[FF7PC] Red Werewolf

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Ok i see, he wanted you to improve alone lol, I understand .

Anyway here is the full playable gallean beast

http://www.mediafire.com/download/17ugupkb2uxvpba/beast.rar

There is two method to do this, the first one is to only modify the offset of each animation script, (i used that one for the test model incomplete because thats fast) but for the full version i used a different method, since galleant physical attack have a very long animation script ( he hit many times and very fast) , I was forced to " enlarge" the data, for the 2Xcut and 4Xcut, and modify the offset too.

To summarize unlike the other file, this one is very altered, so im not sure it will works on PC, if someone can try and confirm i'll appreciate. I tested the same values on PSX and its worked perfectly, so its probably gonna works.

Note: all his limits break have beast flare's animation, so you need to modify red13 limits break with a limits break editor and give him " projectile"  limits break , ( beast flare, limewire, nightmare will works , if you use something like cosmo memory or omnislash it will not work correctly)
This is phenomenal just absolutely amazing. I will try to see if he goes into pc version sometime tonight. In the mean time if Kuroda wants to test him in game that'd be awesome!!
 
This is awesome. I was just looking at galliant and his fingers are separate parts!!! And I will get the bottom jaw back. I am so excited. Thank you again jeet!!!
 
This is awesome. I was just looking at galliant and his fingers are separate parts!!! And I will get the bottom jaw back. I am so excited. Thank you again jeet!!!
The Galian Beast is a great idea, and the skeleton is perfect for this. I have no idea about fixing attacks and stuff like that though so I cant help much outside of the importing side of the project. Have you looked at the model in kimera yet? I think for the most part most of your parts are likely fine, core model pieces are generally very similar, but the neck, hands, and feet maybe different. Maybe the legs too. Particularly the fingers, importing them as separate pieces like the Galian Beast will get you a lot more options with animations.
 
I looked at the skeleton and it seems almost perfect. Couple of things I have to look at.
1. Some of his attacks involve his horns. Guess he could just have a head butt attack lol.

2. I may have to shorten the shins.

3. My tail is much shorter I don't think that'll matter though.
 
I looked at the skeleton and it seems almost perfect. Couple of things I have to look at.
1. Some of his attacks involve his horns. Guess he could just have a head butt attack lol.

2. I may have to shorten the shins.

3. My tail is much shorter I don't think that'll matter though.
True, and perfectly fine. Changing the length of bones, even to 0 isn't a problem. His tail certainly doesn't have to be the same length, or even as many pieces, but you definitely want the tail in at least three pieces though so it doesn't look stiff. Headbutt attacks will look fine, hell his regular physical attack is one isn't it? I actually think importing onto this model will be easier than Red XIII's, except for maybe the hands and jaw. Once those parts are lined up and look good though should be smooth sailing, just zoom in and take your time. Let me know if you need help with any problem pieces and I can take a look, importing the model maybe the easy part of this mod lol.
 
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No problem, i just hope it will works,but if its not the case there is still a second way to edit the beast, so its not a big deal.

About the horn dont worry the move ur talking about is not a head butt , its his magic casting , so even without horn its more like a "howling" (not sure about the english word).
 
Ok so I am pretty slow at the importing side but I'm getting there lol. I am having a minor texturing issue though. Is it to do each part as it's own texture so long as I am assigning them correctly in pcreator?
 
Ok so I am pretty slow at the importing side but I'm getting there lol. I am having a minor texturing issue though. Is it to do each part as it's own texture so long as I am assigning them correctly in pcreator?
I'm confused on what you're asking. You mean make a single texture for each piece? Battle models only have 10 texture slots, but for the most part just 1 should do it for a single model, giving you the rest for weapons. I'd try each one first with the main single texture, and if they're having uv issues like the first piece you had than fix it so it uses a single smaller texture.
 
7a6e6abe.jpg


So far. :)
 
Coming along nicely.

Don't forget that you can cut your importing time in half by simply mirroring the arms and legs once they're fully resized and rotated to fit on both sides.
 
Yes I did a mirror on accident. It made it really easy. I wish you could duplicate and mirror.
 
Jeet. I have a quick question for you. When I go to convert Red Werewolf to a field model how is that going to work?
 
There is a Red XIII skelton on two legs but you need to do all animations for him yourself. If you not care so much about a animated tail, I recommended you to use Barret's skeleton.

The pieces needs to be scaled down from 100 to 3 or 2.
 
This has been coming along nicely, I know it doesn't sound like much from someone who's not really a modder/modeler, but I'm impressed.  Can't wait to see it in action.
 
There is a Red XIII skelton on two legs but you need to do all animations for him yourself. If you not care so much about a animated tail, I recommended you to use Barret's skeleton.

The pieces needs to be scaled down from 100 to 3 or 2.
The two legged version is a good place to start, but the tap dancing needs to be fixed lol. I think sticking with his more original skeletons maybe better. Either way you're likely to have to alter animation files, and at least this way you're not doing anything that will effect other models. I think if you alter his idle animation (sitting) so he's standing up that should mostly do it. Maybe his walking and running animations if you're feeling adventures, so he stays on two feet. This way though the model will still function like normal, like in Cosmo Canyon when he jumps up the cliff side to his father. That probably wont be very easy to alter for a different character skeleton.
 
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Why don't we just simply make him use a normal human's skeleton on the field?

In terms of animations, we can easily make Cloud's skeleton fit, and in terms of the story, he could be quite civilized, and when he needs to, or when he sees an enemy, he psyches himself into a frenzy and makes use of his wolfman strength?
 
Why don't we just simply make him use a normal human's skeleton on the field?

In terms of animations, we can easily make Cloud's skeleton fit, and in terms of the story, he could be quite civilized, and when he needs to, or when he sees an enemy, he psyches himself into a frenzy and makes use of his wolfman strength?
It's true this would be much easier since it's a standard skeleton with good animations, but you wouldn't be able to alter any of them. Not unless you also alter the flevel, which I don't recommend. That would make it more difficult to use with other mods like the Reunion, nightmare mod, just about anything gameplay altering.
 
I'm not saying make him use the normal animations, GIVE him the normal animations.

To make someone like Cait Sith or Nanaki into a normal human, all we need to do is change all of the corresponding .a files for them, we can find out what their animations are by opening the flevel with a text editor, such as loveless, and doing a search for {Red XIII} which we then make a note of every level he appears in, then we use an event editing tool, such as meteor to see what animations are assigned to him.

We keep these in a notepad or word document, then we copy and paste them all into a separate folder and then we test them one by one to see what each does, and then we can start to replace them with appropriate animations that the skeleton we want to use has.

By doing this, we can make either Cait Sith or Nanaki be 100% human in the field without editing any events, and if we keep a backup of the animations, then nobody will EVER have to sit down and do it again, and we can then turn them human in a matter of seconds without any negative consequences.

The only mildly tricky part is getting his field skeleton set up, but all we need to do is take another skeleton, for simplicity sake I'll use Cloud.

Take aaaa.hrc and open it with a hex editor, and under every single part, change it from axxx to nxxx, and just copy and paste all of his normal field files to be that, and afterwards, simply rename naaa.hrc to Nanaki's .hrc, which is adda.hrc.

...And for when he's a soldier, we can just make him use the normal soldier's appearance and animations, unless you want to keep his tail sticking out.

This is a simple process, and not to mention, I already did this for Cait Sith and Nanaki to be 100% human with appropriate animations.
 
Wolfman>

I think you have 2 solutions, the easy way and the difficult way:

1/Let him untouched, a werewolf is supposed to be a transformation so he can still be an animal on field and transform only for battle.( and ur model is still close than the original red13 colors so i think it look realistic enough if u dont modify him)

2/For battle model galiant beast was the best choice to fit with a werewolf, for field model i think its Diamond weapon, if i remember well thats the only character ( in field) who have monster's like animations but still walking on 2 feets like an human but like Kuroda said, if you change the skeleton of a character in field, you need to modify his animations in ALL events where he will appear ( thats a lot of works),otherwise ur char will be very glitchy. ( for example , you can swap cloud field model with cid, it will works easy, because they have the same skeleton, but red13 have unique skeleton , like cait sith, so that wont be an easy works)

To summarize, if u want a perfect mod you need to replace a lot of files just for a field model, if you say that you prefer modding graphics, and hex editing is too much for you then I suggest you to let red 13 field model untouched ( i personnaly put more interest in battle model)
 
I'm not saying make him use the normal animations, GIVE him the normal animations.

To make someone like Cait Sith or Nanaki into a normal human, all we need to do is change all of the corresponding .a files for them, we can find out what their animations are by opening the flevel with a text editor, such as loveless, and doing a search for {Red XIII} which we then make a note of every level he appears in, then we use an event editing tool, such as meteor to see what animations are assigned to him.

We keep these in a notepad or word document, then we copy and paste them all into a separate folder and then we test them one by one to see what each does, and then we can start to replace them with appropriate animations that the skeleton we want to use has.

By doing this, we can make either Cait Sith or Nanaki be 100% human in the field without editing any events, and if we keep a backup of the animations, then nobody will EVER have to sit down and do it again, and we can then turn them human in a matter of seconds without any negative consequences.

The only mildly tricky part is getting his field skeleton set up, but all we need to do is take another skeleton, for simplicity sake I'll use Cloud.

Take aaaa.hrc and open it with a hex editor, and under every single part, change it from axxx to nxxx, and just copy and paste all of his normal field files to be that, and afterwards, simply rename naaa.hrc to Nanaki's .hrc, which is adda.hrc.

...And for when he's a soldier, we can just make him use the normal soldier's appearance and animations, unless you want to keep his tail sticking out.

This is a simple process, and not to mention, I already did this for Cait Sith and Nanaki to be 100% human with appropriate animations.
That does sound simpler than altering animations. Does this make them use exactly the same animation files though as Cloud, or can they be renamed so there's no overlap? I suggest this so any animations that do need altering, or even just personalizing, wont effect Cloud or the npc's. I think that's what you said, just wanted to confirm. 

Wolfman>

I think you have 2 solutions, the easy way and the difficult way:

1/Let him untouched, a werewolf is supposed to be a transformation so he can still be an animal on field and transform only for battle.( and ur model is still close than the original red13 colors so i think it look realistic enough if u dont modify him)

2/For battle model galiant beast was the best choice to fit with a werewolf, for field model i think its Diamond weapon, if i remember well thats the only character ( in field) who have monster's like animations but still walking on 2 feets like an human but like Kuroda said, if you change the skeleton of a character in field, you need to modify his animations in ALL events where he will appear ( thats a lot of works),otherwise ur char will be very glitchy. ( for example , you can swap cloud field model with cid, it will works easy, because they have the same skeleton, but red13 have unique skeleton , like cait sith, so that wont be an easy works)

To summarize, if u want a perfect mod you need to replace a lot of files just for a field model, if you say that you prefer modding graphics, and hex editing is too much for you then I suggest you to let red 13 field model untouched ( i personnaly put more interest in battle model)
That's not a bad idea, but than the models wont match. You can have anything from Kela, Kaldarasha, or my Red XIII field model. Either way nothing really resembles the battle model. I think this would only really work if a four legged version of the werewolf was made. Kuroda's idea seems plausible, and Cloud's idle and running animations can be altered so look more werewolfish. Altering the hrc is annoying, but easy. Just need to make sure you also do the rsd files so they match the new p file name.
 
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