Author Topic: knights of midgar/cloud of the round  (Read 29342 times)

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #25 on: 2012-09-11 01:33:45 »
what did you think of knight 3 vincent shooting the fire? i know that night still has a texture on it from the old weapon thats what that blue line is but there is alot of texture files. i havent found the right one yet to get rid of it

LeonhartGR

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Re: knights of midgar/cloud of the round
« Reply #26 on: 2012-09-11 01:46:35 »
I was just going to pm you about this. It seems to be a transparency...

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #27 on: 2012-09-11 01:50:42 »
i figured it was a texture i could just delete and itd be good. i stll dont know for sure yet

Buster Swd

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Re: knights of midgar/cloud of the round
« Reply #28 on: 2012-09-11 04:58:49 »
Good luck.Did apz gave you permission to his model yet?

Tenko Kuugen

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Re: knights of midgar/cloud of the round
« Reply #29 on: 2012-09-11 08:24:59 »
I think Vincent would be more suited to the Ice Knight and Aerith for the Fire one

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #30 on: 2012-09-11 10:20:29 »
@buster swd not yet. but if we release and apz has an issue we can take it down and have it back up in less than an hour. i found that one a model is set up i can just switch the animation file and tweak the animation. for example apz cloud for knight 1. open save as knight12. take knight 12's animation. then just tweak animation.

@kuugen because of whats previously stated above we can move faster than i thought we would. on release ill include cloud models in all sword and club spots and give the option to use seph or zach. aeris on staves, and cid on spears and give the option for yuffie. ill throw barret, tifa, and vincent in any spots i can find that dont require a whole animation overhaul

kicker

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Re: knights of midgar/cloud of the round
« Reply #31 on: 2012-09-11 23:18:42 »
right now you put cloud twice in that video. Is it supposed to be like that? Or are you changing it in the future with another character?

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #32 on: 2012-09-12 01:03:29 »
yes it should be like that

archerxtreme

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Re: knights of midgar/cloud of the round
« Reply #33 on: 2012-09-12 15:48:46 »
Hey by the way...is there a way to change the name "Knights of the Round" in the battle interface to Things like "Knights of Midgar" or "Legions of Midgar"

Tenko Kuugen

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Re: knights of midgar/cloud of the round
« Reply #34 on: 2012-09-12 17:44:57 »
Hey by the way...is there a way to change the name "Knights of the Round" in the battle interface to Things like "Knights of Midgar" or "Legions of Midgar"

kernel 2 edit, easy
I called it Camelot for example

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #35 on: 2012-09-13 02:19:18 »
just an update. were past halfway. im trying to learn how to make an installer for this. id like to include multiple models for each knight just to keep you all happy. couple limiting factors. i do not know how to remove the effects on the weapons of the knights like that blue trail so without using the original knights weapons some we look bad.

archerxtreme

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Re: knights of midgar/cloud of the round
« Reply #36 on: 2012-09-13 17:31:26 »
personally speaking i'd rather not have it as an installer.....so if you can have an archive ready please dont chuck it away once the installer comes out.

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #37 on: 2012-09-13 17:48:12 »
as soon as were done we'll post a link with all the models for manual install and it will stay up even after the installer is done. i myself do prefer a manual install as well. simply copying and pasting the models into the folder will leave behind files of the original knight like the cape and tails on the helms and things like that. it wont cause any issues because the models wont load them but it will take up space

the installer will provide these features/options. automated installation of the models, deleting files left behind by original knights, keeping original knight models, creating a backup of the magiclgp that can later be restored by rerunning the installer. eventually i will put in an option to change the characters weapons during the installation but this will not be a priority and will be added later.


archerxtreme

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Re: knights of midgar/cloud of the round
« Reply #38 on: 2012-09-14 16:46:34 »
Music to my ears...er eyes..omega!

LeonhartGR

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Re: knights of midgar/cloud of the round
« Reply #39 on: 2012-09-16 21:02:19 »
Just a minor progress update:
Grimmy's Yuffie as knight10 progress



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« Last Edit: 2012-09-16 21:06:21 by LeonhartGR »

Kyo13

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Re: knights of midgar/cloud of the round
« Reply #40 on: 2012-09-18 12:34:04 »
First I didn't understand why I received that mail... and now on the list of mods I see "Kyo13 Barrets Canon". it's pretty surprising to see something I made on another mod, since I don't have done a lot...

Concerning Barret's Canon I give you permission to use it BUT like I said on previous posts, this has been made using first part of canon on Timu's Barret battle model and textures are from Millenia. So I just use parts of their works to made it.

So I think their permissions are requiered. Anyway you have mine.

PS : I remember Timu gaving me permission to release Barret's Canon on Qhimm forums. But I didn't have any answer from Millenia. He didn't came here since a long time. So if you want his permission, I suggest you to contact him via his website (Argh I did'nt found it anymore).
« Last Edit: 2012-09-18 12:47:45 by Kyo13 »

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #41 on: 2012-09-18 12:40:59 »
thanks. and i didnt know that. first release is probably going to be strictly cloud cid and aerith and more will be added later. i sent messages to just about everyone that did a model of any sort for main characters just so i could build a list of what i can use and what i cant

KaidenJames

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Re: knights of midgar/cloud of the round
« Reply #42 on: 2012-09-18 20:45:53 »
I think we just have to be patient. Most of the time anyone that has created something on these forums don't mind if you use it in a different project, as long as they are credited for their work. This is a very cool project, can't wait to see it completed!

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #43 on: 2012-09-20 16:58:36 »
tweaking the animation for knight 11 then have to do all of knight 13 then ill put out a beta today. itll have weeemus fmv cloud and cid. the dark and light texture for his buster blade. also mikes buster sword and ultima weapon

LeonhartGR

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Re: knights of midgar/cloud of the round
« Reply #44 on: 2012-09-20 21:03:26 »
Sorry I'm still on Yuffie. Progress update:





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« Last Edit: 2012-09-21 18:20:31 by LeonhartGR »

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #45 on: 2012-09-23 16:04:09 »
sorry for the wait. real life called. uploading a beta now. check the op for a link in 10-15 minutes. there isnt a model for knight 7 and 9 yet. ill continue working on this. again anyone is welcome to help out.  just send me a pm

https://rapidshare.com/files/1568200506/knights of midgar 0.1.zip
« Last Edit: 2012-09-23 16:38:43 by omega res novae »

LeonhartGR

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Re: knights of midgar/cloud of the round
« Reply #46 on: 2012-09-23 16:54:47 »
12  and 13's animation is very nice!!!

omega res novae

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Re: knights of midgar/cloud of the round
« Reply #47 on: 2012-09-23 16:57:40 »
all the animations are at least a little off. im no pro. i thought 12 turned out well also

LeonhartGR

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Re: knights of midgar/cloud of the round
« Reply #48 on: 2012-09-30 19:14:15 »
Sorry for the delay (sent to omega for animation):





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Tenko Kuugen

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Re: knights of midgar/cloud of the round
« Reply #49 on: 2012-09-30 19:21:15 »
unless thats a lot of extra work, I suggest using the re-textured yuffie grimmy model
simply looks less weird