[FF7] Blue limit for AC mod

  • Thread starter Thread starter kela51
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excuse me, how to use this mod? ;D
thanks ;D ;D
install avalanche patch
put the .tex in your magic.lgp
and the png in your ff7 folder,textures folder and limit folder
 
excuse me, how to use this mod? ;D
thanks ;D ;D
install avalanche patch
put the .tex in your magic.lgp
and the png in your ff7 folder,textures folder and limit folder
If you do both steps one and two, the animation will be white. Just do steps 1 and 3.
 
Or just use aali's new driver and create a modpath. No need to fiddle with lgp's
 
hi all!! I want to make a new texture for Ice1, but I never find where is this texture =/. Someone can help me please ?
 
hi all!! I want to make a new texture for Ice1, but I never find where is this texture =/. Someone can help me please ?
Hi kela51, ice1 doesnt actually use a .tex file for the texture thats proberly why you cant find it.

EDIT-
if you look at the RSD for it you will see
# Number of TIM (Texture) Files..NTEX=0
 
Last edited:
hi all!! I want to make a new texture for Ice1, but I never find where is this texture =/. Someone can help me please ?
Hi kela51, ice1 doesnt actually use a .tex file for the texture thats proberly why you cant find it.

EDIT-
if you look at the RSD for it you will see
# Number of TIM (Texture) Files..NTEX=0
 :o ah! it's ok  :-\ thanks
 
Last edited:
hi all!! I want to make a new texture for Ice1, but I never find where is this texture =/. Someone can help me please ?
Hi kela51, ice1 doesnt actually use a .tex file for the texture thats proberly why you cant find it.

EDIT-
if you look at the RSD for it you will see
# Number of TIM (Texture) Files..NTEX=0
 :o ah! it's ok  :-\ thanks
The files for Ice1 are
brizad.p
brizad.rsd
and thats it, i dont know if you can insert a TEX into it or anything like that.
 
The files for Ice1 are
brizad.p
brizad.rsd
and thats it, i dont know if you can insert a TEX into it or anything like that.
It's most definitely possible.
Export the .p file to .3DS using Biturn. Open it up and its UV map should be ready to go.  Then all you have to do is open the .rsd and make it say

NTEX=1
TEX[0]=BRIZAD.TIM

Use Image2Tex to create your .tex file.   Name it Brizad.   And you're done :)
 
The files for Ice1 are
brizad.p
brizad.rsd
and thats it, i dont know if you can insert a TEX into it or anything like that.
It's most definitely possible.
Export the .p file to .3DS using Biturn. Open it up and its UV map should be ready to go.  Then all you have to do is open the .rsd and make it say

NTEX=1
TEX[0]=BRIZAD.TIM

Use Image2Tex to create your .tex file.   Name it Brizad.   And you're done :)
That sounded easy but when i tried it i couldnt get it working, (but i am new to modeling so its highly possible i did somthing wrong)
I exported the .p to .3ds format with bitrun (old version) then opened it in PCreator and imported the BMP and fliped the Y on the UV map. then saved the .p file and edited the RSD file as you said, put it back into the game and then all that happens in game is i get the vertex error, then i hex edited the .p file as said in the other threads and got it working and then the ingame model is just huge and without colour.
(sorry if that doesnt make sense)
 
That sounded easy but when i tried it i couldnt get it working, (but i am new to modeling so its highly possible i did somthing wrong)
I exported the .p to .3ds format with bitrun (old version) then opened it in PCreator and imported the BMP and fliped the Y on the UV map. then saved the .p file and edited the RSD file as you said, put it back into the game and then all that happens in game is i get the vertex error, then i hex edited the .p file as said in the other threads and got it working and then the ingame model is just huge and without colour.
(sorry if that doesnt make sense)
After you export it to a .3ds file, you want to open that in Blender (or whatever 3d modeling program you use).  From there you will likely need to weld the vertexes together because Biturn usually exports models with cracks in them.

Next open the object's UV map and apply whatever .bmp file you plan on using.  From there just move the faces around until it looks like you want it to.

Save and export it as a .3ds file again and open that in PCreator. Choose Battle Model, Texture files, Open bitmap, and also make sure to flip it on the Y axis just like you did the first time. Save. 
When you save it won't have .p on the end of it so go ahead and add it yourself.

Change the RSD to say
NTEX=1
TEX[0]=Brizad.tim

Now using Image2Tex open up the bitmap you want to use and save it as a .tex file. (make sure when saving you erase the entire filename and type in brizad.tex yourself.  Sometimes the program likes to save them as .bmp accidentally or won't overwrite.  So this is just precautionary.
Now then put all of your files where they belong and recompile magic.lgp using LGP/UnLGP by Aali.

The only way to make sure your file is the correct size is to test it in the game.  If it's not right, open it in Kimera and resize it.  Recompile..test...kimera...recompile...test...kimera...etc etc until it's like you want it.  Then hex edit it.

Finally, post pictures on qhimm
 
Hey can anyone please tell me that how can i use this mod?? ^^" as in in which folder do i replace the file tht would give me the blue limit?? ^^"
 
Hey can anyone please tell me that how can i use this mod?? ^^" as in in which folder do i replace the file tht would give me the blue limit?? ^^"
You really need to learn to figure things out for yourself... Try READING this thread  ;) I'll give you a clue, it's on page 2.
 
Hey can anyone please tell me that how can i use this mod?? ^^" as in in which folder do i replace the file tht would give me the blue limit?? ^^"
You really need to learn to figure things out for yourself... Try READING this thread  ;) I'll give you a clue, it's on page 2.
lol yeah i tried but im lazy ^^" also thanks for the tip :P ^^
 
excuse me, how to use this mod? ;D
thanks ;D ;D
install avalanche patch
put the .tex in your magic.lgp
and the png in your ff7 folder,textures folder and limit folder
If you do both steps one and two, the animation will be white. Just do steps 1 and 3.
hmm..i still get normal limit...and you r right, i use highwind to put the .tex file inside it became white... ;D
i already replace the png file...but still not work ???
 
The png needs to be put in both the textures folder and textures/magic.
 
hey, I just watched your youtube video. Very nice work, keep it up!  :-D
 
u mean magic folder?
i try it but still cant... :'(
Hey maybe you don't have the avalanche patch installed. Maybe that's your problem because it worked on mine just by following the steps given by our fellow forum friends. :)
 
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