[FF7PC] ChaOS -Character Overhaul Seven

  • Thread starter Thread starter Kaldarasha
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I see what you mean with regards to disabling transparency, however, what we need is Transparency WITH a fix and it is likely that the model groupings themselves are what are breaking this part of the game.  Do you think you can work out how to fix this issue so that Transparency works properly?  The models in the Expert's Hall are also transparent and do not have this issue.

SepHair.PNG


As you can see PRP is OK except for Sephiroth.
 
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It is as I thought. There is some light shading (I guess ambient is the opposite of light). By the way the main script runs only if no other script is running. I tested it. But maybe ambient works better than light...   :?
 
Here is the pack with Ester, the Wutai man and the both snow town models.

Newmodels.rar
It's not really finished. The file names correspond not to the default, but they should work as there are without problems. I will fix it if I find the time.
 
Well done!  To my knowledge, in terms of human/main characters that only leaves:

DJID
HVJF
EDEA
EHHC

You've done Mr. Dolphin?
 
Yes Mr. Dolphin is done. HVJF actually too but I named him ADDA1 because I didn't know if there is an extra model for him or not.
 
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At this point, this topic is more than just unshaded characters. This is now unshaded characters, Adult APZ Cloud, and missing NPCs; and maybe the topic header should be changed to reflect the improved itinerary?
 
Well, I tested around with diffrent settings in Kimera, but with no effort. The only thing I could say is following:
- The default models work with transparency (we knew this already), if I colore a polygon of the model,
  this polygon will be invisible if the model is forced to blend.
- If I use the prelight function of kimera, the model is invisible.
  --> that means any colore change in kimera make the model invisible if transparency is added.

I suggest that we have three possible solution to get rid of these problem. The first is making script changes (much work with much testing).
The second would be forcing Ali's driver to put all lights on for scenes with transparency and only for the models which should be transparent (maybe by a dll - if it even is possible).
The third would be a better kimera, which put the missing light or blend information back to the models.

Edit

I tested Kimera093 and it spot a bit more light on it. If I colore a vertex/polygon then,clicking on apply, the polygon color disappear while the vertex color is still visible. I think Kimera does not set the new colore information to the polygon. (In makouReaktor the ambient shader has two RGB columns for the shading. Maybe one is for vertex and the other for polygon...  ???)
 
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At this point, this topic is more than just unshaded characters. This is now unshaded characters, Adult APZ Cloud, and missing NPCs; and maybe the topic header should be changed to reflect the improved itinerary?
I only want to share my added and tweaked models of Young Cloud and Zack, because there are necessary for my (real) project. And now it's end up like this...  :)
I had this thought too, but I decided not to do this. Why? Because 'Adult APZ Cloud' isn't part of this project and I will take him down if wihteraven say it's OK and take it to his thread. I only share him here because I don't want open another 'APZ Cloud XYZ' and whiteraven hasn't answered to my request. The missing NPC's will be in UMI and/or bootleg anyway. Beside I believe that most of the user don't know how to work with lgp tools and using the UMI instead ( to my shame  :oops: I must say that I work with Highwind. I tried ulgp pretty often but everytime with the same result -You are to stupid to use me! Ha Ha haaaa-.) Maybe I called it 'Improved and added characters', that is more how this is worked out.
 
PRP models seem to be pretty good at the temple... the only one wrong is sephs hair.... no invisible parts.  Why are PRP's visible?
 
I don't know. From what I can see PRP models using modified parts of some battle models.
I guess the blend information isn't  overwritten in these models.
 
It was only for testing purpose so don't take it seriously.

Genesis0.1.rar

But be aware, in the corrent state these files are, they will conflict with a Sephiroth model (BABB) and a head from a NPC Field model.
I have no futher plans with that model. Normally I would put much more effort to it, but it is enough for getting a slight idea of how he could like.
Maybe it could become in handy for someone, who plans to make a mod with him. I really would like to see a better Crisis Core... :D
 
How many mods does this guy have? :-o I saw many pics of his doing with many really good ideas, but never seen stuff he has released. It would be good to have more resources of model parts for character creation.
 
He never releases any of his models, on the principle that each one doesn't take him more than 30 minutes and we could reproduce any given model he creates fairly quickly if we tried. I just posted it because this Genesis model reminded me of that one, and yours is almost is good a his, and what's better about yours is that you've actually released it, so people could use it in modding if they wanted to, if they renamed the parts.
 
Fairly quickly Reproduce?  >:( It's like presenting a new super game and then saying "Programme it yourself, if you want it! You have the tools already."
Well doesn't matter, I started to study blender anyway, so I will do my own resource - guess for this I will make a new topic some day.


It's my first own created model. I hope that I will learn quickly and could do some models by my own. We will see...
 
Thank you, @Kaldarasha, for all your hard work. Thank you as well @DLPB. Soon Final Fantasy VII will be fully optimized for everyone who legally bought a copy to enjoy. Now I need to do my part and finish my part of the work.


I really would like to see a better Crisis Core...
That would be the day....
 
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