[FF7] Model creator/importer - PCreator (v0.85b) (missing)

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What problems may it cause to change bone lengths Alhexx?
If you change the bone lengths without changing the animation files, then you have a good chance of screwing up your animation.
If you only change the bone lengths a bit (maybe < 10%), then it should be no problem. However, if you change the bone length ~90%, then the animation will (or can) look simply strange.
If you never had any problems with it, then you had luck.

If I recall correctly, FF7 does not have smoothing groups.
Although I'm not 100% sure, I think that you are right.
The battle models are shaded using vertex coloring (you can call this "static per-vertex-lighting" if you want), and for that reason, the battle models do not have any normal vectors.
I'm not sure about the field models, since they do have normal vectors, and IIRC, these are used on the world map...

 - Alhexx
 
I'm not sure about the field models, since they do have normal vectors, and IIRC, these are used on the world map...

 - Alhexx
As a note the field locations have LIGHT sources this is why field models have normal vectors.  If you observe when moving around in the area after exiting sector six (Wall town?), you will observe numerous light sources.

Cyb
 
If you observe when moving around in the area after exiting sector six (Wall town?), you will observe numerous light sources.
There's transparent foreground layers simulating light as you pass under them, but other than ambient and three object lights per field object (which can be moved and altered dynamically using a KAWAI opcode, though this doesn't happen in Wall Market), I don't think there are actual global light sources per field.
 
I posted this question over at Game Tweaking, but I'm not getting much help, I figured this would be a better place to ask. I made a couple of sword models that could be possible replacements for the Buster Sword, but I have no idea on how to actually put them in the game. When I put the files in, all I get is one of the groups, untextured. I know there's some file I have to edit to make it work, but I don't know which one, or what to do. Anyone know any answers?
 
I made some minor updates to address the problems with texturing battle models that andrewmarsh13 was having. The texture id now just uses a inputbox, this allows you to select any Id you need. Also if you are adding textures to a battle model you need to change the amount of textures the hierarchy is using. To do this select Open Battle HRC... under the file menu and enter the total amount of textures used in the inputbox.
 
Hi,

I has attempt to use this PCreator version and I encounter a bug when I importing BMP File...Need to add textures to my model.
After the first BMF file I importing I receveid a error message when I interact with PCreator.

Error is:
Run Time error 9
Subscript out of range.


I'm on Windows 7 SP1 64bits. It's a VB6 tool? I already encounter this kind of error before with an other tool coded in VB6 on this system.

Thanks for reply.
 
Just use any other working texture. It's not important which one you use.
 
I Don't understand why I have this error message. Impossible to use multiple texture on one P file? Every Time I importing a BMP File in PCreator the next step give me this error and quit the program.

It's when I attempt to choose another group after importing BMP.

Is there any other more stable version?

Here is the bug in pictures:
The Bug after a BMP Import in PCreator:
PCreator-BUG2.png


The possibility to save the P file before this bug but only One texture can be applied on the P Model (Preview in Kimera).
PCreator-BUG.png


By the way here is what I can do with PCreator only one texture but it's fixe then. No eye cliping in game...
PCreator-BUG3.png


----Reedition of the post--------

Ok I find the trouble, it's about the colors encoding format in the BMP. It must be encoded in 256 for jump this error message. I have try it after reading the first post of this Topic.

Good Night.
 
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