[FF7PC] Grimmy's Models and Textures etc.

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So after installing World.7z in my modpath, I'm met with these results. Is this normal?

Disregard, got the answer in another thread. It was my own fault.
 
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Hi Grimmy,

This is a repost of what I put on your moddb page in case you don't monitor your account anymore. 

I really like the look of your JKA Yuffie model, thankyou so much for designing it.  When I install it using Bootleg as a CustomModel the game crashes whenever Yuffie is in the party and the battle screen begins to load after the swirl. 
 
Does this link: http://www.moddb.com/members/grimmy307/blogs/ffvii-pc-project-update/#5182133

... go to the finished version?  201 files in the battle lgp is alot more than the other custom models I'm using is all. 

Thanks in advance!
 
The animation file of this model is broken. You need to replace the **DA files from either the original vanilla files or download another Yuffie model and borrow the files from there. Grimmy's model will work fine than.
 
So out of the 201 files in the .lgp 

rxda
nuda
ntda
nsda
nrda
nqda
npda

Will they be named the same in another model and I just delete the bad files and replace them with the scavenged ones?
 
Do you know if its possible to just swap out the files you mentioned without reinstalling the game/running the Bootleg process from scratch? 

Have tried 7th Heaven with no success - my machine can't handle it. 

I've borrowed the files from Whiteraven's model and am ready to give it a try.
 
I reinstalled everything with the **DA files swapped out.  The game is still freezing in the first few frames of battle with Yuffie in the party.  I rechecked the custom models folder to make sure I hadn't missed any. 

Any ideas? 

Log:

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Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: ATI Technologies Inc. AMD Radeon HD 6300 series Graphics 4.1.10750 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: main program link log:Vertex shader(s) linked, fragment shader(s) linked.INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: Loading external library Kranmer.dllLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: c:\games\ffvii\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1INFO: c:\games\ffvii\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: yuv program link log:Vertex shader(s) linked, fragment shader(s) linked.set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundcross play music: 0set music volume trans: 127->0, step=4set music volume: 127-=-=[END OF WORLD MAP!!!]=-=-START OF MENU SYSTEM!!!END OF MENU SYSTEM!!!-=-=[START OF WORLD MAP!!!]=-=--=-=[END OF WORLD MAP!!!]=-=-START OF MENU SYSTEM!!!END OF MENU SYSTEM!!!-=-=[START OF WORLD MAP!!!]=-=--=-=[END OF WORLD MAP!!!]=-=-START OF MENU SYSTEM!!!END OF MENU SYSTEM!!!-=-=[START OF WORLD MAP!!!]=-=-stop_sound-=-=[END OF WORLD MAP!!!]=-=-Entering MAINExiting MAINEntering FRAME_INITIALIZE SWIRLExitting FRAME_INITIALIZE SWIRLSwirl sound_effect1stop_soundEnd of Swirl sound_effect1Entering FRAME_QUIT SWIRLExitting FRAME_QUIT SWIRLEntering MAINExiting MAIN[BATTLE] Entering FRAME_INITIALIZE[BATTLE] Scene# 100[BATTLE] Exitting FRAME_INITIALIZEERROR: unhandled exception
 
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The **ba files could also be bad. :P

What ancient PC do you use that you can't run the game with 7H? ???
 
The **ba files could also be bad. :P

What ancient PC do you use that you can't run the game with 7H? ???
My guess? Windows Millenium, 95, 98, or 2000. o.o -Derp-
 
Running Windows 7 (64bit OS) on a Lenovo G575 laptop
ATI Technologies Inc. AMD Radeon HD 6300 series Graphics 4.1.10750 Compatibility Profile Context
AMD E-300 APU with Radeon(tm) HD Graphics 1.30 GHz
4.00 GB (3.60 GB useable) Ram
200 Gig free on the hard drive. 

The game looks great especially the world map graphics and battle scenes but gameplay slows to a snails pace when in the menu, field or overworld. 

I gave up and went back to Bootleg as I get no slowdown. 

OK, I'll try replacing the files you suggested on my next reinstall. 

Cheers!
 
There aren't any **BA files in the JKA model or the donor model I'm using.  Did you mean a different set?
 
Did you change anything in Workshop -> OpenGL driver configurations before playing? The default settings will run the game on a 3840x2160 internal resolution, which may be a bit much for your system.
 
Updated Coaster Mini Game Textures.

uc


uc


Link on first post.
 
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I've got a little project I've been working on to share. It is a play as the Shinra mod based on Jeets mod for the psx found here. and a modded version of Scarlet from mr_nygren's play as shinra project found here. It is a 7thHeaven mod that fully swaps the entire party for the shinra so you can play through some events of the game that are only talked about. I am still scripting all these events in the flevel, but here is a little demo video of how it will operate.



And a few screenshots.

uc


uc


uc



This will just be a story addition to the original game and not a stand alone play as Shinra mod. I should be ready to release the iro in the next few weeks unless I add some more scenarios.
 
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Enemy models as playable characters D: how did you manage that?
In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.
 
Is the documentation on the AB file still kicking about somewhere? I imagine I'll need to hex-edit it.
 
This is probably the best place to look at when you're hex editing AB files. There's more stuff lying around the forums too, but you'd have to search to find it all.
 
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