[FF7PC] Mike's custom models

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@nikfrozty sorry to say, but you are wrong:P "**aa" is in this pack couse it keeps info how many textures model uses, "**ac-**al" are the textures and "**da" defines them(don't remember that one for sure, I write from memory). Those models are textured, if you copy only ck-cz you'll get white weapons. Character model is example on Cloud rtam-rtbi. I still didn't tested it couse I'm doing something else, but looking at Cloud(effect) weapon rtac is "black box man" texture, then rtad-rtae are fillers, rtaf is sword texture and rtag is effect one. Soo just keeping own model files and it's textures + eventual texture ID's change if your model uses more than 3 textures is a way to get it without blocky black character models;P. Simple as that.
Tested it out just to make sure. I remember doing this yesterday and it turns Cloud black and white, though the sword does still remain, IF you have the "**aa" files in there.

EDIT: Saw that you don't really NEED to, but you can add the "**ae," "**af," and "**ag" files if you wish.

EDIT 2: Be careful with your Aerith and Sephiroth models, also (If you even care). You're going to have to manually set the amount of textures in "rvaa" and "saaa."
 
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Clodus it's no point in quoting post direcly above yours:P, especially that it isn't much related. You get Cloud model black and white couse texture of "black box man" is black and white, my post wasn't mean to be an instruction how to deal with it, just correction which files have what and why you need them, or which you don't. Writing an instruction is fairy useless, as it depends on models someone already have and which versions of included in this pack want to use.

 And for your text about: "**ae", "**af" and "**ag" files that also depends on the model, don't write like you mean something universal, after checking one model, it can confuse people later on. Those are textures, maybe they were empty/filler textures in model you checked, but for example in the included Cloud weapons with effects pack rtaf and rtag ARE weapon/effect textures. I find it hard to call a texture something "not needed" in namely textured weapon models:P.
 
Sorry, I tend to be very tedious about things... In any case, you're right that it IS the stickman's textures. Only problem, is that when I do replace the "**ac" and "**ad" files, it does turn my Cloud black and white, no textures, no nothin.

Also, if you read correctly (Not saying you didn't or trying to assume/bait you in any way), I said you "could if you wish." They aren't in the original battle.lgp, that's why I decided to I guess... Relieve something? Don't know, either way the point is that all you need to do is replace the weapon models and what not along with the "**aa" file. Only problem with replacing the Aerith and Sephiroth one is that when you do, they lose their hair extensions and skirt(?).
 
Sr for every thing. I forgot not all of people know how to edit all those. Of course if you are modder you already know all. My Aerith, Yuff and Seph hrc was removed some part unnecessary with stickman (i love Xiao Xiao very mcuh ^^) so it not work with original characters of FF7

How to change numbers of texture of battle hrc?
Use PCreator:
_Open any 3ds model -> Options -> Battle Model -> Open Battle HRC... -> set 10
Use Kimera:
_Texture Option -> Add texture
Use Hex Editor
_Open **aa count to 13 and set numbers of texture (max is 10 with battle)
hex.png


Aerith:
_Weapon, Effect texture: 2 "rtaf"
_Weapon model: "rtck" -> "rtcz"
_Empty texture (black): 1 "rvad"
Just copy weapons model, texture

Cloud:
_Weapon texture: 3 "rtaf"
_Weapon model: "rtck", "rtcz"
_Effect texture: 4 "rtag"
_Empty texture (black): 1, 2 "rtad", "rtae"
Just copy weapons model, texture, effect texture and empty texture (not copy empty texture if you use  Millenia's custom models)
Won't work with APZ's buster and kula_wende's ragnarok
Open model with Kimera and save as siaa "Final Cloud (hi res)"

Yuffie:
_Empty texture (black): 1 "rxad"
_Weapons texture: 2 "rxae"
_Weapons model "rxck" -> "rxcz"
Just copy weapons model and texture

Sephiroth:
_Empty texture (black): 1, 2 "saad", "saae"
_Weapon texture: 3 "saaf"
_Weapon model: "sack"
_Effect texture: 4 "saam"
Just copy weapons model, texture, effect texture and empty texture "saae"

PS: I had to release my mod soon, so I didn't have enough time to fix all effect. It not nice 100% in my eye. If your model not work PM me your files I'll fix it and send back to you
 
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Ooo... Pcreator isn't user-friendly with Windows 7... You sure you're willing to convert ALL of our hrc's? XD
 
Didn't get your answer or rather any meaning in it Clodus>.>, nevermind anyway as I only wanted to correct the confusing thing you wrote before;P Mike SN just confirmed why he put empty textures and listed every model needed textures. Oh and if you have problem with pccreator, use kimera as Mike already said.

 @Mike SN don't be suprised if people spam you for help about anything ff7 related. xD
 
Ooo... Pcreator isn't user-friendly with Windows 7... You sure you're willing to convert ALL of our hrc's? XD
It works just fine with Windows 7
 
Wow, what a great project! Took me a while to install everything correctly but well worth it. Only one question, where do I get the death Penalty?
 
Would anyone be a sweet and convert this mod to something more user friendly like just replacing weapon files or some install with check/uncheck on weapons instead of having to edit hex numbers? I really like some models from Mike over the ones from Millenia (buster sword, Ultima Weapon, Death Penalty are just perfect).

 :|
 
I don't wanna sound rude, but if your gonna post huge ass images, and lots of them, can you thumbnail them please? It's taking me ages to load the page, and while I'm reading posts the pages keep moving because of the newly loaded images.
 
can anyone or mike say me why mike release this mod without the TEX file of masamune???the cloud swords have the TEX file so is possible put in ff7 but masamune not have the TEX file. :cry:
 
not have  :-\ if you can upload the TEX of masamune or help me i thanks.

anyway i like this mod and your ultima weapon model XD congratulations.

Edit: i found the texture.i see namespoofer tutorial and understand for what not have the TEX file :-P
 
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@nikfrozty sorry to say, but you are wrong:P "**aa" is in this pack couse it keeps info how many textures model uses, "**ac-**al" are the textures and "**da" defines them(don't remember that one for sure, I write from memory). Those models are textured, if you copy only ck-cz you'll get white weapons. Character model is example on Cloud rtam-rtbi. I still didn't tested it couse I'm doing something else, but looking at Cloud(effect) weapon rtac is "black box man" texture, then rtad-rtae are fillers, rtaf is sword texture and rtag is effect one. Soo just keeping own model files and it's textures + eventual texture ID's change if your model uses more than 3 textures is a way to get it without blocky black character models;P. Simple as that.
I'm sorry, I have -NO- idea what you just said.
xD

How exactly can I use this, without the stick man models?
I know it sounds cheeky, but can someone give a newbie-friendly, clear explanation?
Many thanks.
 
The **AA file needs to have its textures set to the number you are using (use pcreator).   The texture files are **AC-**AL.   Weapon files are **CK-**CZ

Each model part (including weapons) is personally assigned a texture file. 0 = **AC, 1 = **AD, etc.  So find the non stickman model you want, change its texture amount to however many you will be using.  Find the textures you want to use from this mod and rename them starting after whichever is the last texture you currently have.  So if you're using Cloud (RTAA) he only uses RTAC and RTAD I think, so the first texture you want you would rename to RTAE then RTAF and so forth.   

Now copy/replace all the weapon models you want to use.  Open the **AA file in kimera .95b and find your new weapons.  Double clicking them will open the .p editor.  From here you will see "Groups"  select Group 0 (or whichever) and click "group properties"  Then set the texture ID you want to use.  Tada.   

Moderator note: Thread moved to Mods.  Also deleted some .gifs because of the ridiculous load time.
 
You could always download it and find out.  Wouldn't that be something
 
Another questions,
when i change Texture ID it does change in the game after i recompile the battle.lgp but when i look at it with kimera .95b it shows the changed text id. what am i doing wrong?
 
I tried installing the custom save point textures, but it just made my save points disappear. Any way to fix this?
 
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