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Messages - freshness82

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Releases / Re: whitERaven Model Revisions
« on: 2012-10-29 16:46:30 »
Awesome! I freaking love that Cid model already...FAR better than the one I Frankensteined together for personal use awhile back. Can't wait till it releases.

Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-04 16:12:22 »
Wow.. I must admit, that is a sexy new intro. Definitely going to be using this from now on. Bravo sir.

Both of those programs work just fine on my win7 home premium x64... granted for Kimera I had to adjust some files in the registry I think? But it's all detailed in their relevant threads if you do a search and read through it.

It's a pretty cool feeling when you are able to figure out some of these modding tools and are able to adjust models on your own when you feel the OCD need to constantly retweak how they look...jus saying.

Graphical / Re: New Opening
« on: 2012-09-29 16:38:35 »
Honestly I feel like the dynamic wipe you have right at very end with this one, (the shrink/stretch) to make the transition is a bit more jarring then if it was just a hard cut between the two screens. Just my first impression though. I think a hard cut when the screens looked as similar as possible would be the best way, though the red guys will just "pop" on screen. There was something always cool about seeing the field models already standing there as you zoomed in on them.

Releases / Re: [REL] APZ Cloud (Re-Release FINAL)
« on: 2012-09-25 04:00:48 »
It is true, even in the epilogue video of cloud in crisis core, it seemed like he had the black uniform on, albiet slightly modified from what zack dressed on him during the nibelhiem escape, but why do you suppose squaresoft(at the time) made cloud wear the blue uniform in all the fMVs, as well as make his field and battle model blue? And instead of messing with the established colors and storyline, they could have very simply made the in game uniform, as well as the final cutscene uniform have more of a blue tint. Now there is also this confusion about what is really the story.

My personal taste for my current playthrough, since I can't change my FMVs, is to at least have the field and battle models with similiar colors, so the transition isn't quite so jarring. To each their own though, that's the awesome thing about mods!

Graphical / Re: Grimmy's Tifa retextured
« on: 2012-09-21 04:05:22 »
Wow! Really love the new face texture a lot actually, I might keep the rest of my own edited model the same, but I would definitely use that head if Grimmy let's you release it. Let's hope you hear back form him. Awesome work again whitERaven!

Graphical / Re: Grimmy's Tifa retextured
« on: 2012-09-20 09:09:36 »
When I was adjusting this model in the past, I noticed the legs started out pretty thin to begin with, so every time I increased their width, I had to do the same for the skirt, but also make sure it didn't start looking ridiculous. (bigger legs equates a bigger behind after all?!) It's a bit of a dance, but it's possible to reach a nice happy medium with very minimal mesh breaking.

Releases / Re: New RedXIII model
« on: 2012-09-13 20:27:44 »
DLPB is a community member, and he created the UMI, or Unified Model Installer. By running it, you can pick and choose from just about all the working NPC and character models available as separate downloads found in these threads, including I believe, the red XIII model you are having trouble with, but I might be wrong about that. Here's the thread for all the relevant information about this installer:

Graphical / Re: How To Change Clouds (Battle) Sword Buster
« on: 2012-09-13 16:51:57 »
Here's a step by step: (as best to my memory and not sitting in front of the actual tools atm)

Backup your char.LGP file FIRST!

Make sure you have the .p and TEX file for the gold hilt field model, and that you have pasted them into your charLGP file, and make sure there are no conflicts by doing so.

Now, Lets say you have the default cloud model, and you are looking at it in Kimera..

Choose the chest part of the model, on the right click "add part to bone." If you don't see that option, there is an button that says "bone options" or something like that, that you need to press first, and then the "add part to bone" should be there.

Once pressed, browse to the .p file that is the gold hilt sword model in question, and it should come into kimera as a big white sword, most likely much larger than default chibi field cloud. At this point you can resize and position it however you'd like on the model, and once you have it where you want it, you need to add a texture.

If you are still looking at the "add part to bone" button, there should be a button that says "texture options." When you press that you go back to texture options and the sword should be showing no texture at the moment. So you choose "add texture" and again browse to the TEX file for the sword you copied over earlier and presto! You should now have the right sword with the right texture on your default cloud.

Save the model, and make sure you choose "no" to combining same P files. Re-encode your charLGP file, place it back in the data/field folder, and you should be good to go. If things went horribly wrong some how, at least you backed up your charLGP file first, right?

Releases / Re: New RedXIII model
« on: 2012-09-13 16:35:14 »
So what seems to be happening, since you are using a combination of perhaps, the PRP red XIII model and this new red XIII model, there is a conflict?

Let's say you copy the all npc mod files into your charLGP file first. Then you copy these new red XIII files on top of that. If you have the folder open when you paste the NEW red XIII files in, they should be highlighted initially, so you can see where they are in the folder since they are so many files already. While they are still highlighted, check to see if any files in between these new files were not overwritten, as they may be causing a conflict. Does that make sense?

Basically I'd try to match all the files already in the charLGP for red XIII specifically from the npc mod files, with just the new red XIII files from this mod. Make sure its a 1 to 1 match (excluding .A files(animation files) as often not all of those are found in these mod files) and make sure those files are actually all getting overwritten so you don't have 2 of each of those files. Beyond this, not sure what else the conflict could be. Hopefully that made sense and helps somewhat.

Solved Problems / Re: Mike Buster Sword Texture Problem ..
« on: 2012-09-13 16:22:37 »
I think a model shows up white because the texture was not assigned properly. When the files were copied into the charLGP folder, did you then copy something over it that may have overwritten that texture? Did the texture file not get copied correctly? One thing to check is to first to have the files completely separate from your charLGP and make sure the model opens correctly, then once you copy them into your charLGP try and open them again and make sure they are working still.

One thing I've run into when editing models for myself, sometimes you will have two texture (TEX) files using the same texture ID. While they model will show up perfectly fine in Kimera, once you try to import it into your charLGP file and then use it in game, one of your textures will show up garbled because it's trying to use the wrong texture. I don't think this is the cause for your issue, since in this case the model will still try to use a texture, just the wrong texture, which needs to be fixed using a combination of bitrun and pcreator.

Anyway, I would try first like I suggested and make sure the files are working in and out of the charLGP file. Something may have happened during the copy/paste/encode process that messed everything up.

Releases / Re: New RedXIII model
« on: 2012-09-12 21:09:18 »
Your best bet at this point, just for your own sanity, is maybe to TRY a clean charLGP, and a fresh files from the Red XIII model (grabbed from the thread). Knowing that the charLGP works as is, since its unaltered, and trying to just add those new Red XIII files using the lgp/unlgp tools, and nothing else, see if it will work then. If it does, something else already in your charLGP may be creating issues for you.

If you can at least eliminate the possibility that the Red XIII files from the thread (not an installer mind you) are working in a new charLGP, you can start to figure out whats really going wrong. At this point, with all the encoding and decoding you've done, its very possible your current char file is just broken.

Graphical / Re: How To Change Clouds Field Sword Buster
« on: 2012-09-12 20:32:16 »
Millenia+Mike swords does not contain the gold hilt buster, at least I'm 90% sure it does not. You'd either have to download the APZ field model, which you can find the thread for as its pretty recent, or Grimmy's field cloud model also has a gold hilt buster but with a more plain, dark steel look for the blade itself.

AGAIN, you can't get the gold hilt buster from Millenia+Mikes swords file.

APZ Filed Model Thread:

Grimmy's Models Thread:

Releases / Re: New RedXIII model
« on: 2012-09-12 20:27:07 »
Not "txt," "TEX," file, as in the texture file the char models use. Without them, the model will show up invisible, all white, or perhaps just crash like you are experiencing. If you look at your file structure for a given char model, pre-adding it into your charLGP file, and view the folder with details, the file types should be in the order of HRC (skeleton info) RSD mixed with .p files, .TEX files, and finally all of your .A (animation files)

ProtoX was suggesting you forgot to copy the TEX file for this model into your charLGP file, either that or it somehow got corrupted/overwritten by something else/etc.

I've also heard a lot of people on here saying that "lgp tools" often corrupt files when encoding/decoing, and instead recommend aali's lgp/unlgp tool that you can find in the link provided by Proto.

Graphical / Re: How To Change Clouds Field Sword Buster
« on: 2012-09-11 16:19:59 »
I believe the Millenia and Mike compilation does not include the gold hilt texture, which was an APZ exclusive, so If you install the Millenia and Mike sword option, I think it overwrites the APZ buster texture if it was already there. (Is the APZ cloud model even in the bootleg? Not sure..)

You can either trying uninstalling the millenia+mike textures, or if you know how to unpack and repack your battle and char LGP files, copy the apz battle and field textures respectively from their threads on the forums and repack your files and you should be good to go.

Definitely make sure to back up your original battle and char LGP files first of course if trying the unpack/repack method.

Graphical / Re: knights of midgar/cloud of the round
« on: 2012-09-11 01:31:11 »
Awesome! Loved the vid, you guys are doing an amazing job with the swapping, keep it up!!

Releases / Re: [REL] APZ Cloud (Re-Release FINAL)
« on: 2012-09-10 06:04:41 »
I think Grimmy's Tifa is actually really good, best complete one I've seen, and also one of the few legal Tifa models I've seen on the net period. You could always start with those files and work on a retex like you did with the barret model?

Releases / Re: [REL] Menu Overhaul Project
« on: 2012-09-10 02:46:50 »
@EQ2Alyza No worries there, I think I check these forums around 20 times during the day since I started modding, at least. More so meant, disappear quietly from frustrating DLPB. No one likes to be "that guy/girl with all the annoying questions." At least I try not to be! =)

Releases / Re: [REL] Menu Overhaul Project
« on: 2012-09-09 23:15:58 »
I was totally at fault on that one, and I appreciate you making that edit to your post. I went through the readme from the installer much more carefully this time and replaced all mentioned files and everything is back to normal, minus a few needed tweaks to the world-us file again, but thats no big thing.

Problem fixed, and sorry for the frustration. I really try not to ask for help unless I really can't figure it out on my own, and your little nudge in the right direction cleared it up. So thank you again for that! I'll quietly disappear again..

Releases / Re: [REL] Menu Overhaul Project
« on: 2012-09-09 22:09:52 »
Like I said, the safe problem is a non issue, and as I said, I already found the answers, BY SEARCHING. I shouldn't have even brought that part up, the real issue is the re-translation, which I can't seem to get rid of. I love everything else about the overhaul, I just can't seem to get back to the original translation, even after replacing all my files and then running the MO installer again, AND deselectiong every part of the re-tranlsation. So at this point, I'm just trying to figure out if there is a file I havnt yet deleted or replaced to then be able to re run the installer, deselect translation, and have it back to normal?

In a nutshell:
- start with translation problem
-original exe was replaced with exe from install CD
-exe patched to 1.02
-flevel.lgp in "field" replaced with clean flevel from CD
-BACKUP-dlpb folder deleted
-cache folder in root deleted
-cahce folder in mods/DK was deleted
-MO re-installed AND deselected re-translation
-translation problem persists

? - where did I go wrong?

Releases / Re: [REL] Menu Overhaul Project
« on: 2012-09-09 21:49:46 »
Hey guys! I've run into a bit of a snag. I've been slowly playing through the game for the first time with mods, and I finally reached the shinra safe where the safe numbers were cut off. I finally got past that issue after combing through the threads for awhile and found a lot of the Q and A regarding that particular issue, but my translation has changed, and I cannot for the life of me find, or figure out how to get it back to what I started with.

For example, before I started working on fixing the safe issue, my save file said I was in the "Nibel" area, and now says "Nibl," "elemental" materia has been changed to "force," "Fire" is now "Flame," "Cure2" is now "Cura," etc. etc.

I've tried just about every combination I can think of with the latest MO installer from this thread, and I can't seem to get it back to what it was. I've tried replacing my ff7.exe with the original, then adding the 1.02 patch over that, blowing out the "backup-dlpb" folder, replacing my flevel.lgp file in my field folder with a fresh file from the CD, THEN re-running the installer and de-selecting the translation project all together, and it doesn't seem to fix it. I'm starting to wonder if its some kind of a cacheing issue, but I've blown away every cache folder I can find as well. Is there another LGP file I need to replace to the original, or some file I'm missing?

I don't think the re-translations are necessarily bad, but up until this point I've gotten so used to how everything was already, its really jarring with everything named differently. Can anyone give me the right options to get the text back to how I've had it initially? Or if it was that way because of certain options I choose from the re-translation from a previous install, or what?

Any advice, links to solutions, processes, would be immensely appreciated! Thanks in advance!

Releases / Re: apz cloud field/ apz buster with new tex id
« on: 2012-09-08 04:43:52 »
@ManuBBXX Like omega res stated, this thread is dealing SPECIFICALLY with the char.LGP file, and thus has ZERO affect on what sword models show up in Battle. A better place to pose your question is in the APZ re-release thread itself, if it is still open. Here was one method discussed in that thread to have APZs buster sword model and tex appear for every one of Cloud's swords. Beyond this, please search for the relevant modding instructions on how to edit this on your own:

"To use the apz buster sword for all models there are 2 methods. The buster sword is rtck. Copy and paste it so u have 16 total. Rename them from rtck to rtcz.. Dump ur battle lgp, add them,then encode the lgp. The model decides the texture and because they would all b the same model they pull their texture from the same place. method 2 is with wall market. Load ur kernel. Go to the weapons tab. Tell all the weapons to use the first model."

Releases / Re: apz cloud field/ apz buster with new tex id
« on: 2012-09-07 07:51:03 »
Hey @Buster Swd, checked out the files finally, looking great! Only thing I noticed, the parachute model (afie) seemed like the bottom legs were reversed.

I wasn't sure what was wrong at first, but the leg pieces didn't seem to be fitting together right, and I noticed the pant seam and the top of the boots were both on the wrong side. If you just swap the two file names in the HRC file, and adjust the ankle and toe slightly, it should fix it right up. Otherwise I didn't notice any more issues. Great work again!

Releases / Re: apz cloud field/ apz buster with new tex id
« on: 2012-09-05 19:02:00 »
Hey @Buster Swd, awesome work! Can't wait to grab these files later. Is the high-us model included in the V3 package, or will that be in V4?

@whitERaven If Barret is all white except his for weapon, that means for whatever reason, the texture file for his body is not applying properly.

Whether the .TEX file for his body is just plain missing from your battleLGP for some reason, or maybe corrupted, is hard to tell. One thing you can try,
is opening the model in Kimera from just the files you downloaded. There should be a folder for battle, and one for field (or it might be labeled char)
if I remember correctly with this download. If the model opens fine with no errors and is also not white, then presumbaly it should work perfectly
in game if copied and compiled correctly in the battle and/or char LGP files. Just make sure the right files are going into the right LGP, i.e. battle into battle.lgp,
and char(or field) into char.lgp.

The only other issue I can think of is the software you are using to extract/compile might be causing issues during the process. I've been using Highwind
since I started modding without any issues so far, though just about everyone will warn you off that particular program since apparently it is very buggy. Instead, you should be
using lgp/unlgp as PitBrat advised.

Hopefully that helps solve the problems you are having.

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