[FF7PC] Red Werewolf

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Did you use the battle animations i gave you?

Someone tested it when i released it and said its worked right? I couldnt test it myself, since i dont have the PC version installed, but from what i see the animations script are exactly the same that the PSX version, but when i look at the problem ( magic animation not working etc) it must come from THIS file, thats strange

EDIT: ok good news, the sjab i uploaded was the wrong one ( the test version), i upload the good one, tested on my PSX and works, but the file size is altered, i hope it wont cause any troubles.

http://www.mediafire.com/download/3764ja337rrd7gy/red.rar

This version is ready to be played, every limits breaks works ( they are based on beast flare timing so all you have to do is give to red 13 beast flare limits break) the fix on magic casting is fixed too, if its still not works with this, then i think the problem dont come from sjab
 
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Kaldarasha: so did you switch around the textures? If so thank you so much. If not thank you so much for the info and I will work on it tonight.

Jeet: awesome! So will I only have to replace the sjab? Will we lose the imported parts and textures? I did make some alterations to the axis rotations for the animations but that was easy and I can do it again no problem. I just hope we don't have to reimport him. Thank you for this.

This community is just flat out awesome.
 
Kaldarasha: so did you switch around the textures? If so thank you so much. If not thank you so much for the info and I will work on it tonight.

Jeet: awesome! So will I only have to replace the sjab? Will we lose the imported parts and textures? I did make some alterations to the axis rotations for the animations but that was easy and I can do it again no problem. I just hope we don't have to reimport him. Thank you for this.

This community is just flat out awesome.
If you check the texture slots you'll be able to tell right away if they're different. Otherwise I can help with this later. The sjab file wont effect the model itself or the animations you did. Just rename it to rwab and it's good to go.

Never mind, I couldn't get Kaldarasha's mega link to work, and either way it wouldn't have the new shaded model I did that's not as dark. When I first swapped the textures before changing the slots for each piece it did actually look like the model in the game, so this probably is the fix. I also added the new rwab file. I sent it to Wolfman so he can add the updated textures that have dark grey instead of black to help with the transparency, and then it should be good to go.
 
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Ok cmh. Now what I will have to do with the textures is open the part.3ds in pcreator. Change the texture slot. Save the part.p. then will we have to reimport that part to use a different texture slot?
 
Ok cmh. Now what I will have to do with the textures is open the part.3ds in pcreator. Change the texture slot. Save the part.p. then will we have to reimport that part to use a different texture slot?
lol don't worry, already done. Check your inbox in a sec.

For reference though, I just changed the names of rwac though rwaf so they were in the correct order, and changed the texture slot assigned to each piece in kimera. Just open the p editor window, find the groups menu and click on the group listed there and hit group properties. You can change the texture slot at the bottom of the new window.
 
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Hi wolfman....i actually use ff7 pc. I wouldnt know where to start modding the psx version lol.
 
Ok, so the head and chest are fixed but now the rest of the pieces are messed up. Nothing is transparent anymore, but for some reason the game is mixing up the texture slots for this model. It's weird, you can use up to ten textures for a single battle model but this particular one cant. I know how to fix it, it'll just be annoying and time consuming.

10599616_245519135657918_4077609380406444471_n.jpg
 
So we're going to have to combine the textures that are actually used all into one are we. DAMN!!! This is so goofy
 
Yes I have tested him, otherwise I couldn't check if my ID theory was right. You don't need pCreator. You can do everything in Kimera. You can change the load order of the textures in texture option of the main window and the used texture ID for a part can be changed in the editor window under set group properties.
 
I just tested it in game and it was perfect. Thanks Kal. I am just absolutely amazed. I don't know what you did but you saved me a weeks worth of work

I'm going to put the new rwab file in and test it out. I'll try to record a video of the new finished battle model. Super stoked.  ;D
 
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This is curious. That's exactly what I did. Reordered them head first, chest second, and the others afterwards. That's so weird.
 
I updated the Beta.
apa2ezu5.jpg


I also put a video on YouTube lol.

Some animations still need a little work and for some reason when he cast magic there's no green fire around him.
 
Nice work, about the green effect its me who deleted it , since galeanbeast dont have one, i can re add it if you want, thats cost 30sec to do it, i suppose the animations that not works are the " item" or "sense" etc? Again, since the beast dont have animations for that, i just put the idle animation for this, the item will works but he will use it in idle animation.

Another thing: when he cast fire, there is delay between the end of his magic animation, and the fire effect, i can make the delay shorted so it look more dynamic if you want, the reason i made a long delay is for the camera, because if i make the delay shorter u wont see the end of his magic casting animation,because the camera will follow the fire spell, thats look like detail but since he have only two real animations, its better to be perfect.
 
Hey wolfman.......i was just thinking i know you wanted to make the legs look like they did in your original model. I think this would be possible if you cut the lower half of the leg so that it is one piece. As long as the knee and ankle joints line up with the ends of the bone it wont matter if the rest is outside.....the only thing to watch for would be if he were to kneel down to far or lean to far back.
 
Hey wolfman.......i was just thinking i know you wanted to make the legs look like they did in your original model. I think this would be possible if you cut the lower half of the leg so that it is one piece. As long as the knee and ankle joints line up with the ends of the bone it wont matter if the rest is outside.....the only thing to watch for would be if he were to kneel down to far or lean to far back.
The lower leg is one piece, I'm not sure what you mean. It is true, as long as each end of the piece rest on the bone than it should work fine. What's the current status of the field model conversion though, that's probably the main thing that's left other than assigning the battle model limit breaks.
 
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