[FF7PC] Red Werewolf

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No problem buddy.

I'll check again in the morning to see if there's any developments.
 
While off topic, is the general consensus that I should release my LoD main cast, Uroboros, Hellena Guards, Hellena Sergeant, Fruegel, Phoenix, Greham, Freybrand, Emperor Doel, etc) as well as several NPCs, such as the merchants, Basil soldiers, etc.
You can release anything you'd like!
 
I have him separated into parts and ready to start importing. I need a favor. Can someone please send or upload the original cid and red xiii files. This would help me a ton if somebody could upload a zip file for cid and a zip for red. It has to be the original. Thanks.
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Sorry, we can't distribute original game files here. 

I can tell you with your import though, you don't need separate pieces for the arms and legs.  Once you have one side in Kimera, all you have to do is mirror the piece and save it as the piece on the other side.  Saves a lot of time.
 
That's probably a lot more work than just opening them in kimera and swapping parts.  To do that you'll need to do A LOT of searching of these forums and maybe Kuroda can help.

The easiest way would be to take Cid's **aa **ab and **da file and rename them to redxIII's and see what happens in game.  If it doesn't crash you're in luck and it'll be easy from there.
 
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OK. Thanks. Yeah Kuroda has been helping me a ton and has pretty much told me that I need to overwrite Red XIII with CID and then import Red Werewolf's parts to the new Red XIII. Hopefully a full on noob can handle this lol. Hopefully I can get him into the game within the year lol.
 
Overwriting the skeleton is easy, just save Cid's model as Red XIII in Kimera. It'll rename everything else for you. The hard part will be altering the game so it uses the correct attacks and stuff like that. Otherwise the game will likely crash if it's looking for the original skeleton and animations.

Importing and mirroring pieces definitely helps save time. If parts for the arms and legs are the same than this certainly saves time. If you have changes like if the chains around his wrists are different though than you'll want to import those individual pieces.
 
I am confused wouldn't saving Cid's model over red xii cause some kind of in game error later on? How would Cid be affected by a change like that? When the game goes looking for the files are the names going to be different or the same?
 
@cmh - The game automatically knows what animations and whatnot to use based on weapon data, but what you need to do for it to work and not have missing body parts is to create a brand new battle.lgp.

In terms of limit breaks, we can use tools to just manually alter all of Nanaki's to be Cid's (which will allow it to not simply be mimicked) or just tell Nanaki to use Cid's limits directly.

Doing the create new lgp method, we can make every single person use Cloud's battle skeleton (and limit breaks) without a single ingame issue, I did extensive testing with this along as redirecting what battle data is loaded for each character.

As part of my test, I made Cloud use Barret's battle skeletons (sbaa, scaa, sdaa and seaa) which enabled me to give Cloud 4 different weapons for a limited character project I did before.

(Only playable characters were Cloud and Tifa, you had the occasional guest, such as Nanaki, Barret and Cait Sith.)

Cloud has Swords (Normal skeleton) Spears (Cid) Guns (Vincent) and Katanas. (Sephiroth)
Tifa on the other hand had tonfas (Normal skeleton) Staves (Aeris) and throwing knives. (Yuffie)

I recalibrated the whole game to allow for only 2 playable characters with fixed materia that went up like traditional rpgs, each weapon had different qualities, such as giving a bigger physical or magic boost, being long ranged, having high accuracy, etc.

Flying enemies were fixed to have almost impossible evasion, so you'd need either the gun or throwing knife to hit it. (or magic.)
While Tifa has more physical ones. (Tonfa) and the magical ones. (staves) and the katana was defence ignoring, and was a mandatory weapon to take down tank enemies, or a spell of the opposing element.

That project was actually a fun one to work on.

And it was easy to have nobody else join the team, I simply used meteor to disable party changes (SO MANY OF THEM) and not enable new additions to the roster, while they could still join for certain bosses.

An example is that in the first mission, Cloud was going solo, then when Barret normally joined, it was Tifa instead and they fought a new boss.

Then for the main boss, Barret shows up and explains that you need a gun or other such weapon to take down enemies like that and joined because we likely wouldn't have won otherwise.

Other examples include when we're fighting the experiment in the HQ, Nanaki will join for the battle.

...Enough about that though, the main point is changing battle skeletons and appropriate data is easy to do and takes a few minutes.
 
Thank you for the passionate response I do appreciate the reply and enlightening me on the subject.
 
So Kuroda, I will create a new folder and put every file from the battle.lgp in it. Then I can rename rzaa to rwaa and will then have a red xiii model that uses Cid's skeleton and weapons? After that I can import the parts. Finally how do I change him from using spears to hands/mouth?
 
Just use Kimera 0.95 onwards, it'll automatically rename and sort the rzaa to rwaa, if you rename them yourself, it can cause some issues that need to be sorted out with a hex editor.

But the whole going from spear to hands/mouth is also in depth animation changes, for the moment, keep a copy where he works with the spear, then simply resize each file from rwck to rwcz to be 1/1/1 within kimera so it's invisible to the naked eye. (DO NOT delete them.)

Then you'll need to start changing animations, I suggest keeping a close eye on a combination of Tifa and Cid to compare and try to mimic the fists so he resembles a brawler.

That in itself will save you alot of time, but your overall goal is to have something similar to the Skyrim werewolf, and several of his animations won't work with the battle animation style, so you'll have to do hybrids and mix and picks for them.

Bare in mind you can spend an entire night just doing 2 or 3 frames this way, and Cid has a grand total of 34 animations, quite a few of his animations has over 20 frames, the longest having 34 frames.

You will spend the next few months to years just doing the animations to be remotely close to your goal.
 
so...
1. open Kimera
2. open rzaa
3. Save as
4. rwaa
Then all files will be saved automatically?

Sorry for seeming like a stupid redundant question. I am just trying to wrap my mind around the whole thing.

PS. If this step by step is correct, should I "save as" in another new folder to isolate him or "save as" in the battle.lgp folder?
 
Or write an animation exporter/importer which will make everyone love you.
 
By importer exporter do you mean being able to animate in Maya and Export to Kimera?
 
@Obesebear - I actually tried doing an animation importer/exporter, mainly for my own use, but it was nowhere near functional and the overall animation system is highly temperamental, I could work more on it, but it seems unfeasible with my current abilities to finish.

Do you really think that someone who turned Tifa into an archer, a rapier master and an old man wouldn't have possibly considered creating a vastly easier alternative to the normal method?

The most I could get it to do was copy a single frame of animation and paste it over another animation frame, which is only useful if we have 1 precise animation we want to use for something else. (Such as the manipulate animation from Cloud for the magic casting animation, and using this, I redid that in a matter of 1-2 minutes when it previously took 2 weeks to change it.)

But, the darn thing is prone to completely corrupting the animation and skeleton information, it's a headache to work on. -.-

@Wolfman - Yes, do that. And don't forget to make a new battle.lgp with Cid's data over Nanaki's so Red Werewolf works ingame.
 
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