[FF7PC] ChaOS -Character Overhaul Seven

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This has nothing to do with my project, however I got no answer from whiteraven. Until he has not given his OK to take this to his threat, I will release it here. And here is the tweaked version of
whiteraven's APZ Cloud revision.


Kaldy's WR-APZCloud.rar


I changed the head mesh so that he looks older.
 
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By the way BIG Thanks to everyone who was in charged of doing the field models, you guys had done a very good job and has given me realy good resource and of course Borde for his Kimera.
 
So there are 5 models in the game that have never been done before?
 
Ester, two in Snow Town, one in Wutai and one in the shinra building - maybe more, but that the one I could remember.
 
I really like the new Cloud look, because the APZ face looked so bland I was ready to get rid of it. When I'm on a Windows I'll take a look at it.
 
So there are 5 models in the game that have never been done before?
Yup, I can confirm this.
I saw your Youtube Playthrough recently, the Wutai/Utai part to be exact.
One of the shopkeepers wasn't altered at all.
 
I noticed that too. I think there is a mod that replaces him with Kakashi floating somewhere out there, but even that is a gamerip not permitted on the forums. We should look into giving that man some fingers!
 


Does somebody know why the mouth is diffrent? I use the same head as the default model - I think it is OK . In fact I see these  :-o faces pretty often, is that porting problem from psx to pc?

Very good.

http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters

How complete is this list and is there another anywhere?

Thank you DLPB. These list is very usefull. ;D
From what i could see it's complete.

Edit:
Damn it! I must update the main characters. There are models I hadn't done.
 
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The mouth is different because the person who uploaded those images removed the ellipse mouths and drew the new ones on ;)
 
I am running down exactly which models have been done or not done :)  Will prob need some help from Pitbrat.
 
You should also check if the models need bone corrections. Pricilla for example need some adjustments.
 
Ester, two in Snow Town, one in Wutai and one in the shinra building - maybe more, but that the one I could remember.
One's I have noted are :

DJID Chocobo Carriage, Corel Prison and Sector 6 (With Tifa on back that may also need update).

HVJF: Red XIII with parachute backpack, Sector 8

EDEA: NPC, map blin60_1

EHHC: Cloaked guys.

FFEC
FFHA
FGAE: Not exactly priority but these 3 are fish models for the Underwater pipe.

HDBB: Wutai

HKEA: Temple of Ancients

HPCE: Snow girl
HPIB: Snow boy: Icicle Lodge

BDCD: Mr. Dolphin

FWAE: Ester

Did you notice any others?
 
The Chocobo sage and the Chocobo on worldmap ( this one is easy to replace, I wonder why nobody has done this).

FBGE - Cait Sith as reporter - the head is flying in the front of the body.
AKEE - Highwind crew - an animation forces this guy to stand on his tiptoe.


I have made a backpack version of every model.
 
According to my files, PRP or Squall have done Chocobo Sage...?  It might be an error though, I will check in game to see if the model updates :)

Also, do you think you can fix this >>

https://www.ff7catalog.com/posts/152565/

Look above for other pictures.  At Temple of Ancients, the grouping of the PRP and Squall models cause the transparency effect to cripple the model.

Lastly, we do have a Diamond Weapon for world map by Grimmy but it's not the one from battle, as is... it's been enhanced  (or remade).  Any chance that you could port the battle version to world map for the UMI installer?
 
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You mean that? ;D

Are you talking about transparent parts of models during cut scenes?
That is an issue related to the model and is not easily fixed without rebuilding the whole model.
Not true. It is possible to fix it through script editing. In kuro_8 you can see that Sepehy is for a short moment visible...
To make it short, if you calling after the blend shader a light shader they are visible.


You see after blend are two light shaders. The first set the type of light the second will activate the light.


The only values which should set. The rest are zero!



I think it is the best to copy them from Sephiroth (cefi) but you must make sure that the first light shader has no '1' set, I guess there are for fade in/out.

fixedtrancparancy.jpg


I hope that this is any help for you. ;)

Edit
It's not a perfect solution. If the game calls another shader, the light goes off. But for the moment I think it's the best solution.
 
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From my german reworked project the flevel has contain this already.
 
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