Author Topic: Pictures of Turks and high-res Sephiroth models in battle  (Read 4603 times)

Sage

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I've been working on the FF7 battle models, and here's what I've come up with so far.





Please let me know what you think.

EmperorSteele

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #1 on: 2004-10-11 22:27:22 »
hahahahah!

that's cute, yo!

Though a better idea would be replacing Tifa with Rude.  they have similair animations, anyway, and besides the fact that rude is really effin tall, i dont see any potential problems with a flawless transltation.

Oh, but see abotu giving "vinny/reno" long dark hair and makin him tseng, i think that would work, too

Sage

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #2 on: 2004-10-11 22:50:30 »
I just wish I could figure out how to edit battle model skeletons.  LGPTools will let me edit field model skeletons, but not battle.  Does anybody know a way?

savage-xp

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #3 on: 2004-10-12 07:33:56 »
Yuffie betrails avalanche, lol! :D

Sephiroth's heart

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #4 on: 2004-10-12 18:53:33 »
I would to have the sephiroth good models and the worldmap model but the yuffie and the other don't interesting me ! BUT SEPHIROTH COOOOOL

L. Spiro

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #5 on: 2004-10-13 04:20:40 »
The battle heirarchy files are the **aa files in battle.lgp.
Those only describe the bones.
The animation files (which actually put the bones together in a way that makes sense and has form) are the **da files.

But if you plan at all to edit the animation files for the battle scenes, well, don’t even dream about it right now.


The file format is 74.24% unknown.  No editors exist outside of Square Enix Co., Ltd. (as far as this community knows).


L. Spiro

Sage

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #6 on: 2004-10-13 06:46:15 »
Wow, thanks for the great information L. Spiro.  You saved me a lot of time and headache trying to find a way to do it.  I will just be happy with the figures I have put together and enjoy playing FF7 with them.

Sage

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Pictures of Turks and high-res Sephiroth models in battle
« Reply #7 on: 2004-10-16 22:11:09 »
Someone recently asked me how I modified Sephiroth.  I will also post my answer here, so that others may give it a try.

"Seph in the final fight uses 'mu' files, while the other Seph uses the 'sa'. You're right, I used a combination of the high res and regular files with Seph, also using the Seph patch to play him as the main character. When you switch in the high res head, you must also switch in the high res eyes and mouth texture. I also used the high res legs, but I had to scale them in Milkshape to make them fit under the cloak. Finally, new files must be 'padded' to match the old files, if they are smaller than the originals. This is done by using a hex editor and inserting lines of 00's at the end of the file, making it larger. Otherwise, your battle.lgp will be corrupted. It is okay if the new file is larger than the old one. This seems to work fine.

The sword I have him using is one I designed myself, after a sword in my collection IRL. I took the original model for the Heaven's Cloud sword, scaled the gold chains on it down until the game would no longer render them, narrowed the blade by about half, keeping the original length, reversed the handle so it would have a pommel, changed the color of the grip to black, and extended the base of the blade to make a cross guard. It is now a more traditional Germannic hand-and-a-half sword. I was able to make these modifications using Milkshape (shareware), after using one of Alhexx's programs to convert the model into RAW format.

It may seem like quite a bit of trouble, but for true fans of Sephiroth, such as we are, it's entertaining and well worth the effort.  I would send you my battle.lgp, but I've made many other mods to it.

I hope you will give it a try. Good luck!"