[FF7PC] Red Werewolf

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If you only modified the model, the kernel was not affected. It can be found in data/kernel/kernel.bin btw. It's completely unrelated to models, though, so I don't see why he'd want it.
 
If you only modified the model, the kernel was not affected. It can be found in data/kernel/kernel.bin btw. It's completely unrelated to models, though, so I don't see why he'd want it.
I need to for the limit breaks. I'm not super experienced using Wallmarket but I have made some alterations to the limits, though nothing like this, and it saved to the kernel.

No, when the limits are set in Wallmarket the file can be exported and just pasted into the kernel folder I believe. I'll also put together a 7thHeaven mod later when everything's done so there isn't so much work needed for installtion.

~By the way, this Werewolf is about 15% bigger all around now. I already fixed and pieces and bones, but give it a quick once over. I also haven't used it in the game so check out it's size. It should definitely be bigger than Barret now, without looking ridiculously massive.

http://www.mediafire.com/download/xcewd6iqx7yaopd/RedWerewolfBeta.7z
 
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Ok, I'm able to change the limit breaks but there's a few problems. For one the drop down menus to select the limits is cut off, basically says Box Red and about three or four letters of the limit. Is this just the current version or has it always been that way? Cant seem to resize Wallmarket either. The next is I'm not sure what Limits I can assign. I have Beast Flare, Berserk Dance, and was going to put Live Wire and Nightmare on level three. Still need three more. Was thinking of trying Satan Slam and Gigadunk but not sure if they'll work, and still need one more.

More importantly I'm not sure how to export this. I can save the whole kernel but requiring the whole file for just one model seems silly. Isn't there a way to export it and copy it into the kernel folder or something?
 
Have you looked at Libre? It had all the info completely nothing was cut off. It's a limit break editor in the Big List.
 
It has a lot of options for editing the limits themselves, but I don't see anything about replacing one for another.
 
Its simple, open LIBRE and check all values of " beast flare" ( example) u' ll see information about : animation, target, camera etc etc, just copy every values into the red 13 limits break " sled fang" (example) , no need to change the name if you just want to test it, and same for the camera, u can take the data of any camera, what is important is the animation value.
 
Thanks I'll take another look and see if I can figure it out. I've never used the tool before. I've mostly done models, not gaming changing mods.
 
It's looking really good, too.  I wish my animating MP Cloud would go as well Lol.
 
It took a lot of time and people for this so far chase. Don't get discouraged. Send me some screenshots of what you have so far. I know if you put in the effort everyone chips in free time to help. Only if you show the dedication. A lot of people told me it was going to be hard or not possible. I just kept charging forward
 
Animations are tricky too since Kimera wasn't really designed with editing them in mind. It gets the job done, but it was more about editing the models. Just stay at it, stay patient, and for the love of god save often. Check out the 60 fps thread too, there's tons of animation discussions there.
 
With my animations I learned to save often when I lost six full animations one day because I got the overflow error.  I've only got 10 animations done on MP Cloud, and the item-self one is the laziest one I've done because I couldn't think of how I wanted him to do it.  I'm also debating on whether or not to give him an actual melee weapon or keeping him all ranged(I'm going to try giving him Barret's limit breaks, Kuroda said it should work).

Does your Red have custom animations?
 
With my animations I learned to save often when I lost six full animations one day because I got the overflow error. 
 ;D That's my first advice when someone ask about animation.  :-D

Have you tried to raise up the UNDO_BUFFER_CAPACITY = in the Kimera config? I have no idea what it is doing exactly, but it could be worth to try to change the value of it.
 
Sounds like that might adjust the number of steps Kimera saves for undoing an action.
 
Its simple, open LIBRE and check all values of " beast flare" ( example) u' ll see information about : animation, target, camera etc etc, just copy every values into the red 13 limits break " sled fang" (example) , no need to change the name if you just want to test it, and same for the camera, u can take the data of any camera, what is important is the animation value.
I attempted using wallmarket but it keeps crashing as soon as I open it. Even after installing .net and vis studio. Anyway you could take a look
 
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