New Project: Bombing Mission!

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Being a higher quality model, it helps make the chibi look less retarded than the original one now that he has a face and not just two eyes and a dot/line for a mouth
 
Looks great NCS :D
Question: Does this update the world map Cloud model too? That would be sweet!
It will when I can be bothered to convert it/copy the files to the field format  :-D

ncs the left hand is inverted... :P
Yeah, bit of an error on my part, loaded an animation from biggs' folder just to test him out, and it seems that because the hands are just cubes in the original, they put on biggs' left hand back to front. so I overcompensated to make it look right on that specific animation, not realising that would happen.

If you're thinking of fixing the blinking any other way than adding a new head and setting a "closed eyes" texture to it, I'm very curious to hear what it might be.
Well it can be done like the original I guess, with overlays that blink on and off rather than the head. Question is whether I can be bothered to set that up
Being a higher quality model, it helps make the chibi look less retarded than the original one now that he has a face and not just two eyes and a dot/line for a mouth
For all you know, he has no face yet  ;) *points at awkward angles of the screens*
...Actually, the face needs to be slightly edited by timu so it works better for chibi, the eyes don't look right really, neither does the nose, and shadows around the whole model need tweaking / removing.

I'll agree, it is looking really good at the moment though. The project is slowly crawling towards it's end! (albeit with two broken arms, no legs, and a severe concussion)
 
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Love the looks of everything so far. I have been dreaming of something like this for a long time, I love FFVII just like everyone here. I havent been able to get my wife to play because she hates how "everything is so pixelated." The shots look amazing so far. Thank you guys for working on this. I am really looking forward to the bombing mission when it is released!
 
Chibi Cloud's in the repo. Need someone to help fix the blinking thing because for some reason, I can only get him so his eyes are always open or always closed. Also, the 'blinked' texture is really rough, need to sort that.
 
Mako has a point, why not breath some life into the characters beyond just blinking, the chibi models for the party spend a lot of time stationary save for a soulless blink.
 
Mako has a point, why not breath some life into the characters beyond just blinking, the chibi models for the party spend a lot of time stationary save for a soulless blink.
The problem with that is that the FF7 game engine is very limited in the way it handles animation. We're limited to Rotation, Translation and Scaling of individual, non-deformable model pieces. Even if we could have mesh deforming animations, it'd take an amazingly long time to edit all of them perfectly - not to say it wouldn't be on the to-do list eventually.

I'll check it out today and see if I can make it work
Thanks very much, bear!
 
By and large, to get a convincing breathing, "idle" animation, it'd take far too much time/work. Any of you ever animated in kimera? - its not very convenient :P. Unless aali makes a new way of doing it all where we could animate in say blender, and export that, breathing won't happen.
 
That's what I mean by mesh deformation - I'm not sure it's possible just by messing with the driver though. I could be/ am most likely wrong though :P
 
well mesh deformation is kool, but you can do it without  - look at the idle animations in battle.
 
Hey, wasn't the point to enhance the assets we've been given, rather than adding new things because we think it would be cool? That's a good reason not have have breathign but to keep blinking.

Here's another, more convincing reason: breathing isn't kawaii; blinking is. Hell, breathing in video games, unless it's done very well, usually looks creepy.
 
Just some slight but noticeable movement when idle is all that'd be needed, no need for mesh deformation.

They're just lifeless blinking mannequins otherwise.
 
I agree that having idle animation would be nice, but probably a bit too hard / time consuming.

Also, if you guys can't get his blinking working, I for one wouldn't really care :P
I mean, I didn't even know Cloud could blink until that bridge in Corel, it's barely noticeable.

Hell, breathing in video games, unless it's done very well, usually looks creepy.
It looks fine in FFIX.
I think being completely motionless is FAR more creepy!
 
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Still messing around with it trying to figure out why Cloud's blinking isn't working.  Should hopefully be able to figure it out before today is over.  I'm also curious where his "eye closed" texture is, finding that could theoretically fix this instantly, without need for double heads and all that.  Unfortunately no luck checking the File Reconstruction page.

I also noticed color 0 is transparent in game.  Also, with the size of these textures, we definitely need to make sure we use aabd.tex for all 5 (or however many models) of cloud to help keep the lgp as small as possible.
 
Yeah I'm in the char.lgp (I think that's what you mean), but all I'm finding are Eyes Open and Mouths, it's clear it's loading an alternate texture because when I turn his left eye into a giant red rectangle the Eyes Closed texture still flashes showing his eyebrow and a parentheses (eye closed).  Yet I have no idea where that texture is coming from... exe maybe?

Tried using google to search the forums about blinking, but nothing technical really popped up.  I do have one more idea I'm about ready to try out, but first lunch.
 
Er... thats what i meant. I always call it field since that is what the modpath uses.
 
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