Diamond Weapon retextured by Grimmy

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So, let me get this straight...

You managed to make Diamond Weapon look this good just by retexturing him; there was no 3D modeling done, right?

This is quite interesting. I wonder whether it might be a better idea to just retexture the less important models in the game; presumably, it would save a lot of time compared to making completely new models and textures.
 
retexturing the lesser models would be a much faster way to go, and would make more look better much faster. It would be a good way to go until there are better models made, and it is likely the new textures could be easily tweaked to fit any new models made afterwords anyway, so it is a win win going for better textures first, at least in my opinion.

just look at the WMRP, the world map has fairly outdated modeling, just like much of the game, and just by making the wonderful new textures, it makes something better for people to use, and at a much faster pace than completely remodeling the map. a full remodel of the map will likely happen at some point in the future anyway (even though IIRC not much is known), so why not just hold people over with something much better than what is already in the game?


maybe at some point a group can get together to retexture the enemies and such, while a separate team (or the same team, just waiting until retexturing a lot) starts on remodeling, and after a model is done, they just make tweaks to the updated textures and be good to go. it would be faster, having more done and released much sooner than doing everything on one model at a time. by the time one decent larger enemy model is completed, a few enemies could have new textures done, to hold people over until the models are finished. sounds fairly good to me, but I am neither texturer or modeler, so I wouldn't know how it would work in reality.
 
Yeah, that's what I was thinking :-P

It seems that the most important part of making something look good is having good textures. Unfortunately, textures tend to be much bigger than models in terms of file size, but meh: broadband and storage are pretty cheap nowadays. I order everyone to make awesome textures!

Of course, I'd make some too, but I have, erm, things to do... :-D
 
Just my opinion on this is that the models for some things should be just fine (Many summons for example) and all they need is to be textured. It is something I am looking into, but unfortunately i need to learn 3d so i can unwrap UV's. As this is taking me some time to do it will be a while before i can do any experiments on it. Or maybe someone who is good at 3d would be willing to do some unwrapping for me.
 
Amazing job Grimmy, fantastic work. But i agree. Maybe redo some boss monsters, But for common enemies for most i think just a retexture would do.
 
I have already put thought into this aspect of upgrading graphics. For character models, with all the closeups on them and the constant view of them I deemed it better to have better models, but in terms of polycount and details, ff7 models were quite well made (for the most part). battle models sometimes go upwards of 3000 triangles, equivalent to PS2 models such as those in kingdom hearts or FFX. The only issue being, textures. in most cases (unlike this diamond weapon) one would first have to unwrap the uvs of each part of a model (uv mapping takes awhile to get the hang of) and in normal cases create a texture. this will usually take place in photoshop, though stock textures can be manipulated to speed up the process, (instead of hand painting the textures). then, with the uv mappd models, they are reinjected into the game as one would do with any custom model (because they are cusotm now that they have uv maps) with the new texture ids. I hadnt gotten of my arse to test it out, but grimmy did it for me ^^. boss models in particular tend to be fairly well modeled. The weakest of battle models are in fact people, such as hojo, palmer, MPs etc.  

I've got a lot on my plate right now, but if anyone wants to give it a try, i can provide pointers on uv mapping
 
:-o incredible work Grimmy! only one detail, the right hand of this weapon still be the same than the original model (in world map). I really like this model... ^^
 
Good catch I'll fix it and reupload the file. If you know how to use kimera it is an easy fix.
 
You're right. By the way, I have a problem with this model. When the diamond weapon displays the game is going very slow.. And whenever I get an error message before starting the battle when I enable the custom driver and WMRP. I have the latest version of the custom driver and a dual core 2.66GHz with 2GB of RAM.

I also have this problem when the model I use for field APZ is very close to the screen as the early game. Any ideas?  :?
Do I need a computer more powerful?  :cry:
 
I can't see your processor or RAM being a problem.

What graphics card do you have? I'm not an expert on these matters, but I understand that graphics cards are usually the most important factor in having a decent framerate. Of course, FF7 is a bit odd, so it might be different...
 
Your processor and ram are more then enough to run it with no problems. As kudistos said it is most likely a graphics card thing. You might have to change some things in the config for aali's driver.
 
I have a RAEDON ATI XPRESS 200 and here is my custom driver settings:

# ff7_opengl config file

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# plugins
# a movie plugin is required, the music plugin is optional, but required to make FF7Music work
movie_plugin = plugins/ffmpeg_movies.fgp
music_plugin = plugins/ff7music.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# set the window size (and fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1024
window_size_y = 768
preserve_aspect = no
fullscreen = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# replace FF7's default framelimiter timer source
use_new_timer = no

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = on

# read files directly instead of using LGP archives
# this option requires you to have all your LGP archives unpacked in direct/, with one folder for each archive
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd instead
# this option should be used for testing only, performance will take a hit
direct_mode = off
 
I do not think your problems are caused by the driver. It is most likely your system just being overwhelmed. A beefier graphics card would probably fix all your problems.
 
I finally fixed up the Diamond world map model. So for everyone who already downloaded the old one you'll want this one. It has the hand fixed and the animations are correct now. Check the first post for the link.
 
Nice! :-)
Any plans about texturing other weapons?? :?
 
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