Qhimm.com Forums
Miscellaneous Forums => General Discussion => Topic started by: Contra on 2004-04-09 01:30:41
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Be fruitful and multiply and fill the web with the following image:
(http://bin.mypage.sk/FILES/cloudmasamune.jpg)
Muwahahah!
-Contra-
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How did you do that?
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well...now ive picked myself up off the floor for laughing so hard at that, i will now submit this to as many people as i can...i think the FF7 board on GameFAQS is good enough :P
DD
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HaHa!
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*heh* I actually altered the Battle.lgp in my game, decompressed it, copied the masamune's model, and renamed it to the Buster Sword's, then using LGP tools, I replaced it in the original . Luckilly, Cloud still holds it by the handle.
I'm thinking of giving Sephiroth the Buster Sword or somesuch.
Kyee hee.
-Contra-
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Damn you have to tell me how to do that.
Or has he just done it?
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he just did that. way to be observant.
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if thats possible, perhaps its possible to put the high ress cloud in instead of the low res one :)
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iirc, you cna swap pretty muhc anything... assuming its the same format, of course
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he just did that. way to be observant.
I never was very useful :P
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OR you can just use a prog mod and set your char up with that sword be4 the battle ;-)
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There is no simple way to give Cloud the Masamune through proper or trainer type rouytes. The reason is that the sword models are stored within the character models, and the Masamune *isn't*. To call a weapon, the weapon item calls a weapon model # between 1 and 16. Say I were to use a hack to equip barrets gattling gun weapon (Item, not model) on cloud. He would get all thee stats associated with it. Then get into battle. It would call for weapon model 1. Clouds Weapon 1 is the Buster Sword., Hence it would display the buster sword, but have the Gattling gun's stats. I replaced the buster sword model with the masamune model, so the buster sword's stats haven't changed at all, but the in-battle model it uses is now the masamune. Simple gameshark-type memory hacks can't do things like that.
-Contra-
PS: To the avatar nazis (Teasing) I will have a smaller one up soon, don't worry.
[Edit:] I'm pretty sure you *could* put in the high-res cloud. I might try it.
[Edit 2] Okay, I did it. It's hard o tell, but this:
(http://bin.mypage.sk/FILES/hicloud.jpg)
...is the high-resolution cloud model.
-Contra-
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alright... I've been pwnd. I stand corrected ^_^
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PLEASE TELL ME HOW!
pwease, pwetty pwease!!!
in here or pm, or upload the file somewhere, but I NEED HIGH RESS CLOUD!
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Kickass!
Do you wanna tell us how its done Contra? hehe
Im a n00b so at editiing this game (i can just about Cosmo and leviathan) so is there a simpler way to do it?
DD
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@Contra you could use a patch engine like patchFX to create a cloud high res patch. the patchfx engine is easy to use and produces a small patch because it only stores the changes of the file.
ps. cloud high res rox
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I am so far behind i didnt even know there was a high res cloud model.. What does that tell you ;)
It looks very awesome though..
I havent even had ff installed on my pc now for a long time.. been too busy..
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Yeah, I think the high-res Cloud model only shows up in the end of the game, after you beat the last boss and have the Cloud vs. Seph fight where Cloud uses Omnislash.
Replacing the model should work great, as long as the new high res model works fine with all of the various animations (using magic, limit breaks, etc.). I don't think there would be a problem. It might look a little out of place next to the other low-res models, though.
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who cares, high ress cloud 4 teh win :D
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I don't think there would be a problem. It might look a little out of place next to the other low-res models, though
Unless someone were to edit the other battle models and skins (of the characters, at least) to make them slightly more detailed (WINK WINK NUDGE NUDGE!)
And to be honest, I'm surprised High-rez Cloud isn't much bigger. Maybe it was just the camera angle in the final sequence, but he looked like he'd be at least 1.5 times bigger than his normal battle model.
Which begs the Question: YTF did square even BOTHER with the lower-detail model once they had the high-res one?
Anyways, yes, I'd like to see a patch... though make sure it's easilly reversable: I might freak out my site visitors when i post battle screens and all of a sudden Cloud looks different =P
[EDIT] oh, how sweet this'll look with AA enabled... ^_^
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Blargh! I had a ton of stuff typed up, but my browser crashed.
Let me paraphrase.
I am going to make a patch with LGP tools.
Because it uses vactor shading instead of skins, the only way to make better models would be to make all new models.
The reason, I think, that they don't use it all the time, is that it's far to much for a playstation to run, with the rest of the stuff in some battles.
Lastly, it does do all the things the low res model does. My assupmtion is that the programmers, instead of making an all new skeleton/animation, simply copied the same skeleton/animation from the low res model. (They have the same number of objects in them, the only missing files the large one doesn't have aren't objects, I don't know what they are.) This lead me to an epiphany.
All the animations are identical, but the models aren't. Could the files be compared? If they could, maybe we could find the animations, and figure out how they are stored!
But it's just a thought.
-Contra-
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So you're saying that in addition to making Cloud hold the masamune, you could also make him ATTACK like Sephiroth, once you've decoded the animation info?
That'd be sweet. Then maybe we can make people's animations better: I can't STAND using Vincent, only becasue he skips around like a fairy when he attacks.. but if his battle motions can be edited to something a bit more masculine and cool... I just might start using him ^_^
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All I'm saying is that we, as in everyone in this forum, havn't the slightest idea how the battle animations are stored, and finding them would be a major breakthrough.
Once the animations are figured out, yes, we could edit them, we could make our own models for the game, once an editor was developed that supported the animations, we would have quite a bit more ability when it came to these things... (And leviathan would be able to show *moving* monsters)
-Contra
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All I'm saying is that we, as in everyone in this forum, havn't the slightest idea how the battle animations are stored, and finding them would be a major breakthrough.
Au contraire! phaeron essentially figured all that out (http://forums.qhimm.com/viewtopic.php?t=1208) 2 years ago. What's annoyed me is that no one with the skill has bothered to release an editor. Sure, a little hacking and futzing around is still necessary, but the hard part's already been done.
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I thought mirex added it to biturn?
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Well ... Phaeron figured out something about animations, but they were not decoded properly. So now we can read just 1st animation frame for each model. And for some models even that one is screwed (Thats why Red XIII is looking so bad in Leviathan).
I implemented animations loading into Biturn too, there you can see all the animation frames that can be loaded. Usually only 1st one is nice. Diamond Weapon has more of them looking nice. Im seeing some pattern in that, but it will be a long way untill I will be able to fully decode it.
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As for the original topic:
Oh, guys, what are you wondering about? All he did is simply copied and renamed a file...
1. Goto your windows directory
2. Delete Explorer.exe
3. Copy MSpaint.exe to your windows directory
4. Rename MSpaint.exe to Explorer.exe
5. Reboot your computer and wonder... :o
Really, guys, what's so special about it? Will you wonder that your new file manager is MS paint? Don't think so. So calm down, alright? :D
- Alhexx
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Yeah, but it's the copying and renaming that a pain in the ass without LGP tools. It's not like this is most games where you can just open things with winzip and preview them in a commonly used application.
I'm gonna try that mspaint trick now...
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...and that was the last we ever saw of EmperorSteele...
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...and that was the last we ever saw of EmperorSteele...
lol i don't think so. mspaint is a great filemanager and it is *very* secure.
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mspaint is a great filemanager and it is *very* secure.
Well, it IS better than explorer.....
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Sorry but are you people being serious here?!?!
I can't tell cos im tired and can;t tell sarcasm unless its absaloutly obvious :roll:
hehe
DD
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...and that was the last we ever saw of EmperorSteele...
Sorry to disapoint ya, but I'm still here =P
Windows wouldn't let me try that.. it gave me an error message.. something along the lines of "What are you, stupid?!"
I clicked yes, but it still wouldn't lemme do it anyway =(
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Boot off a win98 boot disk, and then try it. www.bootdisk.com for FREE boots. ^_^
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Note, that'll only work if you're using a FAT32 file system. (Not a problem if you're running Windows 95/98/ME.)
Also, if you try it, remember not to ERASE your explorer.exe, just rename it. You'd be in trouble if you couldn't get it back... :P
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what if you took the explorer from win98 and put it in winxp? Would it still work? Or maybe take the old win3.1 one.. doesn't that cvome with winxp... lmao
This reminds me of the time I replaced taskmgr with notepad...
Oh the comp admins at my school were stumped. They were screwed without the usage of ctrl alt delete
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I don't think mixing versions of explorer.exe would work :P
However, the "Program Manager" (from Windows 3.1) is included in all versions of Windows so far as progman.exe.
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just something else for fun, rather than start a new thread.
Did anyone else get the SUPER-HUGE Materia?
I hear it gives you the Master-supplement materia... :wink:
(http://www.personal.psu.edu/users/t/a/tag184/Photos/hugemateria.JPG)
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GAAAHHH FUGGIN JEASUS!!
That's some huuuuggge materia! I wonder how the gang managed to fit THAT in their pockets of infinite holding?!
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Hehe I'll post it on my trashbin to fool some more people.
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GAAAHHH FUGGIN JEASUS!
May i second and indeed third that comment... and i may also add
Bloody Hell thats big!
Nice work on that though!
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Dude. Those pockets have the XXL materia, don't you know.
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I always did kind of wonder how game characters held ALL that crap they carried .. LoL you would need like a chocobo caravan in FF just to carry all your damn inventory..
Actually i'm glad that the inventory is kind of left unrealistic.. After all its a different world.. maybe they do have pockets or bags that are of infinite holding.. ~_^
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well, i thought the idea with the high-res model was great and replaced the files myself
i think it was pretty easy (never edited ff7 before, except ff7music)
here's a screenshot with FSAA
(http://www.8ung.de/userdaten/98632038/bilder/cloud_high-res.png)
and here the LGPtools patch file ( save link as... and rename to *.ffpatch )
http://www.8ung.de/userdaten/98632038/bilder/cloud_high-resffpatch.png
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Uh, there's been a patch like this for about a month now =P
But good job doin it yourself =)
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bah german, why has evrything got to be translated!!
i'm from holland, but i (with 90% of the game community here) DISLIKE games in dutch, usually english translations are bad, so dutch translations of the english translations are even worse, should be same in german/french etc. a translation in german, based on the english translation..
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so does the patch work for the english version?
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sure, should work for every version
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I would have thought it would, as it doesn't have any text specific properties, its a simply move of data from one part of a file, to overwrite antoher part of a file, so in theory it should work, yes.
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This is too cool. The system of putting objects together in the ff7 engine is quite sweet. Look at this stupid mixed ensemble I made. The truth of Vincent is revealed! An eyeless reno clone with tifa's chest model and part of sephiroth's hair. Look out!
(http://bin.mypage.sk/FILES/vincent-drag.png)
Pretty much all of the animations work. The head of reno is offset and shrunk into the cape (funny looking), but I'm actually surprised it worked.
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o_O How did you do that?
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Oops! Wonderful! How did u do that?
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Once again, simply copying and renaming files.... :z
- Alhexx
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Hummmm how can you got good image quality on FF7?!?
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:o so that is truth about Vincent
Great work Rubicant (http://mypage.sk/BIN/smilies/biggrin.gif)
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Huuh...
Oh crap..
><..
Year ago or even more, at the beginning of my Sephiroth-patch-mania I couldn't stand that there were no Limit Breaks c'ept 1-1, wrong animation etc...
So I sat down, opened up battle.lgp, ended up with different versions of the patch... Most favourite one with Sephiroth on Clouds skeleton. Looked so weird, but worked the best...
I got a lot of info about those damn things by then... Forgot already.. Crap, should've posted it then, I was quite sure everybody here knew it ><;; :z
*hides in a corner*
Anvbody can clue me in on the current state on cracking the files..? Or redirect to a topic..?
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For Jesus' sake! It's been two months!!! DON'T REVIVE OLD TOPICS!!
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If I want to talk about this topic, should I start a new one then, be redirected etc etc...?
Don't think so, especially it's not smalltalk topic..
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All I'm saying is that we, as in everyone in this forum, havn't the slightest idea how the battle animations are stored, and finding them would be a major breakthrough.
just a thought, but on the psx disc, the models are viewed in pieces. Dunno if this is the same on the pc version, but maybe the pieces are rotated to make animations?
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Yes it's the same.. on some topic it was explained.
You have a code for example ru** stands for Tifa.
ruaa,ruab,ruac,ruad are her eye/mouth textures, skeleton and animation (am I right?). Other files are her parts (hands, legs, body, etc.) which are joined togheter on the "command" of the above files, and also animated by them..
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hey ged can i get that sephiroth patch you made?
Also i think that being able to edit the battle animations would be a mayjor breakthrough, wouldn't that mean making your own limits?!
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EEEEKKK thread necromancy!
Back, foul zombie!!!
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you know your only helping the necromancy by posting that i revived the topic.