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Messages - utunnels

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46
Chrono Cross Modification / Re: Remodel the Einlanzer?
« on: September 11, 2016, 12:39:23 pm »
Changed the handle so it can be actually grasped, the old one was too bulky.

47
Chrono Cross Modification / Re: Remodel the Einlanzer?
« on: September 11, 2016, 04:09:10 am »

6 hours of work.
Not good enough but I want to write the code to convert it into cc mesh format first.

48
Chrono / Gameplay Casual Discussion / Re: The origin of the pendant?
« on: September 10, 2016, 07:54:04 pm »
Well you can assume Leah's is the dream stone Ayla gives Crono, if she really is her mother. No mention in game though.
Besides, I don't think Schala's pendant makes an visual appearance in cc, unless the magatama shaped thing Kid wears is it. But why Schala/Kid holds it in the ending CG I have no idea. Maybe it chages shapes? *head exploded*

49
Chrono Cross Modification / Re: Remodel the Einlanzer?
« on: September 10, 2016, 01:17:38 pm »
Ha, I'm learning. So maybe, maybe I will use this as a start.

50
Chrono Cross Modification / Remodel the Einlanzer?
« on: September 10, 2016, 12:32:47 pm »


So do you know why they changed the look of the Einlanzer?
It doesn't seem extremely hard to model, except with such small texture(128x85), some of the runes on the sword may become unreadable.
Also a weapon model usually has around 90 faces at most, so maybe some complex shapes are not acceptable. The Masamune has 220 faces if I recall, and it is part of Dario's model instead of a standalone weapon.

 By the way, from the item menu art, we can see the Einlanzer is not a giant sword like the ones Garai used, otherwise the handle would be too bulky to hold. Perhaps it is meant to be used one-handed, perhaps around the size of the Atlantean sword.



This is how it looks in Glenn's hand. I didn't model it, it is just a plane with a texture.
It should be even smaller but if so it will look like a short sword. But considering there are plenty of big weapon lovers, I'm not sure if this version is even better.

51
is going to take a while   :(
But think about it, there is always the first guy to do that kind of job, you or another.

52
Kajar Laboratories / Re: Chrono Trigger Prequel Project finished!
« on: September 05, 2016, 09:02:52 pm »
Wow, it seems I missed a good stuff.

53
Would it be possible to get the Frozen Flame's model? I'm curious about whether it's a fully rendered object, or if they used shortcuts since you only get to see one side of it in-game.
There's no high resolution flame, unfortunately.

https://storage.googleapis.com/utunnels1.appspot.com/ccmodelviewer/index.html#room/frozenflame

By the way, it is interesting to see they still made basic animations for little Serge, though he's more like a corpse on the back in game.
https://storage.googleapis.com/utunnels1.appspot.com/ccmodelviewer/index.html#room/miniserge
https://storage.googleapis.com/utunnels1.appspot.com/ccmodelviewer/index.html#room/kidkid



Edit*

Also changed orbit controls, so now you can do a two-finger swipe to pan the camera, but make sure to spread the fingers wide enough.



Google drive backup.
https://drive.google.com/open?id=0B5GvuiubpnUZeDFmUFNNMFpBMlk

54
Chrono Cross Modification / Re: Convert joints to bones(done)
« on: September 03, 2016, 08:17:42 pm »
Each pc character has 2 attack patterns, and each pattern has its own weak-medium-heavy attacks.

55
Chrono News / Re: Chrono Сross Modification
« on: September 03, 2016, 08:58:08 am »
Nope. Serge doesn't have nod and shake animations.
I guess the animations are in the room itself, for example, maybe Cape Howl when he meets Karsh?
Head rotation can be controlled via fieldscript. It is operator FE 53 XX XX YY YY ZZ ZZ (SET_CHARACTER_HEAD_ANGLE in yaz0r decompiler).
https://youtu.be/ombuNP_0Vx8

Sorry I forgot many informations about animations.
Alfador was correct, each character has a set of standard animations including node and shake.
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Character_Overworld_Animation_Files.html

It is just the files listed in that wiki page are not standard .anim files. They are actually .cpt files (so I edited the page). The first section is a .anim file, the second section is of the same format as the data behind animations in a .mdl file.

56
Chrono Cross Modification / Re: Convert joints to bones(done)
« on: September 02, 2016, 11:50:40 pm »


Kung Fu Serge


I did this by copying Orha's joint rotation values to Serge's corresponding joints.
Again the shoulders are a bit deformed but you usually won't notice it unless you pause the animation.

However, copying Serge's walking animation from his field model is much easier because the skeletons are almost identical.

58
Ha.
I have compared Garai and Radius in THAT scene and the values match their battle models.
Radius - 171cm
Garai - 303cm

Another thing is Miguel's battle model seems identical to his field model, though it has a bigger texture. The field models are usually twice as big as their battle field counterparts, but with fewer polyons. 

Garai also uses the scaled-up version of his battle model, but his model is much more detailed than Miguel.

It is strange they didn't make a more detailed Miguel, especially when he's an important character.




59
Maybe that is one of the benifits of being a ghost.

By the way, I think Marcy should be 129cm, 145cm is too tall for a 9 years old.
If so, maybe they made the model before completing the informations.

60
OK, I updated the model viewer to display height values.

Some fun fact:
1. Garai is a Troll, who is taller than Ketchop
2. Slash is as tall as Lynx
3. Flea is shorter than Kid
4. Ozzie is shorter than a little girl

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