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Messages - anifiga

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question about your limits idea:
    are you planning on making him controllable once he's transformed, with a slightly different moveset for a small amount of time (thinking along the lines of trance here, from ff9) or purely the same as Vincent, where he randomly uses one of two attacks for the whole rest of battle?

Good luck with this! It should be fun to play :D
At the moment limits uncontrollable. I tried to make them controllable but there are some glitches so I decided to make them work like Vincent's(btw it's more balanced in my opinion). Limits and moves and their effects can be changed. GF-san  can modify them as he likes of course for his patch after ill finish my work with them.
P.s. btw it seems I've found a way to fix cloud's limits for seph:)(but it's a secret, so shh) :)
P.p.s. for those who likes to see cloud as arch enemy I too have smth special in mind:)

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Great work:), I tried this as well but it hell a lot of a work, so I decided to finish my work with limits first, it by itself eats my time:), btw you can use my model and limits for seph when I finish with them as well, or any part of my work, if you like:)

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galian beast is done and send for testing, by the way there is also one dependency for animation da file, it is in skeleton aa file; offset numer  1c, here is number of animations for that skeleton,  for enemies and vinc's monsters number is always equal to total number of animations in da file, and for playable characters it is always 34 (52 in decimal) which is usually absolutely different from total number of animations in their da files, even if you halve it, cus half of animations there are for weapon

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yeah i know about it, thanks NFITC1, i already worked with ab file to make sephiroth use vinc's limits properly, I'm still far from full understanding of it as i said before, but i think i know how to solve this problem with animations, i think as well that it is in ab file data about when should be shown special effects as well, for example after which animation show amount of damage or effect from attack, but thanks anyway, and I'll look at  Akari's docs of it, they may be very useful

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ok, firstly ill make modified file with animations for you and after it ill think about what can be done with limits:)

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ok ill make the file, and about my seph patch its still work in progress, ill have to think then how to implement vinc limits for both of them at the same time, there will be no problem if the models will be same for both, but if you want them with different models for each, ill have to think, and if I come up with smth ill make it

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theoretically it is, at the moment I'm trying to add missing animations for sephiroth in such a way, I've added some of them, and in kimera they work fine, but the game crushes, if i make it work i tell you what was the problem, or make the file for you, but for now you may read about animation headers in qhimm wiki and try to do it yourself http://wiki.qhimm.com/FF7/Battle/Battle_Animation_(PC)

Edit: i have made it!!!, i totally forgot that i accidentally changed first offset in the beginning of the file, so its possible:), i can make for you the file but it may take a day or two and by the way, you can use any model instead of vincent's monster, you may look at my tread about it here, http://forums.qhimm.com/index.php?topic=10223.0, so you may just use any model with already existing animations with needed numbers

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:) while am playing with kimera  with ff7 models (hope to show smth intersting soon guys;)) im as well starting to learn how to work with blender little by little

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all fanart as well based on someone else's design, and if i right we at least can use copyrighted material in educational purposes so we can learn on the original square's works how to do our own, but of course i fully support policy on this forum about creating models from scratch cus it makes us to learn more

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My point is how exactly can anyone prove that I ripped that model and didnt just model it myself to be close to the original?
I mean if I literally did that, say I loaded up a model, opened the program again, and created a model to those exact specifications, I created it, didnt I?

If I supply the materials and labor into building a house based off my neighbors blueprints, built it EXACTLY like theirs, does that make the house I just built theirs and not mine, I don't think so.Then again, my logic on that scenario may be flawed, you tell me.

You're really pushing your limits here, aren't you? The HOUSE is yours, but the design is not. It's the design of the models that's copyrighted. If they're used as a base for a new model or to replace another then you've taken someone else's work and duplicated it. That's exactly what copyrights are: protection against others that would copy your designs.


but when you yourself create a model even if it custom and from the scratch, it is still based on square's isn't it copying as well?

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here is else one question, i cant copy past ai script in wallmarket for chars as in proud cloud for enemies or i miss something? and it seems problem really is in script cus when i exchange their models and battle skeletons everything works

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thanks ill try:)

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i tried it with libre and wallmarket,  it seems as something changed, but vincent's monster does not appears and cloud just does nothing after it, i think that game just does not load vincent's monster files and i can't understand why

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Archive / AC Custom Models
« on: 2010-01-22 17:00:21 »
models look pretty good:))))) i'am eager to try them:), cant wait to see your next work:)

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Archive / AC Custom Models
« on: 2009-12-08 17:59:14 »
my geforce 8800 gt has similiar problems with some games, so the problem can be in video card, or drivers, because when i try same games with 6600 gt everything works fine but much slower, and you made really good model:)

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HI guys thanks for answering, and sry that i didn't answer earlier, textures for 3D objects there actually tim format, but without usual tim header if i understand it correctly, so tim vewer just cant see them in files, and yes there is great translation tools that made by sadness city team, with them you can extract and reinsert files back,  unpack and pack various xeno archive files, here is link for them http://www.romhacking.net/utils/464/, and what about sprites as i found out there, they a similar to final fantasy tactics sprites but not completely, i found tools for edit fft as well and they are just a gift for modders of that game:), you can find them there http://www.ffhacktics.com/downloads.php?id=1, and also there is great patch for fft that completely rebalances the game and make much more interesting and harder, but back to topik, there is sprite that i extracted with that tools http://img87.imageshack.us/img87/6725/xeno1x.png, but most of the sprites look much more messy than this one and i don't know in wich folder there is character sprites, because it seems that in 16th only enemies, howewer i didn't expect much because its tools for another game they just showed that it can be done:)

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i've read everything what i found about extracting files from xenogears, but found out that i need programming knowledges to do so, and i unfortunately i don't have them, but i would like to make some mods for xenogears, what i need is to alter colors of gear textures and character sprites, can someone help me there?

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