[FF7PC] Battle model > Field model Conversion FINALLY!! (2006-04-30)

  • Thread starter Thread starter Reunion
  • Start date Start date
Status
Not open for further replies.
Or you could shrink the troso, arms and legs and have hi-res SD models :-P.
I don't know how are you doing the patch exactly, but it sound kidna hard to shrink the models.
I think the most noticiable problem is the Y axis missplacement. Would it be very hard to put the model a bit higher? It would still go through the celing, but that situation is no very usual.
 
Alright, (Possibly) stupid question here:  What's an "SD Model"? :lol:

-edit-

 :o New bug alert!! :o

Apparently, with the hi-res model patch, you can get stuck between the Chocobo Sage and his desk, because it seems that the model's size is just too big to squeeze between him and the desk.  So, when you wind up getting to the left of him, you can't get back out, as far as I know.

Of course, one would think that you couldn't get to the left of him in the first place because of that.  However, it seems like when I talked to him, the game made cloud do a scripted walk to position himeself the left of the Sage, bypassing the whole "can't get through" thing that would have prevented you from getting in this situation to begin with.
 
Please release what you have so far. I'd love to play with the battle models (even unlit) in my ff7...
 
SD means "Super deformed", which is how the characters already are (with big heads and such).

Though, don't.  You've alreayd put in oo much work making them normal sized... if someoen wants high res SD models, they can make 'em themselves =P
 
http://i4.photobucket.com/albums/y112/FFVIIIReunion/5c5bbab4.jpg
Can I ask why you want the low-res model?

I need some info on how the animation files work. It may help to raise the model up to were it sould be. I don't believe resizing the the model will fix anything. As far as I am concerned the the models size is very close to were it should be. Also in resizing you need to keep the aspect ratio just as you would in resizing a picture. If not your model would be "super deformed" as people call it.
 
New Crash Alert!!  :P  

Teh Gelnika crashes when you enter it with the hi-res cloud.  Even worse, its doing it in Win98, so this isn't another XP-related annoyance.  :(

But, I have a theory for why it's crashing there.

Based on what I've read in this thread, it appears the game will crash if one of the player characters somehow gets placed outside of the "Walkmesh" (the area on the field screens that's defined as where the characters can move around.

Now, when you enter the Gelnika, you're placed on a latter, and probably extremely close to the edge of the walkmesh. The normal models work fine because they're small enough to not go "over the edge".  With the hi-res cloud, it could be that the increased size is just enough to spill out over the walkmesh, triggering the crash.

As far as the other crash areas reported are concerned, something similar may be going on there as well.  I don't know if fixing the alignment of the field backgrounds and the hi-res models will help, but it could help fix the problem -- or, for that matter, modifying the walkmesh data to account for the increased size of the models.
 
The Gelnika area works fine on my pc which on xp... We probably don't want to mess with the "Walkmesh". Since it was never changed  it is going to be correct. I'll we have to is place the model higher on the walkmesh plain.
 
hmm Cloud doesn't seem to use aafe.a for his default standing animation. Does anybody know which one he really uses?
 
Can I ask why you want the low-res model?

That was an honest mistake in the way I typed it out. I meant if you were going to replace the low res battle model with the high res battle model for battles. I then came back and posted that I found the already released patch for this, sorry for the confusion... =\

MOD EDIT: No need to quote pictures...
 
hmm Cloud doesn't seem to use aafe.a for his default standing animation. Does anybody know which one he really uses?

Default standing animation?  IMO, it looks like the model already does a pretty good job of standing still on the field screens -- and and far as animation is concerned, I've noticed that he DOES indeed blink, just like all the other characters do when they're standing still.....

....Or are you talking about battle animations? :oops:  :roll:
 
Well yes it is correct but it's root is set about 10 below where the new hi-res cloud need to be placed on the walkmesh. Cloud seems to use two or more animations files for his standing position.
 
Wow. Very impressive what you've done here. But I'm wondering if it will be a bit glitchy with the models being that size. E.g. at the end of Disc 1 when Cloud carries Aeris, will the models fit together correctly?
 
Well yes it is correct but it's root is set about 10 below where the new hi-res cloud need to be placed on the walkmesh. Cloud seems to use two or more animations files for his standing position.

I'd bet the animations files are used for the blinking he does, then.  If that is the case, perhaps it might help to see if you can find which files his face textures (open eyes, closed eyes) are linked to....
 
I don't think that will help much. All the characters use the same blinking texture. Besides that how will textures tell me what animation files are being used? The blinking is not an animation only a change in textures. I'm talking about the model movements...
 
I don't think that will help much. All the characters use the same blinking texture. Besides that how will textures tell me what animation files are being used? The blinking is not an animation only a change in textures. I'm talking about the model movements...

Well, I had assumed that despite the fact that all the 3D-related data for models and animation are all in 138475498594 different tiny files, that they would have to some sort of reference linking them together that use to backtrack to what you needed to find, or something.  Since the only "animation" I can think of that cloud does when standing is his blinking, I figured the animation data consisted of two textures of his face, one with eyes open, and the other with eyes closed -- and because of that, I figured it might have been possible to search the animation files for any references that call for those to textures to switch, resulting in your finding the animation files.....but, I suppose it may not work that way. *shrugs*

Anyway, can you consider in the meantime releasing a lighting-corrected version of what was already uploaded?  Or do you intend to avoid doing that, so as to keep people interested in your final product?  8)  :P
 
you should make another release. maybe in an ffpatch or something already too so it's easier to install.
 
How long shall we wait for it?When are you going to release it?

Good Job! :P
 
Yes I will make a new release sometime soon but I just recently figured out how to raise the model up. So I am busy trying to bring Cloud up to where he should be. This involves changing all the animation files that cloud uses. Finding out what ones he does use is rather confusing.

To prove this to you guys I put cloud out on the wm and raised his animation frames up otherwise he would be sunk in to his knees.
http://i4.photobucket.com/albums/y112/FFVIIIReunion/49191835.jpgSee he is up where he should be!!
http://i4.photobucket.com/albums/y112/FFVIIIReunion/b3a5728d.jpg
 
Ah, excellent.  Now cloud won't look like he's about to phase through the floor anymore. ;)

And on a side note, won't you have to do this for not only every animation, but for every animation for every member of the party (assuming you're replacing the other members with their battle models as well)?

If so.....there's gotta be a way to automate the process of going through the files and adjusting it (some sort of code script or something)...
 
Status
Not open for further replies.
Back
Top