K
knives
Guest
This should turn out rather interesting.
How's the battle animation?
How's the battle animation?
I don't think he has the animations for the Glass Armor model...Sorry if I didn't make it clear.
I was looking for ascreenshot of the glassarmor cloud in the battle.
Hmmmm making a game is still a lot of work. There are engines out there galore if you didn't notice. You still need to have a core plan and structure to make it happen. FF7 currently requires a lot of tweaking (or hacking) to get it to do new things. The engine is buggy and old. Imagine trying to create new dialogs and conent? Lots of work without modifying existing material. It's possible but still lots of work.This is looking incredible so far. It would be awesome if we could eventually use Reunion's program, along with some scene.bin editing to make a drastically different game, with a different story and characters and everything.
This is a function of the PC version of FF7, It can't be done with the PS1 version. The Bones and Joints as well as model information on the PS1 are stored in the first section of the file. Then come the animations. After the animations is the texture. For characters that have changeable weapons, a single bone model is used for each weaon. Unless the PS1 code is 'adjusted' there is no place for a texture on the weapon and of course the problem then becomes space in the VRAM. The majority of the models use 4 bit tims (of which decoding them properly is a nightmare), the size limit is 256x256 for the texture. Later engines such as FF8 and FF9 can handle multiple and larger textures. They used 128x128 8bpp textures though. Because of the way the VRAM is setup on the PS1 I don't think much could be done. It is cool for the PC version at least, and you can have fun with it.The weapon models are all separate files and each group in each model can use a different texture, so its the same as any other model in the PC version. For example clouds model files are from rtam to rtbi then the weapon files come right after that, rtck to rtcz.
The battle file naming system seems to put a limit on the amount of textures you can use, they start at ??ac and then the models files start at ??am, so that gives you 10 textures ??ac to ??al. For the field I don't think there is a limit although I'm not really sure, either way 10 should be enough for anything.
As far as putting a texture on a weapon model it's just the same as any other model...