Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - chasedark

Pages: [1] 2
1
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 22:47:58 »
For the overflow, I notice I don't get it at all when I run it in 256 colors, though that makes the models appear really horrible, it's great for things when I have to click on actual parts.

2
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 05:54:35 »
With my animations I learned to save often when I lost six full animations one day because I got the overflow error.  I've only got 10 animations done on MP Cloud, and the item-self one is the laziest one I've done because I couldn't think of how I wanted him to do it.  I'm also debating on whether or not to give him an actual melee weapon or keeping him all ranged(I'm going to try giving him Barret's limit breaks, Kuroda said it should work).

Does your Red have custom animations?

3
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 23:47:13 »
It's looking really good, too.  I wish my animating MP Cloud would go as well Lol.

4
Graphical / Re: Does a female cloud model ever been made ?
« on: 2014-08-22 17:36:59 »


Female Cloud?  Using Aeris' Skeleton for the dress base.

Edit: All parts for Cloud in a dress in battle are complete as shown above.

5
Graphical / Re: Kimera "Calculate Weapon Position"
« on: 2014-08-22 11:45:05 »
So in order to fix the issue I'd have to actually go in and know which line it is in the xxda file to alter it there?
I guess I can try to alter the animation(I'm trying to have a goblin use cloud's animations).

6
Graphical / Re: Kimera "Calculate Weapon Position"
« on: 2014-08-21 21:12:26 »
Quick question.  How do you make a weapon detach from a certain bone during an animation(Like say, cloud's magic animation where he puts his sword on his back)

7
Huzzah for learning how to mod.  Though I'm barely working on graphical mods right now.  I just got a goblin to successfully fit in cloud's skeleton :D.  However my computer doesn't like Kimera so I can't fix the weapon position until I fix the error.

8
Graphical / Kimera "Calculate Weapon Position"
« on: 2014-08-20 20:39:49 »
I've been trying to figure out how to fix the weapon position for a model swap I'm working on,  but I can't use the tool to do it because if I click on the battle model in kimera I get "Run-Time Error 6 Overflow" and I have yet to find a solution -anywhere- on -any- site.  I'm really hoping someone has a fix for this.

Edit: I'm running on windows 7 home premium if that helps.

Edit 2: I'm literally tearing my hair out trying to fix this problem.

Edit 3: Okay after tearing my hair out I ran it in 256 colors, which while it isn't an ideal solution, allows me to adjust weapon positions properly.  Models look wonky because 256 colors is horrible but when you save them, they do retain proper colors.

9
New question after two weeks.  I'm trying to make cloud into a goblin(yes, a tiny goblin).  But I wanted to know if there's a way to fix the animations to fit the size of the parts or if I'll just have to move the parts individually or something.  I'm pretty sure if I start from square-0 on all parts in animations I should be able to get it going, but is there any other way?

Edit: Nevermind, I figured it out.
However, now I wanna know if it's actually possible to use kimera's "Computer weapon position" button.

10
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-18 03:37:52 »
Thanks Mcindus. Nice to meet you. I've been re reading the thread and thinking back to what was going through my mind at the time of my earlier posts. I'm very proud to have gone from not even know what a 3D modeling program was to this. It has been a fun ride. Tons of ups and downs.

I've been keeping up with this, and it's been inspiring me to work on 3d modelling as well.  Before I get into making full models, I'm trying to import models(can't say what I'm importing).  But from how much you've gotten done I'm feeling really inspired to actually do it.  My dream is to be able to make a whole slew of new models to remake the entire game, though(Kuroda's been teaching me basics for FF7, and it's a bumpy but entertaining ride).  I hope to see your mod when it's complete more than almost any mod I've seen so far.

11
Graphical / Re: Does a female cloud model ever been made ?
« on: 2014-08-13 21:58:02 »
You guys just gave me an idea for my next animation mod when I finish and polish MP Cloud.

12
WIP / Re: Playable MP Cloud(update!)
« on: 2014-08-09 01:13:24 »
Cloud's animations are ridiculous for those shoulder pads, he keeps causing an insane amount of clipping(most of which I've been working out) and it's making it take much longer than it should.

13
WIP / Playable MP Cloud(10/42 animated finished)[hold]
« on: 2014-08-06 22:15:34 »
I don't know if I'll be able to ever release it(Since I'm only doing the animations(granted 90% of the animation frames are created by me with heavy influence from the MP's animations) but I'm working on making enough animations for an MP Cloud with machinegun to be a playable character.  Hopefully when I eventually get all 42 animations done I'll be able to work on making him proper weapons.

I take no credit for the Model parts, only the animations(which I can't really post unless I make a GIF which may come later) FYI I'm using a model someone else made on Qhimm, I'll have to grab the source once I find it again.



This is the very first frame of the idle stance that I'm working on, the handling of the rotation of the parts was ridiculous, even though Cloud's stance was originally similar, he's a lot taller than MPs so I had to alter his stance to compensate for the height.

Edit: When finished this mod will actually make the regular MP playable as long as it's MP parts in Cloud's skeleton.  I'm just giving it cloud's head for a private project I'm working on.

Edit2: As of 10:01PM EST I have finished 4 animations in just under 4 hours yay.  So far the hardest animation was the lunging forward, but I realized I could just propogate the top half of the body and leave the bottom half as is and it looks okay except the first frame which I had to manually set as his base stance.   Sadly I realized this after I'd already finished the lunging animation.

NewEdit: I'll post the main frame of the victory pose now.


Edit4: This project is on hold while chasedark decides if he really cares enough to complete it.

14
Thinking about it at work, splicing might be able to make custom characters a reality for me.  If I can figure out what kind of costumes I wanna give them and I can get animations set up the way I want to it shouldn't be hard to make a bunch of them, so long as I don't mind using the original FF7 style graphics(Though I do like the Chibi-styles field ones{the custom enhanced ones}) I'm not entirely unfond of FF7's graphics as a whole.

15
It's cloud's skeleton, I actually had to elongate the bottom part of the legs because Cloud is a little taller than the MPs(I could have alternatively moved the feet up, but I felt it was more fitting for it to be cloud if he was the right height) and the position of the MP stance made him float a bit so I had to transpose him down a bit.  I got four frames done so far mostly because I fell asleep while working on it.  They only took me about 20 minutes though(albeit the gun is the hardest part because it's attached to the hand.  I could splice it and make the gun a weapon, but I want to give MP Cloud a baton for a close range weapon).

16
Well, thanks to your advice I've started animating the MP too, so I've got two screenshots from two views for this:


17
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-06 14:04:22 »
Great work out there! I'm still learning how to animate but thanks to Kuroda I now know how to splice models which is essentially all I need for what I wanna do on my private project for now.

18
I got to that tutorial you told me to see and I came up with my first trial, now that I've got the hang of it I might be able to do more, however I'm still trying to figure out how to fix darkened field models in kimera.

I got cloud to have his ponytail in battle again, but I won't post a picture because unlike the error one this one isn't asking for help and I don't want people thinking I'm taking credit for someone else's model(which I stuck the ponytail on)

19
I actually have been having trouble finding any version other than 0.97a, I tried googling it and I keep ending up with 100 german websites that have nothing to do with it.

20

It might be better to try to troubleshoot this over skype, facebook or something else, as we can communicate much quicker and in real time..

I could give you my skype name over PM if you don't mind it.  I'll put up a screenshot of what's happening:



I'm trying to click on individual parts while viewing the full skeleton, I can do it with Field models, but if I try it with battle models it gives me that error.

21
I'm having a problem trying to move parts cause Kimera gives me an overflow error every time I try to click on a part while viewing the battle skeleton.  I'm 95% sure it's cause I have an integrated  graphics card(cheap computer), but it makes changing animations near-impossible on kimera.  I was wondering if anyone here had a work-around or maybe if my kimera is just corrupt?  Don't mean to hijack the thread, but it's important so I can use the request I put in here earlier.

Edit: I've been trying to rotate parts since that's all I can do(using the arrow buttons in frame options) but not only is it time consuming, it's very hard to get all the parts matching and the weapon doesn't move the right way.

22
Edit: Looks like It's just kimera being weird in general.  Version 81 works fine, but it makes them too dark.  Gonna learn how to fix that.  once I get the full hang of Kimera I think I may be able to do a lot more with it than I thought.  After some help from Kuroda Masahiro I was able to splice Young Cloud's ponytail onto Cloud's battle model head Yay.

Also working on changing the animations and parts for cloud to make it MP Cloud.  This will be a long process but hopefully worth it.

23
I've actually finally gotten around to deciding what kind of stance/fighting style I'm going to give one of the new modded characters I will hopefully be working on soon(as soon as I get acquainted enough with Blender to do hair and clothing modifications).  I played alittle FF8 and I decided I liked the G-soldier's stance:



Of course it won't be a rip, I'll just end up reanimating cloud to that stance with new parts.

24
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-04 23:54:14 »
LoL. Thanks cmh. I've felt responsible for getting this done since the day I opened my virtual mouth. You know how many times I wanted to delete my username and walk away and I just can't.

I'm having that same problem even though my mod is only private(And will remain that way until I can get rid of the copyrighted models with some that I eventually can learn to make myself) and I've only been working on this mod for two weeks Lol.

25
Thanks for the tutorial lol.  The part that was annoying me the most was field models, Since I wanted to change Barret's field model but I didn't know to open a hex editor(Not that I'm sure I'll be able to figure out what to do with a hex editor at that point).

Pages: [1] 2