Author Topic: Sephiroth Patch <*again*>  (Read 6015 times)

Ged

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Sephiroth Patch <*again*>
« on: 2002-04-30 14:45:57 »
The Saint, could you please re-send me the newest version that you made?
My computer went all ka-boom, and I lost all the stuff I made, and I need something to begin with.. But all the pages host the oldest version, and your homepage link doesn't work..

[Both the normal&TNT version, please]

The SaiNt

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Sephiroth Patch <*again*>
« Reply #1 on: 2002-05-01 08:02:43 »
Sorry to say that my hard disk was erased recently as well, so I don't even have a single version of it. (Not that I can't make another one) :)
If I get the time, I'll get onto it but I've been very busy recently. Sorry.

Ged

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Sephiroth Patch <*again*>
« Reply #2 on: 2002-05-01 12:11:21 »
:(

Poor me .. Will have to use an older version..
[...]

Ged

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Sephiroth Patch <*again*>
« Reply #3 on: 2002-05-01 14:15:55 »
That remindes me - Alhexx, I sended you both of my versions of it..
You have any of it perhaps?
I completely forgot how I did it.. -_-"

And how's the FF7 project going on? :wink:

Ged

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Sephiroth Patch <*again*>
« Reply #4 on: 2002-05-02 06:45:13 »
[huff,puff]

finally remembered where to change what to get those ^&$(*@^ Limit Breaks of Sephiroth.. Wwaaaahh...

anyhow -
some please be kind to remind me which files in field.lgp are for cloud&sephiroth.. i think that changing the *.hrc's should be enough to solve the problem with size&hair, nah?

The SaiNt

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Sephiroth Patch <*again*>
« Reply #5 on: 2002-05-02 07:57:01 »
IIRC, changing the whole body is no problem but changing the hair involves changing all the references in the field files.
And I mean every single one that Cloud appears in.

ShinRa Inc

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Sephiroth Patch <*again*>
« Reply #6 on: 2002-05-02 08:15:37 »
The actual sprite movement (ie; animations, not movement along the field) is governed by the .a files.  So...it's not a matter of swapping the HRCs, but *every* .a file....which will probably result in more problems than it's worth, seeing as the vast majority of the sprites (including cloud) are 21 bone sprites;  Meaning, if you fiddle with the animations that Cloud uses, there's a good chance you'll end up having problems with most of the other sprites you come in contact with.

It seems to me that the field files tell which animation to use, as well as how the sprite is moved along the background...So, if there's been any luck decoding that part of the game, the thing to do would be to replace Cloud's scripted animations with the corresponding ones for Sephiroth.

Also, another possibility I just thought of...
In fact, aside from some minor model editing, it's really the easiest way;
Eliminate the two extra Bones for Sephiroth's hair, and either enjoy the haircut, or bust open Ultima and manually add in the hair to the head model.  It won't move if you do that, but it's feasible.

I'm headed to sleep now, if anyone would like me to go ahead and edit the actual .p and HRC files tomorrow, let me know.  I'm not sure how to go about making a patch for them, though...

Ged

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Sephiroth Patch <*again*>
« Reply #7 on: 2002-05-02 08:27:00 »
SaiNt - that's the way you did it? ><"

Anyhow, had a lot of fun with battle.lgp,
but after all the pain I managed to get
the stuff working..
In 2 versions -

1) Normal Sephiroth doing all the stuff, but when Limit Breaks - the Cloud "skeleton" is used so everything is mixed up..
2) Sephiroth in Cloud's pose, movement, etc.etc. and everything is great.
Though the first one is much better. Sephiroth looks kinda corny with a *biig* Masamune coming out of his.. uh... emm.. you get the point, riight?

So now Ultima can save back to *.p files or did I understand you wrong?

Working on the field backgrounds. Ain't it one big pain?
Looks kinda good but it needs some more work. *duh*

ShinRa Inc

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Sephiroth Patch <*again*>
« Reply #8 on: 2002-05-02 08:48:45 »
Quote
So now Ultima can save back to *.p files or did I understand you wrong?


Unless some freak unzipping error magically enabled it for me, heh.  O.o

I took a break from fiddling with the battleship conversion and busted this out;

http://members.aol.com/acaiitoarms/lind.gif
http://members.aol.com/acaiitoarms/lind.jpg

Based on Vincent's Shotgun.  Not done with it yet.  It's a sniper rifle;  Going to make the barrel a bit longer, add a scope, and other minor tweaks.   8)

[edit:  Mirex might be able to help with the battle poses.  Check the leviathan thread.  Perhaps there's a way to create / edit battle animations, similar to the way Ifalna does?  Then you could just plug in new animations instead of using Cloud's Limits.  If I'm not making sense / stating the blatantly obvious, it's because of the time, heh]

Sephiroth 3D

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Sephiroth Patch <*again*>
« Reply #9 on: 2002-05-02 08:49:31 »
Actually, as I understand it, changing out the field files is the better way, because what your doing is replacing the call for the Cloud model with a call for the Sephiroth Model, meaning you don't have to deal all the horrible problems of getting the animations fixed & stuff.

I found a Sephiroth patch on my system. I don't know what version it is, but I have it. Just FYI...

Sephiroth 3D

"I don't understand..." "You don't have to understand." - Final Fantasy: The Spirits Within

Sephiroth 3D.com
[email protected]

ShinRa Inc

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Sephiroth Patch <*again*>
« Reply #10 on: 2002-05-02 08:59:40 »
As I see it, the field files not only call for a specific HRC model, they *also* call for the specific animations.  You'd have to replace *all* of the calls for Cloud's model, and the ungodly number of indidividual animations he performs with the 23 bone equivilents....which, mind you, don't exist.  The way I'm thinking of doing it, it's patching all of the cloud HRCs with some Sephiroth variant (Ten, max.  And the MP / childhood ones you just need to replace the head), plug in one .p file, *if* you want the full head + Hair.

The SaiNt

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Sephiroth Patch <*again*>
« Reply #11 on: 2002-05-02 09:17:57 »
I cheated, cause I did it with a program I wrote.
It searched for all references replaced them with the "correct" ones.
Don't ask me for the program cause it and the source got lost thanks to the last hard drive wipe out.

*EDIT*
You can try this program.
I'm not sure if it works.
http://www.funduc.com/srshareware.htm

Ged

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Sephiroth Patch <*again*>
« Reply #12 on: 2002-05-02 17:48:44 »
Worked a bit again..

*aa - skeleton
*ab - Limit Breaks/Hurt Postures
*ac/d - Facial Textures [eye/mouth]

In the AB file there are contained moves for Limit Breaks, hits and poison/weak movements.
Sephiroth looks funnt running around with Cloud's sword. Ha,ha. ^^"