Author Topic: [FF7PC] Slayersnext's Customized Models (2009-07-08)(Missing Downloads)  (Read 360451 times)

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #225 on: 2008-09-02 23:51:58 »
To use them-->
I make them with 3DSMAX 9, so you must have it installed (IDK if lower version works too...)

To use them in game-->
Open them with 3DSMAX (9) and then, export all parts in 3ds format.
Then convert with PCreator every 4 parts in one .p file and apply and create the .tex file the texture with Pcreator too.
in Kimera, with a Field model, load a part of the Sword and then click on "Add part to the bone file"  to add the others...
Save and unify all parts in one when Kimera ask it and you'll have a complete Sword in .p Format, for field and battle models XD.

PS: There's a magnify tutorial in this forums made by squeeeble that teach you that process slowly
Good luck XP!!
If someone have more question...

Landarma

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Re: [Release] Slayersnext's Customized Models
« Reply #226 on: 2008-09-06 03:46:48 »
i can't download the swords, can someone upload its on other site T___T
Me too.  Recently it's harder to download a thing from FileFront.

Otokoshi

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Re: [Release] Slayersnext's Customized Models
« Reply #227 on: 2008-09-10 19:37:02 »
Since these models were created by you from scratch, any chance you could release the converted files, so that we may patch them into the game?  It might help those that don't have access to 3DSMax 9.  Excellent job by the way.

d33eniz

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Re: [Release] Slayersnext's Customized Models
« Reply #228 on: 2008-09-14 00:25:57 »
Yay, I have 3DS Max 2009 Professional xD
So, I'll try to convert them into compatible ff7 files...

If it's ok, I'll say "OK, IT'S WORKING" :D

See ya till then,

Deniz

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #229 on: 2008-10-22 09:37:50 »
Hi again!
I try to edit the extreme-blocky models from condor.LGP file. I made it with one of them and the model was loaded OK, but when the game load the LGP file something strange happens. All background is black, and the models left 'stele', But I don't touch any .tex file of the LGP.
I try another thing: Decompile condor.LGP and compile it again with LGPTools without touch any file. The result is the same, Black Background....
Anyone has the same problem? Any idea to resolve it? Thanks!
An image about that (Ignore letters):


PS: Condor's minigame background is a collage of a lot of tex files...
« Last Edit: 2008-10-22 14:01:03 by slayersnext »

ultima espio

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Re: [Release] Slayersnext's Customized Models
« Reply #230 on: 2008-10-23 10:43:57 »
Thats weird, especially with Yuna being there :?

adventsoldier

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Re: [Release] Slayersnext's Customized Models
« Reply #231 on: 2008-11-18 15:45:57 »
yeah.. i don't have 3dsm but i want to use those weapons.
can someone at least convert them all to 3ds for us and post them here, so that we can do the rest with p creator?
« Last Edit: 2008-11-18 17:26:38 by adventsoldier »

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #232 on: 2008-11-19 01:14:58 »
yeah that would be pretty nice if they would! like to have that rune blade soo AWESOME! ^^D

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #233 on: 2008-11-20 18:04:54 »
This is on my "to do" list XD. When I have time, I'll convert them, ready for get thems on the LPG file...
By other side, Thanks for the comments.

PS: Can someone, please, descompile his/her condor.LPG file, compile again and test in game if the background is dysplayed, please, or have the black background too like me??
Thx!

adventsoldier

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Re: [Release] Slayersnext's Customized Models
« Reply #234 on: 2008-11-21 02:24:29 »
i'll test the condor thingermajig. because right now its fugly for some reason and has these nasty vertical lines
all over in random spots of misplaced graphic. i'd much rather have it black, lol. hopefully it'll turn black. xD *prays*

but yes, i can't wait for you to convert these to battle models, or even at least to .3ds instead of .max :P
because pcreator doesn't open .max files. >_<

that bustersword, hardedge, and murasame have me metaphorically wetting my panties, lol. <_<

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #235 on: 2008-11-25 21:52:18 »
Conversion in progress jejeje:

--Buster Sword/Espada Mortal:

--Mythril Saber/Sable Mitrilo

--Hard Edge/Borde Duro

--Nail Bat/Garra:


Edit:
Crystal Sword/Espada de cristal:

« Last Edit: 2008-11-27 23:04:32 by slayersnext »

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #236 on: 2008-11-28 07:34:30 »
are those weapons already converted into p files? why dont you just compile them altogether and make a patch? :wink:

oh i forgot: that crystal sword thirsts me more

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #237 on: 2008-11-28 16:31:21 »
Yes, that's the idea  :lol:
When I convert the Crystal Sword too the patch 0.62 will be created and ready to be released!

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #238 on: 2008-11-29 01:13:33 »
im lookin' forward to that then..thanks a lot ^^D \m/

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #239 on: 2008-11-29 15:57:44 »
More Swords:
-- Rune Blade / Hoja Runa:

-- Heavens Sword / NubeCielo:

--Murasame:

-- Yoshiyuki:

-- CrystalSword / Espada de Cristal:

-- Enhance Sword / Super Espada:



And here, the Weapon's Mod patch version 0.62:
     * http://files.filefront.com/WeaponModv062+slayersnextrar/;12500891;/fileinfo.html
    Password for descompresion: qhimm

Have fun!!
Instructions: To make work the textures, you should make:
    - Decompile your battle.LGP.
    - Paste on the created folder the files you just download.
    - Open Pcreator, load the .3ds file in the rar and select in 'Options'>Battle Model.
    - Then go to 'File' and select 'Open battle HRC' and oper 'rtaa' and 'siaa'...
    - Set the numer of textures to 10.and close Pcreator.
    - Compile again the battle.LGP with LGPTools.
    - put in FFVII/data/battle floder.
    - Play with the new Swords!.
« Last Edit: 2008-11-30 09:29:29 by slayersnext »

adventsoldier

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Re: [Release] Slayersnext's Customized Models
« Reply #240 on: 2008-11-29 19:57:41 »
wooooot :D ty ty, going to test it out right now. :))


edit; nice, you might want to note that the battle hrc you are talking about is the rtaa file. :)
(for people with no experience) i'm loving that yoshiyuki!
« Last Edit: 2008-11-29 22:36:26 by adventsoldier »

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #241 on: 2008-11-30 02:36:01 »
wow goin to try it on too..have been waiting for this hahaha..

owkei..what version of pcreator are you using? i loaded the file you said and then i go to options and checked battle models..and then after that, i go to files and then i cant find that 'open battle hrc' that your talking about..im using .85 beta version of pcreator. :? any help?
« Last Edit: 2008-11-30 04:03:05 by polaris_027 »

adventsoldier

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Re: [Release] Slayersnext's Customized Models
« Reply #242 on: 2008-11-30 04:10:45 »
i used the latest version from that site if its any help, the Open Battle HRC should be like right in the middle of the drop down menu from 'file'.
not IN your actual files :P he means the 'File' from the menu bar at the top of the window in the program.

0.85.0.5 is my vers :)
« Last Edit: 2008-11-30 04:14:35 by adventsoldier »

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #243 on: 2008-11-30 04:27:02 »
solved it! ^^D! i just downloaded the latest version..

Swampthing15

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Re: [Release] Slayersnext's Customized Models
« Reply #244 on: 2008-11-30 04:29:58 »
ok i iskipped the step with the pcreator, and havent really used many of hte weapons yet, what am i goina be missing?

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #245 on: 2008-11-30 04:59:58 »
the textures won't work and you'll get white models like mine..thing is i didn't skip the pcreator step..and i already set the textures to 10..any suggestions as to what im missing out on?

help?? i cant get the textures to work all i get is gray models..on what patches are these compatible to? does it need the high res patch to make it work? huhu
« Last Edit: 2008-11-30 07:24:31 by polaris_027 »

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #246 on: 2008-11-30 19:07:56 »
You haven't got the high res patch?
I think if the game hasn't got the hi-res patch, it doesn't load textures bigger than 1024, so the weapons appears white or simply nothing appears...
My laptop have the original ff7.exe (1.00) and any Weapons don't appear (except Murasame and yoshiyuki, i think because these use a 512 texture...)
Please, equp Cloud with Murasame or Yoshiyuki and tell me if these sword appear correctly...

adventsoldier

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Re: [Release] Slayersnext's Customized Models
« Reply #247 on: 2008-11-30 19:55:00 »
humm, make sure you are putting the files with the 514kb size in there,
i tried just picking out a couple i wanted upgraded, and then loaded up ff7,
and the weapons were white.

when i put in those extra files (rtae, rtaf, rtag, rtah, rtai) all the textures worked. :)
so you cant forget those, you absolutely have to extract all files, and create a new lgp.

polaris_027

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Re: [Release] Slayersnext's Customized Models
« Reply #248 on: 2008-11-30 22:39:19 »
yep! murasame and yoshiyuki are working as you have said..i can't apply the high res patch cause my monitor doesn't support it..so aren't there anything i could do to make the others work?

adventsoldier: ive copied all of the files in the patch to my battle folder

slayersnext

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Re: [Release] Slayersnext's Customized Models
« Reply #249 on: 2008-11-30 23:18:36 »
The only thing we should do is convert the 1024 textures into 512 textures...