[FF7PC] Red Werewolf

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Thanks Mcindus. Nice to meet you. I've been re reading the thread and thinking back to what was going through my mind at the time of my earlier posts. I'm very proud to have gone from not even know what a 3D modeling program was to this. It has been a fun ride. Tons of ups and downs.
 
Thanks Mcindus. Nice to meet you. I've been re reading the thread and thinking back to what was going through my mind at the time of my earlier posts. I'm very proud to have gone from not even know what a 3D modeling program was to this. It has been a fun ride. Tons of ups and downs.
I've been keeping up with this, and it's been inspiring me to work on 3d modelling as well.  Before I get into making full models, I'm trying to import models(can't say what I'm importing).  But from how much you've gotten done I'm feeling really inspired to actually do it.  My dream is to be able to make a whole slew of new models to remake the entire game, though(Kuroda's been teaching me basics for FF7, and it's a bumpy but entertaining ride).  I hope to see your mod when it's complete more than almost any mod I've seen so far.
 
Well wait no more chase. I am finalizing a couple of anumations and then I will post the 1st Beta Release in about 10 min.
 
PS I will be doing the the avatar soon and cmh, check out hoe I adjusted some of the animations. I really caught on to it much better!! Especially the quadruped run! You'll be very proud.
 
PPS the limits are not assigned yet and that's not something I've learned yet. So really this I guess this is a pretty immature beta. If someone knows how to assign the limit breaks and wants to do it just send me the 7z back and I'll update it. I know Jeet said that only certain limits will work for his type.
 
Nice works, thats sad about runing animations part, i hope u ll be able to fixe it.

For the limits break:

Once again i tested all this on PSX version, maybe it will works better on PC:

ALL 4 vincent's monstesr ( and all enemies characters) cannot use the limits break of playable characters, it will cause a big texture glitch ( maybe this happend only on psx? so u can give a try on PC but i doubt about it)

So far I noticed some enemy's spell and vincent's limits break works(the only enemy/monster who can use all limits breaks is safer sephiroth,dunno why):

-beast flare
-livewire
-nightmare
-satan slam ( works but crash when it come to the second part of the limit, probably fixable)

-blaster
-tsunami
-cait  sith's toy box limits

There is a lot of enemy's spell that works but they are not really impressive, so i didnt noticed them for a limits break.
All of this can be made with "LIBRE" and " WALLMARKET"

If the PC version is different and allow gallean beast to use any limits break, then just ignore this, anyway with the lack of animations of vincent's monster, thebetter choice is to use projectile limits breaks because you'll never be able to do something like omnislash
 
Ive got the beta downloaded on my phone and will have a look later......been looking forward to seeing this in game buddy.
 
I'm not sure where to post now lol. I guess this is the working thread and the other is about release posts and stuff. The beta looks great, the detail to the fur and tattoos really brings it to life, and I like the animation fixes. It didn't run very well at all, this is much better. I'm looking forward to trying it out later this evening. It sounds like there's a few good options for limit breaks too. Seven would be ideal but four is enough if there isn't a lot of options. As long as they look really cool lol. I'm not sure how to do this, but I think it can be done in wallmarket which isn't too hard to learn.
 
This is a great idea and good work so far however, you will always face the same kind of animation problems when changing a field model to something totally different. The animations for the field models are contained in the field files and thus spread throughout the whole game data. You would have to go into every scene and fix the animations for Nanaki that are contained which is a horrible amount of work.
 
Makou Reactor lists each animation for every character and it's not too hard to see where they're used. It's not too difficult to change them, it'll just be time consuming. Luckily this wont be as difficult as swapping Cloud, who's in nearly every scene lol.
 
Time consuming is just what I meant but you're actually right, Nanaki doesn't appear and act that much.
 
Why does nobody ever try to simply change the field skeleton and animations?

It is a far easier approach, and once you do it, you can just back up the field animations and never need to do it again, for any project as long as you inject the proper animations and be done with it in a matter of moments.

To do it this way, you simply need to do a hard swap of the physical field animations of Nanaki with another skeleton, such as Cloud, Tifa, Barret, etc.(for this purpose, Barret is best.)

Then you'd open up a different field skeleton with a hex editor and change all the parts in it to something else easy to do, such as for barret's field skeleton to be instead of axxx, to nxxx and then rename all the parts, and this will work ingame.
 
That's pretty much where it is now. The field model is ready and I already changed all the file names so they wont overwrite any of Barrets. It just needs to be set for the animations now so the model can work in the game. Have you swapped Barret for Red XIII before or has this not been done yet?
 
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Thanks leet. I'd love to see this in the psx. I didn't know the psx version could be modded to this extent. I'd love to play our HD version on my phones emulator!
Cmh, I thinks kuroda has already swapped barret and nanaki but is a bit hesitant to release due to the effort that went in.
Kuroda, if you could help in the conversion it would be very appreciated. I can send the link with the field model if that helps. Thanks guys
Meesbaker, thanks for the reality check. I def knew that I was getting in way over my head but this has been the greatest design challenge I've ever had. I'm eager to learn more.
 
Also I want to look into the best way of making him walk with the backward bent knees instead of straight legged.
 
Cool I appreciate your efforts :)

When you were talking to leet about the psx version did you mean this mod right here? A self created werewolf nanaki 3d model included in the Playstation version? You can totally forget that ;)
 
From what I understand leet doesn't have the pc game. He does everything in psx. Maybe I misunderstood
 
very cool idea.. just tested it, a few problems.
half his head and back are invisible in my game and most of the animations are broken, there is no 'attack' animation and uses the 'berserk dance animation' when using spells
 
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