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Final Fantasy VII Chars @WoW?
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Final Fantasy VII Chars @WoW? - 12-01-2007

Hi Guys!

I have a question for you.. is it possible to include the Final Fantasy VII Charakter Cloud Strife in WoW as a Player- Model? That would be awesome, because, he is cool! Then, maybe the model of his Broadsword.. *dream*


Would this be possible, or is it impossible?

Greets,

Malfurion
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Re: Final Fantasy VII Chars @WoW?
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Re: Final Fantasy VII Chars @WoW? - 12-01-2007

Yes it is possible, but I believe FFVII Models are in the FFB file format, though this might just be for FF8 and X.

Easiest way would be convert to a 3DSM format, then convert to M2 from there and go on with the normal editing process.


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Re: Final Fantasy VII Chars @WoW?
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Re: Final Fantasy VII Chars @WoW? - 12-01-2007

Quote:
Originally Posted by merfed View Post
Yes it is possible, but I believe FFVII Models are in the FFB file format, though this might just be for FF8 and X.

Easiest way would be convert to a 3DSM format, then convert to M2 from there and go on with the normal editing process.
Not bad.. i am at learning with modelchanging.. I will prove it, when i am a master of it. *g*

.. or is here someone else, who would do it? I think, the community would love it..
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Re: Final Fantasy VII Chars @WoW? - 12-01-2007

Quote:
Originally Posted by merfed View Post
Yes it is possible, but I believe FFVII Models are in the FFB file format, though this might just be for FF8 and X.

Easiest way would be convert to a 3DSM format, then convert to M2 from there and go on with the normal editing process.
3DSM models lose animations upon importing.
Milkshape models don't. Not sure though.



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Re: Final Fantasy VII Chars @WoW? - 12-01-2007

Well as it's been years since I've been involved in the Final Fantasy VII community I believe you need [Only registered and activated users can see links. ] and the [Only registered and activated users can see links. ] for your 3DSM if it doesn't support ASE.

[Only registered and activated users can see links. ]
[Only registered and activated users can see links. ]

---

Step 1: Open Unmass 0.8
Step 2: Open battle.lgp
Step 3: Select all the files
Step 4: Extract it to wherever you want
Step 5: Open Biturn w0.85
Step 6: Navigate the browser on the left to the folder you extracted them to.
Step 7: Wait like 20 minutes for it to load up all those files (it's a pain, i know, but it must be done)
Step 8: Click the "Options" button at the bottem and make sure "Logging Mood" under the "General" tab is set to "Everything to file"
Step 9: Find the file you want to extract (they're in the same order as leviathan puts them when you first open it, use that as a referance guide)
Step 10: Set the Destination format to .ASE
Step 11: Set the destination filename to the directory you want to extract it to.
Step 12: Open 3DS Max 5
Step 13: Click import and scroll to .ASE (if you have the importer it will be there)
Step 14: Import the file
Step 15: Select all pieces of the model, then right click on one of them, and click properties.
Step 16: At the end of the right side on the first tab, there's an option that says "vertex Color", put a check by that. Also, click the shaded button to make it look even better.
Step 17: Press 'M' on your keyboard to open the materials window
Step 18: Click a blank material. Then click the square to the right of "Diffuse" the 3rd one from the bottom should be "Vertex Color" select that.
Step 20: select all parts of your model. Then select this new material, then click the button below the material sphere's that looks like a sphere with an arrow leading into a cube. If it asks you what to apply it to, click selection.
Step 21: render it by hitting f9 for quick render or f10 for rendering options and you're done.

---

As for animations dragon, someone managed to pull it off in 3DSM and Maya, this was back in 02 when this stuff was more popular and FF7 Trainers were popping up left and right.


merfed.onRelease = merfed.onReleaseOutside = function () { trace("omfglolwtf!?!"); }

Last edited by merfed; 12-01-2007 at 03:02 PM.
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