Total Members Voted: 74
I like your imagination in model making. When it came to making a dress I'd have been completely stumped. Why don't you try adding in Elena or maybe even Cisne to replace Tifa. I'd try to keep cloud uain a sword and have Rufus use his gun still. Its just a case of renaming the animations so they are loaded in a swapped way.
If your download contains the source which it probably does I'll take a look when I have time. I have a lot of knowledge in models and stuff so I may be able to help
Yeah cisne is a female turn in crisis core. I don't know where she went but if there's a lack of characters Shea a good stand in
great job on this modi might try it out 1 day
Okay so my easiest solution. So example Cloud Rufus switchNot sure of the names so i'm just got random them.Open the folders side by sideFolder 1 Folder 2Cloud files Rufus filesaaaa faaaaaab faabaaac faacaaad faadaaae faaeThese 2 models have the same number of bones so animations won't need to be altered whatsoever.All you gotta do is rename the files so you have basically switched them.Just leave any .a files as is for the char folder.And for battle leave "aada" and "fada" as they are.These are the anims for battle.Any battle file ending in da is the animations.No model editing is necessary at all. It's actually really simple
Look at the wiki if you want to change the battle animation. There are some information about them. If I remember right **ab contains the pointer where to find the animations and **da contains the 'normal' battle animations while the limt animations are stored in the magic.lgpSo far we have no tool to edit the **ab files. Though you can use a hex editor to modify them.
To correct the limit animations you need to make a kernel.bin like the one jeet had in his psx mod. Then all the limit animations will work properly. I couldn't include the kernel in my party swap mod because the kernel loads into memory only once when the game starts and then it cannot be swapped. Yes you have to hex edit the ab files(just copying and pasting won't work every ab file is unique), but that isn't how a new animation would be created. That is how you assign already existing animations to an action. So Jeet had to assign animations to actions that didn't always match because no animation existed. After thinking about it if you will tell me which shinra characters you want to replace which hero characters I will make you a set in that order with a matching kernel.bin. I'll pretty much only have to rewrite elena's AB file and make the new kernel to fix the limit animations.
Sure. Give me some time and I'll get you a nice set of shinra battle models. After that I will look into the heroes as enemies with hero animations. I think Jeet did a hero Jemnezmy.-To use the original enemy field models with animations you have to edit the flevel to replace the hrc files of the original party with the enemy hrc files and then edit the enemy animations list to have enough animations. Not enough animation will cause a soft lock, but since your mod is a full replacement you should just swap models. I only had to edit about 20 fields of the flevel and it takes along time to test every model and animation.