Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: halkun on 2004-06-13 20:27:37
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Now that we seem to have the ability to export FF7 mattle models as max files, I propose creating a project for NWN.
Neverwinter nights is a fully scriptable RPG based on the aurura engine. It nativly takes in MAX data and every corner of the game can be changed.
It also runs on Linux, Mac, and Windows.
To help you get started (Mostly this is for TallgeeseIIII) I have the cutom content guide that tells how to rip apart NWN's aura engine and input new data into the game.
The guide is here (http://the-afterm.ath.cx/ff7nwn/ccg.zip)
Now this is just the tip of the iceburg, I think.
You can also import not only models, but also convert large models as the 3d environment your characters can walk around in...
Now the FF7 battle environments are not very well suited for this as they are really small, but use cute visual effects to make them look expansive (Like the open field scene) but they are *PERFECT* for a backdrop for a scripted movie using the FF7 in realtime 3d.
NWN has 154 preanimated and scriptiable actions for humanoid characters. You can, in therory, (According to the CCG anyway), do a mesh-for-mesh replacement of body parts with already exiting NWN bones and animations.
Let me put this in perspective....
Red vs Blue has created ingame moves using nothing but head bobbing and looking through a gunsite.
We have the ability to create whole backdrops and use a much more expansive scripting system. We can also play the files ingame and not have to render video to a DIVIX file.
NWN also has what's called the CEP pac that gretly expands the defualt objects (read: props) in the game. Also if a particular 3d balle scene isn't avilible (FOr example, wall market) we can use nwn's default tiles for inside cities and houses.
WHat about the extra characters?
Well, lucky for *YOU* guys I have a whole bunch of unskinned toshindin models floating about, combined with the humanoid monsters in FF7, I think I have enough parts to make a cast of people.
Let's retell the *ORIGINAL* FF7 story as a movie to celibrate the coming of "Advent Children"
That and if we get sick of it, we at least make a cute FF7 module for NWN so you can run around as cloud/yuffie/tifa in the game.
Input?
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The problem is that NWN is a limited engine. Maybe you could create Nibelhiem and Wutai but you are stuck with the prefab models unless you create your own custom structures and hak the aurora mod pack. Which limits you as you then need to create hundreds if not thousands of custom buildings and that is just way too time consuming.
Me and some friends tried this when NWN first came out. The BIg problem is Midgar, how can you make a modern city when you have only got 16th century european style buildings?
Maybe for the slums this could be possible we hit a dead end trying to make a mod for the game based on FFVII, and we are some of Finlands most dedicated NWN mod makers, we have made some grandious mods.
It's a great idea but the idea is limited by the constaints of the aurora engine.
But hey, if you can figure out a way to do it i'm in!
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It's not really that important to create everything. With really careful placement of the camera you can give the illiution of anything.
This idea isn't making something you play, but something you watch. They user will have no contol of the characters of then than pressing the escape key to exit the module. Square themselves didn't create a whole midgar either, if you look at the opening movie, you can see each sector is a simple repeat. Also, midgar is above the slums, so when you look up, all you see is dark. All you would really have to do is make a black skybox (What square did in thier slum battle scenes) or put the image of the plate above in the skybox (What square did with the pillar scene)
It's also pretty easy to use the midgar world map miniture if you want to get the "big picture"
Keep in mind too, there has to be some editing somewhere, the whole story is LOOOOONG and some cuts will have to be made.
Hold on, I have to make a screenshot real quick ^_^
ADDUNDUM: Have them....
This is what happens when you think outside the box. Here are some screenshots of me "playing" NWN
http://the-afterm.ath.cx/ff7nwn/01.jpg
http://the-afterm.ath.cx/ff7nwn/02.jpg
http://the-afterm.ath.cx/ff7nwn/03.jpg
now imagine that last picture with yellow windows as opposed to black ones... Hey that looks like shinra's hedquarters, doesn't it ^_^
Oh and the character I'm playing, she's just an articulated MAX file using NWN's bones that come with the game....
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whoa whoa whoa, i'd rather not make an entire movie based on a gigantic game, using an engine i'm just now becoming experienced with. I have a few other plans for these models i'd like to test first. now, i like ff7, but it's a special case, normally i hate rpg's, so i'd rather use them in a game that has actual combat. something like unreal tournament 2004 or morrowind, you know, a game with a real time combat engine. Just installing NWN has been a pain in my butt (can i curse here?) all day. I'm not sure i want to jump to that right away.
secondly, i have a lot of experience modding warcraft 3. many people make the kind of movies we're talking about here, and let me tell you, they are BORING! even the ones blizzard made can put you to sleep, mainly because the emotions are so limited, you spend the whole time reading. and what's the point in reading a story you already know?
i'd just like to run through a few ideas before we go to this, i know you're excited and all, but i don't have the patience for a project like this, especially with my friends and i developing a game ourselves on the side.
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I can be the puppetmaster, and some of those old quake 1 movies were the BOMB!
Actully, all I need to do is convert the FF7 characters to NWN make walkmeshes for the battle scenes. I can do the camera work, writing, and scripting all my myself. Could use a few voice actors when I gave something going.
And like I said if I get board with it, I could always just make a simple modpack so you can play as the FF7 characters in NWN, something that takes much less effort to do.
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yep, i'm all for that, and ya know what... i've been playing around here with the nwn editor... i think i like it, so i'm in, atleast for the character creation, dunno about the movie yet...
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whoa, ok, bad news, i read some of that guide, modding NWN is more time consuming and structured than morrowind and warcraft 3 combined, no thank you, i'll have to pass on this one.
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That's true but just think... its a trillion times faster than making a half life map.
NWN requires determination but you get a good product.
As for the sceen shots they look good, i think you are on to a good idea but i am still not so sure. Hwo far are you thinking of taking this?
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I can be the puppetmaster, and some of those old quake 1 movies were the BOMB!
Actully, all I need to do is convert the FF7 characters to NWN make walkmeshes for the battle scenes. I can do the camera work, writing, and scripting all my myself. Could use a few voice actors when I gave something going.
And like I said if I get board with it, I could always just make a simple modpack so you can play as the FF7 characters in NWN, something that takes much less effort to do.
Oddly I've been thinking about this, right now I'm working on a crashed airplane tile set (I found I could convert and skin a B52 in GMAX). The interesting thing is you don't need 3ds to do these things.
The real challenges in the Aurora engine come in moving LARGE objects, of which in FF7 there are many of them. A good example is when they board the thing to go to the gold saucer, or when the rocket goes up into space. The train is another example. However it's all doable it just has to be done differently than before. Flying around the world, I'm not sure how you would do that, or the various mini games. The motor bike might be doable for example just requires some interesting trickery with scripting. Anytime you have to ride in something things get complicated. Because FF7 has so much in the script, it would be diffiicult to put all that in voice over. I suggest just getting the basic conversations in then worrying about voice.
For various movements, I would suggest multiple copies of each character, IE TIFA_BTL TIFA_1 TIFA_2 and abusing there built in animations to make things go the way you like.
Actually doing the begining sequence might be the best idea. You can have an elevator room with an object on the wall that has a built in light for the 'button' for showing the time I'm not sure how to do that off hand. All the 'battle' sequences etc. you can constrain using the D&D system. For materia use you can use the identical FF7 system of attachment (the materia information is stored ON the object but you can remove it, you get a materia bag that makes anything in it weight nothing, and can't be droped or removed)
All doable. However starting small might be a good way to go. I need to export FF7 model data and textures into something the aurora engine can use. The battle models would be good for regular NWNish stuff. Or one can tweak an NWN model to match FF7 characters instead. :)
Cyb
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hmm, ok i was bored, so i tried exchanging models again, and this dos program "nwnmdlcomp.exe" that the guide called for doesn't work. i downloaded it and did everything their instructions said and it gives me an unable to read the mdl error. then when i finally got it to convert it, the guide said it would change the file type to .ascii, well, it didn't change anything, and the 3ds max importer script still says it's a binary file... so i'd like to do this, but it doens't work anyway...
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You uses NWNViewer to browse the datafiles and extract the model. You the convert the model to an ascii format so that the max plugin can read it. (You can tell if it's in text by simply looking at it in a text editor) On import you play and poke and prod and then export as a NWN model. You can place the model in the /overrides dir. Nwn can read them both in binary and text format. The max plugin can only read the text format.
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You the convert the model to an ascii format so that the max plugin can read it.
that's the part that isn't working, i have the nwn viewer and i extracted the piece and everything, i just can't convert it with the tool that the guide reccomended
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Hey, guys. I'd really like to help out :) Sounds like a lot of fun. I don't have a lot of knowledge of 3d formats or anything like that. But I can skin pretty well, and I have a lot of general modmaking experience.
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The problem is that the models in FF7 don't use "skins" execpt for the eyes. Everything else is using vertex colors. Model conversion is more the lines we need to start at. I'll have to take a look at how to convert the models from the nin format in NWN to text se we can properly import the bellt models.
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some games allow vertex coloring for the models already, i know morrowind does, i tested it this afternoon, we need to find out if nwn allows it.
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OK, here's how you import animations into gamx using some tools for NWN, I don't have Max 5 so YMMV
1) Grab NWNViewer and go to file -> bif -> Neverwinter Nights
2) Go into the models_01.bif and extract the first four models (they start with "a_ba") into a directory.
3) Minimize NWNViewer and run the following command in the directory you extracted the models to.
nwnmdlcomp -d *.mdl
and that will create a bunch of uncompiled mdl.ascii models
4) Start up whatever max program you are using and on the MDL tool plugin thingy that you have downloaded an have insalled on max, press the "browse" button. On the file selector select "NWN ASCII Model (*.ascii)" as the file type and select which group of animations you want. For now select "a_ba_non_combat.mdl.ascii
5) Check the "import animations" checkbox thingy
6) click the "import" button
will will the load a blank, unskinned model with all the animations for non combat (reading, looking around, sitting). Hit the play button to watch the model go through the motions...
You can use this model and remove/replace the meshs on each node with your FF7 body bits.
You can then save your model when you are done. Keep in mind you should not save the animations. just the model and nodes. I'll have to read up on how to do that that as I really don't know myself. You see. gmax can't export data very well.
For more information consult the Custom Creation guide. The part on animation inharitense starts on 114. Tips are on page 122. You may want to read the "creatures" section starting on page 96 before getting down to the nitty-gritty that tell you how models are refrenced in the .2da files and how not to break the current datasets by overlapping data used in the game.
I hope that helps
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The problem is that the models in FF7 don't use "skins" execpt for the eyes. Everything else is using vertex colors. Model conversion is more the lines we need to start at. I'll have to take a look at how to convert the models from the nin format in NWN to text se we can properly import the bellt models.
This isn't true either.
Barret has tatoos for example Hi Res cloud has several distinguishable textured surfaces. It's best to say MOST of it is vertex colors. This is also the flaw of FF7's models I think. I'll go there another day :)
None of FF7 and FF8 models actually have lighting on them (in the game) so they used the vertex colors to 'fake' it.
You wouldn't happen to know how the 'skeleton' information is arranged in FF7? It's the only thing I can't do is glue the pieces together, I can find the weapons but I can't get the structure. I abuse the PSX version obviously.
Cyb
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You wouldn't happen to know how the 'skeleton' information is arranged in FF7? It's the only thing I can't do is glue the pieces together, I can find the weapons but I can't get the structure. I abuse the PSX version obviously.
Cyb
A few days ago i made a topic about High.LGP that contained some info i found on the skeleton...I can re post the screenies if you like?
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I'm just wondering if there is any new info on this FF7->NWN Project.
I understand that Tileset conversion would be difficult, but what about weapon models (not the huge enemies, I'm talking about swords and such)?
There are currently 3 models for weapons on the NWN Vault, Buster Sword, Ultima Weapon, and Butterfly Edge. Has anyone made any more?
Also, How hard would it be to import the creature (enemy) models into NWN?
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Well I've done a fair bit of NWN editing myself, although nothing very major. Mostly in editing of the game system sense, not the modeling sense. Anyway, I am however familiar with what it takes to edit stuff in NWN, and also how fragile your changes are (since we'd need to make changes to dialog.tlk). NWN was *meant* to be a fully editable game from the start, but they really failed on that one. Making a movie: maybe possible with a years worth of fudging into the system. Making a FF7 game: no effing way.
Now, UT2k4, on the other hand ... That'd be a lot hotter. AND, it even has UT2k4 RPG, which lets you gain experience and levels, etc. So you could make a weird FPS FFVII. Not sure if you can define new gametypes, or how you could fit the current ones in to the FF model.
Just my two bits.
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A couple of points.
Personally I think that using UT2K4 would be a bad idea....The game itself is far too fast paced for it imo.
Perhaps...Unreal 2?
But I would be willing to give it a go....
*imagines playing ut2K4 with a buster sword*
:D:D
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Personally I think that using UT2K4 would be a bad idea....The game itself is far too fast paced for it imo.
You know, it DOES have a slowdown bar :wink:
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O_O
What?!? WHERE?
¬_¬ I like fast paced shooters, but not as slow as halo....somewhere in between would be nice :isee:
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Well, as someone who mods UT2004 on a regular basis and is pretty farmiliar with the engine and so on, I'd like to point out that if you wanted to create the entire FF7 game using that engine it would indeed be entirely possible. It would take about 20 years... but it's possible ;)
Adding various FF7 gameplay elements and models and so on would be pretty easy however. New gametypes can be integrated without any hassle at all, and mutators are easy enough to make for replacing weapons and so on (as it happens I'm actually modelling Irvine's ultimate weapon the Exeter from FF8 for 2K4 at this very moment - I'll post some screenies of it when I've got something more to show).
And UT2004 doesn't have to have fastpaced gameplay. If you were making a mod with custom gametypes, you could easily create your own Pawn subclass and adjust any and all player properties to your liking to slow things down :) Hell, if things got bigger and you wanted to totally seperate your content from the main game, you could add your own Mod Directory Structure and start your mod seperately from the main game, with it's own menus and systems.
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Wow old topic revived LOL..
NWN FF7:
Models to NWN
doable
FF7 Animations to NWN
Short NO
Long yes it's possible but you need to have several models for the PC basically.
No Cigar. FF7 has WAY too many animations to make it work easily.
Battle system Possible but would require some interesting container muching.
Materia is doable since you can set variables on any object in the game.
This likely should be handled a bit differently than like it normally is in NWN. You need to create battle maps for FF7 and jump the player to there. Also you need to change the players models to a different set. This is so you can abuse the animation set in NWN for your own devices. Running you can keep the same for example in the combat situation. However combat rounds are turn based in both games just one is 'self' run. I would suggest using a script to handle each round of combat then stoping the combat and making the creature return to there 'spot' (waypoint to be precise LOL). The same goes with the PC and your henchmen (essentially what happens in the game). You need to hide all the spells etc learned into the materia for combat anyways. It's a doable thing irregardless. You can 'add' materia to a weapon by having special non dropable containers. Anyhow with a lot of careful work it's a doable thing. Spell affects etc are also doable.
Now you are probably wondering about the 3d sets, that is actually doable, you have to export the walk mesh from FF7 and the camera angle information as well. Then you use 3ds to create the world of the mesh. You'll have to MYO placeables too.
Movies in NWN aren't tough but I'm thinking you don't want to use those a LOT since NWN's engine isn't the best for that. Instead you could use more cutscenes and combining that etc.
Sound, you will likely want to convert the midi sequences to MP3 and import them into the modules. FF7 likely will fit the 3 module thing for NWN. I'm not sure if one would want to migrate through multiple modules or not.
Big nasties such as weapon attacking the world.. hmmm might take a bit of work for those kinds of encounters. Same goes with the high wind chocobo's etc. The minigames are not likely to be doable, but they might be, snow boarding might be interesting to try.
Cyb
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How about this:
-Keep NWN working the way it usually does (i.e. realtime battle, etc.)
- Import models (enemies, items, weapons, materia) but not characters.
Is this doable?
and how about the tilesets? Can they be imported to NWN? Maybe just the models and textures? Walkmeshes?
We have a project that is sort of a prequel to FF7 (about 16 years in the past) and we don't need the original characters. The PCs will be able to create new characters (NWN style). The setting is the world of FF7 and some of the enemies should be the same. We also would like to use the materia system and limit break system.
your thoughts?
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I don't think it's even possible to mess with the combat system like that man..
Well, it probably is, but not easily.
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Are you talking about the limit break?
I think it shouldn't be too hard. I believe that you can check on how much damage PC takes in combat and match it against a preset variable value. When the damage total equals the Value of the preset variable, you can gives PCs a 'special attack' which would be a custom spell-like ability or innate magic.
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is it possible to do special attacks on NWN? If you can, set them to only be used at a cetain amount of dmg and then modify the animation scripts.
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How about this:
-Keep NWN working the way it usually does (i.e. realtime battle, etc.)
- Import models (enemies, items, weapons, materia) but not characters.
Is this doable?
and how about the tilesets? Can they be imported to NWN? Maybe just the models and textures? Walkmeshes?
We have a project that is sort of a prequel to FF7 (about 16 years in the past) and we don't need the original characters. The PCs will be able to create new characters (NWN style). The setting is the world of FF7 and some of the enemies should be the same. We also would like to use the materia system and limit break system.
your thoughts?
Not to sound mean or anything you've just recited what I said and you are asking questions I answered earlier. I hate repeating myself.
As for FF7 prequel I believe they were working on something like that here. I believe school work and time made that project improbable to complete for the forum members :)
As for limit breaks those might be tough. BUT if any of you read what I said most animations are doable, the challenge is you need new models for combat. Real time combat will not work like FF7 and I don't recomend trying it either. I believe euphora on peoples part has given them a disigenuous attitude with such a project. The reality is you will loose the timing and control like FF7's combat system. The combat system in FF7 I believe to be quite ingeneous and assuming you can't implement it in NWN likely means you don't know much about NWN scripting system. Yes you can however you need to leave it at turn based OR NWN system will dominate and not FF7's. You have to end combat rounds for example or you will get anomolies in modeling FF7's combat system.
The models as I said are doable. You can't create tile sets as easily and as I said it requires a wee bit of work. A good example would be the wouti village. Certain mini games would be extremely difficult but not impossible (chocobo race for example would require a few changes but you have the entire track in chocobo.dat). The minibike one might be harder. Chocobo's for transportation again likely doable but not easy. (Essentially main character changes into chocobo model with cloud on it). The Sub thing.. eehhh much harder I'm not sure how to do that at all. The snow board thing.. might be doable but it won't be like the original.
Battle square is doable.
NWN has a VERY powerful script system. You pretty much can control all aspects of the game engine. Unfortunately you can't for example make an object stay in an area without a walkmesh. You can't have them hover or fly unless it's a fixed distance from the ground. There are lots of gotcha's you just have to be creative in how to redo the game. Allso as an example you couldn't have the ship going from Junion to Costa Del Sol like it does FF7 UNLESS (hehehe) you make a new area with a walk mesh for that. The same goes with exploring the sea fighting the weapons etc. They are all doable but require you to change how they work. Do expect cut and paste to work on such a thing.
The basic models are doable, the animations will require completion of decoding them, and I've been ignoring them for a few months. You also have to change the models to work with NWN's skinning and clothing system. For example all the players will have basically the verticies but one will need to expand the number of polygons and add new textures. New cloths are needed (See wall market with Tifa and Aeris).
The weapon models are all with the combat models in FF7.
Difficult things are Combat round ending animations, stealing in combat, enemy skill. Vincent's break limits. Break limits in general. Summon's (still doable but will be interesting). Special combat situations (Proudclod for example). Since some of the combat things have odd characteristics this should be carefully thought out. Such as the Gi part with Nanaki at Comso.
Scripting will take the place of most of the normal combat in NWN in this ccase. It's just easier to handle. Special battle royal areas for actual combat is easier than attempting combat in the same area. The battle areas can handle all the combat. For example meeting Yufi basically REQUIRES you don't kill her, you can't control that with regular NWN.
The two combat systems are way too disperate to try to use D & D style combat as a substitute FF7 materia system you'll just end up making things even more complicated and it won't work right :o
Have fun.. but think things through carefully.
Cyb
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As for FF7 prequel I believe they were working on something like that here.
I am actually not planning on re-making the game. We are planning on making a NWN persistent world using the setting from FF7.
Real time combat will not work like FF7 and I don't recomend trying it either.
Well actually, The FF7 battle system will absolutely NOT work in a persistent world (As it will impact all of the other players online playing in the PW), so we will have to use a real time combat system. In fact, the only real change between 'real' realtime battles and the FF7 system is that we will not be 'jumping players to a battle screen'. All actions in combat (attack, steal, magic, etc.) will be radial menu commands (programmable to the function keys f1-f12 or the hotkey bar). The battle system will work similar to FFXI (but using systems from FF7).
The combat system in FF7 I believe to be quite ingeneous and assuming you can't implement it in NWN likely means you don't know much about NWN scripting system.
Actually we have these systems already scripted. We have a working materia system. It's not the scripting that we are having problems with (we have an excess of master programmers and scripters). We are mostly having problems with the 'physical graphics' part of the conversion. Most of us know very little about modelling, texturing, animations...
As for minigames...
I repeat WE ARE NOT REMAKING FF7. So none of the minigames from the original are even applicable. (accept maybe at the Gold Saucer Wonder Square, but then again, arcades do not typically keep the same games for years anyway.) The Chocobo thing is actually quite simple (provided we can figure out how to import the chocobo models). There exists already a similar system for horses. We will just replace the horse with a chocobo. The biggest limitation in NWN in regards to minigames is no 'high speed' engine. The game was never designed to handle high-speed chases and whatnot. Our minigames will have to work around this.
Difficult things are Combat round ending animations, stealing in combat, enemy skill. Vincent's break limits. Break limits in general. Summon's (still doable but will be interesting). Special combat situations (Proudclod for example). Since some of the combat things have odd characteristics this should be carefully thought out. Such as the Gi part with Nanaki at Comso.
1. We will probably do without the ending combat animations (no big loss IMO)
2. Stealing will work exactly the same as the pick-pocket ability in NWN and since it is realtime, there will be no problems at all.
3. Vincent's Limit breaks? We probably won't even have vincent in the game, but this is the easiest possible thing there is to do. It requires no scripting ability whatsoever. There is a 'polymorph' ability that you can assign to characters.
4. What about the Gi caves would be difficult? (aside from the graphic aspects due to our limited skill)
meeting Yufi basically REQUIRES you don't kill her, you can't control that with regular NWN.
actually yes you can. It's done in hundreds of community created modules for things like tavern brawls. It's called non-lethal damage. There is also a 'surrender' type of scripting option.
I also don't want this to come off as sounding arrogant or defensive. I just wanted to answer your charges. I respect your opinion and appreciate a good debate.
We have the scripting part of this project down. I think even you would be surprised what you can do with the scripting system of the Aurora Engine. What we actually need the most help with is graphics. Models, textures, tilesets... If we knew how to import this kind of thing, the module(PW) would be up and running in a month.
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Hey Ya Xaos, as the original subject was FF7 NWN I went off the deepend ;)
It is doable however. I'm not sure how great FF7's world will be for a multiplayer module.
I've seen some of Hobbies' set work. I believe you folks should sit down and write what you think will be good a PW. Your goals and campaigns will have a few possibilities. Areas for groups to go kill things. Small incremental plots that sort of work with the FF7 story. Another possibilitiy is just have the areas and ... mmm let the players wander? :)
If you want to grab the models they exist in the FF7 PC and FF7 PSX there format is a bit .. mmm difficult but very complete. Matching parts of critters would be fun. I looked at NWN model system tersely. I can't really tell how they handled animation. It will take a bit of time to figure out what they are doing with it.
Leviathon can view the PC versions models. However there are some interesting changes necessary and I don't know if Mirex has made them. Namely the first animation frame decoding.
L. Spiro has been working on the animation decoding and is way further along than anyone else.
You won't need walkmesh information to make your PW so I don't think that information will be helpful to you. Making tilesets requires a great deal of patience. I've been working on one for a PW for a while, and to be honest I must have been crazy to try it the way I did :LOL: You can use gmax to do it but you will need NWMAX script running to get things set up correctly. I recomend going through the totorials for gmax first then going through the tutorial for making a tile next. gmax has some differences than 3ds so you have to read NWN's forums for a bit to understand what's going on as not everything works the way you expect. Since you won't be using the character models from FF7 that's not a big deal. If you want to use the monster models.. well that makes things interesting at the very least :D
There is some information in the forum on all the 'information' reguarding the monsters and combat situations. I recomend you look for those threads. Namely it will allow you to at least make the monsters act like they do somewhat in FF7. Have fun!
Cyb
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do you guys have a modeler for all this yet? if you want me to do any, let me know. im on msn most of the time
[email protected]
aim: rocknrollups
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do you guys have a modeler for all this yet? if you want me to do any, let me know. im on msn most of the time
[email protected]
aim: rocknrollups
come sign on here:
http://ff7mod.hyperboards.com/index.cgi
We definately need you!!!