drive.google.com/uc?id=0B7M9_-82mYREcGpjeEFLRVRUbGM)
http://www.mediafire.com/download/4f7x657j40t66s9/high.7z (http://www.mediafire.com/download/4f7x657j40t66s9/high.7z)

Jessie - Bombing Mission
(https://drive.google.com/uc?id=0B7M9_-82mYREUlJoUzZzMnNMd1k)

(https://drive.google.com/uc?id=0B7M9_-82mYREcDZLcVFWVGRybWM)

(https://drive.google.com/uc?id=0B7M9_-82mYRETHByd1d2YmtRdTA)
http://www.mediafire.com/download/i509agwawf813z5/Jessie+mod.7z (http://www.mediafire.com/download/i509agwawf813z5/Jessie+mod.7z)

Chocobo Mini Game HD Textures(English)
(https://drive.google.com/uc?id=0B7M9_-82mYREdTJPRmZWc1lvQlE)

(https://drive.google.com/uc?id=0B7M9_-82mYRERVZDbnByVVpSODg)
http://www.mediafire.com/download/7dusxg3yo38gk6b/Chocobo+HD.7z (http://www.mediafire.com/download/7dusxg3yo38gk6b/Chocobo+HD.7z)
Original French Version
http://forums.qhimm.com/index.php?topic=16378.msg232653#new (http://forums.qhimm.com/index.php?topic=16378.msg232653#new)

Coaster Mini Game HD Textures
(https://drive.google.com/uc?id=0B7M9_-82mYREOS1HSGhuYjlDTkk)

(https://drive.google.com/uc?id=0B7M9_-82mYRETnY3LUUtcUNXVVk)
http://www.mediafire.com/download/efxy11qjbzjr409/coaster.7z (http://www.mediafire.com/download/efxy11qjbzjr409/coaster.7z)

Play as Shinra Party Swap
(https://drive.google.com/uc?id=0B7M9_-82mYREdHR6Y0l5Q29LcnM)

(https://drive.google.com/uc?id=0B7M9_-82mYREbS1fMWFSb0NvMVk)

(https://drive.google.com/uc?id=0B7M9_-82mYRERHFtWDhpYXpmWms)
https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU (https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU)

My Youtube - FF7 vids
http://www.youtube.com/user/grimmy307
Title: Re: Grimmy's Models
Post by: DLPB on 2012-02-20 20:36:32
Cool.  Added to the Unified Model Installer.

I still need you to bug test U001, there are a few issues I have spotted.  See my thread :)
Title: Re: Grimmy's Models
Post by: AlbusJC on 2012-02-21 18:35:55
woow I like it!  :-) thanks Grimmy
Title: Re: Grimmy's Models
Post by: Tempus on 2012-02-23 09:39:45
Looks neat, good work! That new Diamond Weapon looks cool too!
Title: Re: Grimmy's Models
Post by: Grimmy on 2012-03-14 02:36:20
Updated the Joker and Death Dealer models to use the new card textures by JordieBo and free to use tarot cards.

(https://drive.google.com/uc?id=0B7M9_-82mYREdDVaU2k0U0F4Zjg)

(https://drive.google.com/uc?id=0B7M9_-82mYRESjVRMGNubEVGOEU)

The spell versions of these where included in my Upscaled Magic Textures http://forums.qhimm.com/index.php?topic=12836.0 (http://forums.qhimm.com/index.php?topic=12836.0), so now the battle models will match those new magic textures. Link updated on first post.
Title: Re: Grimmy's Models
Post by: LeonhartGR on 2012-03-15 00:01:02
My moddb blog
http://www.moddb.com/members/grimmy307/blogs (http://www.moddb.com/members/grimmy307/blogs)
Holy mother of God... that's a wicked Cloud!!! I hate copyright issues for messing up the hair!!!  >:(

Will we be able to use your Cloud with the dirty buster sword?
Title: Re: Grimmy's Models
Post by: Dark_Ansem on 2012-03-22 17:14:04
I like those. keep it up when it comes to editing!
Title: Re: Grimmy's Models
Post by: Grimmy on 2012-03-24 01:07:11
Will we be able to use your Cloud with the dirty buster sword?


You can always use any combination of swords with any cloud model. You may have to use biturn to convert swords back to 3ds and pcreator to reset the texture id and make it a p file again so it will work with what ever model you are using, but that's half the fun of modding and a great way to learn the tools.
Title: Re: Grimmy's Models
Post by: ff7maniac on 2012-03-30 04:36:19
you forget a long hair on tifa ^^ shes not a short hair:P
Title: Re: Grimmy's Models
Post by: PH03N1XFURY on 2012-04-05 23:14:18
i dont really like the cloud model but his weapon looks ace and your diamond weapon is by far the best i have ever seen
Title: Re: Grimmy's Models
Post by: PitBrat on 2012-04-10 22:10:13
Are direct links to the Cloud, Tifa and Yuffie models allowed in the forum?
They belong in the big list.
Is it too early to add them to Bootleg?
Title: Re: Grimmy's Models
Post by: Grimmy on 2012-04-11 00:52:46
I'd prefer to keep things on my blog separate from here.

Here's a shot of what I'm working on now.
(https://drive.google.com/uc?id=0B7M9_-82mYREbGowTVhDUG1ONlE)

It's my first custom mesh. I referenced both the original and idk models during mesh creation. I will be using the Gold Saucers flevel image to texture it the same as I did with Diamond weapon. The texture is just slapped on there for the screenshot. 

Edit: Well It's gonna be awhile before I release that Gold Saucer. I have lost it and will have to recreate it.
Title: Re: Grimmy's Models
Post by: LeonhartGR on 2012-08-02 23:45:32
Please remind me! Huge materia go to which lgp?
Title: Re: Grimmy's Models
Post by: DLPB on 2012-08-03 00:13:41
Please remind me! Huge materia go to which lgp?

Use UMI installer, it is there.  Unless you prefer manual, in which case, it goes in char.lgp.
Title: Re: Grimmy's Models
Post by: LeonhartGR on 2012-08-03 00:37:33
Thanks mate! I'm trying to re-compile my battle lgp only and re-installing some parts just in case.
Title: Re: Grimmy's Models
Post by: Grimmy on 2012-09-06 22:31:38
My topic so I will Necro it to say that I am returning... just gotta play some catch up to master anything new. Watch my blog for an update soon.
Title: Re: Grimmy's Models
Post by: Tenko Kuugen on 2012-09-06 23:22:01
thats good news indeed.
Now lets hope Pit releases bootleg 40 with your fixed models soonish, heh
Title: Re: Grimmy's Models
Post by: LeonhartGR on 2012-09-07 00:30:26
Welcome back Grimmy! We are hanging off your future posts :P What about your awesome Gold Saucers ?
Title: Re: Grimmy's Models
Post by: Grimmy on 2013-08-23 23:02:36
Here is a little thing. I added Elmyra and Marlene to Kalm after the Rocket launch. They are total new additions and do not just replace another npc. I put them in the empty upstairs of the second house. If you Don't like the text use Makou Reactor to add you own.

http://www.youtube.com/watch?v=_8rqDtmYJgc&feature=youtu.be

(https://drive.google.com/uc?id=0B7M9_-82mYREUzctaXVsUkxsMnM)

link on first post.
Title: Re: Grimmy's Models
Post by: Kaldarasha on 2013-08-29 03:36:51
Here is a little thing. I added Elmyra and Marlene to Kalm after the Rocket launch. They are total new additions and do not just replace another npc. I put them in the empty upstairs of the second house. If you Don't like the text use Makou Reactor to add you own.

http://www.youtube.com/watch?v=_8rqDtmYJgc&feature=youtu.be

link on first post.

I currently making a change log for my flevel project. While doing this, I found some missed changes I had made on my German mod. I have implemented your change, because I think it's a nice addition. The change log has the following structure: [Field] [Author] [Change].
This way I make sure everyone get his credits and the other could see what actually is changed.
Title: Re: Grimmy's Models
Post by: Grimmy on 2013-09-01 23:46:46
I redid all the images in the disc_** using the HQ desktop wallpapers of the images.

Turning these...

(https://drive.google.com/uc?id=0B7M9_-82mYREUl9oeTJMaG83SGc)

Into these...

(https://drive.google.com/uc?id=0B7M9_-82mYRERmZmQTNRQzl3cGc)


I also added a few new game over screens and some replacements for the cloud disc change, so that one can be used for the start screen. I included that as a new start screen and my custom Avatars that I've been using for the past few years. Link on the first post.
Title: Re: Grimmy's Models
Post by: LeonhartGR on 2013-09-02 07:53:13
Nice! Thank you Grimmy!
Title: Re: Grimmy's Models
Post by: JLOUTLAW on 2013-09-08 14:44:07
Your world map town mod download isn't working. Can you re-upload it please?
Title: Re: Grimmy's Models
Post by: Grimmy on 2013-09-08 15:32:04
Repaired Towns link.
Title: Re: Grimmy's Models
Post by: DLPB on 2013-09-08 21:10:54
Grimmy, the world map update by FeliX really needs the towns and buildings sorting.  I am sure he would have no problem with you updating his mod for him.  I could ask him for you?  Of course... if you wanted to do?  FeliX is going to be busy with life for a long time.
Title: Re: Grimmy's Models
Post by: Grimmy on 2013-09-09 23:36:21
Grimmy, the world map update by FeliX really needs the towns and buildings sorting.  I am sure he would have no problem with you updating his mod for him.  I could ask him for you?  Of course... if you wanted to do?  FeliX is going to be busy with life for a long time.

Sure, here is what I'm using. It is felix wmp beta, 57 additional tex, full world map by ff7remastered, my towns and tweaks to Chocobo prints and mountains. It is a nice set that completes the world map, sans the models. I may get around to fixing the few issues it has, but they are so minor I'm not motivated to do it.

Link on first post.
Title: Re: Grimmy's Models
Post by: DLPB on 2013-09-10 00:21:36
So these add ons work with Felix mod?  And they blend in?  (the original town models look really bad on felix mod because you can see the original grass etc.
Title: Re: Grimmy's Models
Post by: Grimmy on 2013-09-10 01:50:20
Reuses parts of the original wmrp for town grass sections, so some of the greens aren't spot on.

(https://drive.google.com/uc?id=0B7M9_-82mYREaVB0TU94VmlrT2c)

(https://drive.google.com/uc?id=0B7M9_-82mYREV0ZTREZDTkxtWVk)

(https://drive.google.com/uc?id=0B7M9_-82mYRESXc3SHFfbFVPUkU)

(https://drive.google.com/uc?id=0B7M9_-82mYREZktjT3lkNGFvOVE)

(https://drive.google.com/uc?id=0B7M9_-82mYREbVVROFN3SmpOWmM)
Title: Re: Grimmy's Models
Post by: DLPB on 2013-09-10 18:07:06
That's still pretty damn groovy!  I'll install it all later and see what's what.  8)  I didn't realise there was this update by you.  Guess I need to start looking at other threads better.
Title: Re: Grimmy's Models
Post by: Grimmy on 2013-09-10 22:21:51
Not an update by me, as much as a compilation of what is out there with some tweaks. Credits are given with the link.
Title: Re: [FF7PC] Grimmy's Models, Textures etc.
Post by: Grimmy on 2014-11-30 05:46:19
I did a quick set of upgraded textures for the Bike game. I thought these had been done before but I couldn't find them, so I made them.  New avatars and score boards. Looks great with all the bike game models and original Motorball by bloodshot.

(https://drive.google.com/uc?id=0B7M9_-82mYRESXVldHJkN3A0Qzg)

(https://drive.google.com/uc?id=0B7M9_-82mYREcGpjeEFLRVRUbGM)

(https://drive.google.com/uc?id=0B7M9_-82mYREVVYzXzliaWp2Rzg)

Links on first post

And the links for the Condor minigame on this thead
http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308 (http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308)
all seem to be dead, so i have up loaded the models and Textures by strayoff.

Condor models
http://www.mediafire.com/download/31utqs4ru16ree1/condor+models.7z (http://www.mediafire.com/download/31utqs4ru16ree1/condor+models.7z)

Condor Textures
http://www.mediafire.com/download/ed0f86nxbqmvtrs/condor.7z (http://www.mediafire.com/download/ed0f86nxbqmvtrs/condor.7z)
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2014-12-16 23:23:26
Here is a mod that will allow Jessie to join your party for the bombing mission. It uses 7thHeaven's ability to change files based on variables, and as such is 7thHeaven exclusive. Some people may have trouble getting the Avatars to work, but I included a readme that will explain what your troubles are. Some pics.

(https://drive.google.com/uc?id=0B7M9_-82mYREUlJoUzZzMnNMd1k)

(https://drive.google.com/uc?id=0B7M9_-82mYREcDZLcVFWVGRybWM)

(https://drive.google.com/uc?id=0B7M9_-82mYREaVJCS1FUXzFNZ3M)

(https://drive.google.com/uc?id=0B7M9_-82mYRETHByd1d2YmtRdTA)

Link on first post.

Video

https://www.youtube.com/watch?v=r3CScbhshLY&feature=youtu.be
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: EQ2Alyza on 2014-12-17 01:54:54
Very cool Grimmy :)

I look forward to adding this to the catalog.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Mayo Master on 2014-12-17 15:47:37
Having Jesse join the party for the Bombing Mission is an awesome idea! I assume you copied the animation from Tifa's?
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Kaldarasha on 2014-12-17 19:50:27
I think that she should use Vincent's gun skeleton. It would make more sense she is more for blowing things up as to punch them to death.  Also she has a gun as accessories. :wink:
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Mayo Master on 2014-12-17 23:27:54
It would make more sense she is more for blowing things up as to punch them to death.
She actually does punch Shinra mook too (when the train stops at the station on the opening sequence). I'd be fine either way though.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Sega Chief on 2014-12-17 23:39:48
That's pretty cool, Tifa's anims are probably the best fit. Vince wouldn't be as straightforward; might be a bit awkward if Jessie transformed into Galian Beast all of a sudden.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Mirrorman95 on 2014-12-18 00:35:18
I like the extra playable character, however it should be "of_course!" instead of "of_Course!".
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Sega Chief on 2014-12-18 00:55:59
Nah, it should be 'Off, Course!'
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Mirrorman95 on 2014-12-19 01:12:29
Will Grimmy upload his Female Cloud mod as an iro too?
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Bobby on 2015-03-04 18:01:15
So after installing World.7z in my modpath, I'm met with these results. Is this normal?

Disregard, got the answer in another thread. It was my own fault.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-02 15:04:10
Hi Grimmy,

This is a repost of what I put on your moddb page in case you don't monitor your account anymore. 

I really like the look of your JKA Yuffie model, thankyou so much for designing it.  When I install it using Bootleg as a CustomModel the game crashes whenever Yuffie is in the party and the battle screen begins to load after the swirl. 
 
Does this link: http://www.moddb.com/members/grimmy307/blogs/ffvii-pc-project-update/#5182133

... go to the finished version?  201 files in the battle lgp is alot more than the other custom models I'm using is all. 

Thanks in advance! 
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: cmh175 on 2015-04-02 16:23:00
The animation file of this model is broken. You need to replace the **DA files from either the original vanilla files or download another Yuffie model and borrow the files from there. Grimmy's model will work fine than.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-02 17:28:24
So out of the 201 files in the .lgp 

rxda
nuda
ntda
nsda
nrda
nqda
npda

Will they be named the same in another model and I just delete the bad files and replace them with the scavenged ones? 
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: cmh175 on 2015-04-02 18:17:42
Yup that's it. Just snag the **DA files and you're good to go.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-02 20:39:59
Do you know if its possible to just swap out the files you mentioned without reinstalling the game/running the Bootleg process from scratch? 

Have tried 7th Heaven with no success - my machine can't handle it. 

I've borrowed the files from Whiteraven's model and am ready to give it a try. 
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-03 19:36:48
I reinstalled everything with the **DA files swapped out.  The game is still freezing in the first few frames of battle with Yuffie in the party.  I rechecked the custom models folder to make sure I hadn't missed any. 

Any ideas? 

Log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6300 series Graphics 4.1.10750 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Kranmer.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: c:\games\ffvii\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: c:\games\ffvii\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 100
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Kaldarasha on 2015-04-03 20:12:46
The **ba files could also be bad. :P

What ancient PC do you use that you can't run the game with 7H? ???
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Sora123masta on 2015-04-03 21:27:50
The **ba files could also be bad. :P

What ancient PC do you use that you can't run the game with 7H? ???

My guess? Windows Millenium, 95, 98, or 2000. o.o -Derp-
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-04 10:34:20
Running Windows 7 (64bit OS) on a Lenovo G575 laptop
ATI Technologies Inc. AMD Radeon HD 6300 series Graphics 4.1.10750 Compatibility Profile Context
AMD E-300 APU with Radeon(tm) HD Graphics 1.30 GHz
4.00 GB (3.60 GB useable) Ram
200 Gig free on the hard drive. 

The game looks great especially the world map graphics and battle scenes but gameplay slows to a snails pace when in the menu, field or overworld. 

I gave up and went back to Bootleg as I get no slowdown. 

OK, I'll try replacing the files you suggested on my next reinstall. 

Cheers!
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-04 11:16:47
There aren't any **BA files in the JKA model or the donor model I'm using.  Did you mean a different set? 
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: EQ2Alyza on 2015-04-04 14:02:00
Did you change anything in Workshop -> OpenGL driver configurations before playing? The default settings will run the game on a 3840x2160 internal resolution, which may be a bit much for your system.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2015-04-07 14:09:18
Thanks for wanting to use that model chriserenity, but it is so old and outdated. I also never play tested it so it has a glitch. However it was corrected by Whiteraven and can be found here http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139 (http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139) .
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: chriserenity on 2015-04-07 14:16:55
Thanks for wanting to use that model chriserenity, but it is so old and outdated. I also never play tested it so it has a glitch. However it was corrected by Whiteraven and can be found here http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139 (http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139) .

Thanks alot! 
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2015-10-18 21:21:56
Updated Coaster Mini Game Textures.

(https://drive.google.com/uc?id=0B7M9_-82mYREOS1HSGhuYjlDTkk)

(https://drive.google.com/uc?id=0B7M9_-82mYRETnY3LUUtcUNXVVk)

Link on first post.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2016-11-12 01:16:34
I've got a little project I've been working on to share. It is a play as the Shinra mod based on Jeets mod for the psx found here. (http://forums.qhimm.com/index.php?topic=14507.0) and a modded version of Scarlet from mr_nygren's play as shinra project found here. (http://forums.qhimm.com/index.php?topic=16225.0) It is a 7thHeaven mod that fully swaps the entire party for the shinra so you can play through some events of the game that are only talked about. I am still scripting all these events in the flevel, but here is a little demo video of how it will operate.

https://youtu.be/52RiR5lD9hQ (https://youtu.be/52RiR5lD9hQ)


And a few screenshots.

(https://drive.google.com/uc?id=0B7M9_-82mYREdHR6Y0l5Q29LcnM)

(https://drive.google.com/uc?id=0B7M9_-82mYREbS1fMWFSb0NvMVk)

(https://drive.google.com/uc?id=0B7M9_-82mYRERHFtWDhpYXpmWms)


This will just be a story addition to the original game and not a stand alone play as Shinra mod. I should be ready to release the iro in the next few weeks unless I add some more scenarios.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Sega Chief on 2016-11-12 12:50:06
Enemy models as playable characters D: how did you manage that?
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Ansem on 2016-11-12 13:54:34
Enemy models as playable characters D: how did you manage that?

In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Sega Chief on 2016-11-12 14:14:04
Is the documentation on the AB file still kicking about somewhere? I imagine I'll need to hex-edit it.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Ansem on 2016-11-12 19:50:56
This (http://wiki.qhimm.com/view/FF7/Battle/Battle_Animation/Animation_Script) is probably the best place to look at when you're hex editing AB files. There's more stuff lying around the forums too, but you'd have to search to find it all.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2016-11-12 21:41:19
In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.

Yep, Jeet had already done all that in the PSX version, so all the commands do have an assigned animation.  I just had to extract the code and put it in the ab file.

Is the documentation on the AB file still kicking about somewhere? I imagine I'll need to hex-edit it.

Yeah, but i'll be releasing these in a week or two so you could just wait and then you'll have them to do with as you wish.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Sega Chief on 2016-11-13 00:11:47
This (http://wiki.qhimm.com/view/FF7/Battle/Battle_Animation/Animation_Script) is probably the best place to look at when you're hex editing AB files. There's more stuff lying around the forums too, but you'd have to search to find it all.

Cheers bud.

Yep, Jeet had already done all that in the PSX version, so all the commands do have an assigned animation.  I just had to extract the code and put it in the ab file.

Yeah, but i'll be releasing these in a week or two so you could just wait and then you'll have them to do with as you wish.

Looking forward to it; playing as the Turks or as Dyne could be interesting.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2017-04-19 22:18:35
It's been to long waiting to release this shinra mod, so before that here is something cool. It's my Kalm town battle stage.

(https://drive.google.com/uc?id=0B7M9_-82mYREVnpqQUlUOGFXaHc)

and here it is in action

https://youtu.be/BwMO4PVg4-Y (https://youtu.be/BwMO4PVg4-Y)

Here's the download

http://www.mediafire.com/file/687kcvwthhigbwj/kalm+battle.7z (http://www.mediafire.com/file/687kcvwthhigbwj/kalm+battle.7z)

It's currently set to replace a blank field, but you could find other ways to use it.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: mr_nygren on 2017-05-04 10:12:42
Hello, what happened to the "Play as the Shinra"-mod - is it released?

Also, i play on Bootleg and would want the raw-files as i could easily implement those. I don't really care about the story being different - i just want the characters and their animations.

By the way, as for Jeets mod i have it fully working on my PSP since back in 2015 and it's cool - but the graphics are not on the same level as the PC-version obviously. I tried getting it to work on my modified PS2 but while the mod worked all the save-games couldn't be loaded. They get corrupt or doesn't work on a memory card for a pal ps2. And without working saves it's impossible to play the whole mod.

On the PSP it worked fine but it's a small screen..

On PC would be best. I know how to replace the models, change animations manually etc - but how do one add the animations directly from the battlemodels to the playable models like previewed in this thread? I read something about an AB-file - is it possible to just swap Cloud for Rufus and then insert the new commands in Clouds AB-file?

The second problem to this would be bones missing.. How did you guys add bones to the playable model? Or did you just swap the files? I tried that and while the animations did work - they had the wrong commands etc. Like doing their attack animation when clicking potion or the like.

If i would guess how you managed to do this i would guess on swaping the files and editing the AB-file so that all the cool enemy animations ended up with the right command buttons.

A tip on where to find Jeets commands, and possibly instructions on how to do this would be appreciated. Or if i could just use your character files would be awesome Grimy. Otherwise i'll do it myself but would want some help on how to do this.

I am a little off as i haven't touched FF7 modding since last year - but i know how to just replace the files and it's there problems with animations and buttons may happen. So any tip on how to add Jeetz commands would be great.

Also, i don't really want the field models shown here as i prefer them to not be cell shaded - but the animations and battlemodels sure. And world map models etc. Pretty much everything but the fieldmodels. Thanks :)
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2017-05-14 16:15:08
It has taken me longer than expected to make this Shinra Party swap function properly. Mainly due to the fact that the Kernel is loaded into memory once at startup, so I was unable to make custom limits or item names like in the psx version. But I can no longer keep spinning my wheels trying to trick this mod out and so I am releasing it as is. As stated above it is still based on Jeets mod for the psx found here. (http://forums.qhimm.com/index.php?topic=14507.0) and a modded version of Scarlet from mr_nygren's play as shinra project  here. (http://forums.qhimm.com/index.php?topic=16225.0)


It is a small play through of what events may have occurred at the Temple of the Ancients before Cloud and Company arrived. I included the PHS anywhere mod to allow more playability with the Shinra characters since the event is so short. If you want to play with the battle models as a stand alone mod(outside of the story point swap) just use the Black Chocobo save editor and give your party the "Letter to Daughter" key item. That will swap the battle models, world map models and the avatars, but not the Field models or names. That's just if you want to do it as a stand alone mod, everything is fully swapped in the story point playthrough. Here are the Screenshots and demo video again as a refresher.


https://youtu.be/52RiR5lD9hQ (https://youtu.be/52RiR5lD9hQ)

(https://drive.google.com/uc?id=0B7M9_-82mYREdHR6Y0l5Q29LcnM)

(https://drive.google.com/uc?id=0B7M9_-82mYREbS1fMWFSb0NvMVk)

(https://drive.google.com/uc?id=0B7M9_-82mYRERHFtWDhpYXpmWms)

One side note. Dyne is shown above, but i pulled that character and added in Tseng. Just made more sense story wise.


The known issue with this mod is the same as the jessie mod. For the avatars to be swapped they have to be .tex files loading from a menu(direct) folder. For some reason a .png file loading from a menu(mod path) folder has a persistence like the 1st avatar to load is held in memory and never reloaded. The solution is still the same as with jessie, run your menu avatars as .tex files and then any avatar swap mods will work without any issues. THis is a 7H exclusive mod like the jessie mod because of the file swapping based on in game variable feature. I also built this using 7H 1.55, so i don't know if it will work properly under older versions. If anyone would like to use the contents of this story addition mod to create a full Shinra mod just unpack the iro using 7H and have at it.

https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU (https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU)

I'll help with any questions other than "Avatars aren't changing/Shinra Avatars remain after main party returns", because I already spelled out the fix above. Also if you aren't using 7H 1.55 then you will probably have issues.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: mr_nygren on 2017-05-29 14:23:46
Could you please send the files with Dyne? I wanted that character to replace Barret in my sub-mod and i thought i could use your files to finish my sub-mod =):
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: LeonhartGR on 2017-06-03 09:19:59
I'd always turn "homo" for you Grimmy... and I keep coming back :P :P :D

https://www.youtube.com/watch?v=ptkw2rPhAuM
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: mr_nygren on 2017-06-08 19:19:37
I see you altered the Scarlet-model Grimmy.

Not only were the model file altered but also the animations - i think it looks less good in this mod.

The arm is not as properly connected and the victory animation looks more glitched. I replaced your Scarlet battle model (modified version of mine) with my original one. I just want to say to everyone that may read this that it's better to add the official Scarlet battle model as it isn't as glitched.

The arm and hand doesn't look as glitched
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2017-06-08 22:58:36
To each their own. I felt it needed more work.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2018-07-20 02:39:36
So, I like many have been following Jusete's awesome fields (http://forums.qhimm.com/index.php?topic=17791.0)  and his progress. I just keep seeing and thinking about certain fields (https://www.reddit.com/r/FinalFantasy/comments/58b6fw/artist_reimagines_final_fantasy_vii_prerendered/) that are not 100% accurate and won't work in game without strange clipping. However these fields are generally really good and I've always wanted to use them in game, so I set my mind to doing just that. I started with the obvious choice to see if it would even be possible to Photoshop them to fit into game and here is what I've gotten so far.

The original Wallmarket Pharmacy

(https://drive.google.com/uc?id=1nCT2exMwOaYy6lrIcX-7P4ppl-zvYrE5)

The remade Wallmarket Pharmacy by Ben Nicholas

(https://drive.google.com/uc?id=1knKxFA5Z3nAPoJyhecXiKVVPeR_o_AeW)

edited Remade Wallmarket Pharmacy by Ben Nicholas - In Game

(https://drive.google.com/uc?id=1qqvZjvHzWCMFCq6SAZ5HabSRkLLXju4l)

Download for that field
http://www.mediafire.com/file/kcw1ka9rrbfzdl7/mkt_s3.7z/file (http://www.mediafire.com/file/kcw1ka9rrbfzdl7/mkt_s3.7z/file)

I felt that the Wallmarket Pharmacy went really well and proved the concept, so I went back to a much older field I've wanted to get into game.

The original Costa del sol

(https://drive.google.com/uc?id=18tldi8nwqDrnQNaIUe64AFrDTwQkl3cW)

The remade Costa del sol by Harro

(https://drive.google.com/uc?id=1KnWjQQWYMN8gdtPMsd63VsGbS_q2_XPx)

My edited Remade Costa del sol - Still in the works

(https://drive.google.com/uc?id=1pf4JwpP3Vc7VZSnhGUTl1ZzLi657-sjX)

I am close to finishing the Costa field but might start a smaller easier field before publishing it. I have a minimum of 10 other fields that can be made to work. For those unfamiliar with why the fields have to be heavily photoshopped to work. Basically, if a remade field is not 100% accurate to the original then it will cause strange clipping and overlapping in game making them unusable. That is what I am correcting with these edits.


Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: jusete on 2018-07-20 13:37:22
They look amazing man, good work. What kind of editing are you doing in Photoshop??
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2018-07-20 23:02:06
They look amazing man, good work. What kind of editing are you doing in Photoshop??

Yep, CS5. Since these images have already been rendered in a non-accurate way, Photoshop is the best way(for me anyway) to get them to line up properly with the original images.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Covarr on 2018-07-22 12:52:15
Oh man, I can only imagine how much of a pain it must be to get backgrounds that are already rendered at the wrong angles and with the wrong proportions in places to line up properly with the game's walkmeshes. Good work.

I do have to ask, though, did you get the original artist's permission to distribute modified versions of his work?
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2018-07-22 19:02:02
Shouldn't really need to, but I will try. Providing the original Author with credit should be good in this situation, and has been a practice here for quite some time. In fact, there have been a number of times that my works on this forum have been taken, re-edited and redistributed here without any credit given to me and I haven't thought much of it. However, I did edit the above post to better credit the original creator and If he was to contact me and ask I take it down as it somehow bastardized his work I would. Likewise if requested by the Administration. Honestly, I'm just trying to share the love and let people enjoy that and other great fields in game. I make many mods and when I have one I can share I do for the love of the game and all the other fans. Anywho, all that aside I shot him an email and if he says yay or nay I will respond accordingly. 

While contacting him I found another field on his blog. Not sure if it had been shown here or not. https://belgianbooleancg.com/projects/oer6q (https://belgianbooleancg.com/projects/oer6q)

As for the field by Harro, I have received permission in conversations years ago to edit it to better fit into game.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: jusete on 2018-07-22 22:30:25
Hahah Today morning I found that one as well. It's very good.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: ff7maniac on 2018-07-22 23:15:29
I hope the creator will give you permission grimmy ^^ I love it's 2 scene :)
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: mr_nygren on 2018-07-29 22:27:12
It has taken me longer than expected to make this Shinra Party swap function properly. Mainly due to the fact that the Kernel is loaded into memory once at startup, so I was unable to make custom limits or item names like in the psx version. But I can no longer keep spinning my wheels trying to trick this mod out and so I am releasing it as is. As stated above it is still based on Jeets mod for the psx found here. (http://forums.qhimm.com/index.php?topic=14507.0) and a modded version of Scarlet from mr_nygren's play as shinra project  here. (http://forums.qhimm.com/index.php?topic=16225.0)


It is a small play through of what events may have occurred at the Temple of the Ancients before Cloud and Company arrived. I included the PHS anywhere mod to allow more playability with the Shinra characters since the event is so short. If you want to play with the battle models as a stand alone mod(outside of the story point swap) just use the Black Chocobo save editor and give your party the "Letter to Daughter" key item. That will swap the battle models, world map models and the avatars, but not the Field models or names. That's just if you want to do it as a stand alone mod, everything is fully swapped in the story point playthrough. Here are the Screenshots and demo video again as a refresher.


https://youtu.be/52RiR5lD9hQ (https://youtu.be/52RiR5lD9hQ)

(https://drive.google.com/uc?id=0B7M9_-82mYREdHR6Y0l5Q29LcnM)

(https://drive.google.com/uc?id=0B7M9_-82mYREbS1fMWFSb0NvMVk)

(https://drive.google.com/uc?id=0B7M9_-82mYRERHFtWDhpYXpmWms)

One side note. Dyne is shown above, but i pulled that character and added in Tseng. Just made more sense story wise.


The known issue with this mod is the same as the jessie mod. For the avatars to be swapped they have to be .tex files loading from a menu(direct) folder. For some reason a .png file loading from a menu(mod path) folder has a persistence like the 1st avatar to load is held in memory and never reloaded. The solution is still the same as with jessie, run your menu avatars as .tex files and then any avatar swap mods will work without any issues. THis is a 7H exclusive mod like the jessie mod because of the file swapping based on in game variable feature. I also built this using 7H 1.55, so i don't know if it will work properly under older versions. If anyone would like to use the contents of this story addition mod to create a full Shinra mod just unpack the iro using 7H and have at it.

https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU (https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU)

I'll help with any questions other than "Avatars aren't changing/Shinra Avatars remain after main party returns", because I already spelled out the fix above. Also if you aren't using 7H 1.55 then you will probably have issues.

I am working on the FF7 Shinra mod right now.

I just wanna say that both Dark nation battlemodels have an issue where they stand still when using their basic attack. They do attack the enemy, but they just stand still and move without moving their legs - this goes for both the one you sent in your Shinra Mod package and the one i extracted from your IRC-archive.

All the others work fine i think. So would probably be interesting to find out if it has it's own attack animation when using it's basic attack. The one where it is using the tail. The other ones seem to work fine.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Grimmy on 2018-07-31 00:28:11
Cool. I didn't actually adjust Dark Nation's animations at all when porting it over from Jeet's psx mod found here. (http://forums.qhimm.com/index.php?topic=14507.0) But you can assign any animation to any action by hex editing the **ab file of the model. A full break down of the file structure can be found on the wiki. (http://Wiki.http://web.archive.org/web/20170721040922/http://wiki.qhimm.com:80/view/FF7/Playstation_Battle_Model_Format) Unfortunately I am busy with other work so I cannot do that for you. Good luck.
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: ff7maniac on 2018-09-16 22:42:31
grimmy will you also edited this one?

https://belgianbooleancg.com/projects/oer6q
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Nunsrgr8 on 2018-09-20 10:12:42
I'd would love to permanently install your Jessie mod! The issue is that I don't use 7H (all my files have been sorted by hand), is there a way to get Jessie's avatar working without 7H Grimmy? If not what would be involved in getting it to work?
Title: Re: [FF7PC] Grimmy's Models and Textures etc.
Post by: Tsunamix on 2018-09-20 20:42:16
I don't think it's possible at all. Only 7th heaven is capable of hot swapping anything while the game is running. I don't see it possible at all without it. both the Avatar and the model needs this ability for the mod to work.