View Full Version : Final Fantasy Skin - Red Mage (1/05/06)


Dual
Jan 05, 2006, 02:16 AM
This is a reskin of the explorer unit to look like the Red Mage character class from the very first Final Fantasy videogame.

A Red Mage is able to cast both healing and attack spells (although only the weaker spells), and is also a competent swordsman.

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EDIT:

Here's a alternate version without the sword, as was requested in post #10. I think it looks better with the sword myself, but it wasn't too hard to edit out with the alpha channel. This makes it look like the Red Mage is laying the smackdown with his bare fists. :lol:

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Here are some pics:

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If you are wondering why the lower half of his face is red, that is a cloth handkerchief kind of thing. Like what they always show train robbers in the old west movies wearing. ;)

MeteorPunch
Jan 05, 2006, 03:08 AM
This is very well done. :goodjob:

woodelf
Jan 05, 2006, 05:29 AM
Very pretty. Nice job Dual.

Dual
Jan 05, 2006, 11:12 AM
Thanks, I'm glad people are enjoying it. :)

Kael
Jan 05, 2006, 12:11 PM
Now you have made me want to go play Final Fantasy again. ;)

Robo Magic Man
Jan 15, 2006, 07:08 PM
The screenshots aren't showing up :(. Try just uploading a pic as an attachment.

Frostyboy
Jan 16, 2006, 11:37 AM
Really weird looking, but noce. I never played Final Fantasy though

Marquez
Jan 18, 2006, 03:44 PM
Looks great! You mentioned the abilities of the red mage. I was wondering what the stats for the new unit is.

Dual
Jan 18, 2006, 11:58 PM
Looks great! You mentioned the abilities of the red mage. I was wondering what the stats for the new unit is.

In my game I've added a line of magic techs, with the Red Mage being from a tech that takes roughly the same amount of time to research as Iron Working. So the stats I'm using reflect that the Red Mage is a slightly more powerful swordsman:

Strength: 7 (1 extra damage because he can use magic)
Movement: 1
Cost: 45 (Slightly more expensive than a swordsman)
- Starts with March (To represent the healing spells)

Please note, I don't want to confuse anyone into thinking the zip file I posted has these stats for the unit included. The file is just the graphics, so you'll have to edit in any stats you want for your new unit.

Shqype
Jan 19, 2006, 01:20 AM
Have you considered removing the sword? I understand it is possible to remove weapons from units, but no other parts of the model.

I think the Red Mage would be more like a Red Mage if it didn't have a sword ... that way one could assume that all he did was cast magic.

I like the red handkerchief around his neck ;)

Dual
Jan 19, 2006, 01:05 PM
Well, I like the sword myself. But it might be possible to make it not show up by editing the alpha channel.

Maybe I'll mess around with it in a couple days. If I can get it to work I'll post a swordless version.

Ih8backstabbers
Jan 19, 2006, 11:36 PM
Can you show a screenshot of the magic techs?

Dual
Jan 20, 2006, 06:26 AM
Can you show a screenshot of the magic techs?

Sure, here's a sample of the magic techs I've edited in.

I'm going to release a mod based on Final Fantasy (along with some other anime/sci-fi sources) sometime in the future. But it's going to be quite a while before it's ready. I need the SDK to do a lot of the changes I want to do, and I'm still in the process of learning to use Python.

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Ih8backstabbers
Jan 21, 2006, 07:48 PM
Thanks for the screenshot. So what tech do you need for the Red Mage?
P.S. I like to play FF1!

Ih8backstabbers
Jan 21, 2006, 08:15 PM
Well, can you add White Mages/Wizards and Black Mages/Wizards? The Mages could promote to Wizards with a new tech, like Alchemy?

Dual
Jan 21, 2006, 10:33 PM
Thanks for the screenshot. So what tech do you need for the Red Mage?
P.S. I like to play FF1!

Well, can you add White Mages/Wizards and Black Mages/Wizards? The Mages could promote to Wizards with a new tech, like Alchemy?

That Grey Magic tech is the one I have giving the Red Mage. I've already added White and Black mages to the White and Black Magic techs, and I'm planing on adding wizards somewhere along the way. Right now I have Black Mages promoting to Necromancers, and White Mages to Summoners. Everything is in the early stages though, so things might get shuffled around a lot.

Oh, and Alchemy is going to be in the mod. The tech and unit is going to be a mixture of ideas from the FF alchemists and the anime Fullmetal Alchemist. I'm not going to be keeping strictly to FF, I'm going to be making additions from all sorts of the different fantasy/sci-fi stories and games I like. :mischief:

Dracleath
Jan 22, 2006, 03:06 PM
Have you considered removing the sword? I understand it is possible to remove weapons from units, but no other parts of the model.

I think the Red Mage would be more like a Red Mage if it didn't have a sword ... that way one could assume that all he did was cast magic.

I like the red handkerchief around his neck ;)


It varies depending on what final fantasy you're talking about, but red mages pretty much always used rapiers/light swords so the unit I think is good with them.

Dual
Feb 02, 2006, 12:48 PM
Have you considered removing the sword? I understand it is possible to remove weapons from units, but no other parts of the model.

I think the Red Mage would be more like a Red Mage if it didn't have a sword ... that way one could assume that all he did was cast magic.

I like the red handkerchief around his neck ;)

I edited the first post to include a swordless version of this skin. It looks a little funny during battles, because it seems like the Red Mage is brawling with his bare fists. :lol: But some people might enjoy it.

Ih8backstabbers
Feb 05, 2006, 08:56 PM
Soo... what is the last era of magic?

Dual
Feb 05, 2006, 09:12 PM
Soo... what is the last era of magic?

The magic techs are going to stretch through all the eras a' la final fantasy. Including a new future era I intend to add.

Like I said though, my work is all in the very early stages. It's likely going to be months after the SDK is released that the mod will be ready.

tombeef
Feb 07, 2006, 08:51 PM
where sholdI extract the file to? Will it work with the Fall from Heaven mod, or should I just do it to the Civ 4 mod folder? Thanks.

TrueAce
Feb 07, 2006, 09:00 PM
there a tut in 'guides' section; assests/art/units/<name>