Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kuroda Masahiro

Pages: 1 2 [3] 4 5 6 7 8 ... 11
51
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 22:59:56 »
The final field model (should) be Barret, I sorted and changed every single one of Nanaki's field animations to be Barret from Wolfman's request, so I certainly hope I didn't spend 2 and a half hours for nothing.

When you finish the field conversion, I'll link you the proper field animations.

...I know I need to share it and I am willing to, but part of me doesn't want to let it go until it's absolutely necessary.

52
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 21:49:50 »
any screens of the finished red werewolf's battle side?

53
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 21:31:03 »
Galiant Beast is being used, this is a tutorial on how to replace Nanaki with a normal character, such as Cloud, Barret, Cid, etc.

54
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 21:06:34 »
I have the tutorial finished here.

---

-Final Fantasy 7 Tutorials By Kuroda Masahiro-
How to make Nanaki a human.


1 - First we need to begin by changing the battle skeleton, for all intents and purposes, we’ll be using Barret’s skeletons.

2 - Barret’s battle skeletons are sbaa, scaa, sdaa and seaa, each one is used for different battle animations for his weapons, the standard one is sbaa, which has the initial weapon.

3 – Use Kimera 0.95 onwards and save sbaa as rwaa which will overwrite Nanaki’s battle model.

4 – In order for this to take effect, we need to create a new battle.lgp instead of simply inserting the model, this will prevent issues, such as crashing and missing body parts.

5 – In order to ensure the battle animations work correctly, we need to change his limit breaks and weapon information, but that can come afterwards.

6 – The real meat of the change is the field side, field models and animations are stored separately to allow for different models to make use of them, and in terms of these animations, from the playable characters, there are 9 skeletons with their own animations.

7 – For simplicity we shall refer to them as follows:
Cloud is Skeleton A
Aeris is Skeleton B
Barret is Skeleton C
Tifa is Skeleton D
Nanaki is Skeleton E
Yuffie is Skeleton F
Cait Sith is Skeleton G
Vincent is Skeleton H
And Cid is Skeleton I.

8 – In terms of the NPCs, the vast majority use Skeleton A and B, so it is not recommended to change the playable characters on the field for who is Cloud or Aeris because of this, but this means we can make any of the 7 barring the latter with any of the 9 skeletons.

9 – In order to do this, we need to identify what the animations are, for the sake of this tutorial, we shall replace Nanaki with Skeleton C.

10 – In Kimera 0.97a, open adda.hrc and click on ‘Show har.lgp DB’ which will open up the list of what models use which animations, from there, we need to find adda.hrc (Nanaki) and make a list of every animation that he can use.

11 – A basic list example is this:
aeae.a -
aeaf.a -
aeba.a -
ajgc.a -
aqae.a -
aqaf.a -
dcia.a -
egce.a -
ecbe.a -
egcf.a -
ajgd.a –

12 – Then we need to load each of these animations using Kimera and list what does what, like so.

aeae.a - Idle
aeaf.a - Walk
aeba.a - Run
ajgc.a – Shaking Head
aqae.a - limp walk or shoulder barge
aqaf.a – Sniffing or looking up
dcia.a - Howling
egce.a – Lying down, tail shaking.
ecbe.a – Getting up and sitting down again
egcf.a – Sitting down and getting up again
ajgd.a – Scratching his ear

13 – Now we need to find out what animations Barret has, we do this by opening acgd.hrc, which is Barret and making a list of every animation that he can use, like so.

adcb.a –
adcc.a –
adcd.a –
hojf.a –
aqad.a –
byfe.a –
hpaa.a –
didb.a –
caga.a –
didc.a –
agga.a –

14 – Then we open and find out what each of these animations do, like so.

adcb.a – Idle
adcc.a – Walk
adcd.a – Run
hojf.a – Stretching, but his feet are 90 degrees up.
aqad.a – Waist and leg wiggle
byfe.a –Waist and leg wiggle opposite direction.
hpaa.a – Raising right arm to point, then shakes his head
didb.a – Shrugging
caga.a – Handing someone something with his left hand.
didc.a – Beckoning someone to come over with his right hand.
agga.a – Disheartened, tired or angry looking down and shaking hands and shoulders.

15 – Then from the lists we compiled, we find what animations can be used instead of each one, then we copy each of the default animations to a secondary location, back them up before actually switching them over in case we make a mistake.

16 – Now that we have the animations sorted, we need to get the field skeletons sorted, to begin with, copy and rename acgd.hrc to something else, such as ncgd.hrc and then open it with a hex editor.

17 – Change every single model part, texture and rsd from axxx to the same name, except with an nxxx instead.

18 – Save it as adda.hrc.

19 – Now you can change the new Nanaki’s field and battle model to whatever you want and it won’t have any issues physically loading.

–Fixing the limit breaks and weapon data-

20 – You can use Wallmarket to directly change Nanaki’s limit breaks to Barret’s under the character information, and simply copy all of the weapon data for Barret’s wepons across to Nanaki, pay special attention to the attack sound, effect and whether its long range or not.

55
There would be no point in showing any images yet, after all, if I did, all that we would see is Barret looking exactly as he does normally, since the battle side wasn't even completed yet for me to convert to a field model.

Or if I showed someone else as a human nanaki, you wouldn't notice because it would look either like Cloud's replacement or a NPC.

56
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 19:33:13 »
Barret is naturally 'slouched' and he often bends his knees and has much broader and overall wider animations, his shock/angry animation has him shaking his arms in anger like he's about to knock someone's lights out.

Cloud is upright and has a 'stiff' animation set by comparison, which would go better with Nanaki's personality and could be used to create a Dr Jekyll and Mr Hyde situation where he battles with his inner demons, and if you do involve him in any story changes, his grandfather could be trying to help him control his urges, which could have been intensified after his father was murdered by the Gi tribe. (believing his father was murdered could easily allow him to have more hatred, as opposed to shame in believing that his father simply fled.) and seeing his father in 'peace' could be used to teach a new limit break or something.

57
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 19:24:36 »
What skeleton do you want Red Werewolf to use? Cloud or Barret?

58
Alright, I have all of the normal Cloud weapons sorted, and I included a few other ones, such as the Barog, Heavy Katanas and the like.

I'll package and upload them in a minute, are there any upload places you prefer?

Also, I finished putting Zack's hair on your model.

I'll be working on the tutorial/Barret skeleton for Nanaki and I'll probably upload all  at once.

As for Chase, what kind of model editing are you doing? I could try to teach you or help you blend hairstyles together, the picture I posted before was Cloud's face with Rufus' hair, if you know which characters you want replaced, I can do it for you and include pictures of how I did it.

59
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 19:17:07 »
Just because Cloud has no animation intended for Aeris' death scene, doesn't mean we can't use a similar one.

I myself stated before I already have Nanaki with 100% human animations, I only have it with Cloud's skeleton, but we can use Barret, all we need to do is replace Nanaki's animations with Barrets, which would take under an hour with the animation list, and even if we didn't have it, it would take around 2-3 hours at most to take notes using the new kimera and then swap them.

Would anyone be interested in me making a tutorial on this?

As for using the diamond skeleton, we would have to make so many different animations for him that it would take far too long.

60
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 18:05:24 »
...How did I not know about kimera 0.97a?

This would have saved me so much time when I was doing field animations ages ago.

Anyway...

@cmh175 - All we need to do is just use the Nanaki with Cloud skeleton I did, which is adda.hrc, but instead of loading the normal field model parts, loads new ones that won't overlap with any other model at nxxx, so all we need to do is just put Red Werewolf over Cloud's field skeleton and we're set.

@Wolfman - In terms of animations, I think Cloud or Barret will be our best bet, since they share enough animation types to work, but we can probably get him to work fully using Cloud's skeleton, and if not, I'll make the adjustments myself.

61
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 17:05:18 »
The method I described would allow us to turn either Nanaki or Caith Sith into Cloud's skeleton, although we can do the same for anyone else, such as Tifa, Cid, Barret, Sephiroth, etc.

The way it's done means that there is absolutely no overlap, as we physically change the animations to someone else's, for instance, the game's levels would load the animations aeae.a, aeaf.a and aeba.a for the idle, walk and run animations respectively for Nanaki, but as we changed them directly in the char.lgp to be aafe.a, aaff.a and aaga.a respectively, for every single scene in which the human Nanaki needs to stand, walk or run, he will automatically do it using the respective animations that Cloud would normally use.

We could get him set up to use Barret's animations, but be warned, it is a pain to get his legs properly working.

Doing this method, we can physically change any and all field characters to be someone else (in the main party) except for Cloud and Aeris, because they share 80% of their field animations with NPCs.

Cloud having skeleton A has around 70% of NPCs use his normal animations as well as his misc ones, while Aeris is the same, except a vast smaller number uses her animations, but important characters, such as Hojo and Sephiroth share Skeleton B.

From this, we can interchange Barret, Tifa, Nanaki, Yuffie, Cait Sith, Cid and Vincent between one another by simply changing their field animations.

I have a complete list of what every single field animation does and which skeleton it belongs to, so we can likely implement future mods far more easily in future.

The only annoying part is looking at both lists (Cloud and Nanaki) to see which animations match, then we copy and rename said animation to be for Nanaki, before putting it back into the char.lgp.

I did extensive testing with both Nanaki and Cait Sith as human, and there is absolutely no errors doing it this method.

@Kaldarasha, I never really touched Makou Reactor, but can you use it to physically rename the actual animation files and replace them?

I assumed that could only change them within each scene in the flevel.

62
Maybe I can give you both the same weapons. :P

It's half 5, so I'm going to get some dinner started, then I'll finish up the weapons for you, and do you only want the original cloud weapons, or should I throw in some other greatswords?

63
Alright, I changed it, this should be what you asked for, and if this is what you wanted, then I can get the rest of Cloud's weapons changed to be the same in an hour or two.

And as for Chaseddark, I'm working on your request, but I just did Kal's first since it's much simpler, and if nothing else, I can use the first one as a basis for the Red Queen.

64
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 16:00:24 »
I'm not saying make him use the normal animations, GIVE him the normal animations.

To make someone like Cait Sith or Nanaki into a normal human, all we need to do is change all of the corresponding .a files for them, we can find out what their animations are by opening the flevel with a text editor, such as loveless, and doing a search for {Red XIII} which we then make a note of every level he appears in, then we use an event editing tool, such as meteor to see what animations are assigned to him.

We keep these in a notepad or word document, then we copy and paste them all into a separate folder and then we test them one by one to see what each does, and then we can start to replace them with appropriate animations that the skeleton we want to use has.

By doing this, we can make either Cait Sith or Nanaki be 100% human in the field without editing any events, and if we keep a backup of the animations, then nobody will EVER have to sit down and do it again, and we can then turn them human in a matter of seconds without any negative consequences.

The only mildly tricky part is getting his field skeleton set up, but all we need to do is take another skeleton, for simplicity sake I'll use Cloud.

Take aaaa.hrc and open it with a hex editor, and under every single part, change it from axxx to nxxx, and just copy and paste all of his normal field files to be that, and afterwards, simply rename naaa.hrc to Nanaki's .hrc, which is adda.hrc.

...And for when he's a soldier, we can just make him use the normal soldier's appearance and animations, unless you want to keep his tail sticking out.

This is a simple process, and not to mention, I already did this for Cait Sith and Nanaki to be 100% human with appropriate animations.

65
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 15:43:11 »
Why don't we just simply make him use a normal human's skeleton on the field?

In terms of animations, we can easily make Cloud's skeleton fit, and in terms of the story, he could be quite civilized, and when he needs to, or when he sees an enemy, he psyches himself into a frenzy and makes use of his wolfman strength?

66
I'm still confused by what you mean, do you basically want me to turn all of the swords into the Buster Sword?

Or do you just mean, the blade type of the buster... or...?

90% of Cloud's weapons are literally just 2 edges, what is it I'm doing to them?

67
1 handed blades....

I'll try my hand at them, but I'd either need a few references, or you'll get some pretty varied and random results.

How many of them do you need?

If you're making Reno a playable character, you'll need 16 of them, which I can do, but Reno himself does look pretty cool with normal swords, and even if you give him some sword based spells, such as mantra magic.

https://www.youtube.com/watch?v=nKMnf-wkwJs

Included is an example of this, and around the 1 minute mark he uses matra magic.

And while I posted it above, I'll redo it here since this is the best image I can find in my deviantart of Reno's skeleton using a sword.

68
I use Kimera for the shading, and yes, it is very time consuming and complicated.

I'll package the Zack hair, but what do you want it for? private use, a project, misc?

69
To make the MP a playable character, your best best is to change Cloud's animations, his animations are by far the closest and I actually did this before, it was a relatively simple one that only took a few weeks.

And maybe this would work better if I include more images of things I did...

















Does anybody have any requests now?

70
Do you have any requests? I'd basially do anything right now since I'm getting back into the groove of working with FF7.

Now would basically be a free pass for anything you wanted done in FF7 since I can do events, kernal, text, models, etc.

71
As you know, I was away from the forum for a while, for quite some time, I was working on secret things and generally improving my abilities, and since then, I have done some pretty remarkable things in Final Fantasy 7.

However, about a year ago, I got pretty depressed and caught up with life as a whole and had no time to even touch FF7 or any other modding for that matter.

And due to my somewhat involvement with the Red Werewolf... project? Does that count as a project?

...I'm not even sure if there's going to be new story, events or anything else other than just the field and battle model and a new menu avatar.

Anyway, I officially hooked up my windows computer for the first time in over a year, and I'm going to try to read through my notes and just try out a few things and I'm willing to take requests if anyone has any.

First on my list, I was sick and tired of the MP never getting any love, so I looked at its design and basically just upgraded it to graphically better parts, while retaining the same design.



I did this in around 20 minutes, I'm going to change the parts over to the MP proper and also change the colours for the different classes, ie, the red and tan ones.

I'll be updating this as and when I do more mini mods, or when I complete someone's request.

Basically you can suggest anything you want, and as long as you have a reference for me to work with, I'll take a shot at it.

Edit 1 - Here's an addition to the first MP, I basically turned him into Malachi, who was his favourite design from the game, I included with and without the helmet since I know he hated them.



Edit 2 -


Edit 3 - I tried my hand at what Kal was saying, I'm not... really sure what he meant by 1 sided weapons, so I did this as a test to see if that's what he meant, and if not, what he did mean.



Edit 4 - Alright, this one should be what he asked for, I edited it to be roughly the same width as the original blade and did some minor reshaping on it, what do you think?



Edit 5 - Alright, here we go, as a request from Kaldarasha, I updated the field hair for his Zack, and I included some comparison pictures.



And as it's a request, I shall send him a link to it, and when his project is done or reached a certain milestone, then he can release it.

Edit 6 - Seeing how successful that I put the new zack hair on Kal's request, I decided to implement it for the original Zack model, both the lego and the CRP versions. (PRP is going to take a little while longer, but I just need to resize the battle head I did before.)



Edit 7 - Here we gp, Zyzz V1.

I gave him a combination of large knives and staves, I fixed all of the field models and whatnot, when I get the rest of the field models, some dialogue, the kernal fixed, I'll give the requester the files, which he can release if he feels the need to.



Edit - I did Xenokain's mini project, here's the image of the main cast from it.



The full size image is here - http://www.deviantart.com/download/474329908/xenokain_s_mini_project_main_cast_by_video_boy_mal-d7uejas.png?token=fc6eb4bd969c62a0a3cc83629e9117d1a6ed561e&ts=1407597486

I included some other things in there, such as a bonus boss or two that are a few special creations of mine.

Edit 9 - Here's a request that's still a WIP since we didn't finalize the design for this character, in fact, I have no idea what this person even does, other than he's a Soldier 3rd class that'she's a strict by the books type, later on, we'll go over what he'll wear and I get that done for him.


72
Graphical / Re: [Release] Human Cait Sith field
« on: 2014-08-03 15:11:42 »
No problem, I have the 100% field animations done, if you need it for a project, I can get you set up with a human spy at any time, I also have the files for Nanaki.

But for Cait Sith, I have Cloud and Tifa's skeletons available if you want a male or female spy.

In the first project I did this for, I replaced Cait Sith with a male gambler  that owed a huge debt to the Gold Saucer, unable to pay, they sold him for experimental testing at Shinra, who used him as a tracking device to see where his exact location is, his left eye is replaced with a camera and his ear is a microphone, in order to hide this, he just has longer hair covering his ear, and he wears sunglasses.

His combat style was the same as Cloud's because he was trained under Soldier briefly to give him real world combat experience, but I dummied his limit breaks because he's far too inexperienced to have any.

Edit 1
I may need your help at some point... because one day I want to do this for the Reunion.  Removing Cait out and placing in a human spy operative.

Well, I suppose I just want to be a tit and shouldn't get any publicity.

If you want your human spy, then you can find out what the proper field animations are yourself and replace them, you have the base ones here.

73
Graphical / Re: [Release] Human Cait Sith field
« on: 2014-08-03 14:57:13 »
Also, do keep in mind that there are alot more than simply 4 aspects to modding Final Fantasy 7.

And from what you described, the 3rd and 4th one is essentially the same.

For instance, off the top of my head, there's the Model side as a whole, which includes splicing, importing, scratch and the battle <-> field conersions, as well as general reshaping. (Slayernext's tifa ponytail is a great example of the last one.)

There's kernal side, which includes enemy stat, player stat, attack and anything like that recalibrating, which determines how hard or easy the game is, changing equipment names, stats, effects, materia slots, what equipment we can get as well as changing enemy AI or creating entirely new enemies that also enables brand new player spells or twisting already existing ones into new animations, effects and rebalancings as a whole, and from this, you can combine new spells/limit breaks with unique models to create entirely new effects, such as changing matra magic into projectile swords, or changing blade beam into a dragon.

There's the event side, which determines the actual events that happen in the game, you can add or remove characters, include new boss battles, add new shops or do immensely time consuming aspects and do things like a 100% proper character replacement mod, such as making Sephiroth appear instead of Cloud, by going into every level, changing his associated hrp and animations so the game doesn't crash for an authentic experience, instead of just seeing Sephiroth be in Cloud's shoes with the normal animations.

The text side is an extensive of the event side, but there is an overall character limit within the game, and for each level, and if you exceed it, then you can have so many issues, from the game crashing, to events not working correctly.

There's more, but I really need to dash right now, as well as certain effects that can only work with a hybrid and combination of the others, I'll describe what I mean later.

74
Graphical / Re: [Release] Human Cait Sith field
« on: 2014-08-03 14:24:12 »
I myself was able to do what Jeet did, I was planning on having you spend 2+ weeks trying to get an incomplete Cid animation done before telling you about using Galiant Beast directly, at which point I was going to try to drip feed you bits of information and have you try it yourself, and if it was too much for you, I was going to hand over the completed file along with a detailed note of how I did it, so if anyone asked, you could try to take credit for it and explain how you did it..

And what this thread is regarding is the field animations, which are completely different to the battle ones.

I myself looked at the ratios between Galiant Beast and Red Werewolf, and it won't cause immense issues to use a slightly modified skeleton.

75
Graphical / [Release] Human Cait Sith field
« on: 2014-08-03 13:39:29 »
This is going to allow you to make Cait Sith into a human in the field, which as many of you know is previously unfeasible or overly annoying to do.

To make him into a human in the battle, all you have to do is replace his battle data (ryaa) with someone else, then create a new battle.lgp and he'll work with the correct animations, assuming the weapon data is set up correctly.

To make an otherwise inhuman character (Nanaki, Cait Sith, etc) into a human in the field requires you to isolate and identify all of his field animations, then find corresponding animations with someone you want to replace his skeleton with.

For simplicity's sake, I used Cloud's skeleton (which 70% of NPCs share) and I did this by using a hex editor and changing the corresponding bones in his skeleton with new ones (I used the same ones Cloud had, but simply changed it to nxxx.p) and I can confirm this does work ingame.

However, I only included the base animations, which is the idle, walk and run. The rest of his animations are replaced with simply the idle one.

If anyone wants to fully replace these animations, you are free to, and to aid you, I included a detailed list f what each of the default Cait Sith animation looks like, as well as including them in a separate folder.

I'm offering people t make him a human, but I do not want to simply release the proper animation changes, which I did for both Cait Sith and Nanaki.

In order to make him have the proper animations, you need to find the corresponding animations that Clod has and replace them, to isolate these and detail what each is won't take a terribly long time and there are several methods to do this.

Wolfman may notice that I released Cait Sith and not the base one for Nanaki, I can detail how to do this, but I dislike simply releasing what will not impart any wisdom or skill and rob the thrill of discovery from the community.

In order to install this, you can drag and drop the new animations and aebc.hrc into your char.lgp, but you can change the base model however you wish, as it is now, it's the default Cloud.

http://www.mediafire.com/download/b57os4d6wyz0qwx/Human+Cait+Sith+field+animations.rar

Pages: 1 2 [3] 4 5 6 7 8 ... 11