[FF7PC] Red Werewolf

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Nice job man.. you just gave Red an epic upgrade  8)

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Cloud already has a good amount of models that are fantastic in my mind. Aeris however really only has 2. While they are good, I feel like there's a few aspects that could be improved. After aeris I am going to move to Barrett.
 
Yep cid and cait sith i think.
And What about new model for the turks, rufus, shinra and co ?
 
Ya Faendra. That's a thought too. I want to redo the main characters first then I want to work on the bad guys. I really enjoy doing this. It will probably take me a while but I really want to do this.
 
I have a similar interest as well.

This is true, Cid hasn't gotten a lot of love. There's the fmv styled model from bootleg, and the HD model on my release thread by Rayved.
 
CMH. I think we should pair up again on doing a complete remodel of characters so they are all in the same style. I am going to start working on collaborating the 2D concepts for the models and creat a new WIP thread. Of course Red Werewolf will be finished before I go any further, but I have some ideas already. I started my note taking for him last night. :) This mod is going to be even more epic, but I am not as worried about having to learn much as RW has taught me a good amount of every aspect of a character mod.
 
I wont get into it much just yet as I need more experience with alphas and poly paint in zbrush but I'm organizing something to do just that.
 
Field model conversion is complete. Packaging mod and testing this evening.
 
Are you guys still struggling with generating ff7.exe patch files? Bdiff and xdelta might be useful tools. There's a project named 'Xdelta UI' that provides a Windows frontend for creating and applying binary patches.

@Wolfman - I can't really help with modifying limits, I'm afraid. All I can say is that remapping animations can be a lot of hard work. Good luck all the same.
 
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Oh that's pretty cool thanks Bosola. The limits ended up being changed in the kernel instead. Neither of us had any idea what we were doing trying to make a hex file lol. I'll check that out though for future mods, thanks.
 
I have 5 animations to do and then I will make my official release. Battle model is done. Field Model is done. Animations are done. The 5 animations to fix are actually just replacements, as he uses the wrong animation in a few scenes.

The only tweaks I really want to make is altering the texture to look better and bending the legs like a werewolf for the field model.

YAY!!!!!!! It's almost done. I can't believe it. Learned a lot. Can't wait to do more.

Had some issues with Kimera and Makou Reactor. Pushing release date back to thursday
 
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So how your mod is doing? Cmh175  told me that u need a transformation system ( having red13 transform in the begining of the battle in werewolf) i noticed that if you dont use directly the model, his texture wont appear, i think because vincents transformations have no texture ( chaos, death gigas etc) so when using the  transformation script, the texture are not loaded, this isnt noticable when u transform into a monster/boss (because they dont have texture or very small ones most of times), but on ur werewolf character if you have made some textures they wont appear, so thats a problem.

Textures are most of times the " eyes" or tatoos etc, of the characters on PSX, i dont know how its works on PC.

So if you still want red13 to transform into werewolf in battle, this issue must be fixed

Another thing: this glitch dont occurs when the character is in 1st position ,in that case the character will have all his texture working, if someone have any idea about this....
 
The transformation was a back up plan in case the field animation conversions didn't work out. Other than a few quirks to adjust in the flevel now that worked out fine. The transformation would be a cool idea as an additional option for those who just want to use the battle model, but if it's proving to be a lot more trouble than we thought than it's certainly not necessary.
 
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