[FF7PC] Slayersnext's Customized Models (2009-07-08)(Missing Downloads)

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Thanks!. The next might be "round" the others models, and maybe the Humans enemies...
See ya! :wink:
 
Yes that's great I'm glad everything worked out, I knew I was right :-P. But anyway whats next on your to do list.
Hehe just out of curiosity which one of us was right, squeeble or me?  I mean which solution worked?
 
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Well both really you where right about the hex editing thing but i was right meaning that my textures did work, sorry I should have been more specific. :-P
 
Well both really you where right about the hex editing thing but i was right meaning that my textures did work, sorry I should have been more specific. :-P
Oh well don't worry about it ... it was just out of curiosity.  It's not just because I wanted all the credit haha.

Well glad I have been of help hehe.
 
Hehe just out of curiosity which one of us was right, squeeble or me?  I mean which solution worked?
Stormmedia was right about the hexeditor and transparency, but before,squeeble was right about convert the bmp into tex, modify correctly and convert the bmp into tex again. XD
Anyway, thanks to both!

One ask (again): How can I convert a KH-KH2 model into a viewable formay trough 3dsmax, for example?, I managed to load Cloud model from KH2 (MDLX) with ModelViewerWX trough 3dripped, and appears a text saying:"Ready to campure". What should I do now? Thnx!
 
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Press F12  :lol: it's in the readme, and theres a KH model converter on the forum somewhere.
 
Press F12  :lol: it's in the readme, and theres a KH model converter on the forum somewhere.
The 3DRipperDX can also rip directly in .OBJ format, but i find the .3DR is more accurate. (with the .3DR plugin in 3DSMax9. )
 
Seems to to me that you have the famous 8th bytes (the transparency byte) problem.  Use any hexadecimal editor and open your .tex files then change the value of the 8th(starting from 0 not 1) byte from 00 into 01.  Do not change any other values or it might mess your tex up.

8th byte.jpg

The selected byte in this image is the one that must be changed to 01.

By the way,  Tifa's texture is misplaced we can see Cloud's belt's texture in the eyes.

Hope this helped.
I wish you told me that sooner, i had to figure it out myself!
 
Just now, I make a new hair style model for Tifa, with corect movements jeje:



<What do you think about it?? XD
OMG, that's perfect! Can you upload it?
 
thanks!!
I'll upload  her, but when i finish all rest models :wink:
 
I love the new hairstyle for Tifa, what are your plans for the other characters?
 
Thanks!
I don'k know what can i do with the rest of the models, maybe a new hairstyle for all XD!!
 
Hi again! How are you?
Well, i'm making a Cloud KHII replacement, but the KHII Cloud model has a three parts head (Face-Hair-eyes) I can texture the face (with the process that I learn to change the eyes and help of squeeble, halkun, stormmedia, etc...) but when I try to texture the hair, I can't and still white.... what I'm doing wrong? Or what i don't do before? What must I do to texture a Cloud's bone two times Like head (rtao) to have two tex files (Face and Hair)?
Thanks"!"

Yeah, I know that the color are horrible, but it's a 256 color bitmap (Convert with paint)
 
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Well theres a few ways you can do it, the easiest but uses more texture slots would be in Pcreator. So you load each piece individually so you would open the head, then from the drop down menu go add group and add the eyes, then add his hair. After you have all the pieces in you can add each of the bitmaps to each piece, so you would have the head selected then add the head texture to that and you will more than likely need to flip the uv's. From there just add the rest of the textures then, after you've done that you need to set the texture ID of each piece. So rtac is texture ID 0 so rtad would be texture ID 1. So go through each peice one by one and set the texture ID's e.g tex ID 1 for the head 2 for the eyes and 3 for the hair. Then you just save and open in kimera. If your doing it that way I would reccomend saving both battle anf field files so you dont have to do it again.

Now the other way to do it witch is the way I did all mine so it saves room for other textures such as weapons. You get all of clouds necessary textures and stick them all together making one big texture file. If you do this try and keep it as square as possible to make moving the UV's around easier e.g a 512x512 file or 1024x1024 if you need extra space. Now after you do this you will need to shift the uvs so they fit th textures and you get the results you want. So open up max and open your file with cloud in it and select clouds head,make sure you apply the new texture to the pieces you want. Don't worry about how screwed up it looks at the moment that will be fixed soon. Now make sure you don't have anything selected such as a polygon or a line modifier active or it wont go to the unwrap properly. Now go to the modifier dropdown and go to the bottom of the list and select unwrap UVW, then press the + next to the name and select by face. Next click on the edit button and you should see the heads UV's near the top right there should be another dropdown list, click on it and select your texture. You should now see how everything works, so select all of clouds head in the edit window and start scaling and moving the files to fit the textures, (also don't worry about the low res as it will be full res when you render or when your playing in game). Now do this for the other pieces if your doing just the head it shouldn't take more than 10-15 mins. Then convert them back to poly by right clicking and it should be on the bottom right of the right click menu, then attach the eyes head and hair together and export them. Now you only have to fill up one texture spot. I highly reccomend doing this because when andrew marsh releases his weapons they will take up all other texture spots so this would conflict greatly with whatever your doing.

Hope that helped :-).
 
XD well i have it using the second method (max method) using only one tex file (rtac): At the afternoon i will check what happen in game
Thanks again squeeble (I should buy a gift for you for christmas or something like that....)

PD: the color of texture wouldn't be more .... "better" ?
 
Um? well I'm assuming that happens when you convert it into an 8-bit bitmap so it scrambles all the colours up. Could depend on what program you use to convert your textures into 8-bit, I tend to use Irfranview just because it's so quick and easy, have a play around with diferent programs and see what comes up. Also try adding some precalculated lihting to the model it will probably cover up a fair bit, especially around the neck considering it would normally be darker around there.
 
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