To my 10 followers:
I've been going hard the past few years remaking FF7 in Unity. Coding all systems and reimplementing all formulae from scratch, but using asset-rips where possible for the art.
It was always too early, but I'm ready to start sharing progress updates now.
My wall is usually FF7 Unity Remake only. Now an exception.
FF7:EC died. Here is a tool! View & export characters, monsters weapons, audio, video, scripts! And more!
Just point it to your Steam Installation :)
github.com/kerihobo/ecb-rele…
Apparently I forgot to post about this. Fixed an issue where palettes were coming out incomplete, with black dots. See before/after.
I am too busy lately. Progress has slowed but not stopped. I am only able to get a couple hours in a week at the moment, but for those wondering, I am currently working on the game's script-engine. It will possibly be a year before I can share anything!
Fixed an issue regarding image/walkmesh alignment. 200+ out of the 700+ fields were affected, but now all 200+ align without issues.
I literally just hit a button in Unity now and it sets up all 700+ scenes with camera, backgrounds, models, gateways, scripts ^^
For FF7's fields, I initially ripped only 9 models to complete Bombing Mission. Later, I used Google Sheets as a database to generate a batch script that automated ripping all 383 models via a modding tool which I also spent time fixing/improving. Et voila, result is beautiful!
Got palettes working within the textures, which means I can now use the original and authentic approach to textures in Unity as opposed to skipping to a final image, which is not only cheating but would mean certain effects in the game can't be applied.
Original FF7 data importing to Unity. Essentially working but lots of loose ends to tidy up! Soon I can start moving all the interaction work I already completed into the new pipeline.
#FF7 #FFVII #FF7Rebuilt #Unity
This is..... not quite what I was going for... Cloud, you know there's a perfectly good grey box on the right there for ya???????
Instead of building field scenes manually I'm going to import the original game data.
This'll mean 700+ scenes done instantly, instead of the 20hrs it takes me to build 1 from scratch.
Creating this system will take awhile, so I've been quiet lately and will continue to be!
Zolom is in! Stays in his swamp-terrain, bounces from boundaries, moves in curves, hunts Cloud relentlessly >:D
#FF7 #FFVII #FF7Rebuilt #Unity
A less exciting but necessary update. Map overlays with vehicle/chocobo/character markers and triangle FoV scope!
I also made it really easy to add custom vehicles that assume their own marker in future. No reason ^^;
#FF7 #FFVII #Unity #FF7Rebuilt
My latest World Map work!
youtu.be/jexoCQDNfSk
- Character/vehicle/camera controls
- Triangle-info system for terrain behaviour
- World-bend shader
- Sky/camera transitions
- Particle effects (water, dust, footprints)
- Sinking in swamps, forests, rivers
#FF7 #FFVII #Unity
Pretty much done with Highwind controls.
I've got a few tweaks to make but everything's there. I'm fairly proud of my camera-work. The shadow and the sea-spray gave me a bit fair challenge as did the Highwind's bizarre drifting controls.
#FF7 #FFVII #Unity #FF7 #FF7Rebuilt
Got the region/terrain/chocobo data in to Unity and behaving itself. Next I need to setup the filters to make use it so Cloud can't walk on mountains anymore. Once that's working I can jump into vehicles >:D
Finally managed to get all the World assets ripped! Took a little more blood, sweat and crying-fits before they were usable in Unity.
Now to move on to fun stuff like using vehichles & Chocobos :D
#FFVII #FF7 #FF7Rebuilt #Unity
















