(FFVII PC) The **ab files

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Yeah, after a more thorough look, some other sequences need to be adjusted, including the attack command. The thing is that it look a lot like the sequences for the other physical commands like 2X cut and so on, so I definitely need to test them to be sure of which is which in your custom rtab file.
I will do that when I get back home from my day.

About the victory pose, currently it is set to 0F, so anim 15 in decimal, if it's good for you I will set it to anim 07, which look more the part of a pose than 11\12?

And about limits, I had forgotten them since I rarely work on playable chars battle files but these animations aren't stocked in the da file, they have separate files in the magic.lgp, though they also  seem to be called by the ab file, in the last calls. I will have to check them too, that they call the right anims ID I guess. Your Zack limits will probably look like Cloud's, but I will see if some fast customization can be done, it shoudn't be too complicated with the braver limit at least, and will see about the others.
Hell, since I am generous I might even do that new death\ko anim for your custom Zack, I have done plenty of those for my mod's enemies, they aren't such a investment when you have taken the hand at it.
 
Wow Quid that sounds amazing, n yeh go with what animations u feel would look best, I can’t wait to c what u do, ur too kind buddy I can’t wait to hear back from u :)
 
It seem you are in a lucky strike, I saw by opening your rtaa and rtda that your custom Zack has the exact same geometry than vanilla SOLDIER models, (which should be logical but it could have been changed) and so I was just able to inject it in no time 7 new animations that I made for enemies SOLDIERS from my mod, and I copied as fast the anim 7 from the template to interpolate it, which make a not so bad victory pose actually.

Anim 16 : ko

Anim 17 : wounded idle

Anim 18 : escape

Anim 19 : throw item (ally)

Anim 20 : throw item (ally)

Anim 21 : victory pose

Anim 22 : throw item (ennemy)

Anim 23 : throw item (ennemy)

Also, well it seem I don't need to test too much to find what is what in the rtab, by comparing yours and that of the vanilla Cloud I am managing now to fill most of the mismatched animations pointers I wasn't sure about before. In a hour or so you should be able to see all that in game, even stuffs you didn't ask. I guess I took the excuse to check more on the playable versions of ab files.
 
OMG quid that Is phenomenal I’ll be refreshing this page up until that
Point lol ? I can’t wait to c this in game, amazing stuff man, Im exited to c what u have done
Uve pretty much completed my Zack character  :-D
 
Not yet completed, but for a fast job I am not far to be there:
https://ufile.io/7s3hix1m

You need the three files this time of course.
In quick addition I filled in several stuffs like cover, the jump forward\backward in the change command, fixed the attack...

I found the 2X cut but didn't change it just yet, I have been suddently annoyed by some dummied out sequences that I am not sure should be this way as I was nearing the end of the custom ab file. So I will take a little more time to test these, probably tomorow before finishing up and checking the limits call sequences last.
 
hey quid just tested there, when attacking sometimes if i miss the zack stays in a forward position but animation i perfect, also there is no sound or effect when using an item with zack. just minor things though.
 
Also looking forward to the 2x and 4x cut, think they’re called sword of doom and quadra slice on soldier first class. Amazing work though buddy he’s just like the soldier 1st class now  :-D
 
Think maybe old item animation works better as he doesnt turn when using potion on allies anyway. but ur the one hexing so u decide lol
 
hey quid just tested there, when attacking sometimes if i miss the zack stays in a forward position but animation i perfect, also there is no sound or effect when using an item with zack. just minor things though.
Hm, I changed the AB sequences to simplify the attack, and because there was a double display on item use, I took some sequences I know work on ab enemies, but I must not have retested the items after or I would have noticed. And he should turn toward target, must have forget to put back the opcode. I will fix these later when I finish, no worry.
 
Thank u quid, u really are amazing at coding, was beginning to lose hope till I met u lol I look forward to hearing from u again buddy.  :-D
 
Glad you enjoy, I am better at scripts than graphics and my animations aren't all, hm, perfect, but I did so many of them that sometimes I sure was burned out to work even more on them.

I spotted the issue with the attack after a miss, it is in one of the ab sequence I wasn't sure about what it is for, but it won't be hard to fix when my day is over.
Meanwhile I did a quick fix on the items command:
 https://ufile.io/c25j4766
 
yeh that fixed the item command now, looks much better also amazing stuff quid, and ur animations are on point, its really hard to do what uve done.
 
Almost complete, the only thing still amiss are the limits. A custom version of Braver is working, but I will have to do the others in the week-end. At least using a limit that isn't correcltly set up won't crash the game, in my test it just skip the anims it can't find, so before I put the last touch:
https://ufile.io/f6v9rxm6

Everything else is normally working, nothing jumped at me while trying most commands, as well as it could be done this fast.
 
Amazing quid will try right away, can’t wait to c the braver limit    :-D
 
hey quid everything is awesome the 2x and 4x cut work amazing, only 1 thing, i used another limit, meteorain and instanly won the match without killing enemy LOL  :-D
 
n yeh all the other limits make me instantly win the match when i use them, braver is amazing though, also i dont know if u done this on purpose but at the end of 4x cut he does animation 11 instead of 15 for the final slash , also the 2x cut is animation 12 then 13 i think but is it possible to have it animation 12 then 11. Also noticed u changed deathblow animation to animation 11 amazing  quid
 
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I thought 11 was maybe a little original to finish the 4X cut, but if you prefer I will change it to 15, and 12 11 it will be for the 2X cut then. Coming tomorrow with the other limits in working state. It's interesting that it is actually possible to have the limits ignore their special animations files in the magic.lgp and have them point to other animations from the da, interesting and cool.

This all exercise was cool, I noticed some possible use for opcodes I didn't know what to do with before, and I did a good general mapping of the playable versions af ab files which could come in as much handy, so thanks for motivating me at doing it.
 
Absolutely quid I’m just happy to have met u, u didn’t have to do this for me but u did, thank u so much ?
 
N yeh the soldier first class does normal attack then animation 11 for his 2 x cut and he does animation 12 13 14 then 15 for the 4 x cut I’m sure, will double check though
 
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