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Topics - BloodShot

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51
Releases / [FF7PC] Bloodshot's HQ Motorbike mod (V2)
« on: 2010-10-16 04:54:10 »
Hey everyone, I stopped modding FF7 a while back to work on levels for Crysis and Quake, but now I've picked up modding again and decided to bring you guys a

continuation of my old project:



V2

I figure ill start off by showing some of the improvements over my old version:

Code: [Select]
Replaced old cloud model with enhanced model more akin to the artwork (modified SIAA)
Modified Cloud's bone structure to fit the new proportions of the model (no glitchy swing animations)
Cloud's hair is now animated like the low quality model was(hacked up his hair and put it on the original bones)
ShinRa Soldiers replaced with my own high quality crisis core variants.
Truck now houses Red XIII's, Barret's, Aeris', and Tifa's Battle model (correctly scaled, correct positions and animations)
Motorball is now his battle model, as seen in the boss fight (makes for some better visual continuity)
New model for Hardy Daytona

RELEASE - V2.1:

!!WARNING!!

MAKE SURE YOU HAVE A BACKUP OF TIFA before you install the field bike, it messes up her field model. Install the field bike, then after you do repack your Tifa field models back in.


 
http://www.filefront.com/17425112/HQMBV2---Classic-Buster.rar/

A FIX WITH IMPROVED MODELS CAN BE FOUND HERE IN CASE YOURS IS MESSED UP: http://www.gamefront.com/files/20218034/Models_7z

I had fun making this, and probably the most work i put into it was the new Hardy Daytona model, made entirely with kimera.  :)

Comparison Screenshots:

Hardy Daytona:

FINAL

early WIP




Cloud


ShinRa


MotorBall


Some ingame shots:





Video:
http://www.youtube.com/watch?v=lPXnpP50_Dk

52
Hey everyone, some of you may remember my crisis core MP from a while back.


Well, I decided I'd start again on upgrading enemies and Main char's battle models to be similar to the concept art:
This is the Underwater MP redone with the higher poly version


Some of cloud's changes (for people who like the classic model):


So far for cloud I have several things not found on the model (which evidently were fairly difficult the way kimera handles it) - His belt is now studded, he has an earring, added the bolts in his arm pad, the little buttons on his suspenders, etc. - and a resize of his hair and recolor to match his concept art a little better

I wanted to know what you guys thought so far, and if i should continue? I'd mainly do this as something to tide over until TA releases the Bombing Mission demo.

53
General Discussion / FF7 background (unfinished montage)
« on: 2010-06-03 23:00:26 »
For my CG course my teacher didn't feel like giving us anything creative to do any more since the year is ending so he just told us to do a montage of stuff we like with some outlines. Since i started it with FF7 (I'm adding more like doom/quake/etc.) i figured i might as well post it here.



54
General Discussion / AC style cloud VS Classic Cloud
« on: 2010-04-20 17:07:17 »
                                                                                   ==The AC cloud vs Classic Cloud Thread==

                                                                      



The question has been asked over numerous occasions, but I just wanted to start this up on qhimm to see what you guys think.

So basically, which do you like - the classic, Anime-ish styled Cloud Strife with the soldier uniform, or the revamped, realistic AC-styled cloud.

I personally prefer the original, because i find his uniquely styled large spiky hair and soldier uniform to be much cooler. Plus he has the added bonus of not looking emo.


Post your opinions  :)

55
Archive / classic-styled Crisis Core Shinra troops
« on: 2010-04-02 05:51:29 »
I was working on this for a while and i wanted to know what you guys think of it.

I haven't got it in game yet, but here's a screen of the battle and field model from kimera -



I got tired of seeing the regular Teal-ish colored soldiers so i decided to make it look like the shinra from Crisis core, using a combination of heavily modified parts from other existing models (mostly cloud).

56
I'd like to know if there is any way to modify the bone structure/skeleton of field models - namely cloud because i would like to have a more realistically proportioned model that the

animations actually match up with. It's annoying using a field cloud such as the AC cloud and having the arms pop out, but if i fix the arm position with kimera it messes up his other

animations - such as brushing his hair back, crossing his arms, etc.

How would i go about fixing that so i could have the proportions better without the animation f*ing up?

57
Is there any way to combine two seperate models with their own textures or something for battle models like you can with field - like, if i wanted to use millenia's buster sword with

APZ's cloud - is it possible with kimera somehow. Whenever i try adding the texture it just puts it over the whole model and screws it up.

58
Archive / [WIP] Cloud hires motorbike replacement
« on: 2009-08-27 01:38:29 »
!!THIS VERSION IS SORELY OUTDATED!! - GET THE LATEST VERSION HERE - http://forums.qhimm.com/index.php?topic=10895.0

Here is the direct download link, for the lazy: http://www.filefront.com/17425112/HQMBV2---Classic-Buster.rar/

I've decided to do this for the people who like to use the realistically proportioned models from the battle models/ff7 prp for field models, as i have not seen anyone do this.

I used kimera to replace the horribly low-poly cloud on his motorcycle during the chase with the battle mode
DO NOT DOWNLOAD HERE, VISIT LINK ABOVE INSTEAD
Release!
V1 links:

buster sword
http://www.filefront.com/14417109/Bikereduxv1buster.rar/

hardedge
http://www.filefront.com/14417135/bikereduxv1hardedge.rar/


Videos:
http://www.youtube.com/watch?v=FW8iqmoE2Io&feature=channel  - buster sword version

http://www.youtube.com/watch?v=AHe8mF0MGyY&feature=channel - hardedge version

Some screenies: (the warped textures on the highway are because of fraps)







It still has 1 or 2 animation problems when attacking, but they aren't very noticeable.  In fact, the only reason i noticed them is because i was looking through the close up screenshots i took with FRAPS.


DO NOT DOWNLOAD HERE, VISIT LINK ABOVE INSTEAD

59
General Discussion / what happened to the "old" FF7 demo?
« on: 2009-06-26 17:05:31 »
I remember way back in 98, i got an issue of PC gamer in the mail, and in the demo disc was the PC demo of Final Fantasy VII. I can't find it now, but i remember the demo took you through the whole part of the game at mt. corel, from the entrance all the way past the train tracks, with changes from the real game, such as aeris or red XIII not being there.

I look online though, and i can NEVER find that demo. All i ever see is the battle arena demo.

I mean, it doesn't really matter much since i own both the pc and psx versions, but I'd like to know just what the hell happened to that demo and if anyone else remembers it?

60
Archive / where is cloud's world map model stored?
« on: 2009-06-22 18:40:44 »
I was using kimera to modify cloud a bit to change the color of his uniform, and both the field and battle are done, but i can't seem to find the world map model.

What is the name of the file, and what lgp is it kept in? (im guessing either the char.lgp or world_us.lgp)

61
I'm just curious as to what all you guys have as your desktop background?

Is it FF7 related? FF related at all?
A different game/game series? or maybe not a game at all...

Lets see what you got (I'm sure you all know how to do it, if not - so help you god[or whatever you believe in])

Mine is one i made when i was bored:

62
Troubleshooting / FF7 D3D bugged on 8800 GT
« on: 2009-02-10 22:47:45 »
OK, i got a problem here.

I recently reinstalled the old pc version of FF7 to install the mods, (Never really played it when i got it, always thought the psx version was superior) I got everything i need, the 1.02 patch, the fixes for minigames, and so on.

What i can't seem to figure out though is, when I use Direct3D as a rendering Device, and i put it on TNT, Some places are fine, but others have horrible polygons shooting out, (i think it might be part of the 3D landscape the areas are built upon bleeding through the 2D background.

The gold Saucer is a prime example of this:

It's hard to get a good screen of it, but ingame it flickers like crazy, (it's a little less harsh now, because I just got passed the Lifestream where cloud finds himself and the submarine part, and some people are gone.

I would love to play on D3D rendering, but this annoys the hell out of me (it seems to happen mainly in places with animated backgrounds, rather than stills) So i'm forced to play on software, but when i play on software, Countdown timers are slow, 2-3 seconds passing before 1 ingame second passes, makes it too easy.

I think the corruption is due to the fact that I have an 8800 GT video card, (could be wrong), because i upgraded from my old 6800 gt to play Crysis without my card overheating.

Is there any possible solution for this? or am I just an idiot, and I'm missing something important.

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