Japanese one has two diffs. First of all, japanese version has more audio files than english one (It was confirmed while making an undub of english one ;P) and has changed Minerva statue model. In japanese version it looked too much like cathlic Maria so in US release they made completly new model for it.
Oh, OK. I didn't know that. I will wikify this little trivia for future reference.
But I wonder why there is more Japanese audio?
Usually it takes longer to say something in English than in Japanese, so the only explanation I can think of is that the Japanese CC dialogues were more in-depth and may have suggested better character development or something.
I will dig into the game scripts to see what else I can find
But anyway, I wished to update you all on the progress on RINOA: progress is slow (slower than a snail walking
) but the tool is still alive and well.
I have finished adding FF8 [MCH] Field Models now (albeit with rough guesstimates of bone positions) and unlike
mirex's biturn, I intend to allow exporting these models out with the bone and weights intact, probably as directx models although I am looking into alternatives.
The idea is, these simple MCH files have allowed me to create the foundation for animated characters within RINOA, so in the future it should be able to handle the more complicated bone-weighted characters from CC and Dissidia (or other games RINOA might fancy).
And
karlisle reminded me that the OBJ format needs the broken material-file fixed, so I will also be fixing that sharpish.
I cannot give an exact date for the next release, but I can promise it will be before the end of this month.
In the words of a small, wise green thing:
Patient, you must be