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

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Finally!. The error was in PCREATOR, taht I textured the files, but not all in the same "EDIT->TEXTURE ID Numer".
Well The step that I followed:
1. In 3dsmax 9, I load cloud model.3dr (KH1)

2. Then I select the face, click on modifiers -> unwrap UVW and in the list of right, i select face and click on Edit...

3. Then I resize de Uv of the face to the same sice of the face in the bitmap... Then I save the UVW file. Then the same eith "hair1" and "hair2". Then I export (export selected) the face, Hair1 and Hair2 to 3DS preservating max texture coordinates.

4. Close 3dsmax and I open Pcreator. Load Cloud face, and in load hair1 and hair2 through drop down menu (add group...). I Tick in options "texture files". Then in the drop down menu I select Face, load the bitmap and the UV file. Save the file as a .p (field) and .* (battle) format.

5. I reemplace the saved file by the original Cloud's Head (rtao) and .tex file (rtac). Open Kimera 0.81 and load Cloud Battle model (rtaa), resize and adjust save, create a new LPG file with LPGTools, replace the original LPG and play the Game...
EDIT:
All Holes OK XD Thaks again
 
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Thoes holes are flipped normals, to fix those in max you need to for example, select the hair then right click convert to editable poly. When you do a render you can also see the holes, to make life easier press 8 as in the number and it should bring up the environment panel, or in the toolbar rendering>environment. Then on the button under environment map press it, then when the material editor pops up use a planet map. Now when you render the holes will be more apparent.

Now to fix these select your hair and make sure you have it as an editable poly, and use polygon select (the red square) now select the poly's you want flipped and on the sidebar under edit polygons you should see a bunch of commands like bevel and extrude, there should also be a flip command. You will notice if a polygon is inverted or not, because when you select a poly it should normally be a bright red where as when its inverted it will be slightly duller red. Also for future reference you dont need to save UVW's and open them in Pcreator, when you export it and say preserve max coordinates that does the job for you.

Oh and nice job putting my words to pictures, coz I sure cbf :lol: (I think thats everything if not I'll update in my next post.)

**EDIT** No problem :-).
 
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Hello.
Well, finally I Built A Complete Cloud.XD. Here is



MOD EDIT: Since you managed to fix your 1.4MB embed just in time to avoid this, I'd suggest that you take a look at your avatar as well. There's something wrong with it.
 
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Hii!! I've got another question and I need some help:
I want change tifa for KHII Tifa. I Load her 3dr file, create all UVW maps, Export the pieces, create the block of pieces with PCreator and texture them, all in the same TEX ID (0):
 But, in Kimera 0.81, the texture goes crazy:

and Kimera0.83 delete some triangles:
.... I tried to rebuild them, but the texture desn't match.
What should I do???
 
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Upss, sorry for that :oops: I wanna do a edit, not a quote
 
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Kimera .83 isn't deleting triangles it's showing you flipped normals, instead of rendering both sides witch the game doesn't do it renders the side witch the poly is facing so you have to go into 3ds max in flip these polys individually. I think I made a post on this somewhere earlier in one of my threads. As for the textures just try exporting it to game and if it still looks like that there you've done something wrong, if it doesn't it's just kimera being buggy. Happened to me before where the texs where screwed up in kimera but weren't in game so test that and post back.
P.S: ROFL you triple posted XD :lol:
 
Buff, Finally Tifa Works..... XD:

Thanks squeeble.
 
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The new models look very much FF8-like i think. But its good work!
 
I'd recommend deleting her cape and any of the dangly bits hanging off her shorts as these wont look right in game because they have no motion and just look out of place, you will get a hole in her bum but just cap it and move the uv's around a bit so it's just black on the back you won't really notice, this is what I did for mine anyway check a few of my screenshots.... Um it seems all my screenies have disapeared out of my thread either that or there just deciding not to load, but I still had them up on photobucket so heres what I mean.
normalsprob2.jpg


tifa3.jpg


I can see you've had a go with aeris as well she was by far the hardest one to get right, the top half is easy but making all the skirt parts fit together was hard coz you have to sort of bend the back of the skirt outwards so when she walks out you can't see through her dress for no apparent reason, also i reccomend making her leg go all the way up to her but so she has thighs. This will tell you if everythings fiting coz you shouldn't be able to see her ass basically :-P.
aeris1.jpg


aeris2.jpg


aeris3.jpg

 :-D Thereya go hope this helpsya a bit.
 
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Yes, you're right, the hardest was Aeris. First, hes skirt, adjust them, fix the "see trough", and the transparency of Hair (I use the KH2 Head for Aeris). But finally, she "plus or less" work. Now I only need to make a more closed hand for them. How can I do? With MAX 9??

To squeeble:
Why not add to the last hair piece of tifa transparency??
 
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ehi slayer
where i found kh 1&2 model?
can you send me trough email?
 
Well theres two ways of doing it the quick manual way or the long proper way witch is probably pointless but I'll point it out anyway lol.
Okay so the first way is just exporting one of the characters original hands using biturn then resizing it in max to roughly the same size of the KH hand or whatever your using. Then line them up at the wrist and manually select the polys starting with the knuckles all the way to the tip of the fingers, then using the rotate tool and using your original hand as reference rotate the angle to match. Then proceed to select the next set of polys from what would be the middle digits of the finger to the tip and rotate again. Then finally select the last set of polys from the end digits to the tip of the finger and rotate once more. Next you'll do the thumb by the same process im sure you get it by now lol.

Ok now onto rigging witch would be pointless unless your rigging the whole character but im not gonna go into to much detail anyway.
What I would do is cheat and use the biped helper set the hand segment to have 5 fingers and set the digits to 3, then drag your biped out and try and match the hand of your biped to the hand that your rigging. I'm not going to go into detail coz it's quite complicated, but you would then apply a physique modifier I think to the mesh and link it to the biped. Wich you would then spend the next half hour to an hour adjusting envelopes so when you move one finger it doesn't move the other. Then finally when you've done the you can just select the bone joint you want and rotate it like a real finger.

So you basically see witch would be the easier route here.
 
I'd recommend deleting her cape and any of the dangly bits hanging off her shorts as these wont look right in game because they have no motion and just look out of place . . .
I say leave them in cause she looks even weirder without them.
 
And replace the cape by RUAP (First Hair Block) and adjust to default hair movement?. Umm Maybe it's a little difficult...
*Autoanswer*:Yes, it's difficult, for me... at least
 
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Well you would have to move the last hair bone down towards her hips, unless you can do the it wont work because it would still be pivoting somewhere near her back. So you would have this crazy black thing flying around when shes fighting :lol:, someone said to me you can move the bones I think but I have no idea how.
 
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