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Topics - Mayo Master

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1
Troubleshooting / Sound driver issue - Windows 10?
« on: 2015-08-03 18:27:19 »
Hi folks,

I've been happily playing the game with a bunch of mods via modpath and Aali's driver v.07.11b. Yesterday I changed my OS from Windows 8 to Windows 10, and since then the game fails to launch. The app log doesn't get past the "Initializing sound..."  so I sense it may be an issue with the sound drivers. However, I've not been able to fix that issue (it may be simple, but I've been running around in circles for some time now).
I tested the sound output in ff7Config.exe, tested my sound devices... nothing. Un-install, re-install, same problem.
Any ideas? Thanks.

2
Team Avalanche / I guess that's it, guys
« on: 2015-06-22 17:57:21 »
Hi folks,

I just wanted to "confirm" that, as far as I'm concerned, the announcement of the FF7 remake pretty much cans the Team Avalanche project. Personally, I see very little point in continuing this endeavor. I'm not motivated to strive for a graphical overhaul with my very limited means (in hardware, software, talent, and time) as Square can deploy a team of very talented people for that, with all the resources to go with it. It's in their hands now, all we can do is hope for the best.
As for me, well it was a fun ride  :)  I certainly learned a ton of things in the process, so I'd never consider the huge amount of time I've spent on this as a waste. Maybe I should get started on a new project of my own then.
Thanks to all the people who provided support and feedback in all this time  :)
Cheers,

- Mayo

PS Doesn't mean that I'll be leaving qhimm forums though :P

3
Team Avalanche / [HD Remake] Nibel Mountains
« on: 2015-04-12 17:41:34 »
Getting started...


4
Graphical Releases / [FF7PC] Team Avalanche field scenes
« on: 2015-02-28 19:41:45 »
Team Avalanche field scenes
Version 0.03

The latest pack of Team Avalanche's field scenes can be downloaded Here
The field files have to be extracted from the .7z archive into modpath/field
A gallery of the corresponding field scenes can be viewed here, where credits are given.

These fields were designed with the reference of Kaldarasha's character models , which had to be occasionally resized using Makou Reactor. It is recommended to use these character models and sizes. A list of the recommended character sizes as defined in Makou Reactor can be found in the corresponding .txt within the .7z archive from the download link.

The current version comprises 16 field scenes.

5
Team Avalanche / Team Avalanche Gallery: Released Scenes
« on: 2015-02-28 18:55:14 »
Team Avalanche Gallery: Released Scenes
Current version: 0.03



Authors
Mayo Master, anaho, Ulpian

Contributors

3d Models: anaho

Retouches and layering: Mayo Master
@ff7.fr: Shampignon

Textures: Dubular, Akabi

Resources

3d Models:
@Blendswap: stendec, mStuff, hotzst, DennisH2010, tahseen, stundif, xada, tynaud

Textures:
Killerx20, luksy
cgtextures.com, goodtextures.com, swtexture.com, freedesignfile.com, finalfantasy.wikia.com, redbubble.com/people/taxdollars
Nermal

Tools:
SpooX (Shinratool), Kaldarasha (Character Overhaul Seven), Aali (Palmer), myst6re (Makou Reactor), sl1982 (rendering)
blender.org, gimp.org, Paintshop Pro 7, Photoshop



Field files available here
The field files have to be extracted under modpath/field

6
Hi folks,

I'm opening this thread in order to find some help for the Team Avalanche project - I'm essentially pasting this thread, but I would like to reach more people within the qhimm forums. I would appreciate if this thread is not re-posted elsewhere - previous attempts at getting help outside this forum have gotten little but unwanted attention (aka troll party).

Back to the topic: I would like this thread to be more specifically dedicated to what I would call “texture jobs”.
On the one hand, it is my understanding that there are many people out there who are familiar, if not somewhat proficient, with Photoshop and 2D design, probably more than people handling 3D modelling. On the other hand, there are many aspects of texturing used in 3D modelling which could use much help from 2D artists.
In order to create realistic, believable urban environments, 3D modelling artists often need to populate a scene with man-made objects, and many of these objects bear labels or covers with an elaborate design. Here is a short list of items where the texture would require a small job of its own: books, soda cans, posters, magazines, food packaging, paintings, spray can, vehicle dashboard, etc.
Of course, a 3D modelling artist could spend the time for designing these textures. However, given how understaffed we are in the 3D modelling area, I do not think it is the best use of time and resources, especially if there are available 2D artists who could lend a hand. In that respect, any support we could get would be very much appreciated.
Below is a list of textures which need to be done, the list will be updated as jobs are completed and new tasks will have to be carried out. Other 3D modelling artists are welcome to post job requests in this thread. Detailed descriptions for each job can be discussed in the thread, or in this thread.
Thanks!
_____________________________________________________________________

mds5_i: posters on the back door
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS5_Ia.png

mds5_m: design on the hanging sheet on the left hand side wall
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS5_Ma.png

mds5_w: doodles and drawings pinned on the left hand side shelf
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS5_Wa.png

5min1_1: poster on the right hand side wall
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/5MIN1_1a.png

5min1_1: cover of the magazine sitting on the couch
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/5MIN1_2a.png

5min1_2: Turtle Paradise advertising
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/5MIN1_2a.png

ealin1 and ealin12: Book covers
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/EALIN_1a.png
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/EALIN_12a.png

ealin_2: painting on the wall above the stairs
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/EALIN_2a.png

7
Team Avalanche / Team Avalanche looking for 2D artists
« on: 2014-07-19 01:06:01 »
Hi folks,

I'm opening this thread in order to find some help for the Team Avalanche project. More specifically, I would like this thread to be dedicated to what I would call “texture jobs”.
On the one hand, it is my understanding that there are many people out there who are familiar, if not somewhat proficient, with Photoshop and 2D design, probably more than people handling 3D modelling. On the other hand, there are many aspects of texturing used in 3D modelling which could use much help from 2D artists.
In order to create realistic, believable urban environments, 3D modelling artists often need to populate a scene with man-made objects, and many of these objects bear labels or covers with an elaborate design. Here is a short list of items where the texture would require a small job of its own: books, soda cans, posters, magazines, food packaging, paintings, spray can, vehicle dashboard, etc.
Of course, a 3D modelling artist could spend the time for designing these textures. However, given how understaffed we are in the 3D modelling area, I do not think it is the best use of time and resources, especially if there are available 2D artists who could lend a hand. In that respect, any support we could get would be very much appreciated.
Below is a list of textures which need to be done, the list will be updated as jobs are completed and new tasks will have to be carried out. Other 3D modelling artists are welcome to post job requests in this thread. Detailed descriptions for each job can be discussed in the thread.
_____________________________________________________________________

mds5_i: posters on the back door
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS5_Ia.png

mds5_m: design on the hanging sheet on the left hand side wall
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS5_Ma.png

mds5_w: doodles and drawings pinned on the left hand side shelf
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS5_Wa.png

5min1_1: poster on the right hand side wall
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/5MIN1_1a.png

5min1_1: cover of the magazine sitting on the couch
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/5MIN1_2a.png

5min1_2: Turtle Paradise advertising
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/5MIN1_2a.png

ealin1 and ealin12: Book covers
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/EALIN_1a.png
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/EALIN_12a.png

ealin_2: painting on the wall above the stairs
http://www.glitterberri.com/content/ff_series/ffvii/prerenders/EALIN_2a.png
____________________________________________

PS: Shall I copy/paste this thread in the Graphical Mods forum to reach a wider audience?

8
Team Avalanche / Sharing resources
« on: 2014-02-26 01:33:24 »
I'm starting this thread as a way to open discussions and suggestions about pooling our resources together. I believe we could get more work done and faster if we would use some re-usable assets (objects and textures). There may be some technical difficulties (we are not all on the same modelling softwares, there may be scaling issues, etc.) but it wouldn't hurt to try. Of course, one strength of Final Fantasy VII as a game is about the unique feel of each scene and the very little amount of reused assets. However, a non-negligible amount of objects and textures were reused in the original game. Additionally, it makes sense that, in a coherent world, you could find the same manufactured object several times at different locations.
Thus, I would like to move on several fronts:
- Examining the original scenes and figuring out what objects are shared across various scenes (for example, I noticed that a chair modelled by anaho for a Mideel scene was also found at the Honey Bee In).
- Sharing 3d objects on the file repository for items which are likely to be reused. Troubleshooting might be needed though. For starters, I uploaded 3 simple .blend files on the WIP repo (3D Modelling resources folder), and the corresponding .fbx and .3ds I could export from my blender file. It may or may not work, I'd appreciate some help in verifying this. The objects I uploaded were done during my sewer scene: one empty beer bottle (amber glass), one empty Shin-Ra Cola bottle, and one can of bug spray.
- Sharing textures. There are two purposes: the first is to provide a "bank" of textures, especially some that would be home-made (for instance, my bug spray label). The other would be to facilitate object retexturing, when passed from a given 3d modelling software to the next. Materials may not be transferable between blender and 3ds, but if the object is already UV unwrapped and there are textures mapped accordingly, it shouldn't be much of a problem to recreate them. Again, for starters, I uploaded the Shin-Ra Cola label and the bug spray label on the repo.
- Node setups for materials (at least in Blender, I don't know how materials are set up in other software). I think it would be useful (especially for beginners) to get some sort of Materials cookbook (what shaders and masks to use for metal, plastic, wood, cloth, etc). We could share these directly in this thread.
That's all I can think of for now, you're welcome to provide some input.

9
As part of Team Avalanche's project, I have the pleasure of releasing 2 HD field scenes I've been working on in the past months. They are the sewer scenes between Don Corneo's mansion and the Train Graveyard. Below is the download link:

http://www.mediafire.com/download/y2l2pe3t827e5yy/Sewer_fields.7z

The folders /colne_b1/ and /colne_b3/ simply need to be placed in need /mods/<modpath>/field/.
Here are HD previews of these scenes:

colne_b1:



colne_b3:



Enjoy!

10
Team Avalanche / [HD Remake] Midgar sewers
« on: 2013-05-13 04:54:07 »
Hi folks,

I've started to work on one scene of the Midgar sewers (colne_be3). One of the big changes for me when it comes to make that scene is that I've decided to switch to Blender's "new" rendering engine called Cycles, after the recommendations from anaho. Cycles has many cool features, most of all to make realistic rendering of the light interactions with objects (indirect lighting and such), which would also make my stuff more consistent with the works made by people who use 3ds, for instance. The downside of it (for the moment) is that materials and texturing are quite different from doing it with Blender internal rendering, so I have to relearn how to texture. For that matter, apologies to anaho about some past mis-communication when we were talking about texturing, as I was unaware about how you do it in Cycles back then.
Also, when you have a crappy computer, it's difficult to make tests with "complicated" lighting because it takes hours to make a "somewhat noise-free" image. Anyways, this is what I have at the moment:

This render has been resized to 50% before I uploaded the picture. Rendering this took about 5:30 h (which gives you an idea of how crappy the computer is), I had only 100 samples. As far as texturing goes, I'm pretty happy with what I've done so far with the bricks, the red tiles and the concrete parts (though I don't understand why I have this small patch of very clear and shiny tiles- I'll have to correct that). The metal ducts may need some revisions, while the concrete sewer pipes have been textured very hastily (I'll add some muck, moss and stuff later).
So... that's it for the moment. And as a side note, I hope things to improve a lot in the next few weeks because I've just ordered my new desktop (i7 core, 16 Gb ram)  MWAHAHA :evil:

11
Team Avalanche / Tiny Bronco
« on: 2013-04-21 23:08:19 »
Hey folks,

I started a bit of work on a particular model, but I need to pause for a moment before I can do some progress on it. This is where I'm at:



I am trying to model it from several reference pictures, but things get difficult because there's never a perfect match between the respective camera position/target/focal length of the various pictures I'm working on. Since I would like to have good accuracy on that model, I would have the following request:
Could anyone extract the 3d model of the Tiny Bronco and make a Blender file for me (again, I can't do it myself because I only have the PS discs)? There should be a battle model which is involved in the boss fight vs. Palmer. If anyone could do that and upload it on the repo that'd be great.
Thanks!

12
Team Avalanche / [HD Remake] WIP Sector 5 slums
« on: 2012-10-22 07:00:05 »
Hi everyone,

With Ulpian having made a thread for the remake of sector 6, I'm going for Sector 5, given that's where I've made my first field screen, and that's where I'm going to make the next.
Anyway, I wanted to post about my latest progress, even though Ulpian's work makes me feel very humble  :-[



It's only the beginning of a very long process. Thankfully, playing around with lattices in Blender allows for getting variations of the flower position fairly easily. I'm aware the pic can be improved (petal textures, stigma and stamen to be resized, etc.) though I'll end up with a whole population of these.
Some random facts I learned while making this flower:
- the flower is essentially based on lilium longiflorum, a variety of lilies originating from Japan. It's also called Easter lily. I've read this flower was a symbol of purity and resurrection.
- oddly enough (basing my source on Advent Children), even though the flower bud is a lily, the stalk and the leaves are not. Real lily leaves grow in successive whorls, and have straight parallel veins, while the flower in AC are crenate, growing in an alternate fashion.
- there's a whole market dedicated to moulds of lily petal veins, which are meant for shaping sugar crusts for pastries  :?

Let me know if you have some advice, even if it seems very early on.

13
It would seem like a good idea to set up a list of the field screens with status updates about 3D modelling. The main reason behind it is about coordinating our modelling efforts, so that one given job is not undertaken by several people - since we have manpower shortage. In addition, the list can be viewed as a job board of sorts for 3D modellers. For other people, it would keep an update on the progress status of each scene.

I've revised the list to include all the field screens of the game - there are between 600 to 700 fields. Please consult the File Reconstruction Sheet if you wish to see the original images of eacdh field scene.

Due to formatting problems on the forum, I had to subdivide the list into 2. The first part: Field screens A to L (included)

Code: [Select]
File name     Main Location                   Secondary location                     Status         3D Modeller
ancnt1        Forgotten city                                                         In Progress              SpooX
ancnt2        Forgotten city                  Altar where Aeris dies     In Progress              SpooX
ancnt3        Forgotten city                  Altar where Aeris dies-Sephiroth falls   In Progress      SpooX
ancnt4        Forgotten city                  Altar where Aeris dies-Different angle In Progress              SpooX
anfrst_1      Ancient forest                  First area   
anfrst_2      Ancient forest                  Treetops   
anfrst_3      Ancient forest                  Second area   
anfrst_4      Ancient forest                  Third area   
anfrst_5      Ancient forest                  Cave   
astage_a      Gold Saucer                     Event square - Theatre                 _              Recommended for newbies   
astage_b      Gold Saucer                     Theatre stage                 _                   Recommended for newbies
bigwheel      Gold Saucer                     Big wheel                    _                      Recommended for newbies
blackbg1      Debug - Kita room               _                                      _              _
blackbg2      Debug - Tori room   
blackbg3      Debug - Keisuke room            _                                      _              _   
blackbg4      Debug - Hiroki room   
blackbg5      Debug - Nojima room   
blackbg6      Debug - Akiyama room   
blackbg7      Debug - Yosioka room   
blackbg8      Debug - Kyonen room             _                                      _              _   
blackbg9      Black background testing purposes??   
blackbgb      Black background testing purposes??   
blackbgc      Black background testing purposes??   
blackbgd      Black background testing purposes??   
blackbge      Black background testing purposes??   
blackbgh      Black background testing purposes??   
blackbgi      Debug - Toki room               _                                      _              _   
blackbgj      Black background testing purposes??   
blackbgk      Debug - Masa room (Dark City Fourth Street)   
blin1         Shinra building                 Floor 1                                _              _   
blin2         Shinra building                 Floor 2   
blin2_i       Shinra building                 Floor 2 shop   
blin3_1       Shinra building                 Floor 3   
blin59        Shinra building                 Floor 59   
blin60_1      Shinra building                 Floor 60                               _              _   
blin60_2      Shinra building                 Floor 60   
blin61        Shinra building                 Floor 61   
blin62_1      Shinra building                 Floor 62   
blin62_2      Shinra building                 Floor 62   
blin62_3      Shinra building                 Floor 62                               _              _   
blin63_1      Shinra building                 Floor 63                               In limbo    Sapphire   
blin63_t      Shinra building                 Floor 63   
blin64        Shinra building                 Floor 64                               In limbo    Sapphire   
blin65_1      Shinra building                 Floor 65                               _              _   
blin65_2      Shinra building                 Floor 65   
blin66_1      Shinra building                 Floor 66   
blin66_2      Shinra building                 Floor 66   
blin66_3      Shinra building                 Floor 66   
blin66_4      Shinra building                 Floor 66   
blin66_5      Shinra building                 Floor 66                               _              _   
blin66_6      Shinra building                 Floor 66   
blin67_1      Shinra building                 Floor 67   
blin67_2      Shinra building floor 67   
blin67_3      Shinra building floor 67   
blin67_4      Shinra building floor 67   
blin671b      Shinra building                 Floor 67                               _              _   
blin673b      Shinra building floor 67   
blin68_1      Shinra building floor 68   
blin68_2      Shinra building floor 68   
blin69_1      Shinra building floor 69   
blin70_1      Shinra building floor 70   
blin70_2      Shinra building                 Floor 70                               _              _   
blin70_3      Shinra building floor 70   
blin70_4      Shinra building floor 70   
blinele       Shinra buildingR                Random floor elevator                  v 1.0 completed - not playable          anaho   
blinst_1      Shinra building stairs stage 1   
blinst_2      Shinra building stairs stage 2   
blinst_3      Shinra building stairs stage 3 end   
blue_1        Forgotten capital way to the city   
blue_2        Forgotten capital               Aeris burial place                     _               _                                   
bonevil       Bone village   NPCs layout
bonevil2      Bone village   Buried items layout
bugin1a       Buggenhagen observatory planet room   
bugin1b       Buggenhagen observatory         Planet room upper  Character layout    _               _
bugin1c       Buggenhagen observatory planet room upper   Materia layout
bugin2        Buggenhagen observatory   
bugin3        Buggenhagen observatory         Planet room upper - explanation        _               _
bwhlin        Round Square              _              Recommended for newbies
bwhlin2       Round Square            _              Recommended for newbies
canon_1       Midgar cannon stairs                         
canon_2       Midgar cannon                   Hojo control panel                     _               _   
cargoin       Train After Bombing mission     Cargo car                              In limbo     sl1982 
chorace       Gold saucer chocobo races entrance stairs   Regular stage
chorace2      Gold saucer chocobo races entrance stairs   Cait Sith chasing stage
chrin_1a      Aeris church   
chrin_1b      Aeris church                    Different angle                        _               _
chrin_2       Aeris church upper floor   
chrin_3a      Aeris church upper floor   
chrin_3b      Aeris church upper floor roof exit   
church        Aeris church                    outside                                _               _   
clsin2_1      Battle square   
clsin2_2      Dio's showroom   
clsin2_3      Gateway to Corel prison               In progress    anaho
colne_1       Wallmarket                      Corneo house entrance                  _               _   
colne_2       Corneo house main hall   
colne_3       Corneo house room   
colne_4       Corneo house basement   
colne_5       Corneos office   
colne_6       Corneos room   
colne_b1      Wallmarket                      Sewers                        Released    Mayo Master
colne_b3      Wallmarket                      Sewers exit                    Released    Mayo Master
coloin1       Battle square hall   Normal stage
coloin2       Battle square hall   Stage with dead people
coloss        Battle square stairs   
condor1       Fort condor                     Entrance                               _               _   
condor2       Fort condor rope to reach the fort   
convil_1      Fort condor   
convil_2      Condor nest   
convil_4      Condor nest   Egg hatched
corel1        Hill with Corel in flames at the distance   
corel2        Corel                           Before incident                        _               _   
corel3        Corel shinra destroying the city   
corelin       Corel inside house   
cos_btm       Cosmo canyon   
cos_btm2      Cosmo canyon fireplace   
cos_top       Cosmo canyon                    Observatory                            _               _   
cosin1        Cosmo canyon weapon shop   
cosin1_1      Cosmo canyon barrel room   
cosin2        Cosmo canyon entrance to the cave   
cosin3        Cosmo canyon                    Inn                                    _               _   
cosin4        Cosmo canyon stairs   
cosin5        Cosmo canyon ladders and ropes for the cave   
cosmin2       Cosmo canyon materia shop   
cosmin3       Cosmo canyon backstage   
cosmin4       Cosmo canyon room   
cosmin6       Cosmo canyon                    Inn room                               _               _   
cosmin7       Cosmo canyon item shop   
cosmo         Cosmo canyon full view   Meteor crashes
cosmo2        Cosmo canyon full view extra light   Meteor crashes
crater_1      North crater                    Passage                                _               _   
crater_2      North crater   
crcin_1       Gold saucer chocobo races hall   
crcin_2       Gold saucer chocobo races waiting room   
datiao_1      Da-chao mount   
datiao_2      Da-chao mount statue head   
datiao_3      Da-chao mount statue hand   
datiao_4      Da-chao mount                   Statue hand and head                   _               _   
datiao_5      Da-chao mount cave entrance   
datiao_6      Da-chao mount statue hand and head   
datiao_7      Da-chao mount statue hand   
datiao_8      Da-chao cave with flames   
del1          Costa del Sol                   Harbor                                 _               _   
del12         Costa del Sol harbor   
del2          Costa del Sol                            In progress    Harro
del3          Costa del Sol   Shore
delinn        Costa del Sol Inn   
delmin1       House for Sale   Costa del Sol
delmin12      Cellar                _             Recommended for newbies
delmin2       Johnny's New Home   
delpb         Costa del Sol                   Bar                                    In progress     Harro   
desert1       Corel Desert   
desert2       Corel Desert   
dyne          Dyne     
ealin_1       Aerith's House                  Ground floor                           Released     Mayo Master 
ealin_12      Aerith's House                  Ground floor - different angle    Released           Mayo Master
ealin_2       Aerith's House                  Top floor                               Released     Mayo Master   
eals_1        Aerith's House                  Yard                                   Released     Mayo Master     
eleout        Shinra building                 elevator without background   
elevtr1       Midgar Platform                 Elevator Reactor 1                     In limbo     Neo Bahamut
elm           Kalm   
elm_i         Kalm: Item Store   Kalm
elm_wa        Kalm: Weapon Store   
elmin1_1      Kalm house 1   
elmin1_2      Kalm house 1 upper floor   
elmin2_1      Kalm                            House 2                                _               _   
elmin2_2      Kalm house 2 upper floor   
elmin3_1      Kalm house 3   
elmin3_2      Kalm house 3 upper floor   
elmin4_1      Kalm house 4   
elmin4_2      Kalm house 4 upper floor           
elminn_1      Kalm                            Inn                                    _               _   
elminn_2      Kalm inn upper floor   
elmpb         Kalm: Bar   Kalm
elmtow        Kalm: House 3 upper floor   Kalm
farm          Chocobo farm   
fr_e          Diamond Weapon field??   After Diamond Weapon Battle
frcyo         Chocobo farm                    Stables                                _               _
frmin         Chocobo farm: Choco Bill's House   Chocobo farm
fship_1       Highwind   
fship_12      Highwind: Deck   Highwind
fship_2       Highwind   Highwind: Control room        In progress      SpooX
fship_22      Highwind           In progress      SpooX
fship_23      Highwind           In progress      SpooX
fship_24      Highwind                        Bridge                                       In progress      SpooX
fship_25      Highwind            In progress      SpooX
fship_3       Highwind   
fship_4       Highwind   
fship_42      Highwind                        Inside airship                         _               _
fship_5       Highwind   
gaia_1        Gaea's Cliff   
gaia_2        Gaea's Cliff   
gaia_31       Gaea's Cliff   
gaia_32       Gaea's Cliff                    _                                      _               _
gaiafoot      Base of Gaea's Cliff   
gaiin_1       Inside of Gaea's Cliff   
gaiin_2       Inside of Gaea's Cliff   
gaiin_3       Inside of Gaea's Cliff   
gaiin_4       Inside of Gaea's Cliff   
gaiin_5       Inside of Gaea's Cliff          _                                      _               _
gaiin_6       Inside of Gaea's Cliff   
gaiin_7       Inside of Gaea's Cliff   
games         Gold Saucer: Wonder Square   
games_1       Gold Saucer                     Wonder Square: Building 1f.            _               _   
games_2       Gold Saucer: Wonder Square: Building 2f.   
ghotel        Gold Saucer: Ghost Hotel   
ghotin_1      Gold Saucer: Ghost Hotel   
ghotin_2      Gold Saucer: Ghost Hotel   
ghotin_3      Gold Saucer                     Ghost Hotel: Hotel Shop                _               _   
ghotin_4      Gold Saucer: Ghost Hotel   
gidun_1       Cave of the Gi   
gidun_2       Cave of the Gi   
gidun_3       Cave of the Gi   
gidun_4       Cave of the Gi   
gldelev       Corel Prison                    Gold Saucer Elevator                   _               _   
gldgate       Gold Saucer: Station   
gldinfo       Gold Saucer: Entrance Information??   
gldst         Gold Saucer: Entrance   
gninn         Gongaga Village: Inn   
gnmk          Gongaga Village                 Meltdown Reactor                       _               _   
gnmkf         Gongaga Village: Jungle   
gomin         Gongaga Village: Zack's Home   
gon_i         Gongaga Village: Item Store   
gon_wa1       Gongaga Village: Weapons Store 1f   
gon_wa2       Gongaga Village                 Weapons Store 2f                       _               _   
gongaga       Gongaga Village   
gonjun1       Gongaga Village: Jungle   
gonjun2       Gongaga Village: Jungle   
goson         Gongaga Village: Mayor's Home   
hekiga        Forgotten City                  _                                      _               _
hideway1      Hidden Passage   
hideway2      Hidden Passage   
hideway3      Hidden Passage   
hill          Hill                            tifa and cloud alone before crater     _               _   
hill2         Hill with tifa and cloud alone before crater   
holu_1        Base of Gaea's Cliff             _     Recommended for newbies
holu_2        Base of Gaea's Cliff   _             Recommended for newbies
hyou1         Great Glacier                   ice gate                               _               _
hyou2         Great Glacier   
hyou3         Great Glacier   
hyou4         Great Glacier   
hyou5_1       Great Glacier: Lake   
hyou5_2       Great glacier ice blocks puzzle   
hyou5_3       Cave                            _                                      _               _
hyou5_4       Great Glacier   
hyou6         Great Glacier   
hyou7         Great Glacier   
hyou8_1       Great Glacier   
hyou8_2       Cave                            _                                      _               _   
hyou9         Great Glacier   
hyou10        Great Glacier   
hyou11        Great Glacier   
hyou12        Cave   
hyou13_1      Great Glacier                   _                                      _               _   
hyou13_2      Cave   
hyoumap       Great glacier map   
icedun_1      Frostbite Cave   
icedun_2      Frostbite Cave                  _                                      _               _   
ithill        Mideel 2: Entrance   
ithos         Mideel: Clinic   
itmin1        Mideel                          House1                                 Completed     anaho   
itmin2        Mideel                          House2                                 Completed     anaho
itown_i       Mideel                         Item Store                            In progress     anaho
itown_m       Mideel: Materia Store   
itown_w       Mideel: Weapon Store   
itown12       Mideel   
itown1a       Mideel                          _                                      _               _   
itown1b       Mideel 2   
itown2        Mideel   
jail1         Corel Prison   
jail2         Corel Prison   
jail3         Corel Prison   
jail4         Corel Prison   
jailin1       Corel Prison                    Basement                               _               _   
jailin2       Corel Prison: Mayor's Old House   
jailin3       Corel Prison:   
jailin4       Corel Prison: Container   
jailpb        Corel Prison: Prison Pub   
jet           Gold Saucer: Station Gate   
jetin1        Gold Saucer                     Station                                _               _   
jtempl        Temple of the Ancients: Gate   
jtemplb       Temple of the Ancients: Crater   
jtemplc       Temple of the Ancients   
jtmpin1       Temple of the Ancients   
jtmpin2       Temple of the Ancients          Entrance mechanism                     _               _   
jumin         Under Junon: Inn   
jun_a         Junon: Item Store f   
jun_i1        Junon: Item Store   
jun_i2        Junon: Materia Store f   
jun_m         Junon                           Materia Store                          _               _   
jun_w         Junon: Weapon Store f   
jun_wa        Junon: Weapon Store   
junair        Junon: Airport   
junair2       Junon                           Airport   Escaping from Junon          _               _
junbin1       Junon:   
junbin12      Junon:   
junbin21      Junon   
junbin22      Junon   
junbin3       Junon                           Dr.'s Office                           In progress     SpooX   
junbin4       Junon: Press Room   
junbin5       Junon: Gas Room   
jundoc1a      Junon Dock                 In progress           SpooX
jundoc1b      Junon Dock                 In progress           SpooX
junele1       Junon                           Elevator                              v 1.0 completed - non playable               anaho   
junele2       Junon: Elevator   
junin1        Junon: Airport Path   
junin1a       Junon: Locker Room   
junin2        Junon: Outside Press Room   Meteor crashes
junin3        Junon Path                      _                                      _               _   
junin4        Junon Path   
junin5        Junon Path   
junin6        Junon Path   
junin7        Junon: Elevator   
juninn        Junon                           Inn                                    _               _   
junmin1       Junon: Barracks   
junmin2       Junon: Barracks   
junmin3       Junon: Barracks   
junmin4       Junon: Barracks   
junmin5       Junon: Barracks   
junon         Upper Junon             In progress              SpooX
junone2       Junon                           Canon                                 In progress              SpooX   
junone22      Junon: Canon   The missing canon     In progress              SpooX
junone3       Junon: Canon   
junone4       Junon: Canon   
junone5       Junon: Canon   
junone6       Junon: Canon   
junone7       Junon                           Canon: Escaping from Junon             _               _
junonl1       Lower Junon          In progress              SpooX
junonl2       Lower Junon           In progress              SpooX
junonl3       Lower Junon          In progress              SpooX
junonr1       Lower Junon          In progress              SpooX
junonr2       Lower Junon          In progress              SpooX
junonr3       Lower Junon               In progress              SpooX           _                                      _               _   
junonr4       Lower Junon          In progress              SpooX
junpb.tut     Respectable Inn - Tutorials   
junpb_1       Shinra Member's Bar   Junon
junpb_2       Respectable Inn   Junon
junpb_3       Bar   Junon
junsbd1       Submarine DockJunon
kuro_1        Temple of the Ancients          _                                      _               _   
kuro_2        Temple of the Ancients   
kuro_3        Temple of the Ancients   
kuro_4        Temple of the Ancients      _   Recommended for newbies
kuro_5        Temple of the Ancients   
kuro_6        Temple of the Ancients   _     Recommended for newbies
kuro_7        Temple of the Ancients   
kuro_8        Temple of the Ancients          _                                      _               _   
kuro_82       Temple of the Ancients   
kuro_9        Temple of the Ancients   
kuro_10       Temple of the Ancients   _   Recommended for newbies
kuro_11       Temple of the Ancients   _   Recommended for newbies
kuro_12       Temple of the Ancients   _   Recommended for newbies
las0_1        "Highwind, on deck"             _                                      _               _
las0_2        Northern Cave   
las0_3        Northern Cave Crater   
las0_4        Northern Cave Crater   
las0_5        Inside Northern Cave   
las0_6        Inside Northern Cave   
las0_7        Inside Northern Cave            _                                      _               _         
las0_8        Inside Northern Cave   
las1_1        Inside Northern Cave   
las1_2        Inside Northern Cave   
las1_3        Inside Northern Cave   
las1_4        Inside Northern Cave   
las2_1        Inside Northern Cave            _                                      _               _   
las2_2        Inside Northern Cave   
las2_3        Inside Northern Cave   
las2_4        Inside Northern Cave   
las3_1        Inside Northern Cave   
las3_2        Inside Northern Cave   
las3_3        Inside Northern Cave            _                                      _               _   
las4_0        Bottom of Northern Cave   
las4_1        Bottom of Northern Cave   
las4_2        Inside the Planet   
las4_3        Inside Northern Cave   
las4_4        Inside Northern Cave   
las4_42       Inside Northern Cave   
lastmap       Last stage                      Sephiroth battle Final                 _               _
life          Cloud and tifa getting out of the lifestream   
life2         Cloud and tifa getting out of the lifestream   
losin1        Corel Valley   
losin2        Corel Valley   
losin3        Corel Valley   
losinn        Corel Valley                    Inn                                    _               _   
loslake1      Forgotten Capital   
loslake2      Forgotten Capital   
loslake3      Forgotten Capital   
lost1         Forgotten Capital   
lost2         Forgotten Capital   
lost3         Forgotten Capital     

The second part of the list, from M to Z, can be found on this post.
I will appreciate you help to try to maintain thhe list updated. If you're actively working on a scene and/or if you've made significant progress in a scene, please let me know if the corresponding information has not been updated.

14
Team Avalanche / Noob willing to help
« on: 2012-08-08 02:07:52 »
Good people of Team Avalanche, I salute you!

I personally always have been interested in the concepts of remaking or overhauling FF7, and the works of your team is really stunning. All the new 3D models I have seen in these pages are amazing! So, I'd like to try to contribute within my limited abilities - I'm quite a noob when it comes to 3D modelling, I mostly had fun with stuff like Terragen in the past (anyone interested in rendering empty outdoor fields?). I thought I could do a couple of things with free Sketchup because it's rather intuitive (I'm not cut to use stuff like Blender), even though I'm working at the pace of a snail under prozac.
So, here's hoping I could be of some use, and to begin with, I've started the modelling of this field screen.



I hope it's at least recognizable!

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