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Messages - dahfa

Pages: [1] 2
1
I applaud your attempt at trying to do this mod.Here's a thought. I've been attempting to create Squall in game using FFXIV Character Creation.I hope this could be somewhat helpful reference?


Spoiler: show












I was under the impression Square Enix have the capability to produce a "canon" looking Squall based on this character i create with their Character Creation...But they choose his Dissidia look instead.

I just wish If only i can put this straight into ff8 remastered ill be a happy camper..But alas im just providing this for reference.It's not perfect but it kinda do the job?(ive been doing make-belief playing as Squall getting lost in world of FFXIV in Eorzea)



2
Ingame screenshot



This looks so much better than pixelated background.

3
Releases / Re: Models For PRP
« on: 2011-01-29 14:38:40 »
sorry.still fairly bit distracted with other things.post-new-year syndrome.please bear with me.
the moment i abandon this it will be accompanied with tutorial that include every little details on how i did it from start to finish for a single model.( as a passing the torch kind of thing)

Don't mind my forum inactivity.I still intend to work on this  project.

4
It's been a while since i've upload new stuff

Here's Lady Cloud and her tsundere twintail wig.I've given his hair a touch of femininity.

http://www.mediafire.com/?yosdaicwcecc4wq




This is just a revised version of cloud field model.I guess the changes are very subtle...But feel free to use this..

http://www.mediafire.com/?14o8r9uwfiefxqj

5
Releases / Re: Models For PRP
« on: 2010-12-27 08:04:05 »
It looks like this thread is officially "Icecold Approved"

j/k

PRP Team have always done most of the work.
I'm just here to put the resource they build to a good use .
I'm just happy the founding members of PRP is commenting on my effort.

Anyway,im fairly a bit distracted at the moment and seem to lose focus a bit.
Y'know seeing it's still holiday season and whatnot.
I was targeting 10 models per week.(more like a an experiment to see if i can commit to 10 models per week)

Guess with my level of commitment at most that can be done is 10 models per month.( If i'm being realistic here)

So with 10 sets of 10 models .That makes it about 10 months to completion(optimistically calculated)

That is assuming i didn't lose motivation by the third months.

but  i'm focussing work on 10 models(5 models left) at the moment so no use worrying about the 90 models.

On second thought, i did produce more than 10 models in 1 week if i count the models i did in the other thread Simple Battle to Field Reconstruction.

My point being ,let's just stick with the assumption that i can only work on 10 models per month.

6
Releases / Re: Models For PRP
« on: 2010-12-21 19:21:52 »
Oh shi--
did not know that..there's bone length adjustment option to the right of kimera.
How did i miss that???

that's kind of epic fail..

EDIT:
Anyway i've fixed aeris...sorry  that you guys have to bear with my incompetence.So please download the new one.




http://www.mediafire.com/?90irbk3j2ei7rb3

EDIT2:
Here's 10 years old aeris

http://www.mediafire.com/?7s1wxd6ewqpnu8q

7
Releases / Re: Models For PRP
« on: 2010-12-21 13:34:58 »
i'll see again what can be done...
i think my only choice is to get rid of the forearm and attaching the hand on the bone that was supposed to be for the forearm.

anything relating bone fixing and beyond that is beyond my capabilities.

now i can see why the PRP having a hard time with young aeris.

8
Releases / Re: Models For PRP
« on: 2010-12-19 23:38:51 »
not as primitive as this.

BPDC released

http://www.mediafire.com/?72qyyc09s4k1fox

9
Releases / Re: Models For PRP
« on: 2010-12-19 20:29:02 »
my head hurts.
aeris is a pain to edit.
If i edit her too much the animation makes her limbs float like Rayman.

at least now i've edited to fit with PRP scale of models.though not really my cleanest work to date.




from this picture i know what you're thinking.her arm's too long she looks like a freakin chimpanzee...
this is the problem if i shorten the hands.the animation will make her hands float like rayman...so i guess this is for the best...if you don't wanna use this then just stick with the default PRP model.

http://www.mediafire.com/?gzpdhspek57qipk

my head still hurts.



10
Releases / Re: Models For PRP
« on: 2010-12-17 21:55:40 »
@DLPB
alright.i'll have a look.Currently my save point is close to Aeris mother's flashback.So i might fix young Aeris earlier than expected.

@Nightmarish
You're right.I'm so used to SD that sometimes i forgot PRP makes their model more realistic rather than SD.My judgement on making models for PRP  can be severely compromised at times.I appreciate your comment.

@ryanphlp2002
Well ,i might but for now i'll just have separate download links.when all 10 models finished i'll put it under one download link.

BOHE done!
Before

After


download:
http://www.mediafire.com/?7krb9cgbxygbaew

12
Releases / Re: Models For PRP
« on: 2010-12-17 07:28:48 »
I see.Everyone got their suggestion.

Let me get this 10 models out of sight first than i'll move to the more pressing issues.


Okay  BMEE done!
Before

After

Donwload
: http://www.mediafire.com/?s1zh1tccxzpxn6c

13
Releases / Re: Models For PRP
« on: 2010-12-16 21:12:06 »
I just want to get rid of the blocky people....they can get really distracting... anyway i'll just do what i think is best for the PRP.
And if my best is not good enough im gonna say...."screw you guys!..im kind enough to share it with the world.you dare to complain???"

Okay just kidding.

If it's not good then it's alright.We just gonna hope  that somebody better come along and hope for the best.

EDIT: BLDE Finished.

http://www.megaupload.com/?d=KD8MX5ND

before

after


well actually PRP already have a model for this NPC but they havent reconfigure this to another skeleton which is the BLDE.
So it's not really a  big feat because PRP already done most of the jobs.

14
Releases / Re: Models For PRP
« on: 2010-12-16 20:40:55 »
about the lighting..

i still have no idea how Borde,Icefox and Co. did the lighting.

Though majority of the models do have painted shadows on them.Especially the Cloud and Co. model.

Then again i'm making the unexisting NPC models from p files made by the PRP team.
So at most i will try my best not to toy around with the lighting.

15
Releases / Re: Models For PRP
« on: 2010-12-16 20:15:39 »
wait i thought they already edited that in PRP.i'll have a look though.


EDIT: Oh you mean to say the 7 years old Tifa.I thought you meant Tifa with the cowboy hat.

As for Aeris i remember checking them out.It never got into my Not-yet-complete list.

for one thing it was already edited and given hands(literally) by the PRP members..Though in context with the overall PRPchar models it doesn't seem to fit well.I'll see what i can do.

16
Releases / Models For PRP
« on: 2010-12-16 17:52:11 »
I was thinking of posting this to the PRP but it's locked now.


Model for Navy Barret
http://www.megaupload.com/?d=G9BP2XYL

That's one model down I'm gonna work on 10 models now to bring the model count
that's not completed in PRP from 106 to 96 models

If i reach that goal then maybe i do another 10 models.(you get the idea?its like not to bite more than you can chew kind of thing)

I'll just focus 10 models by 10 models .

So this are the 10 models that i intend to work on.(models named after it's hrc skeleton files)
ayfb(this one is done)
blde (done)
bmee(done)
bohe(done)
bpdc(done)
bqfb
braf
bsfc
btec
cgif

Focusing on just 10 models is better than none.

So 5 more to go.

17
i know how but to fully answer your question requires a long answer.
maybe i'll do a tutorial next time on how i did it.

but for now i'll leave you with this tutorial by Borde.The creator of Kimera.
http://www.megaupload.com/?d=KHYZ658M

hope that could help you a little bit.
The thing is you'll just have to play around with Kimera alot.

18
Okay , normally it will be dark the first time you check the enable light.But that's just the first step.




The second step is to play around with the XYZ  that i've marked in the picture.
if you set it like in the picture you will see the part that was shone with light
and the part covered in shadow.
So play around with XYZ to get the kind of lighting you want then if you're done with it click Apply Changes.

19
tick the light then you edit the X Y Z so you know where the light should shine on the parts you want to edit.where the light shine there's shadow along with it.this create illusion of depth and details. also take note of whether the shadow will cause the models to be dark in game.then you have to edit brightness.

 the thing is you mentioned APZ cloud right?.i dont think apz cloud can be recolored straight away and enable lighting.
you have to kill textured groups first otherwise you get white texture instead even though you've recolored it.

though ive never tried anything with kill texture groups option...so i really have no idea what im talking about ..maybe just a gist of it.

20
my bad..there's actually option to have that shadowy texture..you double click the parts you want to edit and then enable lighting
then play around with the XYZ.apply changes.then you're set.

kill textured group option remove polygon where the textures are drawn.
if you didnt do this you get white polygons where the texture should be.

21
i was looking at the char.lgp of PRP...
and they've got about 106 models  to go to finish this thing(NPC only +some char models e.g barret with navy suit)..yes.ive checked all the .hrc files. though there's room for error.

now if you look at it positively,
if someone can do 10 models per week(just using kimera) this mod can be completed within 2 to 3 months...
XD im just saying..

 i actually love all the models in PRP.They are actually done well.i know i like chibi too but the model in PRP is still considered amazing.its a rather big feat to pull this off

i was looking at the models one by one and i thought..."how did they do that???I thought this was just done with Kimera"

hope they still continue this.




22


This is a mod converting Battle model into Field model bearing in mind to keep the SD(Super Deformed)
element of FF7 intact.

in this release i already converted
Aeris and her flower girl model.
Barret(sailor model not yet included)
Cloud main field model(i have not included the model when cloud need to do different actions e.g in a wheel chair,going nuts
etc)
Tifa(just the main model)
Biggs (added hands but still matching the SD element.Fixed his hair and face)
Wedge(hands added with SD element intact.Change his face)
Jessie(Hands added)

Everything done with Kimera with just content from char.lgp and battle.lgp
as far NPC goes only Biggs wedge and Jessie is done.(i was just experimenting with it.you may choose not to use it at all)
Im not aiming to fix the NPC though..
Maybe just the playable characters.

Installation procedure:
Just copy all the files in the folders.(just the files not the folders inside the folders)
to already extracted char.lgp

you can choose which model you want to use or add.
e.g if you want to use only cloud copy the files from cloud folder to your char.lgp files that you are about compile.

NOTE:in a a character folder. e.g Aerith,she have two model folders.Model 1 being the field model you see in game that does the basic exploration activities such as running/walking/jumping
and model 2 being the model that do all the selling flower activities.
It's recommended to copy all files from each folder into the char.lgp.

download link:
http://www.megaupload.com/?d=XVVU7QWP



EDIT: Edited the topic.though the screenshot remains.actually there's already another brilliant chibi reconstruction.

http://forums.qhimm.com/index.php?topic=8857.0

23
if i know i would have done the same thing.that is ....to give the field model some kind of detail/shadow texture.

the thing is there's two type of models(i'm assuming) in ff7.
first one is the models usually found in field model.They don't have painted texture on them.they rely on the lighting system produce by the field surrounding/environment.(again if im not mistaken)

then there's the model you usually found in battles.if im not mistaken during battles the lighting system is off they rely on the shadow texture on the model to give it sense of depth.

well there would be three if we count custom made model with custom texture with the UV mapping done altogether.(this usually requires knowledge of 3D modeling program such as blender/3dsmax/maya)

What you can do is find models that have texture that can fit with your cloud model from  other lgp.

again to find the files you want refer back to this:
http://forums.qhimm.com/index.php?topic=8874.0

24
it almost feels like it was rendered real time.is it because of the fps?

25
apparently i have no idea how to recolor parts from battle.lgp
or model that is not originally from lgp.

something about UV mapping the thing...afaik.

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