[FF7PC] Red Werewolf

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A character field have only 3 animations if i remember> standing, walking, running, these animations can be modified without problems

The problem is the event animation, for example, when barret shoot with his arm in field, that kind of animation is not stored in the character himself but in the " event file" ( NPC are stored here too), it mean if you dont modify all events in the game , red 13 will be able to stand, walk and run, but each time he pop from cloud and talk, it will be glitchy, because the animations in the event file wont have the same " skeleton" that his animation in his "character file", to summarize , if you modify the skeleton of an original character  ALL events files have to be modified one by one so they fit with the new one.

I wanted to do this with my Sephiroth mod, but i gave up, and instead i give him same skeleton than Cloud ( by deleting his long hair on the back), so instead of modify tons of files, i modified only one.


EDIT: cmh175>  why would the diamond weapon not match ? the only issue will be the size and it can be modified, then he put the wolf parts one by one on the skeleton.But i actually have no data about this character because i dunno where he is located, i know its stored in a big worldmap file and finding it can be an hard work, maybe its not the case in PC version. So if there is already custom field model for red13, its true it could be easier to simply use them.
 
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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.
You could use Makou Reactor for all of this, even to play the animation. But it will be a lot easier to use the Char.lgp DB function in Kimera. The tool will list all animations for Red XIII.
 
The method I described would allow us to turn either Nanaki or Caith Sith into Cloud's skeleton, although we can do the same for anyone else, such as Tifa, Cid, Barret, Sephiroth, etc.

The way it's done means that there is absolutely no overlap, as we physically change the animations to someone else's, for instance, the game's levels would load the animations aeae.a, aeaf.a and aeba.a for the idle, walk and run animations respectively for Nanaki, but as we changed them directly in the char.lgp to be aafe.a, aaff.a and aaga.a respectively, for every single scene in which the human Nanaki needs to stand, walk or run, he will automatically do it using the respective animations that Cloud would normally use.

We could get him set up to use Barret's animations, but be warned, it is a pain to get his legs properly working.

Doing this method, we can physically change any and all field characters to be someone else (in the main party) except for Cloud and Aeris, because they share 80% of their field animations with NPCs.

Cloud having skeleton A has around 70% of NPCs use his normal animations as well as his misc ones, while Aeris is the same, except a vast smaller number uses her animations, but important characters, such as Hojo and Sephiroth share Skeleton B.

From this, we can interchange Barret, Tifa, Nanaki, Yuffie, Cait Sith, Cid and Vincent between one another by simply changing their field animations.

I have a complete list of what every single field animation does and which skeleton it belongs to, so we can likely implement future mods far more easily in future.

The only annoying part is looking at both lists (Cloud and Nanaki) to see which animations match, then we copy and rename said animation to be for Nanaki, before putting it back into the char.lgp.

I did extensive testing with both Nanaki and Cait Sith as human, and there is absolutely no errors doing it this method.

@Kaldarasha, I never really touched Makou Reactor, but can you use it to physically rename the actual animation files and replace them?

I assumed that could only change them within each scene in the flevel.
 
I'm not sure what you mean with rename but you can spot the animations very easily. But as I said it's faster to use Kimera for it.
cv2ma5qs.jpg


I have a complete list of what every single field animation does and which skeleton it belongs to, so we can likely implement future mods far more easily in future.
I had once the same idea, but it was to much for me to do it alone, also I wasn't ever sure how to describe the animation correctly.
 
A character field have only 3 animations if i remember> standing, walking, running, these animations can be modified without problems

The problem is the event animation, for example, when barret shoot with his arm in field, that kind of animation is not stored in the character himself but in the " event file" ( NPC are stored here too), it mean if you dont modify all events in the game , red 13 will be able to stand, walk and run, but each time he pop from cloud and talk, it will be glitchy, because the animations in the event file wont have the same " skeleton" that his animation in his "character file", to summarize , if you modify the skeleton of an original character  ALL events files have to be modified one by one so they fit with the new one.

I wanted to do this with my Sephiroth mod, but i gave up, and instead i give him same skeleton than Cloud ( by deleting his long hair on the back), so instead of modify tons of files, i modified only one.


EDIT: cmh175>  why would the diamond weapon not match ? the only issue will be the size and it can be modified, then he put the wolf parts one by one on the skeleton.But i actually have no data about this character because i dunno where he is located, i know its stored in a big worldmap file and finding it can be an hard work, maybe its not the case in PC version. So if there is already custom field model for red13, its true it could be easier to simply use them.
No I meant about the part of leaving the field model and just doing the battle model. The werewolf transformation for battle sounds cool but the models themselves wont resemble each other much. Diamond weapon's skeleton wouldn't be hard to work with either, but I think the animations would require more work. It has a very stiff walk.

Turning Red XIII into Cloud is sounding pretty good. Just sounds more time consuming than actually being difficult, which is good.
 
I think I agree with the idea of using Cloud's model. May have some issues with the leg structure but I think it will be the best way to go. So will doing it this method make it to where we wont have to adjust event animations??
 
...How did I not know about kimera 0.97a?

This would have saved me so much time when I was doing field animations ages ago.

Anyway...

@cmh175 - All we need to do is just use the Nanaki with Cloud skeleton I did, which is adda.hrc, but instead of loading the normal field model parts, loads new ones that won't overlap with any other model at nxxx, so all we need to do is just put Red Werewolf over Cloud's field skeleton and we're set.

@Wolfman - In terms of animations, I think Cloud or Barret will be our best bet, since they share enough animation types to work, but we can probably get him to work fully using Cloud's skeleton, and if not, I'll make the adjustments myself.
 
How about I post him as the battle model and we'll see who can convert him to the field in the best way. I will send the winner 1 milllllllion dollars. LoL

drevil.png
 
Just kidding. I am going to get him completely battle ready and uploaded here and then begin replacing the field model.
 
Just kidding. I am going to get him completely battle ready and uploaded here and then begin replacing the field model.
The field model itself wont be hard at all. Just putting everything else together with the animations will be the tricky part.
 
Cloud has the most animations. However I would still use Barret's skeleton. Reason one: Barret is a bulky character. Reason two: Cloud has no animation for Aerith death scene. Vincent could be also interesting because his skeleton would allow extra hair animation.

For the weapon skeleton. It would be the perfect skeleton if he wants to do all of the other animations but it has all bones he would need.
It is stored in the world_us.lgp for PC.

auppeefu.jpg
 
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Just because Cloud has no animation intended for Aeris' death scene, doesn't mean we can't use a similar one.

I myself stated before I already have Nanaki with 100% human animations, I only have it with Cloud's skeleton, but we can use Barret, all we need to do is replace Nanaki's animations with Barrets, which would take under an hour with the animation list, and even if we didn't have it, it would take around 2-3 hours at most to take notes using the new kimera and then swap them.

Would anyone be interested in me making a tutorial on this?

As for using the diamond skeleton, we would have to make so many different animations for him that it would take far too long.
 
What skeleton do you want Red Werewolf to use? Cloud or Barret?
 
Cloud is my opinion on the best transition. Does anyone feel Barrett would be better. If so why?
 
Barret is naturally 'slouched' and he often bends his knees and has much broader and overall wider animations, his shock/angry animation has him shaking his arms in anger like he's about to knock someone's lights out.

Cloud is upright and has a 'stiff' animation set by comparison, which would go better with Nanaki's personality and could be used to create a Dr Jekyll and Mr Hyde situation where he battles with his inner demons, and if you do involve him in any story changes, his grandfather could be trying to help him control his urges, which could have been intensified after his father was murdered by the Gi tribe. (believing his father was murdered could easily allow him to have more hatred, as opposed to shame in believing that his father simply fled.) and seeing his father in 'peace' could be used to teach a new limit break or something.
 
Looking through the animations I see a lot of potential with Barret. It's a nice big skeleton with animations perfectly tailored to it. Cloud's much leaner, and his animations show that. It also seems that Barret's skeleton is able to open Clouds animations too though, so there's plenty to work with (though they may need to be cleaned up in kimera) Skeleton wise in general it makes very little difference.

Cloud maybe easier though, and looking at Barrets walking and running animations it could either look awesome or horrible lol. It seems the main difference between the two are their feet, Barret's go straight down while Clouds bend and stick out ahead of him. Fixing this for either skeleton would be very simple, so there's a lot to work with here. So maybe use Clouds skeleton and any particularly animations from Barret that work best.

With all that in mind this seems pretty figured out now. I may have missed some of the talk for the battle model. Any ideas for Red XIII's Limit Breaks and other attacks and being able to use magic?
 
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Lets go with Barrett then and we can adjust the leg movements as we go?
 
Lets go with Cloud then and we can adjust the animations as we go.

Sorry I changed my mind Kuroda.
 
Lets go with Cloud then and we can adjust the animations as we go.

Sorry I changed my mind Kuroda.
lol after angling the feet 90 degrees for any of Barret's animation files that are needed it wont really matter. Doing so only takes a minute too.
 
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