Author Topic: All battle models photographed  (Read 4163 times)

obesebear

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All battle models photographed
« on: 2010-03-11 20:48:54 »
So as part of a little project of mine, I've taken pictures of all the models in FF7.
If anyone else thinks they may want this for some reason click here

Also included is Mirex's document of which model is named what.

Timu Sumisu

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Re: All battle models photographed
« Reply #1 on: 2010-03-11 21:47:32 »
you should post this in game tweaking under the file reconstruction sticky

nfitc1

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Re: All battle models photographed
« Reply #2 on: 2010-03-12 03:44:08 »
I was looking through a few of them and I've never seen some of them before (like X Cannon and Amano Gecko). Are they all enemies you can encounter in-game?

obesebear

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Re: All battle models photographed
« Reply #3 on: 2010-03-12 03:48:49 »
There were probably 5-7 I didn't recognize.   Granted I haven't played through the game in quite a long while now, but I think they may not be encountered.   

My guess is they are like the multiple Barrets and Chocobos, they were originally intended to be used, but just got left out.

Timu Sumisu

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Re: All battle models photographed
« Reply #4 on: 2010-03-12 04:05:50 »
multiple barrets are used for different animations, mostly based on his weapons methinks.

obesebear

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Re: All battle models photographed
« Reply #5 on: 2010-03-12 04:13:00 »
multiple barrets are used for different animations, mostly based on his weapons methinks.
I'm pretty sure his bones are the same in all of them.  Unless you meant that they were planning to have each one be a different weapon.

Either way, we don't need 12 chocobos or 5 yuffies (probably meant to have different weapons at different points in the game)  I wonder which, if any, can be removed from the lgp....

Timu Sumisu

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Re: All battle models photographed
« Reply #6 on: 2010-03-12 04:16:35 »
i dont know about the chocobos, it might have to do with locatiosn (good,great, wonderful chocobos). yuffie i have no idea, i dont htink her animations are different between weapons, but i could be wrong. As to barret, consider some of his weapons have him punch enemies vs. shoot them, i had this problem when importing him into game.

sithlord48

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Re: All battle models photographed
« Reply #7 on: 2010-03-15 20:07:45 »
the other yuffee's are for before she is in the party....

obesebear

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Re: All battle models photographed
« Reply #8 on: 2010-03-15 20:17:41 »
Correct, but there is no reason for 6 of them.  Just like there is no reason for 4 Barrets, 3 Vincents, 5 Shinra Troopers, 4 of Corneo's Lackey's, 4 Ultima Weapons, 6 Bizarro Sephiroths, or all the different Turks.

They are all the same model and could have easily been reduced to one.

nfitc1

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Re: All battle models photographed
« Reply #9 on: 2010-03-15 20:25:21 »
i dont know about the chocobos, it might have to do with locatiosn (good,great, wonderful chocobos).

As far as I can tell, the scene.bin doesn't care which chocobo is being used. The Pre-Battle script in most enemies' AI is just

Code: [Select]
LocalVar:0000 <-  (AllyMask.EnemyID == 339)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 340)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 341)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 342)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 343)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 344)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 347)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 349)
LocalVar:0000 <- LocalVar:0000 +  (AllyMask.EnemyID == 350)
If (LocalVar:0000)
{
LocalVar:0060 <- 1
GlobalAddress <- 0
GlobalVar(0054) <- &TempGlobal)
Display String: "A Chocobo!"
}

Which basically says "If you're in a battle with ANY Chocobo (even though there are nine listed, there are only six qualities), set this battle to be a chocobo battle". It would save a lot of space to just give all those chocobos the same enemy ID (since they all look the same in battle) and replace these bulky Pre-Battle scripts with

Code: [Select]
If(AllyMask.EnemyID == 339)
{
LocalVar:0060 <- 1
GlobalAddress <- 0
GlobalVar(0054) <- &TempGlobal)
Display String: "A Chocobo!"
}

I believe it's on the part of the flevel to determine which quality Chocobo you get. Then again, it might base THAT on the enemy ID. The catching Chocobo script is on the Chocobo's Main:

Code: [Select]
If ( ( (BitCount(AllyMask) == 1)  And  (Self.Status:Death == 0) ) )
{
AllyMask.Flag:Targetable <- 0
Display String: "Caught a Chocobo."
GlobalAddress <- 1
GlobalVar(0054) <- &TempGlobal)
AllyMask.Flag:MainScriptActive <- 0
}

That's just "Return to World Map riding Chocobo". Quality may not even be determined until you release it.

obesebear

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Re: All battle models photographed
« Reply #10 on: 2010-03-15 21:11:14 »
I'm willing to bet they are all the same, but early in development they may have considered making them the good, great, etc or even colors, but ended up scrapping the idea for whatever reason.

I might just color each of them differently and see if I encounter anything other than yellow....

sithlord48

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Re: All battle models photographed
« Reply #11 on: 2010-03-15 21:28:22 »
I might just color each of them differently and see if I encounter anything other than yellow....

thats a good idea you should do the same to the other dupes.... maybe we can remove some of these unused models and use them for something else..