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Messages - cmh175

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151
Releases / Re: [REL] Red Werewolf
« on: 2014-08-23 02:48:06 »
Animations are tricky too since Kimera wasn't really designed with editing them in mind. It gets the job done, but it was more about editing the models. Just stay at it, stay patient, and for the love of god save often. Check out the 60 fps thread too, there's tons of animation discussions there.

152
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 17:57:51 »
Thanks I'll take another look and see if I can figure it out. I've never used the tool before. I've mostly done models, not gaming changing mods.

153
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 16:09:31 »
It has a lot of options for editing the limits themselves, but I don't see anything about replacing one for another.

154
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 15:08:10 »
Ok, I'm able to change the limit breaks but there's a few problems. For one the drop down menus to select the limits is cut off, basically says Box Red and about three or four letters of the limit. Is this just the current version or has it always been that way? Cant seem to resize Wallmarket either. The next is I'm not sure what Limits I can assign. I have Beast Flare, Berserk Dance, and was going to put Live Wire and Nightmare on level three. Still need three more. Was thinking of trying Satan Slam and Gigadunk but not sure if they'll work, and still need one more.

More importantly I'm not sure how to export this. I can save the whole kernel but requiring the whole file for just one model seems silly. Isn't there a way to export it and copy it into the kernel folder or something?

155
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 13:51:55 »
If you only modified the model, the kernel was not affected. It can be found in data/kernel/kernel.bin btw. It's completely unrelated to models, though, so I don't see why he'd want it.

I need to for the limit breaks. I'm not super experienced using Wallmarket but I have made some alterations to the limits, though nothing like this, and it saved to the kernel.

No, when the limits are set in Wallmarket the file can be exported and just pasted into the kernel folder I believe. I'll also put together a 7thHeaven mod later when everything's done so there isn't so much work needed for installtion.

~By the way, this Werewolf is about 15% bigger all around now. I already fixed and pieces and bones, but give it a quick once over. I also haven't used it in the game so check out it's size. It should definitely be bigger than Barret now, without looking ridiculously massive.

http://www.mediafire.com/download/xcewd6iqx7yaopd/RedWerewolfBeta.7z

156
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 13:00:15 »
I just did the frame options with propagate on and the other animations didn't budge. I'm starting to love kimera. Lol. I also adjust him running on all fours so that the body is upright a little more.

Jeet the new animations are perfect!!

New Video with sound and all animations working much better.
http://youtu.be/4B6yAUrgitQ
I think it's safe to say the battle model is done.
Only thing left is the limits and I am clueless how to use Libre and or WallMarket. Especially since wallmarket closes as soon as I open it.

Beta has been updated

And is it just me or is he kinda small. I mean barret is like twice his size. Would this be a simple adjustment or not? Lol

If you send me a copy of the kernel this afternoon I can take a look and help out. Otherwise it'll have to wait till either later tonight or tomorrow.

Well, yes and no. Making the model bigger is as easy as just resizing everything up to like 110 or 120, but you also need to accurately resize the bones as well. Basically it has potential to be quick and easy, and a chance of being a pain in the ass lol. What's the size comparison to Barret? I know I made the field model bigger because I had to resize the bones, particularly for the chest, it's significantly taller.   

~Took a look at the screen shot on the last page. Barret seems taller, but he's also not bending over nearly as much. The Werewolf's legs are bent and he's leaning forward, so at first glance he looks shorter. When I did the field model though I didn't realize how tall he was. Compare the size after you've adjusted the animations so he's standing up straighter, it probably wont seem as bad now.

157
Releases / Re: [REL] Red Werewolf
« on: 2014-08-22 04:15:33 »
Looks pretty good man. You'll need to check the other animations though.

158
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 20:12:12 »
Sorry man, I've been running around to client offices all day, using a tablet since this morning. It's not good when people screw stuff up enough I have to fix it on site. By the way, you wont be able to change the textures and save it in kimera. The field model crashes kimera right away. You can work on the animations just fine I think, though may have to remove most of the textures first (head and chest since you're working on the legs). Instead open Kimera and see what textures the head, chest, lower leg, and the upper arm use, and just rename your new tex files to match and copy them into the folder to overwrite the old ones.

159
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 12:35:41 »
Hey wolfman.......i was just thinking i know you wanted to make the legs look like they did in your original model. I think this would be possible if you cut the lower half of the leg so that it is one piece. As long as the knee and ankle joints line up with the ends of the bone it wont matter if the rest is outside.....the only thing to watch for would be if he were to kneel down to far or lean to far back.

The lower leg is one piece, I'm not sure what you mean. It is true, as long as each end of the piece rest on the bone than it should work fine. What's the current status of the field model conversion though, that's probably the main thing that's left other than assigning the battle model limit breaks.

160
Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 03:20:05 »
This is curious. That's exactly what I did. Reordered them head first, chest second, and the others afterwards. That's so weird.

161
Gameplay / Re: Wishes for start Menu (Final fantasy VII)
« on: 2014-08-20 00:07:32 »
Q-gears project is trying to remake the game

Close. Q-gears is just a new alternate game engine. It would potentially offer new options to use, like maybe using normal maps and stuff, but it's still a mod that uses the original game at it's core. An actual remake would be everything from scratch. Using something like Leadwerks too a new game engine could maybe even be easier. 

162
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 23:15:55 »
Ok, so the head and chest are fixed but now the rest of the pieces are messed up. Nothing is transparent anymore, but for some reason the game is mixing up the texture slots for this model. It's weird, you can use up to ten textures for a single battle model but this particular one cant. I know how to fix it, it'll just be annoying and time consuming.


163
Gameplay / Re: Wishes for start Menu (Final fantasy VII)
« on: 2014-08-19 21:23:22 »
Yes and no, if that were the case I'd say we'd be better off rebuilding the game from scratch than modding it. I do agree though, helping someone who's interested in starting a new project is a good thing and should be encouraged. If you're interested in taking a crack at it Gabriel I'm sure there's enough experience spread out around the forum to help.

164
Gameplay / Re: Wishes for start Menu (Final fantasy VII)
« on: 2014-08-19 15:55:20 »
It could in theory be possible, but either way it's a ton of work just for a start menu. I think that's the real issue.

165
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 15:47:41 »
Ok cmh. Now what I will have to do with the textures is open the part.3ds in pcreator. Change the texture slot. Save the part.p. then will we have to reimport that part to use a different texture slot?

lol don't worry, already done. Check your inbox in a sec.

For reference though, I just changed the names of rwac though rwaf so they were in the correct order, and changed the texture slot assigned to each piece in kimera. Just open the p editor window, find the groups menu and click on the group listed there and hit group properties. You can change the texture slot at the bottom of the new window. 

166
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 15:21:49 »
Kaldarasha: so did you switch around the textures? If so thank you so much. If not thank you so much for the info and I will work on it tonight.

Jeet: awesome! So will I only have to replace the sjab? Will we lose the imported parts and textures? I did make some alterations to the axis rotations for the animations but that was easy and I can do it again no problem. I just hope we don't have to reimport him. Thank you for this.

This community is just flat out awesome.

If you check the texture slots you'll be able to tell right away if they're different. Otherwise I can help with this later. The sjab file wont effect the model itself or the animations you did. Just rename it to rwab and it's good to go.

Never mind, I couldn't get Kaldarasha's mega link to work, and either way it wouldn't have the new shaded model I did that's not as dark. When I first swapped the textures before changing the slots for each piece it did actually look like the model in the game, so this probably is the fix. I also added the new rwab file. I sent it to Wolfman so he can add the updated textures that have dark grey instead of black to help with the transparency, and then it should be good to go.

167
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 03:59:12 »
I don't think that's it. Each part has it's uv mapping, and an assigned texture slot. Unless the part is edited to use more than one texture it'll only use the assigned slot. So I don't think they're overlapping.

The brightening the black sounds like a good idea. It didn't seem like there was much black actually applied to the model, but it's certainly worth a try. If the parts show up as 1,1,1 than you maybe right about the textures overlapping. Though Im not sure how that would happen.

168
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 03:39:21 »
This shouldn't be an issue unless the black is actually apart of the model. Though its not a bad idea changing that. Certainly cant hurt, just make sure the actual textured parts dont get brightned too. Let's try changing the black first, if it's still transparent I'll swap the texture slots around.

Check the tattoos too, there seems to be some transparency around them in the game.

169
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 03:26:49 »
This is worth a try. Wolfman you can change the textures order in kimera in the p editor window. I can do it tomorrow otherwise if you need help.

That's not a bad point. Each texture is about 2048. Big, but it's nothing I haven't done before though. TA Cloud is about the same. I think it maybe a formatting issue or something. The texture works fine on the field model, but gets screwy with the battle model.

170
Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 00:20:54 »
Interesting, yeah what the hell is that? The field model works fine, though I haven't tested it with the new textures Wolfman did. As long as nothing is pure black (0,0,0) nothing should be transparent. Curious.




The animations are wonky too. It was originally put together as a demo though, I'm guessing it's the rwab file. As the model animates fine in kimera.

~Wolfman, when you saved the model did you move it to another folder? rwab is missing (originally sjab from the beast download). That's the file edited for the model to work right?

~ I added the **ab from the backup I had of the model, it animates really well. Other than Red XIII's face is missing. I'll take a look at the tex files, but I'm not sure what could be the cause. It seems to be just the lower legs, chest, and head. So it every texture other than rwac. I'm not sure why they're any different though.


Tried again with the original model I backed up, with the orignal textures, has the same issue. The textures work fine with the field model though, which is what I'd tested.

171
Releases / Re: [REL] Red Werewolf
« on: 2014-08-18 23:05:31 »
Wasn't me lol. If I'm making any real alterations to a model I use Maya. Kimera has many secret and allusive abilities, many of which are lost on me lol. I can take a look in a bit but if it's anything other than a transparency issue with the texture I'm not sure how to fix it in Kimera. Short of importing the part again. Doable, but not preferred.

172
Releases / Re: [REL] Red Werewolf
« on: 2014-08-18 17:32:12 »
That's pretty much where it is now. The field model is ready and I already changed all the file names so they wont overwrite any of Barrets. It just needs to be set for the animations now so the model can work in the game. Have you swapped Barret for Red XIII before or has this not been done yet?

173
Releases / Re: [REL] Red Werewolf
« on: 2014-08-18 14:18:20 »
Makou Reactor lists each animation for every character and it's not too hard to see where they're used. It's not too difficult to change them, it'll just be time consuming. Luckily this wont be as difficult as swapping Cloud, who's in nearly every scene lol.

174
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-08-18 13:30:40 »
I'm not sure where to post now lol. I guess this is the working thread and the other is about release posts and stuff. The beta looks great, the detail to the fur and tattoos really brings it to life, and I like the animation fixes. It didn't run very well at all, this is much better. I'm looking forward to trying it out later this evening. It sounds like there's a few good options for limit breaks too. Seven would be ideal but four is enough if there isn't a lot of options. As long as they look really cool lol. I'm not sure how to do this, but I think it can be done in wallmarket which isn't too hard to learn.

175
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
« on: 2014-08-17 03:12:55 »
I'm definitely falling behind in 7H advancement. I notice a new settings option that check for 7H updates. Does this mean 7H can update itself when a new version is released? If so that's pretty awesome. Just swapping out the folders and stuff isn't much trouble, but in some cases I have to delete the temp files so it can take more time. If that's what this does though it doesn't seem to be working, mine still says v1.32.

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