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Messages - slayersnext

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1
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-10-15 14:26:03 »
Que avatares tan chulos :P And the video quality is great too!! I can see them with VLC Media players, it has the codecs 'inside' XD. Good Job

2
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-10-05 10:12:25 »
Good work!!! Looks really cool!

3
Team Avalanche / Re: Timu Sumisu's WIP thread.
« on: 2009-07-25 09:02:09 »
XD They're really cool. I like them a lot ^^

4
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-19 02:05:34 »
Jaja let's see  :-D
If you overwrite rtaa siaa and rvaa with these rar files, nothing would change, except the cloud and aeris models should have 10 textures slots instead 2. Now if you download Clouds weapon path and Aeris weapons patch and overwrite the files in your battle lgp folder, everything should work OK without the Pcreator step. The weapons should be textured
I hope that was what you want mean XD

5
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-19 00:51:30 »
The rar includes rtaa rvaa and siaa skeletn (Cloud, Final Battle Cloud and Aeris skeletons, witl originals dimensions and legth of bones) But they already set to load 10 textures, in other words,  with pcreator step done.

6
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-18 18:52:26 »
Could you please release a "ready to go" version, I can't get pcreator to work :(

Sorru for the late. Here you got, but watch out, these are the original skeletons:
http://www.filefront.com/14070117/Original.rar

7
Releases / Millenia's custom models
« on: 2009-07-12 13:14:47 »
i'm working on getting quicksilver ingame... having a little trouble...

That's because, in PCreator, you save the model in Battle-mode (Options>Battle model). You resize that first in your 3D program right?, then, save the model in Field mode (Options>Field model). If you resize the models in your 3d program, you should convert to FFVII format with PCreator in Field mode, because the battle model make a model size x10. I only use Battle mode for apply extra slots of textures to the **aa files. try that and I hope that works  :wink:

8
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-08 11:28:44 »
Thanks for the comments. I know the flower is a bit weird, but Aeris is the Flower girl right? Jeje  :-P
Tifa's body was done by a guy called Hunter, it's Jedi modder. The Head if from Kh2. Not done by me (except the Ponytail) I'm not too good enough yet ^^

AS I said before, here is the version 0.5 of Aeris Weapons Mod:

* Aeris: Download: here
    Password for descompresion: qhimm

Remember, like with the Cloud's ones, follow the instruction to put extra textures to Aeris Battle Skeleton (Instruction in First post.
Have Fun ^^

  * Guard Stick

  * Mythril Rod

  * Full Metal Staff

  * Striking Staff

  * Prism Staff



9
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-08 01:50:32 »
More or less, im making them changing the original style a 'bit'. ^^

As I mentioned before, tomorrow the release 0.5 of AreisWeaponMod will be posted ^^. Meanwhile two new weapons (A lot customized):


I don't know why this one reminds me a flower, but... That's it (Maybe this one needs some 'fixes')

10
TerrawindX2, Thanks you very much for that Thread. These are a beautiful words. I'm getting blushed jeje^^.
Seriously, ty XP

11
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-08 01:12:34 »
its hard to tell because of the old and new staves being diff sizes, but are they to scale of the old ones?
Of Course, they are scaled to Aeris size, the old ones are pics taken from kimera and added to the render ^^.

12
Archive / Re: Barret model
« on: 2009-07-07 08:59:42 »
Cool jeje. The HiRes Barret Model time is comming

13
Archive / Re: my first successful model conversion!
« on: 2009-07-07 00:57:37 »
There are a lot of Barret Models, deppending the weapon, i think
Try replaing SCAA, SDAA, SEAA heads too

14
Archive / Re: my first successful model conversion!
« on: 2009-07-07 00:49:52 »
You can name the head with the name that you want. Be sure that you put the PCreator Options->Texture file(s) checked. If you put Edit>TextureId to 0, that mean that Barret's head texture will be 'sbaC', 1 is 'sbaD', 2 'sbaE' ... 10 'sbaL'. Once you save the head, Pcreator will generate a .tex file of your texture (if you load it Ctrl+B and is is 256 colors). Then, check  options>Battle model and go to File>Open Battle.HRC. Select Barret skeleton (sbaa) and set nº of textures to 10. Now, in kimera, you can replace the original Head with yours, and scale and move to fit with the rest of the model ^^
I hope that this was what you wanted

15
Archive / Re: my first successful model conversion!
« on: 2009-07-06 22:18:22 »
Jejejee Very nice idea!! looks cool  :wink:

16
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-05 00:16:45 »
the only downside is that it doubles the poly count.
And that's mean a reduction of the game speed?

17
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-04 15:01:40 »
 :lol: Thank you very much for the comments^^. They make me very happy jeje :wink:
I'm still working on Weapons. Soon a release of these 5 and more new pics XD.
very very nice *claps* i was just wondering how you did the cell shading would like to try something similar in something im working on but for my own use not others so if you could hit me with a responce how you cot the cellshde goin.
I think that it isn't the 'correct' form to make Cell-Shaded models, and idk if I can explain in English correctly, but take a part of the model (a leg for example), copy that part and texture it with black color, then escale it, because that part should cover the original part. Then Flip the faces of the black one. That's my method XD. You can discover amazing things in an apparently bored afternoon ^^
Well Thanks again!!

18
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-07-04 00:03:57 »
Now that Cloud's Weapons are created and imported into the game, it's Areis Weapons' turn:






Right now, I'm working on the sixth, but in a few days, I'll release these for testing or something like that... Well boys 'n girls... What do you think about thems :D
See ya!

19
Releases / Millenia's custom models
« on: 2009-06-28 20:54:13 »
O.O That's... awesome ^^

20
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-06-19 09:27:13 »
slayersnext is just too much for me! this guy is totally awesome in every work he's ever done! you are talented slayersnext!  :-D
That looks absolutely amazing!
I WANT IT!! ^_^
Wooh! Thank yo so so much!! Really. I feel... really good right now :3
Excuse me. I wanna ask some thing:
1. Which file contain Cloud's weapon models? How to extrack and view those models?
2. How to edit the kernel.bin and kernel2.bin file? I want to replace all sword with the model of Ulima sword. i have a patch which can replace all sword with buster sword.
As romeo said, you can use Wallmarket, anyway, Cloud's weapon models goes from RTCK to RTCZ ^^
Well, See ya!

21
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-06-15 23:59:35 »
Obesebear, squallff8, kwakwa: Jejeje Thanks ^^
Koral, I don't know how to explain in english and in correct 3d terms what I do to obtain that, but i think I did what you say. Im not going to cell shade all models (+348 in fileds and the batles one, uff), this is just an 'experiment' as you said, I wanna know how and cell shaded model could be, but maybe tifa...XD
Neo: Really? Interesting :D, I didnt see anything of that before, but thats OK. Thanks

22
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-06-14 01:37:00 »
Sometime ago, I want know how a Cell Shaded model was, and yesterday, I have an idea of how they could be, so I tried that idea into Cloud ^^ and...pheww, finally I have been able to make a 'CellShaded' Cloud into FFVII. I think that characters looks good with that style. Here's a Video:
http://www.youtube.com/watch?v=eu30ntvrJGo
And here some pics:


Please, comment if it is a good change XD.

23
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-30 18:19:40 »
Mmm, Ultima Weapon and Crystal Weapons (in tehe .p files) are made in two groups, the edge and the rest of the Sword... looks like yours game don't support that and show only one 'group'. Other Idea is that these two Sword have the edge transparent, and maybe the game hasn't support it or someyhing. Try this... If it isn't work, then the problem is about the groups..._:

Open RTCZ (Ultima) with Kimera and:
 * double click on the white model
 * then un 'group' section, select 'Group 0' (Or the edge group) , click on 'Group Properties'and set the transparency to 100%.
 * Save the Sword.
Try that and maybe the Sword looks correctly, but without transparecies...

24
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-30 13:44:22 »
How many post! Well, let's see...

** BrokenCrowe
How many Sword looks weird, only crystal and Ultima? Are you using the Hi-res patch right?...
Put all the rar files (except 'RTCK'(Buster Sword Model) and 'RTAE'(BUster and Mythril texture, only if APZ's Sword use that texture) in your folder with all Battle.LGP content.
Before compile the LGP file, be sure that you open PCreator, and clic on...
 * Options > Battle Model
 * File > Open Battle HRC
 * Search RTAA and a new window will apear saying 'Please enter a positive Integer'. Type '10' and close.
If all before is 'True' all should be fine... If the sword still corrupt, upload a pic or something...

**grimmy307
I'm making the 'potion mod' right now...
*Ready to Download: http://files.filefront.com/PotionModv10+slayersnextrrar/;13827590;/fileinfo.html     Password for descompresion: qhimm




25
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-26 15:20:00 »
http://files.filefront.com/WeaponModv10+slayersnextrrar/;13809619;/fileinfo.html <-- the new downlod link

can i install this patch and put in all the swords except the buster sword,
im using this model for the buster sword, and im not using the cloud model
http://i69.photobucket.com/albums/i59/apz_freak/APZCloudScreenshot3.jpg
http://i69.photobucket.com/albums/i59/apz_freak/APZCloudScreenshot1.jpg

I dont know how many textures use that cloud that his sword. My patch use RTAE, RTAF, RTAG, RTAH,RTAI, RTAJ, RTAK and RTAL, so if you don't use any of that, some sword comes weird, and if you delete some of APZ ones, the cloud looks weird

Oh, i was wondering, Did you just retexture all of Clouds weapons? Or did you completely remake them?
Also noted, There are only 8 more weapons until Cloud is complete  :-D
Who's next? :-P

I remade the 16 Cloud's sword. Now when I end some business, I'll end Tifa's punchs XP

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