[FF7PC] Red Werewolf

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There's been a lot up with the confusion of trying to export the limits to a hex file so here's a status update. The battle model is completed and I did add a compatibility patch for gameplay mods. There's something new being put together for the battle model though so just waiting to finalize that. Wolfman and I are going to have to recreate the field model conversion of Red XIII to Barret ourselves so that's now a side project of it's own, so there wont be a field model for now. Hoping for everything else to be ready fairly soon.

Installation will include a direct method for the lgps, but I seriously recommend 7thHeaven for this mod. It includes a lot of game changing files and installing another Red XIII model over top of it later on may not work correctly. So either keep backups of your files or just use the 7H version.
 
This really has turned out to be a nightmare for the two of you hasnt it. Honestly though if people really want to use the mod bad enough then they will probably go to whatever lengths neccessary to to install it. look at how much work it is to get ffvii running in itself. install the game convert and patch it, run the bootleg program select what you want. and then you have to manually extract and repack the lgp files to add models and extras lol. FF7 modding was never the simplest task so i really don't see why installing this would be treated differently. hope you manage to get it all completed at some point.....good luck.
 
Thanks man, the mod's actually done luckily. Well the battle model and limits at least, we have to recreate and mimic the original field model conversion though so Red XIII can use Barrets skeleton. We're just waiting to finalize a new idea before releasing the battle model.
 
Thanks Leet. Ya its been a nightmare for cmh and just insane for me as my crazy @$$ decided this would be a good idea for my first mod ever in any game and with no 3D experience at all. Wow. But if you're bored look at the WIP thread and glance through it. I cannot believe we are where we are today after some of the things we went through. Jeet has been a hug contributor as well. I'm happy I did this first though. I've learned a lot and had I had more experience I would have probably psyched myself out of doing it because I would have known the hurdles.
 
Well I just wanted to post an update for anyone following either one of the two threads. We have the WIP thread and the REL thread in graphic releases. Cmh Jeet Kaldarasha and myself have been working very hard on this project and we are nearing the end of this chapter of my books. I don't know what my next mod will be but I can assure you it won't be a complete replacement ever again. Lol.
Battle mod:: 97.5%
Sculpt and cut - 100%
Import - 100%
Texture - 95% (I will be adding some detail after the final release)
Animate - 95% (there will probably be a few tweaks in the future)

Field mod:: 92.5%
Sculpt and cut - 100%
Import - 100%
Texture - 95%
Animate - 75% (adapting to Barrett's skeleton is complete. Most of the animations have been mapped so Red uses appropriate animations for his scenes. Only a handful of animations remain. Last tweak is bending the knees backwards. Fingers crossed)

This has been an insane amount of work and learning. Thanks everyone for the patience support and input. Expected final release date - 9/12/14. If not sooner :) I hope everyone who uses Red Werewolf enjoys him. Please give feedback of any problems you may find. Thank you.

Special thanks to the developers of all the amazing tools used for this project::
zBrush
Lgp/unlgp
Kimera
Makou Reactor
Jenova Project
Pcreator
Img2tex
DLPB's hex tools
7th Heaven
 
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Thanks to whoever fused my two threads. You gotten rid of the confusion. I appreciate it.
 
9/12/14?.......before christmas then? Lol just kidding, well if its nearly done i will be able to catch up with you in other places soon  ;). Im still there but my stuff is not in general anymore. Good luck with completion buddy.
 
I'd like to see this completed closer to this weekend. The field conversion is the biggest hurdle at this point and there's about 40 of 77 animations completed for the model. I think together we can wrap up the remaining 37 before long.
 
I wish lot of other models would get a custom model in HD like that. The work that got put into this project is insane. I wonder what will be your next project once you are done with Red XIII.
 
Thanks Marino. Honestly I'm going to move on to unconverted models next. This was a dream of mine but since I had no experience in 3D I didn't think I could do it. But I finally said screw it I'm doing it. But now I'm giving back to the community and doing some stuff that hasn't been done.
 
After I do some unconverted models the next character I want to do is aerith.
 
y6y2uzev.jpg

By the way in case anyone was wondering I have included an avatar for the model. :)
 
Nice avatar there.....just to let you know when you are ready to take it on i have an aerith model in .obj format to give you a head start. I cant discuss it on qhimm but ill send you a pm instead.
 
I wish lot of other models would get a custom model in HD like that. The work that got put into this project is insane. I wonder what will be your next project once you are done with Red XIII.
At first we need a base where all models are HQ, then we can go on and make more projects like this.

@Wolfman
You should give a proper 3D editor a chance. ZBrush is fine for sculpting but it aims more for impressive renderers instead of creating good models for games (doesn't mean that an experienced user could better work with that). Currently your model eats a lot of space, because it's too high poly considering the detail it has. It will really help you if you learn how to make out of a cube a character model. It won't be so easy as it may is in ZBrush, but you will have a better control over the modeling process itself. I think after a while you will have a much better understanding how to create certain things in a faster way and all this will help you when you plan a Red Werewolf V2 (I have no doubts that this will be happen. It's your first work and it's great, but with more experience you will shake your head and think what have I done - that's my problem when I look at older models of my ChaOS project ;D).
 
That isn't a bad point Kaldarasha. When used for games low poly models are imported to zbrush and sculpted into high poly versions with tons of detail. Then the detail is exported using normal maps and such so they can be applied to the low poly model. What I suggest for those starting out in zbrush is to sculpt your character with as much detail as you like and then adjust the subdivision levels as low as you can without sacrificing detail. Then with zremesher (I think lol) zbrush will convert your hi res model to a low poly model with all your detail in tact. This is usually enough but you can take it a step further. Import the converted model to a traditional 3d application like Maya and adjust the geometry a bit. You'll have more control of your mesh this way. This is advanced stuff though so not something to stress about when just starting out. I'm impressed with how quickly Wolfman picked up zbrush as it's still an allusive mystery to me in many ways lol.
 
There's a plugin in zBrush called decimation master. This took my 8.9 million polygon render and reduced him to 68k polys. I could have reduced him to 100 polys but with him being a werewolf, detail was crucial. I wanted to obtain as much as possible. There is far less detail in a human character. I am going to be working on an aerith model that will probably be around 12-20k. I know I can make them smaller but there's only so much a map can do. Lol. Is there a threshold in FF7 as far as how much space a character can take up? My goal is to convert all playable characters to HD high detail models. So long as the game can handle it.

All in all I think it would be awesome to have one zip file that contained all characters in the same style of art.
 
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For FF7, hard to say. Nothing I've seen yet at least. It's generally a good practice for other games, and with FF7 it makes mod downloads and game files smaller. But I've never seen the game crash from high poly models.
 
Well then that's a go in my eyes. :) As soon as Red Werewolf Released I'm going to start on aerith. I'm going to create a HighDef Character Pack. It's gonna take a while but it's going to be EPIC!! I will also work on updates to red werewolf. I am probably going to follow the design of my avatars in my HighDef advent children avatar thread as a concept. Now this is gonna rock.
 
you should make cloud first before aerith it will look so much cooler
 
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