Author Topic: [FF7PC] apz cloud field, black texture, apzbuster texid5 (2012-09-24)  (Read 113917 times)

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #25 on: 2012-08-26 13:04:30 »
Done.
http://www.mediafire.com/?3phsedpbopdmmu1

Preview:


Included no sword model.
Also,can someone help me with the chibi model texture problem?Please?

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #26 on: 2012-08-26 13:27:18 »
im fiending on something to finish. if i get it done today i will help you. itll be a few hours

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #27 on: 2012-08-27 18:22:16 »
field model link in original post is now for buster swd's conversion. finally sat down and tried it looks good and better than mine

buster swd whats the problem your having with the chibi

Nightmarish

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Re: apz cloud field/ apz buster with new tex id
« Reply #28 on: 2012-08-27 21:28:28 »
Done.
http://www.mediafire.com/?3phsedpbopdmmu1

Preview:


Included no sword model.
Also,can someone help me with the chibi model texture problem?Please?

Now that i see this perspective, Cloud shoulders seem a bit high  :?

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #29 on: 2012-08-27 21:36:25 »
if he goes any lower the left guard  on his shoulder will be in his chest

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #30 on: 2012-08-28 06:23:09 »
I have done the left arm but after that,the files can't load texture:


So what do I have to do with it?(This might be a stupid question but I'm new to 3D modeling)





I only asked how to make the textures work after modify the model

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #31 on: 2012-08-28 13:16:39 »
if this doesnt work idk id have to play around with it.

click the arm thats white
texture options remove any textures on it
add the .tex thats used to texture it all

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #32 on: 2012-08-28 14:25:34 »

click the arm thats white
texture options remove any textures on it
add the .tex thats used to texture it all
Saw It,read it,confused @_@
Maybe I did something wrong with biturn.I have the same problem when I tried to convert kh model a month ago.(Sorry,I never used biturn before.Haven't done any 3D modeling with 3ds max,blender,...yet)
Anyway,here is the chibi model
http://www.mediafire.com/?dh8237m2f5dakei
Its not completed


@omega res novae:
I think you should edit your first post a little.First of all,I didn't convert it from battle to field.I just used the body,hand,...from your field model and the head and arms from ghina's model(I think?) with apz's new texture and edited so it looked more PRP-y.Then I converted it to Cloud-sword and world map model.Maybe I should use all your p files but...I don't have much time for that.Beside,it looked the same.
And....what's with the new name?

Edit:Hmm....Interesting.Look like biturn can't load the model's texture
« Last Edit: 2012-08-28 15:13:37 by Buster Swd »

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #33 on: 2012-08-28 14:39:59 »
too many squalls, leons etc. i read a post awhile ago that someone put up. saying there were 20+ sephiroths, 10 clouds, etc. just being a bit more original. its the name of the optional hard boss in one of the xenosaga series. same idea as omega weapon in ff8.

i was trying to say i think the model will still pull its texture from the first spot. so if there was another texture in its place itd have to be removed and have the texture thats supposed to bethere put there.

ill check your model out. looks good from the pic

from what i read i think apz only changed the texture of his model. so any pieces of an old field model of apz should be the same except size and could easily be changed to have the new texture.

edit
biturn is like that some times. find the texture in your file browser and rename it to have a .tex as a file extension.
my bad if you drop the .tex it should be fine
« Last Edit: 2012-08-28 14:54:27 by omega res novae »

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #34 on: 2012-08-28 15:30:39 »
Thanks for the info.I'll look into it tomorrow.I'm planning to add cloud-soldier,wheelchar,parachute for both chibi and non-chibi model when it's complete

High-us model preview:


If it can be done, can I post it here?

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #35 on: 2012-08-28 15:36:29 »
i have no objection

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #36 on: 2012-08-29 06:42:21 »
Hate to tell you this but even if I drop the .tex,It still the same. >:(

gokuthepower

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Re: apz cloud field/ apz buster with new tex id
« Reply #37 on: 2012-08-29 15:48:11 »
After the suggestion,the model look like this


I don't know how to make the eye "big and cute".I'm a noob when it come to blender,3DS max or similar program.

Anyway,for those who want the non-chibi version of cloud,here is the download link
http://www.mediafire.com/?xlq5qsxmhkxt9y5

Edit:The link included world map model

Edit2:This Is NOT a chibi APZ Cloud model.many people mistook it by looking at the image above.
Some in-game Screenshot:


It's not perfect but is can fit in well with the PRP model.There will be a high-us and chocobo minigame model too,if APZ don't mind.Also,I don't know what happened to the boot texture.If anyone see problem during gameplay,let me know.

Can you explain how we install this ?
« Last Edit: 2012-08-29 16:49:15 by gokuthepower »

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #38 on: 2012-08-29 20:56:15 »
@buster swd sry about that. Biturn doesnt always accept files. If u want an image then use img2tex to convert.the .tex to a bmp. U already have a .tex. To get a p file to use as a texture add it to a battle model and save it then take the file or drop the .tex

freshness82

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Re: apz cloud field/ apz buster with new tex id
« Reply #39 on: 2012-08-29 22:26:58 »
@buster swd Not sure if it was already addressed, since I didn't notice it in the thread, but the weird texture on the boot seems to be happening because you are using one piece and one file for the entire foot part of the boot.

If you reference the APZ battle model, or Grimmy's field/battle model, both versions are using two pieces for the foot instead of one, and so one extra file as well. If you add this extra file/piece, (which I don't recall the name of as I'm at work atm), and apply the texture to both pieces it will fix the garbled look the texture has now.

This is how I was able to fix that issue anyway. Hope that helps.

freshness82

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Re: apz cloud field/ apz buster with new tex id
« Reply #40 on: 2012-08-29 22:29:29 »
@buster swd Also your high-us model looks great! Do you know if it will fit on Bloodshot's new bike model? If not, or if you don't end up releasing that.. I may go have to fiddle with that model myself. Keep up the great work!

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #41 on: 2012-08-29 22:34:45 »
hes probably using the boots from my conversion. The field model has feet and the battle has ankles and toes. So for the field model when i had to add an extra piece to the foot bone and when i saved the texture got funky.idk y.

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #42 on: 2012-08-30 04:49:21 »
Slow down,let me answer.
Can you explain how we install this ?
It's just as easy as Install apz cloud battle model.But you need to put it in char.lgp in data\field folder and world-us.lgp in data\wm folder.BE SURE TO BACKUP WHAT YOU'RE GOING TO REPLACE FIRST!


If you reference the APZ battle model, or Grimmy's field/battle model, both versions are using two pieces for the foot instead of one, and so one extra file as well. If you add this extra file/piece, (which I don't recall the name of as I'm at work atm), and apply the texture to both pieces it will fix the garbled look the texture has now.

This is how I was able to fix that issue anyway. Hope that helps.
You mean like this?

I'll try to do it soon.(If i can)

@buster swd Also your high-us model looks great! Do you know if it will fit on Bloodshot's new bike model? If not, or if you don't end up releasing that.. I may go have to fiddle with that model myself. Keep up the great work!
If you noticed,the hand on the image is from Bloodshot's model.Which means I'm converting the model and edit it base on his bone.So it would fit in well.I tested it and don't worry.I'm going to release it(If is fine with APZ that is)

Mendelevium

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Re: apz cloud field/ apz buster with new tex id
« Reply #43 on: 2012-08-30 09:30:17 »
What's up with the distorted feet textures?

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #44 on: 2012-08-30 09:40:12 »
Don't know yet.I'm trying to fix that.

Edit:fixed.Thanks a lot freshness82!!
« Last Edit: 2012-08-30 12:25:16 by Buster Swd »

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #45 on: 2012-08-30 13:16:10 »
APZ CLOUD FIELD FULL RELEASE
This is the apz field model that I fixed the boot texture and convert it to cloud-parachute,cloud-soldier,etc...It took me 3 hours to do it all.Too much error while editing on kimera.
Download here:
http://www.mediafire.com/?6xqvvg4f3cmltsb

P/s:I'm bad at english so I took APZ freak Installation guide and edit it.Hope you don't mind.

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #46 on: 2012-08-30 13:55:08 »
looks good op updated with new link. good job with the boots. mind me asking how you fixed it? when i was working on mine the boots got messed up, along with the sword when i tried to add it

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #47 on: 2012-08-30 14:01:22 »
@omega res novae:It's just as freshness82 said,you have to use two piece of the boot instead of one.And when you save model on kimera,make sure you choose 'no' when the program ask "Compile multi P-bones to a single file?" or the texture will messes up!

Edit:Do the same for the buster sword on back,choose no when the pop-up appear,when I tried to add buster sword the first time,I got that problem too.Should've thought of this solution sooner.
« Last Edit: 2012-08-30 14:05:25 by Buster Swd »

omega res novae

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Re: apz cloud field/ apz buster with new tex id
« Reply #48 on: 2012-08-30 14:13:55 »
when i tried that in game the ankles were missing

Buster Swd

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Re: apz cloud field/ apz buster with new tex id
« Reply #49 on: 2012-08-30 14:32:20 »
Huh? ??? I converted the boot from battle model to field,scale it down a lot,do some rotation and re-position,then add texture on
both part of the boot,save model.Choose no when it ask "compile multi p-bone to a single file?" and it turn out ok.
Tell me what you did.