Qhimm.com Forums
Miscellaneous Forums => Archive => Topic started by: polaris_027 on 2009-07-06 09:59:03
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haha how bout a new gallian beast?
(http://i444.photobucket.com/albums/qq170/polaris027/gallianbeast.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/gallianbeast2.jpg)
haha i learned fronm my friend kula_wende!
the model is a boss from KH2! i just saw it when i played it only yesterday and upon seeing how it moved it reminded me of vincent's gallian beast soo here's the result! hope you like it! :-D :-D :-D :-D
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wow!! teach me please!!
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haha the tutorial's written in filipino..made by kula_wende! so unless you're not a filipino you cant understand that..but you can search this forum for squeeble's tutorial..
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Jejejee Very nice idea!! looks cool :wink:
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i'm trying to get part of my barret model into the game, and when im in pcreator and i import the uvw, it says the # of uv coords dont match the models # of verts... ne help you could offer?
EDIT: nvm figured out how to solve the problem :D
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Jejejee Very nice idea!! looks cool :wink:
wow to be praised by a topnotch modder...thank you so mmuch!!! :-D :-D :-D
Polaris when the time comes could you try to get the Red XIII model i have made into the game? You seem to be a pro at it, because that looks great!
(http://img21.imageshack.us/img21/2728/ferrgw.png)
sure! ill try! :-D
i'm trying to get part of my barret model into the game, and when im in pcreator and i import the uvw, it says the # of uv coords dont match the models # of verts... ne help you could offer?
edit:
EDIT: nvm figured out how to solve the problem :D
good for you then! :-D :-D
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to be honest, THIS was the stuff that made me curious about doing stuff for myself, so i'm reading Namespoofers Modding Class (damn its good) now.
Thx for the inspiration :-D
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to be honest, THIS was the stuff that made me curious about doing stuff for myself, so i'm reading Namespoofers Modding Class (damn its good) now.
Thx for the inspiration :-D
wow if that is true your very welcome!
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okay 'm moving a little further ahead and need some help for sticking my model ingame. I have barrets head workin in pcreator, save it as a battle file. do i just name it sbao and compile the archive? what exactly am i supposed to do now? how do i link the model to the texture?
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You can name the head with the name that you want. Be sure that you put the PCreator Options->Texture file(s) checked. If you put Edit>TextureId to 0, that mean that Barret's head texture will be 'sbaC', 1 is 'sbaD', 2 'sbaE' ... 10 'sbaL'. Once you save the head, Pcreator will generate a .tex file of your texture (if you load it Ctrl+B and is is 256 colors). Then, check options>Battle model and go to File>Open Battle.HRC. Select Barret skeleton (sbaa) and set nº of textures to 10. Now, in kimera, you can replace the original Head with yours, and scale and move to fit with the rest of the model ^^
I hope that this was what you wanted
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i didnt really end up using kimera... i open sbaa in biturn and it looks fine with my head. when i compiled the lgp and ran the game it was the old model tho o.o
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There are a lot of Barret Models, deppending the weapon, i think
Try replaing SCAA, SDAA, SEAA heads too
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thanks that helped... its in game now, but its strange.
it seems like all the normals are flipped. the hair looks more er less right, but that may be the angle showing the inside of his hair. I flipped the normals, remade the file it still did the same thing.
what leads me to think it isnt a problem with the normals is that you see though most of the head, whereas if it were because of the normals, you would see the far side.
any suggestions?
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did you flip the polygons in PCreator???
I know you have to select the object.. then choose the edit tab.. flip polys.
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i flipped them in blender.
the first run through it looked fine in pcreator, secondtime it was inverted, and you'd see the inside of the model. both times acheived the same effect ingame.
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I don't really know.
I never converted a model before.
I just know the relative theory...
Sorry.
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sounds to me maybe you have a hidden vert that needs to be removed check ur model fully in wire frame and see if you have any abscured vortexes and remove them. Should help you get your texture on.
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nah the textures on its just... partly invisible
EDIT:
here's a pic to show you guys whats going on
(http://img268.imageshack.us/img268/246/screenhunter03jul062157.gif)
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Did you flip the uv on the y axis in pcreator? without access to the file that's my best guess. Can you see the whole head textured correctly in pcreator.
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check the barret thread for the final result :D
however what the problem turnd out being was that i still had the old texture files in the lgp, except for the changed sbac? dunno the one i used for my texutre :P fixed it on each version of barret n voila!
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Thanks, When the textures are done I'll send the model to you then :-D
welcome! hmm.. im thinking of what to do next..ill probably be concentrating on vincent's limit breaks since everybody already did enhancements on every character..i might also do a knew vincent if i can! :-D :-D :-D
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hehehe polaris san kau d2 sa pinas heheh asenso ka na moder ka na din bro!!! dapat may EB mga ff7 gamers d2 satin hehehe!! give mo naman ako ng idea kung panu send mo ko plz sa email ha!! [email protected] dami ka na ba mod dyan share mo sakin ha hehehe!! gudluck sa inyo !! be froud to be pinoy!!!!!
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hehehe polaris san kau d2 sa pinas heheh asenso ka na moder ka na din bro!!! dapat may EB mga ff7 gamers d2 satin hehehe!! give mo naman ako ng idea kung panu send mo ko plz sa email ha!! [email protected] dami ka na ba mod dyan share mo sakin ha hehehe!! gudluck sa inyo !! be froud to be pinoy!!!!!
sure2X! ill send nlng sau ung tutorial ni gnawa ni kul_wende! hehe i agree! dat tlga mrecognize ff7 stin d2! anyway eto plang nga2wa ko as of now eh.. :-D
nga pla taga tuguegarao ako! :-D
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.....
WHAT THE ***** ARE YOU SAYING? :?
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.....
WHAT THE ***** ARE YOU SAYING?
nothin! just speaking in taglish! (tagalog+english)! just excited to hear from a fellow countrymen! hehe i know its weird but that would be the last time ill be posting in tagalog! sorry! :-D :-D
by the way..would anyone of you people tell me how to extract models from dissidia and CC and how to import them in 3dsmax?
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ok thxn bro nga pla taga qc me fairview hehehe
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Lol, when i said that i was joking with the tone...err
what i mean is that i really meant it when i asked you what you were saying but the implied tone was a joke
so i guess what i'm saying is that i was joking
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Lol, when i said that i was joking with the tone...err
what i mean is that i really meant it when i asked you what you were saying but the implied tone was a joke
so i guess what i'm saying is that i was joking
Should have added a smiley to it XD
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by the way..would anyone of you people tell me how to extract models from dissidia and CC and how to import them in 3dsmax?
You'll need Mesh2rdm (it can be found on these forums somewhere) for the dissidia models. For the Crisis Core models use Koral's Rinoa viewer, it even comes with a handy "export to obj" button.
As for mesh2rdm, you'll have to create a .bat file. So open notepad and save it as Run.bat and make sure to save it as "all files" instead of ".txt"
An example of what should be in the .bat document: mesh2rdm kefka.gmo Kefka.obj -texpre Kefka -rotate -90 0 0 -scale 1.0 -objout
This will work if you have a .gmo file named kefka, and will give you a .obj with textures. (I don't think a .mtl is created though)
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by the way..would anyone of you people tell me how to extract models from dissidia and CC and how to import them in 3dsmax?
You'll need Mesh2rdm (it can be found on these forums somewhere) for the dissidia models. For the Crisis Core models use Koral's Rinoa viewer, it even comes with a handy "export to obj" button.
As for mesh2rdm, you'll have to create a .bat file. So open notepad and save it as Run.bat and make sure to save it as "all files" instead of ".txt"
An example of what should be in the .bat document: mesh2rdm kefka.gmo Kefka.obj -texpre Kefka -rotate -90 0 0 -scale 1.0 -objout
This will work if you have a .gmo file named kefka, and will give you a .obj with textures. (I don't think a .mtl is created though)
wow thanks for that! :-D ill try it now! hehe
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wow thanks for that! :-D ill try it now! hehe
Here's an image of what I'm talking about
(http://i221.photobucket.com/albums/dd138/obesebear/mesh2rdm.jpg)
The obj.bat and smd.bat I had to create in notepad (like I stated in my earlier post). Obviously the smd.bat will give me smd files, which aren't necessary for FF7.
The squall.gmo won't work with the example I gave you earlier mesh2rdm kefka.gmo Kefka.obj -texpre Kefka -rotate -90 0 0 -scale 1.0 -objout
To make it work the obj.bat would need to be edited so that "squall" replaces "kefka" in each instance.
I figure this is most likely common sense. But now you definitely shouldn't have any trouble
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(http://i444.photobucket.com/albums/qq170/polaris027/hehe.jpg)
so does the dissidia model extractor really do this when it converts it to .obj? or am i missing something?
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Ok, to clear this up a little bit, the SMD format is a much better format, provided you have the right import plugin. (http://www.wunderboy.org/apps/smdimport.php)
Not only does it keep bone information required for parting the arms from the body without a great deal of hassle, but the .obj exporter on mesh2rdm is glitchy, and from what i can remember, will screw up normals a lot.
also, to get rid of that boxy look and get some smoothness back to the models, add a, "edit normals" modifier to the imported model, hit CTRL+A and then click break and then clik unify. this does something to the normals to fix them whenever they screw up in most situations, don't ask me how.
anyway, you'll need an export .bat that looks more like this:
mesh2rdm kefka.gmo Kefka.smd -texpre Kefka -rotate -90 0 0 -scale 1.0 -smdout -flipuv
the "flipuv" code will fix up texture upside-down-ness without you having to flip them.
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umm where do you find that "edit normals" thing?
EDIT: got it! thanks a lot! :-D :-D :-D
so follow up question...how do you part the model using the bones?
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hit "select by name" from the top (the arrow with the list) and find "l_uparm". then use the rotate and rotate snap tool to get a nice 90 or 45 degree rotation. just do the same with "r_uparm"
but this wont work with .obj, since it wont hold any bone information. best bet is to grab the SMD importer and use SMD format instead.
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yes yes i used the smd file..so after i select by name, i use rotate.. but then the only thing that rotates is the bones? is that right?
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Then you've edited the mesh via the the "editable mesh" modifier already. re-load the model, and if you want to edit the model, you'll have to add a new "edit mesh" modifier.
but if you're sure you havent done that, ask espio, i belive he had a similar problem.
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where do you acess the rotate snapshot?
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:-( no one seems to reply..sigh well ill stick to the old method!
hmm so here's....
help from squall mod??? hahaha :-D
(http://i444.photobucket.com/albums/qq170/polaris027/sq3.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/sq2.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/sq.jpg)
haha i just replaced vincent! so waddya think?? :mrgreen:
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THIS... I like.
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reguarding the squall mod you know what you could do? you could give him barret's limits for the handgun which i just noticed does not belong in squalls hands...
shud have a gun blade and just save cloud's stance files over vincent's
in that case you could mix in cloud, barret and maybe vincent's limits.
also i think you could also get away with swapping tifa for zell, and maybe sephy for seifer :-D
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that was the idea i had and tried it long ago to swap barret with squall but the end result was ugly.. :-(
barret's body and skeleton was too big so the animation wont seem to work right..
and dont worry i'll give him a gunblade so here's a screen of what squall would look like in the field..
(http://i444.photobucket.com/albums/qq170/polaris027/sqfield2.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/sqfield3.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/sqfield.jpg)
hmm..not a bad idea there but..i'll only be putting squall for the game! that's coz it won't feel like i'm playing ff7 anymore! haha besides i also have ff8 pc installed..i'll just be waiting for someone to have a breakthrough on putting models in ff8!
so i just imported squall ingame and wtf??
(http://i444.photobucket.com/albums/qq170/polaris027/wtfsqual.jpg)
hmm..i know vincent gets messed up in some places but can anybody confirm this? is it a problem with the importing or is it just that vincent glitch??
umm..does anybody also have a save file in nibel where you first meet with vincent? can anyone send it to me please? i want to test this..
here's a much better view at squall's field model..and some how it makes me laugh :-D :-D
(http://i444.photobucket.com/albums/qq170/polaris027/wtf.jpg)
and regarding bout mixing in mixing limits? can you really do that? what about their animations? wont day be messed up as hell?
anyway..i'm thinking of cid's limits for squall..is there any way that i can do that?
EDIT:
so the problem was not on vincent..its on squall..what do you think caused this messing up?
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idk about the problem you have with the model but with this tool called wallmarket by NFIT you can do awesome things very easily.
you can indeed mix and match and they might be messed up but in this case it could be better than having him randomly transforming into a beast.
in fact thanks to wallmarket i made attacks like heartless angel, edited weapons so they could look different, and had different statistics, and even made it so that all my chars could equip the masamune :-D
to put it simply it allows you to alter everything battle related for your characters. Meaning spells, weapons, armor, attacks, accesories, etc. so if you're interested u shud try it :wink:
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That is a somewhat common issue with the animation, quite a few people experienced that problem before (such as ultima espio in his sonic mod) and the solution should be simply changing the animations with the original animations that you backed up or have on disc.
although squeeble did show us that vincent's pose when using a gunblade is awesome, why not keep the basic anmations of vincent for squall and either strip him of his limit breaks or give him a plethora of something like... angermax or big shot?
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murak modder your a genius!!!haha :-D
i finally got it right thanks to to that suggestion of yours! mmwaaah!
so here it is..
(http://i444.photobucket.com/albums/qq170/polaris027/yey.jpg)
hmm..so now onto the process of giving squall some limits! hehehe
EDIT: i cant seem to use that wallmarket thing..it crashes whenever i try to run it..
but here's just a minor update on cloud..just added his holster like in AC..ripped from jedi knights
>>right now im doing the minigames.lgp...ill try to convert models in the g-bike to make them look ac.. :wink:
(http://i444.photobucket.com/albums/qq170/polaris027/cloudsholster-1.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/cloudsholster-1.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/cloudsholster.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/cloud.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/cloud2.jpg)
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sorry for the double post :-P:
here's cloud with an updated fenrir from jedi knight..
(http://i444.photobucket.com/albums/qq170/polaris027/fenrirwark.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/fenrirwark2mod.jpg)
ill also be importing it o field and the gbike minigame..
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Out of interest, do you intent to attempt a chibi style Squall?
As in, resize the body parts and make the different parts fit within the style of the original limbs?
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polaris, if you want i could just send u a kernel file with the limit breaks for vincent that you want to use? i've done stuff like this for people here twice so far, so if you want feel free to ask.
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owkei..so i hvae a question to you guys..have anyone in this forum tried to tweak the minigames.lgp and succeeded? specifically on model conversion..you see..
(http://i444.photobucket.com/albums/qq170/polaris027/moto.jpg)
this is what i get when i render it in kimera..
the problem:
(http://i444.photobucket.com/albums/qq170/polaris027/nyek.jpg)
wtf? i did the textures right in pcreator ( done it twice already)..
upon closer inspection youll see that the fenrir was okay and visible..but when you look at cloud its different..the textures just got messed up..so any thoughts on this issue?
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I think the problem is cloud texture crash, i don't know. You should try create texture again (i alway create texture file one time by pcreator and no crash)
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hmm..i al ready did that twice on pcreator..sigh..anyway ill try it again!
EDIT:
made a new texture file..still same result..now may i ask? is it because my tex file is 512x512? should i make it 256x256?
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As far as I know, FF7 will accept any texture size (as long as your card can cope with it). 512x512 textures are supported even by my old TNT2 (bought on 1999).
By the way, I can't see very well. Is the texture messed or is simply completly black?
Could I have a look at the model files? Maybe Kimera is doing something wrong with the RSB files.
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@borde:
yup..tried to resize..same result :-(..
the texture seems to be correct at some parts..like his belts and gloves..the others are messed up..and the body black..
okay here's the models..it renders fine in kimera..
REMOVED LINK
also check your pm..
EDIT: im dun\mb i jsut posted the link to my mediafire account! :cry:
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turns out this was a problem with the graphics rather than the texture it self..
here's a pic of it using AALi's driver
(http://i444.photobucket.com/albums/qq170/polaris027/asdasd.jpg)
(http://i444.photobucket.com/albums/qq170/polaris027/asdasdasd.jpg)
yep still got some problems..might have configured my graphics driver wrong
im using ATI Radeon x1650 512 RAM
can anybody here tell me what should i configure to correct this?
ehm..and can anybody tell me how to limit the frame in th g-bike? its too much fast..
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Aali's driver has a minigame speed limiter, just enable that.
Is it just me or is the bike texture being applied to cloud?
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nope..something just messes up the texture..look into my earlier posts when i didnt apply AALi's driver yet..the fenrir got the texture right but cloud no..
oh and umm the gbike minigame still too fast..can i make the '/2' into '/4' or something?
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the galian beast in your link is password protected cant download it(maybe you already tell why but did not see) im interested with it
other thing, if i want to transfer your ac cloud model into my own battle.lgp how i do it, i have tried but the texture all mess up
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can you view the models of minigame.lgp in biturn? if so what is the model file for the buildings/ backgrounds for the gbike game? i wanna remake em :P
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timu sumisu
yep you can! just decompile high-us.lgp then view the files in biturn..
Great Sephiroth: check your pm.
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The problem is Aali Custom graphics driver :-P
I use v6.7b and texture is wrong and use v6.10b texture is true
v6.7b
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1901-53-51-92.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-1901-53-55-89.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2017-03-28-98.jpg)
v6.10b
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2017-20-02-62.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2017-20-59-87.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2017-21-01-60.jpg)
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is there a way to extract a 3D map of the whole minigame. I'm intresed to see how that was put together.
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@???? is that your cloud gbike models? or mine? the one with those messed up colors? and are you saying that i should use aali's version 6.7b?
@halkun: dont know..
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can you view the models of minigame.lgp in biturn? if so what is the model file for the buildings/ backgrounds for the gbike game? i wanna remake em :P
Yes they are all in there. The pieces of the road don't load with the textures in Biturn correctly though (I don't think)
is there a way to extract a 3D map of the whole minigame. I'm intresed to see how that was put together.
I don't think so. It looks like it is constructed piece by piece as the game goes along.
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There doesn't seems to be ay obvious problem with those model. Maybe loading again and again those big texture files could cause some problem, but i'd be very surprised if that was the case. It's a real mistery.
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OK first hello to everyone since this is my first post on this forum.
@Polaris:
I think I found a way to fix the texture problem in the bike game thought it seems that it works only with the Aali Custom graphics driver. It seems that the Aalis driver for some reason messes up the lightning on the textures so what you have to do is to export the models from the pcreator as battle models that does not support lightning then rename them as .p files (ex: abaa to abaa.p). Now open them with kimera resize them and apply then back to the skeleton. If you want to I can Email you this model I reconverted to test it on your pc though the parts might not be placed very well :oops: (I’m still new working with kimera)
Here’re some screenshots:
(http://i693.photobucket.com/albums/vv296/Nero0789/bike3.jpg)
(http://i693.photobucket.com/albums/vv296/Nero0789/bike2.jpg)
(http://i693.photobucket.com/albums/vv296/Nero0789/bike1.jpg)
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hmm..okay i got it! ill try that and see if it works hehe..thanks for the info man..
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So, the question is, what does pcreator do to battle models that it doesn't do with field models?
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wow! ive been waiting for you to be on this thread AALI!
cause you know..having problems with your graphics drriver as you can see..hehe..hmm as nero said it would have done something to the lighting of the models..apart from that it just saves the model in '.p' and '.tex' in field files..thats what i know..
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If you upload both the working and broken versions of the model I can tell you what's going on.
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@Polaris:
I’ve just sent it to your email. Let me know if you got it…
:lol:
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It's work with me too. Thank Nero
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2123-31-33-31.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2123-32-04-57.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2123-32-58-53.jpg)
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Where did you find Kadaj’s bike?
Is it from jedi Knight?
Could you possibly send them to me? :-D
Btw I think it would look even better if you could replace the bike drivers with Soldiers 2rd or 3rd class from cc
(http://i693.photobucket.com/albums/vv296/Nero0789/cc.jpg)
Or at least i think they are 2nd class Soldiers :|
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Ok i done it
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2201-10-35-18.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2201-10-37-29.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2201-10-37-64.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2201-10-59-12.jpg)
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-07-2201-10-46-31.jpg)
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Ok i done it
Good God you work fast!!
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Now it really looks great! Nice one 8-)
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Ok i done it
Good God you work fast!!
Second that
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As far as I know, the only difference between a battle model and a field model is that the first one should have no normals information at all. Actually that makes a lot of sens, because it looks like the bike's minigame models have pre-cooked lighting applied to them (I feel stupid for missing that point). So I guess Nero solved the riddle :wink:
Nice job, by the way.
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Actually that makes very little sense, battle models (and parts of the bike game) are lit in software by the engine just like field models. Either way, I don't see how *not* supplying normals could possibly solve the problem, assuming the normals were good.
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Mmmm... right Aali, the original models do have normals. The mistery lives on.
Their RSB files also have strange references to MAT and GRP files that are nowhere to be seen. Shouldn't those fields point allways to the .p file?
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nice work nero! i acknowledge you for solving the problem!
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Mmmm... right Aali, the original models do have normals. The mistery lives on.
Their RSB files also have strange references to MAT and GRP files that are nowhere to be seen. Shouldn't those fields point allways to the .p file?
As far as I know, only the PLY field matters, the others are just ignored in the PC version.
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Ok when I replaced the .p files I didn’t really bother to look at the RSB too. I noticed too now that they do have strange references to MAT and RGP files but since I didn’t make the original model I can’t really say why they were actually this way. Anyway I reedited now Clouds original RSBs and replace with them those that were in the model and everything seems to run fine in the game. The strange thing is that when I open the model in kimera some of the parts appear with no textures on them, while in the game they seem fine. I’ll email the model to polaris so if you can get it from him perhaps you can make out of something.
p.s. I only replaced Cloud’s RSBs so don’t be bothered to look at the bike
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okay just sent the link to the files on their PMs.. :-D
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im triying to import a vincent model but pcreator/kimera just dont want me to.. :?
(http://i444.photobucket.com/albums/qq170/polaris027/vincentfixed.jpg)
i separated the face and hair in 3dsmax cause they have different textures..
now i know in pcreator you can 'add group' to join two different meshes that have different textures (correct me if im wrong) and make it as one model file
i succeed in doing that but problem is when i load it in kimera..it messes up..here's a pic..
(http://i444.photobucket.com/albums/qq170/polaris027/asdfasd.jpg)
wtf??? :cry:
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Thats happened to me so many times....i really dont know what causes it :?
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Try un-ticking "render using D-lists"
that fixes a few glitches with battle models.
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nope..didnt fix..sigh..so @ ultima espio? how did you get around at that glitch?
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I had that problem about 2 mins after i posted yesterday, lol..
Well what i did was i opened the model that screwed up in Kimera v6, and saved it there. That fixed it for me.
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kimera v6? where you get that? an you send it to me please?
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Man... how I hoped not to see this again. This used to happen due to a very pesky bug on the groups handling. I thought it was done for good but... well, this seems to prove I was wrong. May I take a closer look to that model (befor it got screwed)?
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how? with a screen? or should i send the files to you?
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Files, please. I possible, of course.
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Hmm, never seen something like this before. Have you actually tried to put the model in the game? It might work right there, otherwise the problem will be with pcreator and not with kimera. And just to make sure, remove the tex files from the folder and reopen the model just to make sure it has nothing to do with the textures, thought I don’t think that the problem is there.
Oh and Borde, you’ve just reached 666 posts, you must make another one quickly, don’t stay on that number! :evil: :-D
Just kidding :wink:
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borde i just sent you the links to my files..included are the two meshes wich are in .3ds format and the 8bit bmp files..umm just try to make them into one model file and then load it in kimera and see what happens..
and oh yeah nero's right..better post another one cause its a creepy number
@ nero nope havent tried that ingame..
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Oh and Borde, you’ve just reached 666 posts, you must make another one quickly, don’t stay on that number! :evil:
Most scholars contend that the number 666 is a code for the Roman Emperor Nero. [2][3][4][5][6][7]
ummmm.... :|
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Ummmm… That I didn’t know, thanks for bringing it to my attention obesebear. Hear Borde that’s my number give it back :evil:! Thought I picked the name from the “Devil May Cry†game. :? I guess Capcom inspired the name from the Roman Emperor. Hmmm, yes that makes sense
NERO
(http://i693.photobucket.com/albums/vv296/Nero0789/03.jpg)
DMC Rules
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I second the awesomeness of DMC
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Mmmm... it certainly looking strange in kimera08, but not in the same way that image depcits. It looks fine on my WIP, though.
PD: Better now? :-P
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Mmmm... it certainly looking strange in kimera08, but not in the same way that image depcits. It looks fine on my WIP, though.
PD: Better now? :-P
667! phew! you made it just in time :-o! :-D
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Mmmm... it certainly looking strange in kimera08, but not in the same way that image depcits. It looks fine on my WIP, though.
so are you saying that there's no problem when you load it by yourself? hmm..if that's the case then can you send me the the head model with the two meshes joined?
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Of course. I just joined both model with PCreator though...
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hey thanks borde! im happy about the model but i guess you forgot to flip the uv in pcreator of the hair part as you can see here..or maybe you did but youdidnt include his tex files in the link you provided..
(http://i444.photobucket.com/albums/qq170/polaris027/vincentwholebody-1.jpg)
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ANg galing mo pla pre!!!...Hanep!!!.At taga Tuguegarao pa ha...Sana matuto rin ako nyan...Sa ngayon sawsaw lang ako sa Forum na to..hanggang install at kabit ng mga mods lang kaya kong gawin....
Kung Okay lang pa PM sa kin mga mods na ginawa nyo na..PLease!! Kahit yung Field models lang..... Maawa na kyo!!!!
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haha check ur PM..
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Thanks pol!!! Whhooppeee!!!....Sarap maging Pinoy...Buti na lng at pinoy ang mga gumawa ng MOD na to..hehehe
Isang request na lng alam ko may pag ka bopols to no...pero....Paano maglagay ng Avatar o pic sa Profile ko dito?...hehehe
Kung oks lang...Pero kung gusto mo ako na lang maghanp..kakahiya nmn...hmmm...hehehe
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punta ka lang sa profile mo tas hanapin mo dun hehehe
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pinoy to,,,, tanung ko lang kung meron ka bang mod na ang mga gf ay magaganda na?....pnge naman
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punta ka lang sa profile mo tas hanapin mo dun hehehe
Nakalimutan kong balikan to! hehehe..Nag reply ka pla!..thanks ulit! Uy Pol may model ka ba ni Vincent nung katulad sa JKNights? Baka meron ka? pa send namn sa PM..
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dude i could you please upload that vincent for me?
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tol gnagamet ko na ung mod mo kaso wla ka bang model nung AC crazy motorcycle dun hindi kz nagbago ung sken eh
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wow pretty good models!
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tol gnagamet ko na ung mod mo kaso wla ka bang model nung AC crazy motorcycle dun hindi kz nagbago ung sken eh
Pastilan dude....ayos yun yung chocobo ang magbabago dun...kaya lang kilos Chcobo yunf Fenrir mod na yun..kaya try mo lang ulit...
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tol paki convert naman yung vincent jedi academy model sa battle at field..
cge na po!!!!
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Di ako marunong mag convert din pre... ang alam ko kelangan mong ayusin using KImera tsaka may iba pa. Blender ata yun tsaka....Aahh..si ko tkga ma gets din... :oops: :?
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As much as I appreciate an international community, you guys need to speak English please before I start translating your posts for you...
Just to let you know, I'm pretty bad at french :P
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As much as I appreciate an international community, you guys need to speak English please before I start translating your posts for you...
Just to let you know, I'm pretty bad at french :P
sorry halkun ^^ i just got exited cos i didn't know that there were filipinos in this forum XD
So when you wash a cat in the toilet, do you use the soap, then the flea-dip? Or so you just go all out with the toothbrush :oops: :?
From what I understand, you have to use dishsoap first, if you have a hamster
more power too you. I have a guinna pig myself and it makes a wonderful brush ^^
you think so?
=== HALKUN EDIT ===
(http://forums.penny-arcade.com/image.php?u=7110&dateline=1240392792)I told you I'll start translating comments myself to better make everyone else understand. I don't think I did that bad a job for a first time. Please use English in the forums so we all can particpate in the conversation.
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So when you wash a cat in the toilet, do you use the soap, then the flea-dip? Or so you just go all out with the toothbrush :oops: :?
I don't remember posting this stuff?
So pls. don't put words on my mouth okay?...
It's distasteful...
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That was a lil unorthodox Halkun, but you did warn them and yet they still continued... :?
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So when you wash a cat in the toilet, do you use the soap, then the flea-dip? Or so you just go all out with the toothbrush :oops: :?
I don't remember posting this stuff?
So pls. don't put words on my mouth okay?...
It's distasteful...
I speak a foreign language too. The problem is that when you speak in a language many can't understand, you offer nothing to the conversation. If you want to chat it up in unrelated, or via PMs, more power too you. If you want to have a public conversation in the technical forums, we need to understand what you are talking about so we all benefit.
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So when you wash a cat in the toilet, do you use the soap, then the flea-dip? Or so you just go all out with the toothbrush :oops: :?
I don't remember posting this stuff?
So pls. don't put words on my mouth okay?...
It's distasteful...
hey guys don't fight! :wink: hihi but... i don't really remember harruzame type those words....
well anyway i know this is odd topic but can you help me anyway mr.halkun?
i already posted my problem. if you can find a solution thanks!
I speak a foreign language too. The problem is that when you speak in a language many can't understand, you offer nothing to the conversation. If you want to chat it up in unrelated, or via PMs, more power too you. If you want to have a public conversation in the technical forums, we need to understand what you are talking about so we all benefit.
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pwede mu bah kong turuan nyan?....
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Halkun. I was going to ask for this thread to be locked because it contributes to ripping models (well it did) and I just don't like seeing these kind of topics up on the first page...
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pwede mu bah kong turuan nyan?....
Ha ha ha, oh wow! :lol:
That's necromancy and posting in a foreign language, just two posts after a mod complained about people posting in foreign languages. He probably wrote something against the rules as well...