[FF7PC] Red Werewolf

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If you try searching the forum for the dll's you need to install you'll probably find it.
 
I posted this in troubleshooting but didn't get a response and was wondering if maybe I'd have more luck here.

I'm really sorry for reopening this ugly wound of a post. Lol. I have selected options>Battle Model and Textures. Then I went to file open and selected Head.3ds. It loaded in white. Then I selected the middle drop down menu and clicked on head-0. The head turned red. I finally click on File and "open bitmap" is greyed out and not selectable. I am really wanting to get this ball rolling. Hopefully I used good enough grammar for some help. Lol. JK but really, you guys don't pull any punches around here.
rezu4ane.jpg
 
You also have to set how many textures the model will be using. Its in pcreator somewhere
 
When I exported him out of meshlab there was 2 checkboxes checked. One was textures and I cannot recall the other. Should they have been turned off?
 
The exact same thing happened to me I think it's when the part has too many polys/triss because for example when I had a subsurfed model set to 3 the triss count came up at like 17000 so the option was greyed out in Pcreator but when I reduced the subsurf to 2 the triss count came down to around 7000 and that seemed to work. I find the limit being between 7000 and 8000 before it allows me to open the bitmap file. In blender I also used the decimate modifier if the model only needed a small reduction in polygons. There's probably a better explanation but I'm just speaking from my personal experience with he tool.
 
I appreciate the info Sonic. But if you look closer at the image, it has the polys listed and there is only 7,328. :(
 
Have you tried opening the part in another 3d application? Check the 3ds file in blender, does it still have the uv mapping? If the uv mapping gets corrupt than you wont be able to add textures in pcreator. I had that issue with my Red XIII. Grimmy suggested it was probably because of how big the diffuse texture was, and how small the part was. Try converting the piece again, if it still does it try cropping the texture so it just has enough for the part and try again. This is what I did with the tip of the tail on my Red XIII model.

Luckily this problem doesn't happen often. If the uv mapping is ok you can just import the piece directly to kimera. It'll probably look black though, so you'll need to adjust the brightness until it matches the other pieces (usually just solid white).
 
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I figured it out. Thanks cmh. You were right. Next question. When I get every thing loaded into kimera and click save model. What do I save it as?
 
Try to always save it over the skeleton file (always **AA, the first one). When adding new parts and textures it'll say something else, probably the last opened file, so always find the location of your model and select the first file. The battle models are retroactive, so if you change the skeleton file name (RTAA-RDAA) it'll change every file name for the model, so it's also very easy to overwrite other models if you aren't careful.
 
Hey everyone. I am thinking of starting a zBrush thread. This program does so many things for the community that would streamline modding.
Ex:
Decimation Master - Allows you to make a character with millions of polys and drop it to 30 or 40k without loosing any visible details!!
zProject Brush - Paint your high character and then paint your low res with the high res info
Cut and Fill holes - Yep Select, click on fill whole done!
NEW MatCap Baker - So I hate how amazing everything looks in zBrush and then you export the texture and everything is flat. MatCap baker allows you to select a material that gives you all the low lights and highlghts your want and bakes it into the normal map
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My question is this. Would it even be worth making a support thread for this software considering its price of $795.00
 
I'd say so and definitely agree it's one of my favorite 3d applications, but I'm not sure how big the zbrush user community is here.
 
I thought you would like this plugin. You can get it from the pixologoic community.
 
Here's the final low res with all accessories. I'm very pleased with it. I'll add tattoos in Photoshop due to it will look cleaner. Hoping to import by the end of next week.
vyvuta4a.jpg

6aru7yhu.jpg
 
The teeth look pretty good. Are the fangs too long in the front? It'll depend how they look with the mouth closed (well mostly closed, the field model still shows some teeth, or at least looks cool when it does lol).
 
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