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Messages - Kuroda Masahiro

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76
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-03 10:51:41 »
Coming along nicely.

Don't forget that you can cut your importing time in half by simply mirroring the arms and legs once they're fully resized and rotated to fit on both sides.

77
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-01 20:45:09 »
This is very helpful Jeet, I just finished testing this, and I can confirm it works.

Although, I am saddened by the fact that Wolfman does not need to do any animation editing, I was quite looking forward to that.

78
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-30 20:59:58 »
Galiant Beast will require extensive work to be a fully playable character, although it is possible, but right now my head is killing me and I don't feel like explaining it.

Out of interest, how many of the old crew are still around?

79
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-30 20:36:14 »
@Obesebear - I actually tried doing an animation importer/exporter, mainly for my own use, but it was nowhere near functional and the overall animation system is highly temperamental, I could work more on it, but it seems unfeasible with my current abilities to finish.

Do you really think that someone who turned Tifa into an archer, a rapier master and an old man wouldn't have possibly considered creating a vastly easier alternative to the normal method?

The most I could get it to do was copy a single frame of animation and paste it over another animation frame, which is only useful if we have 1 precise animation we want to use for something else. (Such as the manipulate animation from Cloud for the magic casting animation, and using this, I redid that in a matter of 1-2 minutes when it previously took 2 weeks to change it.)

But, the darn thing is prone to completely corrupting the animation and skeleton information, it's a headache to work on. -.-

@Wolfman - Yes, do that. And don't forget to make a new battle.lgp with Cid's data over Nanaki's so Red Werewolf works ingame.

80
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-30 20:20:43 »
Just use Kimera 0.95 onwards, it'll automatically rename and sort the rzaa to rwaa, if you rename them yourself, it can cause some issues that need to be sorted out with a hex editor.

But the whole going from spear to hands/mouth is also in depth animation changes, for the moment, keep a copy where he works with the spear, then simply resize each file from rwck to rwcz to be 1/1/1 within kimera so it's invisible to the naked eye. (DO NOT delete them.)

Then you'll need to start changing animations, I suggest keeping a close eye on a combination of Tifa and Cid to compare and try to mimic the fists so he resembles a brawler.

That in itself will save you alot of time, but your overall goal is to have something similar to the Skyrim werewolf, and several of his animations won't work with the battle animation style, so you'll have to do hybrids and mix and picks for them.

Bare in mind you can spend an entire night just doing 2 or 3 frames this way, and Cid has a grand total of 34 animations, quite a few of his animations has over 20 frames, the longest having 34 frames.

You will spend the next few months to years just doing the animations to be remotely close to your goal.

81
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-30 19:28:10 »
@cmh - The game automatically knows what animations and whatnot to use based on weapon data, but what you need to do for it to work and not have missing body parts is to create a brand new battle.lgp.

In terms of limit breaks, we can use tools to just manually alter all of Nanaki's to be Cid's (which will allow it to not simply be mimicked) or just tell Nanaki to use Cid's limits directly.

Doing the create new lgp method, we can make every single person use Cloud's battle skeleton (and limit breaks) without a single ingame issue, I did extensive testing with this along as redirecting what battle data is loaded for each character.

As part of my test, I made Cloud use Barret's battle skeletons (sbaa, scaa, sdaa and seaa) which enabled me to give Cloud 4 different weapons for a limited character project I did before.

(Only playable characters were Cloud and Tifa, you had the occasional guest, such as Nanaki, Barret and Cait Sith.)

Cloud has Swords (Normal skeleton) Spears (Cid) Guns (Vincent) and Katanas. (Sephiroth)
Tifa on the other hand had tonfas (Normal skeleton) Staves (Aeris) and throwing knives. (Yuffie)

I recalibrated the whole game to allow for only 2 playable characters with fixed materia that went up like traditional rpgs, each weapon had different qualities, such as giving a bigger physical or magic boost, being long ranged, having high accuracy, etc.

Flying enemies were fixed to have almost impossible evasion, so you'd need either the gun or throwing knife to hit it. (or magic.)
While Tifa has more physical ones. (Tonfa) and the magical ones. (staves) and the katana was defence ignoring, and was a mandatory weapon to take down tank enemies, or a spell of the opposing element.

That project was actually a fun one to work on.

And it was easy to have nobody else join the team, I simply used meteor to disable party changes (SO MANY OF THEM) and not enable new additions to the roster, while they could still join for certain bosses.

An example is that in the first mission, Cloud was going solo, then when Barret normally joined, it was Tifa instead and they fought a new boss.

Then for the main boss, Barret shows up and explains that you need a gun or other such weapon to take down enemies like that and joined because we likely wouldn't have won otherwise.

Other examples include when we're fighting the experiment in the HQ, Nanaki will join for the battle.

...Enough about that though, the main point is changing battle skeletons and appropriate data is easy to do and takes a few minutes.

82
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-23 21:30:08 »
No problem buddy.

I'll check again in the morning to see if there's any developments.

83
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-23 20:18:23 »
I'd have to get my windows pc hooked up, but I could take a look at some of your animations if you started any, and a troubling detail is that you cannot simply 'transfer' animations, even if you enter the precise bone rotation, height, etc for each individual part as another animation, it can and will give drastically different angles and positions.

Someone might have made a more reliable tool since my last proper visit, but I'm pretty sure we need to use Kimera.

I'm be more useful to talk to about the whole nitty gritty details over skype, or yahoo chat or something else, if you're interested, send me a PM with some way to do a live chat, even if its just facebook.

But in short, if you want him to work as a fully playable character, just change his skeleton to someone else, the closest one for our purposes would likely be Cid, we can either make him a spearman, or remove it, which gives a basic stance we'll want for a werewolf.
In which case, we'll want to take influence from Tifa, the whole animations can be untouched, except for the idle (just try to loosen up his shoulders and raise his arms like he's Tifa.) attack (make his arm extend like he's swiping his claws) the magic casting (Just do something like he's surging with power before throwing his hand out) and the victory animation, which can be modified to look like he's doing a sort of primal roar.

If you're interested, I wouldn't mind taking you on as a sort of protégé and show you some images or videos I did of my projects.

I'd dislike showing the whole forum, I like to keep some things relatively secret, although I forced myself into a corner and I'll have to show something from the LoD project.

While off topic, is the general consensus that I should release my LoD main cast, Uroboros, Hellena Guards, Hellena Sergeant, Fruegel, Phoenix, Greham, Freybrand, Emperor Doel, etc) as well as several NPCs, such as the merchants, Basil soldiers, etc.

I was working on that for a few weeks since I was depressed about not having Legend of Dragoon on the European PSN, but I ended up just getting a USA one for it.

84
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-23 18:58:53 »
I don't have any videos of solely the new animations, I made videos of the projects as a whole, but many of the animation sets I did were for potential character replacements I might want to use in future.

Each was for a purpose, ie, I was working on a medieval FF7, so there weren't any guns or machinery, and Tifa's animations are by far the closest to it, but that was also the basis of a Legend of Dragoon project, she actually made a very nice Shana.

I never made any videos or screenshots of this, but I have a (very) early Dart I took pictures of.
http://th01.deviantart.net/fs71/PRE/f/2011/122/0/9/ff7_mod_cameo___dart_by_video_boy_mal-d3fg05c.png
http://fc05.deviantart.net/fs71/i/2013/074/4/a/ff7_mini_mod_dart_feld__wip__by_video_boy_mal-d5y4lqc.png

From this, I greatly revised Dart, I also made Rose, Lavitz, Shana, Herschel, Miranda, Albert, Kongol and Meru.
If you're wondering how I did each, Dart was straight up Cloud, I revised some of his animations, such as the item usage and attacks to be closer to his LoD ones.
Rose was a (heavily) modified Tifa to have a rapier, that was the sword Tifa I mentioned in the last message.
Shana and Miranda used the same animation, which was the archer tifa.
Lavitz and Albert is Cid, but in order to speed up Albert's battle animations, I was lazy and simply removed a few frames from each animation.
Kongol was Barret, which took less work than you might think, I simply exaggerated his short range attacks, idle animations and used them as a base for the transitional ones.
Meru was.... such.... a pain to make. I had to redo her entire animation to have a mix of Aeris and Yuffie with Aeris being the base.
Herschel was a greatly modified Tifa to have a slower paced movement with lower attacks as if he genuinely struggled to raise his fists.

For these, I didn't really touch the limit breaks visualy, but I changed them to basically be an extension of each character.

In terms of who was who, I was planning on doing entirely new events, but little by little, it was going to turn entirely into a LoD using FF7's engine, and I ended up stopping work after getting all of the major characters (the 8 playable ones, Lloyd and a number of bosses, I included the human and Dragoon forms for all applicable.)

I was working on that in secret basically and planned on springing it as a surprise, but I got caught up with work and college, but, it's been over a year since I even touched FF7, but I still pop in to Qhimm and the other FF7 communities to see if there were any new breakthroughs or if I get any new messages.

So I figured I'd give a word of advice to the potential animation artist, but for this, I really suggest either giving it another character's animations, or making this werewolf into a limit break, such as giving Nanaki Galiant Beast and simply giving Vincent one less.

85
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-07-23 18:20:47 »
There was a project a few years ago where 2 or 3 guys were going to redo certain animations.  I'm pretty sure they did half of 1 and quit.   The only feasible way to create animations is to make an import export  tool.

Borde tried to make a COLLADA one but eventually gave up.  Really, your best bet is to figure out how to substitute Galian Beast's animations over Red's.  Either way good luck

I myself have done several 100% animation changes, ranging from making Tifa have archer animations, (She held her right hand out, pulled the other one back and shot the (invisible) arrow with variants of it to allow for a bow) making tifa have a sword, (this took forever to work right.) making Cloud have the exact animations of the other soldiers, making a unique swordsman animation set (For a character in one of my projects, he moves like a combination between Reno, Cid and Squall.) among others.

One thing I tried was making Nanaki use a sword, which involved it staying in a scabbard on his back, and he pulled it out for attacks, I spent 3 weeks solid trying that, but Nanaki has the most complicated animation structure out of everyone, and by comparison, it's a cakewalk to do the entirety of Cloud, which is the simplistic.

If you are genuinely going to try to make Nanaki stand out on 2 legs with his native animations, you will spend months or possibly years doing this, it would be best to make him more into Kimahri from Final Fantasy X, and his limits could be changed into more generic things.

86
Alright, some unexpected delays happened and it looks like I won't have any time to work on requests for several weeks, if i have spare time, I'll work on already made requests and I'll see about Domapples since s/he's very interested and has a few requests.

All  really have to show from Hakuryu's request is this so far.
http://fc05.deviantart.net/fs71/i/2013/074/4/a/ff7_mini_mod_dart_feld__wip__by_video_boy_mal-d5y4lqc.png

i was in talks with him/her and decided on having him have 'boring' hair for the normal model and for the red and divine dragoon form have more wild and 'super saiyan'-esc hair to further show transition of power levels.

87
@domapples - I expected it to be flooded with requests within hours, days went by and so far there's only 3 people actually making some requests.

As for including my work in the bootleg... I'll decline on that.

As for gunblades, I was working before on several variations on gunblades, such as Squall's Revolver, Weiss' gunblade and other hybrids of gun to blade ratio, even experimented with the physical aspect of making a sword with a gun scabbard that would allow for lightning fast draw and slashes. (considering it was for a mod, you would never get to SEE the guy draw it, it was for an idea I was working on more than anything.)

As for Aeris, I did work on her design before and came up with a variation of a field soldier uniform with her, it consisted of 3/4 trousers, tall combat boots, fingerless gloves, a shirt with a Kevlar vest with pouches for items and supplies and tweaked her staff into a collaspable version (ala FF13) that could be slid through a holster on the back of her waist for easy portability and combat use.

I never ended up colouring it, but I modelled it.

Although, if you can find a particular outfit you want her to use or with the gunblade, I can take a shot at making it.


88
(makes notepad file)

Alright, next up on the chopping block is Hakuryu's Dart of the Legend of the Dragoon, his normal outfit and the armour of the red dragon and white dragon.

I don't have any time to work on these until the weekend though.

89
A'ight, I'll add Dart from Legend of Dragoon to the request, luckily I did a 100% of this guy already, including his weapon. ^3^

Just the normal one, or the Dragoon armours as well? (red and white)

90
@Mirrorman - Before I forget, I didn't do some of the field models, such as ultimate cloud and nanaki because I know I wouldn't have any free time to do this until the weekend, and I'd figure you could enjoy the rest of it until the weekend for me to do the rest of it.

@EQ2Alyza - I don't foresee my sudden disappearance, even if I don;t have free time until the next weekend, I'll still take the details of the mod down, and even if you can't find something you want me to get from my gallery, I can still do custom mods.

Ie, if you have an Original Character (or OC) you can get me a pic or describe the person and I can make a model based on them over anyone you want.

@Anyone - over 70 views before Mirrorman95 posted, and it wasn't until I actually released his request that  anyone else posted? I am disappoint.

I don't care how many people make requests, but if a vast number of requests come in, I will have to limit them to 4 requests per person, and if you have more than 4, you'll have to wait until your current request is done and make a new one.

Mirrorman was an exception since s/he was just asking for things I could have just got off my HDD, but I chose to remake.

91
Graphical / Re: Want releases?
« on: 2013-03-11 08:05:54 »
-Removed-

92
-Removed-

93
...Why is it that I had to defend the idea of cloud being in a wheelchair several times, and have 10 days of silence, and THEN people start getting interested in this!?

(shakes head) I am disappoint.

Oh, out of interest, for the mod compilation I was doing (which had civilian cloud, casual tifa, Sephy-Vinny, etc)

Should I have Aeris or Jenova?

if it has Aeris...


And this is Jenova.


Which would you rather be used?

And I guess I'll just have to release Handicapable Cloud + Nanaki as well as Armoured Nanaki. =P

I just need to fix up a couple other things, but i'll let that go by the public as well.

Chocobo racing...

Would you rather it have chocobos, motorcycles or wheelchairs for handicapable cloud? (and the motorcycle would have fixed animations, not like other mods in which it was bobbing all over the place.)

if it has wheelchairs, then i need to get every other thing sorted for wheelchair racing (fusing together the legs more than anything, which is annoying) as well as fixing animations.

if i keep chocobos, then I just need to change an animation or two.

If i put in motorcycles, then I just need to go into my older mods and get the file out, since its 100% ready. =P

94
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-12 07:58:10 »
Where in Final Fantasy 7 am I supposed to get a Cyborg eye from? Only good ones are off certain robotic enemies, and they are pretty low poly and look pretty bad, and most of them aren't even red, like the stereotypical cyborg eyes in things like Terminator.

And for the time being, I gave Yuffie a redesign, but i'm working on making her more ninja-esc, FF7 isn't very generous in that department and i'll have to splice just about everything I want to use for it.

for instance, for the forearm, I'll need to take Pollensca's forearm, recolour it to Yuffie's skin tone,  cut it in half and recolour the other half to be almost black, then I'll have to take something else, such as either Tifa's Couter, or from another enemy, such as Motorball, reshape it to fit around Yuffie's Forearm as a realistic lower cannon of vambrace, and for the hand, I can just take the final battle sephiroth's hand and then recolour all but the fingers black and resize them.

But, for the chest, that's going to be more annoing because i'll have to take Shiva's midriff, recolour it, then find something that can work for the  short shirt the ninja had, resize and reshape it to fit around Yuffie until it fits better.

luckily the legs can just be a recoloured version of what I already have.

Note, I can model pretty well, but for FF7 mods, I always splice for the key reason that it's hard to get decent baked lightning and ensure that the model fits the mdel standards of FF7 and its just easier to ensure this by splicing.

for things like resident evil or silent hill, I always just model my mods.

95
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-11 20:01:01 »
I tried a helmet, and it just didn't really work because it 'covers up' (aka, deletes) his head hair, which is pretty iconic for Nanaki.



This is what I have so far, and I'm considering giving him a little scabbard and a knife in his mouth, kinda like Repede, from Tales of Vesperia.


Anyone for the idea?

96
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-11 15:46:33 »
think nanaki should be left unchanged, or changed somewhat?

i did this in about 5 minutes to see on a basic level how he would look with armour.


done properly, it'll be better shaped to his body, have underside armour, it'll go over part of his tail and i'd probably put a small sash and scabbard over his shoulder and have him hold a knife in his mouth in battle.

97
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-10 16:49:26 »
In case anyone is interested in seeing what I have for the others, this is it.



Cloud - green jacket, black shirt, jeans, black pauldron + gloves + boots
Tifa - blue shirt, black 3/4 trousers, brown boots, untied hair.
Aeris - Blue jacket, black shirt, beige trousers, black boots, blue ribbon
Red 13 - Unchanged, but I considered giving him either some armour or some native american clothing.
Yuffie - Undecided
Cait Sith - Unchanged
Cid - Undecided
Barret - Undecided
Vincent - Hybrid of his own clothes and Sephiroth's. (about 80% of the field and battle model parts are the exact same size.)
Sephiroth - Old Soldier 1st class + his boots.

In the LP, the enemy soldiers are redesigned, making Sephiroth's 'uniform' unique.

I just need something for Yuffie, Cid and Barret...

and space suit is a no go, imagine using a spear with one. =P

Although, I am thinking that I could simply make Yuffie wear the Redesigned Shiva's clothes...

98
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-10 11:49:57 »
Hm, whenever I do a minor mod of Barret, I usually just GIVE him a hand, and for battle, I make him hold a gun or something.

But, for the handicapable mod, this is pretty much it, since both Nanaki and Cloud work 100% in the field and battle, and I replaced several minigames (its now wheelchair races instead of chocobo races) so yeah, it's... done.

it works better if its just 1 or 2 things amiss than everyone.

Off topic though, does anyone here have any ideas for how to give Yuffie Barret and Cid a decent redesign other than her Advent children one?

I'm trying to pick up an unfinished mod from a while back now that I have my windows comp working again, and I have a redesign for everyone except those 3 people, and I don't really have any designs in mind for them, apart from giving Yuffie a more traditional ninja attire.

99
Graphical / Re: Handicapable Cloud + Nanaki
« on: 2012-11-09 21:19:13 »
Cutscenes are cutscenes.

Those don't need to be changed, and for the motorcycle minigame, all i really did was kill the motorcycle off and replaced it with the wheelchair, so yaaaay, wheelchair to the rescue!

100
Graphical / Re: Handicapable Cloud
« on: 2012-11-09 21:05:39 »
I was basing cloud in the little mini based off obstinate melon's Cloud
and in case anyone didn't see his webcomic, here it is.
http://obstinatemelon.deviantart.com/gallery/25038206


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