Author Topic: new zack and sephiroth mod  (Read 30713 times)

Hyunckel

  • *
  • Posts: 183
    • View Profile
Re: new zack and sephiroth mod
« Reply #25 on: 2007-04-22 08:34:01 »
I forgot to include a read me, so check the comments for the read me.
I don't know how to word a readme well, so i'll change it from comments on it here.
Readme
instructions, copy and paste the correct items into the correct folder before creating a new lgp file with the updated models.
EDIT
History and future updates aren't needed i IF one cannot lake MAKE this work ... (like me) (Sorry for the faults, i was in a hurry to go at work, so i didn't check my post!  :-(  )

Think of this (if correct?)
Copy and paste (or drag and drop) items in this unpacked archive into correct destination folders; such as
(and you tell which folders are going into which ones, like Battle items go into unpacked battle.lgp ... )

Then to finish,create a new lgp archive with lgptools ?
« Last Edit: 2007-04-22 22:23:44 by Djé »

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #26 on: 2007-04-22 16:21:30 »
Okay. I'll include that in it. I finished red XIII as the ultimate weapon. Would anyone object to vincent being Chaos? or Yuffie as godo battle form? I'm open to suggestions.
Next post will contain red XIII and some menu icons.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #27 on: 2007-04-22 16:50:24 »
Is there any way you can input Dyne into the battle characters?

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #28 on: 2007-04-22 19:15:15 »
yeah. I can get anyone a replacement mod if anyone wants. I did dyne a long time ago, but be warned, sometimes you lose HP when he attacks and his animations are messed up, E.G. when he dies, he stands there and his victory pose? he waves his arm with the gun on as if he's attacking.
but if you want him, I could send you it.

Psychotic Ninja

  • *
  • Posts: 78
    • View Profile
Re: new zack and sephiroth mod
« Reply #29 on: 2007-04-22 19:53:34 »
Quote
when he dies, he stands there

Heh. I thought it would be of him just kneeling (like when you defeat him).

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #30 on: 2007-04-23 07:19:43 »
That'd be brilliant, murak. Could I replace him with anybody? And would it be battle model only seeing as Dyne has a field model?

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #31 on: 2007-04-23 15:18:10 »
Yeah you can replace dyne with anybody. field models and all. I'll put up a download link for the dyne replacement tomorrow. one thing, shall I do 9 sub folders, or do you have someone in mind to replace him with? because I'll do it.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #32 on: 2007-04-23 16:09:36 »
If you could have him replace Yuffie only, that'd be wicked. (y)

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #33 on: 2007-04-23 19:31:45 »
is that all? give me 30 minutes to make it happen and upload it filefront.
EDIT: sorry for the delay, it took 30 minutes for the upload. But here is the yuffie replacement as dyne.
http://files.filefront.com/dante666_dyne_replace_yufezip/;7323090;/fileinfo.html
« Last Edit: 2007-04-23 20:57:28 by murak »

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #34 on: 2007-04-23 21:20:46 »
Excellent, cheers. I'll try it out tomorrow and let you know what I think.

Hyunckel

  • *
  • Posts: 183
    • View Profile
Re: new zack and sephiroth mod
« Reply #35 on: 2007-04-23 21:45:05 »
Excellent, cheers. I'll try it out tomorrow and let you know what I think.
Tell us if this one works  :-D
Post some screens aswell lol

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #36 on: 2007-04-24 14:21:53 »
How am I going to do this? I take it I replace the battle folder with the one you gave me, but what do I do with char? Replace all them files with the ones in the ficedula  because there's some files that I can't find to replace. -_-

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #37 on: 2007-04-24 15:36:09 »
Alright, sorry for the double post but here's some screenies of the Dyne stuff and whatnot.


Er, strange position the NPC has Dyne in, huh? Almost looks like he's receiving something...


Dyne appears to have a venom face, but he still looks brilliant.


Dyne in battle, looks perfect except...


This didn't really capture it well but he seems to have a squashed face. Is he actually like this in the boss battle with Barret?


GO GO DYNE! The limit break works perfectly, plus he adds a bit of breakdancing too it.


This is his death, which looks alright but his crouched over one would be much better.


His attack motion is him just standing there and a slash appears on the opponent.

Overall, this has worked absolutely brilliantly. This is the first time I've seen a non npc or a non party member at one point in the game work very well. Sure, he's a little f***ed up looking but he works flawlessly except for the little hickups with animations and such. Brilliant job. But I can't quite fathom why I had all the battle models for the field screen but not on the world map? I coulda swore I didn't install that mod...

You should work on Dyne, he'd be an excellent advantage to the team with a few more fixes. Thanks man.

edit: Fucking hell dude, you're from Newcastle? You're right next to me. I'm in Sunderland. xD
« Last Edit: 2007-04-24 15:37:47 by dante66 »

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #38 on: 2007-04-24 17:12:05 »
there were 2 ways I could'e gone about replacing dyne with yuffie, way 1: save dyne's field model completly as yuffie's and replace the field animations with dyne's and have messed up dyne almost every moment of him appearing on the field, and I might alter him since I personally like what I'm seeing. or way 2, replace wch part of yuffie's skeleton with dyne and resize to make parts not needed invisible, and have a fully working dyne. I went with way 2. but went with way 1 for the battle model. but that was only for the limit breaks, but there are some problem's I found when replacing barret with dyne, sometimes I lose health when dyne attacks and my other character doesn't attack after he does. did you find any of this?
But I'll rotate and change his field model to make him fit better.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #39 on: 2007-04-24 18:03:30 »
I didn't attack with Dyne much, I tried his magic animations (all I had was throw) which worked well. So item things work, I'll test magic soon.

An idea I had is to replace Vincent with Dyne then Yuffie with Zack. Then i could use cosmos (or a better text editor) to change Vincent's text to make it look like it's him instead of an obvious Vincent replacement model. Is there any way you can change model animations for different things? Like Cloud's summon animation for using items and such? That could be helpful in this situation.

Also, with this mod if you can use monster enemies, wouldn't it be possible to input the good model of Sephiroth near the end or is that impossible?
« Last Edit: 2007-04-24 18:06:29 by dante66 »

Hyunckel

  • *
  • Posts: 183
    • View Profile
Re: new zack and sephiroth mod
« Reply #40 on: 2007-04-24 19:47:17 »
Eh, I was trying to mess with my battle.lgp , and to replace sephiroth ultimate (at the end of game, "muaa" ) parts, :head, and legs) into sephiroth nibbleheim (saaa) ...
It works, but in kimera the new parts are all blacks ????????

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #41 on: 2007-04-24 20:03:40 »
Good monster models to convert would be...

Dyne
Rufus
Elena
Rude
Reno
Sephiroth.

Conversion's of each individual character for a mod would be great, like being able to play as the turks. Murak, if you get some time you should convert Elena, Rude or Reno. Seeing as they have animations for summons, magic, damage and everything. That'd be interesting. But a replacement mod with Barrett instead of Dyne and Dyne instead of Barrett similar to Cloud/Sephiroth would be awesome.

I'm just throwing ideas out there though.

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #42 on: 2007-04-24 20:30:49 »
I already did a barret/dyne replacement I can upload it if you want. So, in this mod, who would be who? I'm having trouble with filefront, so uploading some screens for you to know that I fixed dyne's field model will be troublesome at present.. BTW, call me Malachi, dante66. anyway, if anyone is interested, i can upload my mod of, sephiroth/zack/rufus/reno=cloud, zangan=tifa,  dyne=barret, bughagen=nanaki, ifalna=aerith, plamer=cid, N vincent=Y vincent, Godo (battle form or field form) =yuffie, Reeve=cait sith.
Also, I made recently, the "MP mod" where you play with the MP outfit. (the first 2 monsters you fight in the game.) but I kept the heads the same. It's for: battle, field models, and the world map.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #43 on: 2007-04-24 20:33:57 »
...You can do that stuff?!

Can you actually input battle models that aren't in the game? Zanghan for example?

I sent you a pm on ideas for replacement characters btw.

edit: And yeah, host that Dyne thing, please.
« Last Edit: 2007-04-24 20:35:45 by dante66 »

Hyunckel

  • *
  • Posts: 183
    • View Profile
Re: new zack and sephiroth mod
« Reply #44 on: 2007-04-25 10:16:17 »
I'm having trouble with filefront, so uploading some screens for you to know that I fixed dyne's field model will be troublesome at present..

well you can upload screens on photobucket , and files on rapidshare, they both have a login zone, so can track downloads, and keep trace of what you 've already uploaded.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #45 on: 2007-04-25 11:23:14 »
NEVER use rapidshite, it'll give you more problems than less. Imageshack is the best thing to use for uploading images.

Hyunckel

  • *
  • Posts: 183
    • View Profile
Re: new zack and sephiroth mod
« Reply #46 on: 2007-04-25 11:34:01 »
NEVER use rapidsh*te, it'll give you more problems than less. Imageshack is the best thing to use for uploading images.

I said FILES on rapidshares, for pictures i said photobucket. Imageshack is worse . I used to have problems with it. Images resized automatically, links unavailable... Rapidshare is usefull when you have a collector account to login and keep trace of your uploads. You know then won't be deleted, not like sendspace, megaupload and else.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #47 on: 2007-04-25 12:22:03 »
Rapidshare is shit full stop, a lot of people have problems with downloading the files because of the stupid 'you have maxed your downloads' bullshit, it's a right carry on.

www.speedyshare.com

Much better IMO, you're not gonna get a good uploader unless you pay really, and I don't have any problems with Imageshack, if anything Photobucket is more liable to resize stuff.

murak

  • Guest
Re: new zack and sephiroth mod
« Reply #48 on: 2007-04-25 12:41:11 »
http://www.speedyshare.com/244152345.html and http://www.speedyshare.com/516856902.html are some screens of the weapons mod as promised and the dyne fixed model, as well as 2 screens of the MP mod.

dante66

  • *
  • Posts: 43
    • View Profile
Re: new zack and sephiroth mod
« Reply #49 on: 2007-04-25 12:48:55 »
You coulda just used imageshack or photobucket like we were discussing but alright, I'll take a look when I get home.