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Messages - WolfMan

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126
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 20:59:39 »
Never mind kurodas working on it. :)

127
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 20:26:59 »

Its simple, open LIBRE and check all values of " beast flare" ( example) u' ll see information about : animation, target, camera etc etc, just copy every values into the red 13 limits break " sled fang" (example) , no need to change the name if you just want to test it, and same for the camera, u can take the data of any camera, what is important is the animation value.

I attempted using wallmarket but it keeps crashing as soon as I open it. Even after installing .net and vis studio. Anyway you could take a look

128
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 20:00:12 »
Sounds like that might adjust the number of steps Kimera saves for undoing an action.

129
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 18:43:04 »
Yes there are a lot of adjustments and created animations.

130
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 02:36:14 »
It took a lot of time and people for this so far chase. Don't get discouraged. Send me some screenshots of what you have so far. I know if you put in the effort everyone chips in free time to help. Only if you show the dedication. A lot of people told me it was going to be hard or not possible. I just kept charging forward

131
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 19:42:47 »
This project definitely rounds a modders skills lol.

133
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 16:17:12 »
I didn't either. Hmm I wonder if good ol' Jeet has an idea. :)

134
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 15:11:19 »
Have you looked at Libre? It had all the info completely nothing was cut off. It's a limit break editor in the Big List.

135
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 14:26:42 »
Heres the kernel. I'll check out Red's size when I get home from work. Thanks again CMH.
https://www.dropbox.com/s/03ej2c164oq3f34/kernel.rar?dl=0

136
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 13:17:15 »
You want the kernel. Ok. Don't laugh at me. What is the kernel? And since your asking for mine does this mean anyone who gets Red Werewolf will have to adjust their kernel?

He just seems littler than Barrett. Maybe he wouldn't be shorter if he wasn't hunched and knees bent, but he is def not as thick. The video I uploaded shows the new animations.

137
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 04:18:06 »
I just did the frame options with propagate on and the other animations didn't budge. I'm starting to love kimera. Lol. I also adjust him running on all fours so that the body is upright a little more.

Jeet the new animations are perfect!!

New Video with sound and all animations working much better.
http://youtu.be/4B6yAUrgitQ
I think it's safe to say the battle model is done.
Only thing left is the limits and I am clueless how to use Libre and or WallMarket. Especially since wallmarket closes as soon as I open it.

Beta has been updated

And is it just me or is he kinda small. I mean barret is like twice his size. Would this be a simple adjustment or not? Lol

138
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 04:12:46 »

Hunched over or standing tall

139
Releases / Re: [REL] Red Werewolf
« on: 2014-08-21 13:40:17 »
That would be really cool jeet. Do you know where I would find the sound and how I would add to the animation?

140
Releases / Re: [REL] Red Werewolf
« on: 2014-08-21 12:08:51 »
Thanks Jeet. I will test this today. Kuroda is working on the field model. I will be adding limit breaks also today. Which should finalize the battle model other than tweaks here and there. Thanks Leo. I wish lol. You've been here since post#1 lol. I can't believe this is where we are now.

141
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 22:29:00 »

Nice work, about the green effect its me who deleted it , since galeanbeast dont have one, i can re add it if you want, thats cost 30sec to do it, i suppose the animations that not works are the " item" or "sense" etc? Again, since the beast dont have animations for that, i just put the idle animation for this, the item will works but he will use it in idle animation.

Another thing: when he cast fire, there is delay between the end of his magic animation, and the fire effect, i can make the delay shorted so it look more dynamic if you want, the reason i made a long delay is for the camera, because if i make the delay shorter u wont see the end of his magic casting animation,because the camera will follow the fire spell, thats look like detail but since he have only two real animations, its better to be perfect.

Yes Jeet. I am definitely wanting to have the green effect added. :). I'm also going to need to look into whether or not the red effect happens when he uses a limit. Is there anyway of using the howl as his celebration animation?

142
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 20:51:01 »
Perfect. Thanks cmh. I'll send you the field file soon kuroda.
We can do that, but we'd have to adjust each of his individual animations for it to take effect though.

Field animations are much easier to work with than battle ones, I'll take a crack at bending the legs back, can you PM me the field files?

Hey there Kuroda. I sent you the field model. Let me know if you need anything. Thanks again.

143
General Discussion / Re: Screen Capture Software
« on: 2014-08-20 20:50:09 »
OBS is what I'm going to use. :)

144
General Discussion / Re: Screen Capture Software
« on: 2014-08-20 20:00:25 »
Looks like obs is the winner.

145
General Discussion / Screen Capture Software
« on: 2014-08-20 19:29:24 »
I'm looking for a good screen capture program that will allow me to capture ff7 game video. I want it to capture sound and not be choppy after recording. Any suggestions?

146
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 18:47:25 »
Yes. I will send it when I get home tonight. I have to resave the textures. The new textures have the fur overlay. I'll save them as the tex files for the field. Cmh, is there anyway you could save the tex files from the new textures and send over to kuroda since you probably have access to them now? If not I will tonight.

147
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 17:13:38 »
Will we be able to adjust the legs to have the backwards bend?

148
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 14:46:21 »
I have to talk to Kuroda. I'm pretty sure he is doing the field model. If not I wonder if Jeet has any abilities for the conversion.

149
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 05:03:05 »
I updated the Beta.


I also put a video on YouTube lol.
http://www.youtube.com/watch?v=NvPfO2M5DIE&sns=em

Some animations still need a little work and for some reason when he cast magic there's no green fire around him.

150
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 02:05:44 »
I just tested it in game and it was perfect. Thanks Kal. I am just absolutely amazed. I don't know what you did but you saved me a weeks worth of work

I'm going to put the new rwab file in and test it out. I'll try to record a video of the new finished battle model. Super stoked.  ;D

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