[FF7PC] Red Werewolf

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Lol ok. Kuroda go ahead with Barett. Whatever you have started on just keep going and ignore my indecisiveness. LoL
 
I have the tutorial finished here.

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-Final Fantasy 7 Tutorials By Kuroda Masahiro-
How to make Nanaki a human.


1 - First we need to begin by changing the battle skeleton, for all intents and purposes, we’ll be using Barret’s skeletons.

2 - Barret’s battle skeletons are sbaa, scaa, sdaa and seaa, each one is used for different battle animations for his weapons, the standard one is sbaa, which has the initial weapon.

3 – Use Kimera 0.95 onwards and save sbaa as rwaa which will overwrite Nanaki’s battle model.

4 – In order for this to take effect, we need to create a new battle.lgp instead of simply inserting the model, this will prevent issues, such as crashing and missing body parts.

5 – In order to ensure the battle animations work correctly, we need to change his limit breaks and weapon information, but that can come afterwards.

6 – The real meat of the change is the field side, field models and animations are stored separately to allow for different models to make use of them, and in terms of these animations, from the playable characters, there are 9 skeletons with their own animations.

7 – For simplicity we shall refer to them as follows:
Cloud is Skeleton A
Aeris is Skeleton B
Barret is Skeleton C
Tifa is Skeleton D
Nanaki is Skeleton E
Yuffie is Skeleton F
Cait Sith is Skeleton G
Vincent is Skeleton H
And Cid is Skeleton I.

8 – In terms of the NPCs, the vast majority use Skeleton A and B, so it is not recommended to change the playable characters on the field for who is Cloud or Aeris because of this, but this means we can make any of the 7 barring the latter with any of the 9 skeletons.

9 – In order to do this, we need to identify what the animations are, for the sake of this tutorial, we shall replace Nanaki with Skeleton C.

10 – In Kimera 0.97a, open adda.hrc and click on ‘Show har.lgp DB’ which will open up the list of what models use which animations, from there, we need to find adda.hrc (Nanaki) and make a list of every animation that he can use.

11 – A basic list example is this:
aeae.a -
aeaf.a -
aeba.a -
ajgc.a -
aqae.a -
aqaf.a -
dcia.a -
egce.a -
ecbe.a -
egcf.a -
ajgd.a –

12 – Then we need to load each of these animations using Kimera and list what does what, like so.

aeae.a - Idle
aeaf.a - Walk
aeba.a - Run
ajgc.a – Shaking Head
aqae.a - limp walk or shoulder barge
aqaf.a – Sniffing or looking up
dcia.a - Howling
egce.a – Lying down, tail shaking.
ecbe.a – Getting up and sitting down again
egcf.a – Sitting down and getting up again
ajgd.a – Scratching his ear

13 – Now we need to find out what animations Barret has, we do this by opening acgd.hrc, which is Barret and making a list of every animation that he can use, like so.

adcb.a –
adcc.a –
adcd.a –
hojf.a –
aqad.a –
byfe.a –
hpaa.a –
didb.a –
caga.a –
didc.a –
agga.a –

14 – Then we open and find out what each of these animations do, like so.

adcb.a – Idle
adcc.a – Walk
adcd.a – Run
hojf.a – Stretching, but his feet are 90 degrees up.
aqad.a – Waist and leg wiggle
byfe.a –Waist and leg wiggle opposite direction.
hpaa.a – Raising right arm to point, then shakes his head
didb.a – Shrugging
caga.a – Handing someone something with his left hand.
didc.a – Beckoning someone to come over with his right hand.
agga.a – Disheartened, tired or angry looking down and shaking hands and shoulders.

15 – Then from the lists we compiled, we find what animations can be used instead of each one, then we copy each of the default animations to a secondary location, back them up before actually switching them over in case we make a mistake.

16 – Now that we have the animations sorted, we need to get the field skeletons sorted, to begin with, copy and rename acgd.hrc to something else, such as ncgd.hrc and then open it with a hex editor.

17 – Change every single model part, texture and rsd from axxx to the same name, except with an nxxx instead.

18 – Save it as adda.hrc.

19 – Now you can change the new Nanaki’s field and battle model to whatever you want and it won’t have any issues physically loading.

–Fixing the limit breaks and weapon data-

20 – You can use Wallmarket to directly change Nanaki’s limit breaks to Barret’s under the character information, and simply copy all of the weapon data for Barret’s wepons across to Nanaki, pay special attention to the attack sound, effect and whether its long range or not.
 
That looks pretty good to me. Though I thought the Galian Beast was being used for the battle model. It's perfect for a Werewolf.
 
Galiant Beast is being used, this is a tutorial on how to replace Nanaki with a normal character, such as Cloud, Barret, Cid, etc.
 
Ya for my situation I'm starting on step 16 as I already have the battle model complete. Prior to step 16 is for a general change.
 
I'm hoping to get him finished tonight. I work mon-fri 10:30am-7pm CST. I'm having a problem with the textures mapping correctly. I'm going to send pieces and textures to CMH tonight and he's gonna take a look at it tomorrow. Individually the textures import to kimera fine but if I attempt to combine all textures to one they are too small for the part when it's in kimera
 
I'm hoping to get him finished tonight. I work mon-fri 10:30am-7pm CST. I'm having a problem with the textures mapping correctly. I'm going to send pieces and textures to CMH tonight and he's gonna take a look at it tomorrow. Individually the textures import to kimera fine but if I attempt to combine all textures to one they are too small for the part when it's in kimera
You mean the unconverted model, right? Kuroda's asking about the battle model, because they way you phrased that it sounds like it's totally done lol. All the model really needs is a single texture (or two or three at most that I can put into a single one) and pieces cut and filled. I'll try to get as much imported tomorrow as possible. It's not a difficult model to work with (the Galian Beast) so I don't foresee it taking long. By the way, what's the final word on the field model? If the battle model goes well I can get that started. Barret or Cloud?

Also, for the field model's hands, make sure you pose them before sending everything over. They'll be static in the game, in comparison to the battle model, so make sure you like how they look. Take a look at the claw on Kaldarasha's Vincent model if you need a good reference.
 
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The final field model (should) be Barret, I sorted and changed every single one of Nanaki's field animations to be Barret from Wolfman's request, so I certainly hope I didn't spend 2 and a half hours for nothing.

When you finish the field conversion, I'll link you the proper field animations.

...I know I need to share it and I am willing to, but part of me doesn't want to let it go until it's absolutely necessary.
 
The final field model (should) be Barret, I sorted and changed every single one of Nanaki's field animations to be Barret from Wolfman's request, so I certainly hope I didn't spend 2 and a half hours for nothing.

When you finish the field conversion, I'll link you the proper field animations.

...I know I need to share it and I am willing to, but part of me doesn't want to let it go until it's absolutely necessary.
No that's fine, just wanted to make sure there was a final decision before I did anything. Manually editing hrc and rsd files totally sucks so I only plan to do it once lol. Barret should work just fine, and we can always steal animations from Cloud too if needed.
 
Good grief I see what ya mean. I am having a severe case of the mondays. lol. I'll check out Kaldarasha's claw on the vincent model. i kind of like this pose here for the hands. open and some what relaxed

emu2upa7.jpg
 
Thank you Kuroda. I will be getting this stuff over to CMH and get the battle model finished. I cannot express my gratefulness enough. I have learned soo much from you guys. Thank you. I can't wait to do more now that I am almost done with one character. I feel like with what you have all taught me I can be much more efficient.
 
Thank you Kuroda. I will be getting this stuff over to CMH and get the battle model finished. I cannot express my gratefulness enough. I have learned soo much from you guys. Thank you. I can't wait to do more now that I am almost done with one character. I feel like with what you have all taught me I can be much more efficient.
This was also a massive undertaking for a first project lol. My first import was a crappy Cid model that never got finished.
 
LoL. Thanks cmh. I've felt responsible for getting this done since the day I opened my virtual mouth. You know how many times I wanted to delete my username and walk away and I just can't.
 
LoL. Thanks cmh. I've felt responsible for getting this done since the day I opened my virtual mouth. You know how many times I wanted to delete my username and walk away and I just can't.
I'm having that same problem even though my mod is only private(And will remain that way until I can get rid of the copyrighted models with some that I eventually can learn to make myself) and I've only been working on this mod for two weeks Lol.
 
One  cheap advice:

I noticed someone had the same problem as me in this topic, ( i dont remember who exactly thats was a minor issue) the problem was barret 's feets, who was " pointing top" so if u replace barret with another character like cloud, his feet will point down, that was a problem in my mod too, and that look ugly.

I never understand why until i saw this message simply saying that the feets was pointing top(i thought it was a size problem so i mystaken), there is an easy solution for this problem that i just found today, if you want for example :

Cloud in barret's skeleton,even if they have the same number of bones and parts, and their animations fits together, the feets will point down, then you only have to copy CID's feets instead of cloud ( they look very similar but cid's feets are the same direction than barret), and then u 'll have a cloud's model on barret skeleton with "normal feets".

Thats very easy and fast to do. Thats not a necessary advice for this topic, since its seem that you are directly working on barret field model, but it can help people who want to swap barret 's field model with another characters already existing.
 
One  cheap advice:

I noticed someone had the same problem as me in this topic, ( i dont remember who exactly thats was a minor issue) the problem was barret 's feets, who was " pointing top" so if u replace barret with another character like cloud, his feet will point down, that was a problem in my mod too, and that look ugly.

I never understand why until i saw this message simply saying that the feets was pointing top(i thought it was a size problem so i mystaken), there is an easy solution for this problem that i just found today, if you want for example :

Cloud in barret's skeleton,even if they have the same number of bones and parts, and their animations fits together, the feets will point down, then you only have to copy CID's feets instead of cloud ( they look very similar but cid's feets are the same direction than barret), and then u 'll have a cloud's model on barret skeleton with "normal feets".

Thats very easy and fast to do. Thats not a necessary advice for this topic, since its seem that you are directly working on barret field model, but it can help people who want to swap barret 's field model with another characters already existing.
It's the skeleton. The bones for Cloud's feet stick out (90 angle from his lower leg), while Barret's just go straight down from his lower leg. So if you load one of Cloud's animations with Barret's skeleton the feet will be angled up by 90 degrees (pointing straight up). Just rotate the bone for each foot accordingly and propagate the frame, pretty quick fix.
 
So I found out what was wrong with the head and why I was unable to place a texture in pcreator... I made the teeth as a separate obj. When I put them in the head a cross section view revealed the rest of the obj inside the head. Apparently pcreator doesn't like that. I had to completely remesh the head/teeth so the inside was hollow. It worked!!! But that took me 4 hours. I hate when I feel like I get very little done. :(
 
That's a minorr setback at best when you consider the sheer progress you made with the assistance of the community, after all, without help, would you have been anywhere near this point even if you had those extra 4 hours?
 
Hell no. Without this community I would have never even thought of this. It would have been nothing but a pipe dream.
 
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