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Messages - LeonhartGR

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2401
Well I gathered all overclocked remix songs from this page http://ocremix.org/game/13/final-fantasy-viii-ps1 for anyone interested in using them in mods. I will be updating my mediafire folder for any modder interested in ff8 remixes everytime I find something new http://www.mediafire.com/?92i3d6g19gnnc

added: Final Fantasy 8 REVAMP Ami (LIonGraphiK) http://www.youtube.com/watch?v=x42KhLZ0r3I

Final Fantasy VIII - Balamb Garden Remix (LordJupes) http://www.youtube.com/watch?v=1JfNB7scnYw

FFVIII - Maybe I'm a Lion (LeviathanVIII Remix) http://www.youtube.com/watch?v=au6QQozeleo&feature=related

 The Black Mages - The Extreme (FFVIII): http://www.youtube.com/watch?v=YDlYtFpEHAA&feature=g-vrec

Final Fantasy 8 Remake Battle Theme

2402

Yes, that's the Smartbloom HDR now included with Bootleg.  I've modified it slightly to prevent the error.
It looks much better in game than did the original Smartbloom shader.


Please post the fixed shader :)

Well apart from my intro fmvs I use the sharp High Res ones and I replaced only the nibelheim and funeral with http://www.mediafire.com/?rr5ajffjoovot9l by PH03N1XFURY... Well I'm more of sharp realistic images... you should watch my modded gta4 icenhancer 2.0 options... you might get epilepsy with my light settings looool

2403
Haha. Barret in pink. That would be a site to see indeed. Especially with his dialogue, it might be kind of funny.

He is going to punish us for this but only if we laugh at it... i remember Barret was wearing a net making him look like a pimp but he had no problem with that!

2404
You would have to do what I did, look at the files found in modpath and create place the characters on the texture, then edit window.bin values for the letter spacings (or wait until Luksy adds support for window.bin.txt  :-D

Let me look into this so I learn how to. Thanks!

*I looked into mod path. Mine is DK. I can see pngs with characters but can't understand the procedure to create those in that particular format... :-\

2405
Bootleg 0038 now has a Classic Barret option.

The new Smartbloom HDR from Asmodean is now a viable post-processing option.

The HQ Barret with the original face is really nice for those who prefer original models!
http://forums.qhimm.com/index.php?topic=12721.msg180597#msg180597

Is the HDRSmartbloom the one with some errors? http://forums.qhimm.com/index.php?topic=11992.msg180918#msg180918

:)

2406
The only ones in the standard charmap are µ Σ Π π ∆, you could make your own char sprites of course but it's not particularly easy.

The only thing I'm able to do is translate text files and send them and it would be fun for me and my friend. If there is any way to import Greek fonts... there are ready for example Arial Greek

2407
General Discussion / Re: Automated modeler
« on: 2012-04-15 15:53:20 »
it'll look weird as hell in ff7 :P

I'm a "weird"person myself :P :P Well I thought that in this way I might could accomplish coming up with a realistic Cloud model... to match the technical demo... :)

2408
Completely Unrelated / Re: possibilities
« on: 2012-04-15 14:30:02 »
thank you i will update with demo release as soon as i think theres enough detail for people to try out and see whatthey think and for feedback

Thanks for replying! I'm going to notify some friends on youtube for this. Even if fanbased I'm really interested!


...am not looking to make any money from it...


When ur doing something good u r getting awards by people who appreciate ur work :) That's my motto in my field of interest and I always get to win if not money something good out of it...

2409
...as you may know ff14 was a flop buggy as hell and very unpopular they had to move the team around so it could be reworked its only sold 550.000 copys worldwide...

Though I found it in stock 15 euros I bought FFXIV,  I think paying for servers to play is a financial disaster for me right now...

2410
If there are any text files I could deal with the Greek "fan" translation and send them to you. I have a professional translator friend to help me too. Case is I'm not sure if Greek characters are recognizable by ff7...

2411
Completely Unrelated / Re: possibilities
« on: 2012-04-14 22:08:39 »
well i wont be spending anything as i have unity pro already am going to recreate ff7 with unity and just wanted feedback if people are bothered about the mini-games because am not either but other people may have different views on this matter

Your project sounds very interesting! Good luck! I'll be following you!

2412
Asmodean if you don't mind could you make a video preview and showoff it more like a comparison?

That would be nice... :)

2416
Sorry about that fellas, was working for me. Use the below files, I've updated the above file aswel. Works perfectly for me.

HDRSBloomv3.zip

Now it's not working for me... :P

Here's my App.log

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(212) : error C7011: implicit cast from "vec4" to "vec3"

INFO: postprocessing program link log:
Fragment info
-------------
0(212) : error C7011: implicit cast from "vec4" to "vec3"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.avi
set music volume: 127
WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

2417
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-04-14 12:13:14 »
Important:  Do not use Re-translation option with this installer.  Wait for M005a.  If you have already used it, simply reinstall M005 again without the R002 option.

The problem has been fixed in latest ts release and will be integrated with M005a.
In the new fix will we have to uninstal m005 and install it without the R002 option or just install it on top? Thanks?

2418
General Discussion / Re: Automated modeler
« on: 2012-04-14 12:09:55 »
Thanks for your response ;) Well there are some options for changing the values of the face parameters which are really detailed. http://www.youtube.com/watch?v=VfnBXkzgdTk Case is if it would be possible to create such a configurator even as a stand alone application.

2419
I managed to eliminate the error by altering the SmartBloom.post file:

Original:
    gl_FragColor.rgb = color + mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);

Working:
    gl_FragColor.rgb = mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);

Why isn't this error appearing to me? Do i not use any option?

2420
With the latest HDR shader files-- HDRSBloomV2.zip-- I get a post-processing error when the game starts.
APP.LOG has this to say:

0(46) : error C7011: implicit cast from "vec4" to "vec3"
0(46) : error C1035: assignment of incompatible types
0(153) : error C7011: implicit cast from "vec4" to "vec3"

My APP.log:

Code: [Select]
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!

2421
General Discussion / Automated modeler
« on: 2012-04-14 01:49:54 »
I was wondering if it is possible to be created an automated model designer for ff7 like in Saint's Raw the 3rd game that you can edit the values of your model without being an experienced programmer or designer. Just a thought!


http://www.youtube.com/watch?v=_ywNObF86TY

2422
I use:

enable_postprocessing = yes
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert

Just to be safe.


Ok I added them in the .cfg.

2423
It works great!

2424
Well, I know for a fact that: The internal res function, window pos, skip_frames, max_lights work, because I've tested them myself. I've yet to see any problems with using these commands either, especially the internal resolution control, as you can actually gain better performance by increasing the internal res, if you have a decent, modern gpu. To gain enough load to enable the gpu to switch to full 3d clocks (which it wasn't at 1080p) as the game is so old, and requires hardly any horse power.

I am currently running FF7 @ 8320x6240, overkill yes, but why not, if you can.

PhenomII 955@ 4Ghz
Radeon 6950 @ 900/1400

I have also updated the fragment/vertex shader files last night, looks very nice in Final Fantasy VII, including the original smart-filterBloom code, and extra lighting functionality to add more depth to scenes, works especially well on higher resolutions with the field texture packs, so the background scenes don't look like mere 2d images with 3d models standing on top of it. Enhancing the lighting/'shadows'(darker areas) of each scene. If I include any more updates to the shader's functionality, I will update it via this post.

HDRSBloomGLSL.zip

Just a question
In the opengl.cfg ? :

post_source = shaders/SmartBloom.post
enable_postprocessing = yes
use_shaders = yes

??? Thanks!

2425
I believe that this should not be absent in a modders forum...  :mrgreen:

http://www.youtube.com/watch?v=mdWkKKSckNk

It is a proof that it is possible to be created a movie for each of the characters included in the video...

Thumbs up if you noticed that the only character that looked cheap among the rest was Lightning lol  ;D

~edit~ Need For Speed Goes to the Big Screen
http://www.youtube.com/watch?v=UgyeLUqrim4&feature=g-all-u&context=G22ad4e7FAAAAAAAAEAA

I'd prefer Assassin's Creed, God of war or a new Final fantasy movie.

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