Yuffie successfully converted into FF7

  • Thread starter Thread starter squeeble
  • Start date Start date
Status
Not open for further replies.
S

squeeble

Guest
first off id like to start off buy saying hello to everyone seeing as ive finally registered. Ok so ive been watching these forums for about the past three months using all the patches that've come out. So i became real interested in moding the game myself but the most i got was a bunch of half failed attempts until now. So using kingdom hearts kimera,PCcreator,lgpTools,3dsMax,yaz0r's tools to extract and view the models and the MDLS to .obj converter ive had my first successfull project .:-) Neway here are some pics.
ff72007-03-2918-05-07-39.jpg

ff72007-03-2918-05-08-73.jpg

ff72007-03-2918-05-19-93.jpg

ff72007-03-2918-05-18-89.jpg

ff72007-03-2918-04-43-50.jpg


b.t.w tha mangled looking cloud is one of my miserable attempts lol... il finish him... some.. other time
 
Wow, excellent work!  If that can be doen with the other characters (Cloud would need a bit more liberal editing, i hate that he's wearing Vinnys cloak =P), it would be awesome indeed =)
 
Are those textures or highly detailed vertex gradient colouring?

Whichever, great job!  8-)
 
I've just finished my conversion of Cid. Took me about 4hrs to get to this stage now ive just gotta do alot of tweaking and it should be right.
heres some more pics.

Battle animations seem to all work correctly.

cid2.jpg


cid3.jpg


Just need to tweek a few errors out.

cid5.jpg


cid4.jpg

Im gonna start on aeris later il show some more pics when im done, and yeah those are textures i just placed them all onto a 512x512 image then resized it to 2048x512 so it would work in PCcreator and so i only had to use one texture slot in the lgp archive wich means i can use the others for weapons im working on replacing.
 
nice. now im just wondering r those only 4 battle? or are they changed on the field and other places?
 
So far im only planing on making them for battle. Im also planning of doing some of the mosnsters using the monsters from FFX and X-2. The only problem im having is that kimera can't play battle animations so i have to recompile the model in kimera to match the standard battle pose, but i have to run the game to check if all the animations work proply so i end up having to start the the game chek, quit, tweak , wash,rinse,repeat wich can be really tedious.
 
also wat r u gunna do about vincent and the other ff7 chars. that rint in kh/kh2?
 
1337_grim : Well... one day once all the npc are done with the NPC patch .. we will continue doing models (from other files and redo some of the char.lgp because some need to be redone)... and I will probably redo some models in battles so... eventualy ... most of the models will be done ... and redone... even though they are not in any other games it didn't stop us from doing the NPCs in the field hehe so it won'T stop us from redo some models in the battle.lgp either  :wink:.

BTW squeeble : that's a good start here.. keep it up :-).
 
Ok last one for the day. Il just tell roughly how i got these models into the game. Firstly i decided not to do aeris yet and went straight to cloud wich if had known at the time how complicated that would be i probably wouldnt have done it lol. Anyway after converting the model into a .obj file i import that into 3dsMax.
maxscreen2.jpg

Then i delete the peices i dont need and begin cutting out all the segments for the limbs until i have what i need.
MAXscreenshot.jpg

Id like to point out that i had to rebuild the top half of his chest and of his right arm because the cape that was draped over him was apart of the chest so when i deleted it i lost alot of the model. Neway i think i did an alright job at rebuilding it :wink: neway here are the finished peices.
cloudpeices1.jpg

Then i use PCcreator to convert all my .3ds peices into .p and also to apply my uv map and turn it into a .tex file. After that laboring proccess is done i extract all of clouds files with lgp and make a seperate folder. I then use kimera and open clouds heirachy file so i can see the whole model. I then place all of the peices where i want then i tweek the sizes and lengths etc. until i have what i want.
cloudkimera.jpg

Then finally i recompile the battle lgp with the new files and its ready to go.
cloud1.jpg


cloud2.jpg

At the current time im not to worried about how the models work in game because usualy the animations move to quick for you to notice ant gaps in the parts, but in the victory scene they are quiet noticable. This would probly be alot easier if i could see exactly where the bones where in kimera so maybe that could be a future implementation into the program?? Neway thats enough from me for now il get back tommorow with some more models done and maybe a monster.
 
Very interesting project squeeble. I think adding some precalculated lighting could be good too (not possible with the current version of Kimera). As for showing the skeleton, it's an easy task. I supose I can add an option to do so in the next version of my program.
 
Is there Anyway you could get kimera to play battle animations so almost all of the editing could be done in kimera??
 
Ok well here's some of todays work. I've had to scrap doing aeris for the time being because her dress is in to many parts to look right, unless i sit there for ages making cuts until everythng fits right wich i cant be buggered to do frankly. On the bright side i've converted two battle monsters the cactuar(extremely simple) and master tonberry(overly difficult). Heres a shot of the cactuar.
cactuarbefore.jpg
cactuarafter.jpg

And one of the tonnberry.
tonberry.jpg

Ingame.
ingame.jpg

Now i know that works aswell im going to try a summon next that'll probably take me a day of "relaxed" work coz i sit at the computer for to long and my brain starts to fry so im gonna ease up the next few days. Oh and thanks for all the positive comments
shiva.jpg

Any suggestions on a weird weapon to give one of the characters would be appreciated also.
 
Wow you beat me on this one good job!

You could give cloud the keyblade or gunblade if you wanted to i guess.
 
Sorry Squeeble, but I've only been able to find information about decoding the first frame of the animations (thanks to L.Spiro). If someone has already found the way to decode it, I'd be more than glad to hear it and implement it on Kimera.

By the way, nice work (specially with Master Tonbery :-P).
 
Last edited:
Well if you can only decode the first frame would there be anyway to change that first frame so the characters are in a default davinci pose coz i reckon that would help greatly in figuring out wherer the joins are on the models.
davinci.jpg
 
Last edited:
Status
Not open for further replies.
Back
Top