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Messages - sl1982

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3451
Well any decent reciever can matrix 5.1 into 7.1. And spdif can only handle 5.1 max. So unless everyone is using hdmi connections or have crazy speaker setups for their computers i think 5.1 would be best.

3452
Team Avalanche / Re: Menus
« on: 2009-08-11 22:29:40 »
Graphical errors for now. Not exactly sure why some of them are there. Need to do more investigating. Also if you notice there is a couple glitches above some of the letters in the menu. They seem to be related to the capital S. The shadows were compliments of Hermoor's knowledge of photoshop. As for hand cursors and such bmp would be the preferable format. If someone wants to team up on this let me know. (Imagive if millenia got his hands on these  :wink: )

3453
Team Avalanche / Re: Menus
« on: 2009-08-11 18:58:46 »


Like the shadows?

3454
I wonder if there is any way we could remix these into a surround sound type of format. That would be awesome

3455
Team Avalanche / Re: Menus
« on: 2009-08-11 18:33:38 »
Thats one of the problems when i redid the numbers. Basically all the art for materia and such is in that file so when i modified it it got all messed up. Thats why im looking for an artist to help me redo them.

3456
Team Avalanche / Re: Menus
« on: 2009-08-11 18:19:45 »
Ill give that a try and show some screens. Thanks Hermoor!

3457
Team Avalanche / Re: Menus
« on: 2009-08-11 17:51:46 »
I might. It would be a time consuming process though. Just to get what you see requires 10 png's minimum. To add shadows by hand would take a while. Also im not sure if timu is actually making a high res version of the original font. If he is then maybe it would be better to wait for that.

3458
Team Avalanche / Re: Menus
« on: 2009-08-11 17:42:21 »
Screenie time!









3459
Team Avalanche / Re: Menus
« on: 2009-08-11 16:54:36 »
Timu were you able to get those tex files out of the lgp? If not ill upload them somewhere

3460
Team Avalanche / Re: Menus
« on: 2009-08-11 15:49:07 »
Bitturn will convert a tex file to a bmp. You can find it on the wiki.

And unfortunately the hand needs to be updated. Once you mess with the text in that file all the colors turn goofy. Look at one of my earlier screenshots for an example.

3461
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-08-11 07:03:02 »
Cloud is so badass that he could wear a rainbow colored outfit and still be tough  :-P

3462
Team Avalanche / Re: Menus
« on: 2009-08-11 04:10:55 »
Oh btw if anyone is interested in redoing some of the art for the game that is in the menu's that would be awesome let me know (eg hand for cursor, limit break bars, etc)

3463
Team Avalanche / Re: Menus
« on: 2009-08-11 03:53:50 »
You can just grab them from your menu_us.lgp file.

usfont_a_h.tex
usfont_b_h.tex

3464
Team Avalanche / Re: Menus
« on: 2009-08-11 02:40:05 »
Woot working good! Updates will follow soon

3465
Team Avalanche / Re: Menus
« on: 2009-08-10 23:47:50 »
Im sorry aali. Im new to this stuff and i really have no idea about image formats. If i ask a stupid question just ignore it.

3466
Team Avalanche / Re: Menus
« on: 2009-08-10 23:28:03 »
Woot i figured it out. Lots of trial and error but it seems to be working. Have 4 png's for the one tex file. Im assuming these are for the different palettes. Also aali if you see this it seems the png insertion ignores the black = transparent

3467
Team Avalanche / Re: Menus
« on: 2009-08-10 22:37:40 »
All in due time my friend. There is still alot of stuff to figure out before i will consider this worthy of a release.

3468
FF7 Tools / Re: Palmer
« on: 2009-08-10 22:36:16 »
I would also like to figure out the texture replacement. Aali if you could just tell me the byte offset of the begininng of the pixel data is in usfont_a_h.tex that would be a great start for me. Ive been messing with a hex editor for 4 hours now and soon i wont have any hair left lol

3469
Team Avalanche / Re: Menus
« on: 2009-08-10 19:44:38 »
There's no tool that can do this yet, but you have to put a special marker at the beginning of the pixel data in the .tex file.

Specifically, the first 3 bytes of the pixel data must be "EXT" followed by a name. This name will be used to find a png file in the textures/ directory, based on the following template: <name>_<palette index>.png

Anyone know where the beginning of the pixel data is? The wiki just says it varies.

3470
Team Avalanche / Re: Menus
« on: 2009-08-10 19:03:13 »
Well at the moment im clueless when it comes to hex editing. It all looks greek to me. Bah this sucks

3471
Team Avalanche / Re: Menus
« on: 2009-08-10 18:39:55 »
Well i think ive gone as far as I can with this until i get some palettized images going. The main problem is when doing the text in hi res it screws up a bunch of other things like pointers and materia and what not. Even just making the textures bigger and then inserting them back into the lgp screws with the palette even if you dont touch anything else. Might be a photoshop issue, not sure. But as it stands it screws up too much stuff for it to be a useful mod.

3472
Team Avalanche / Re: Menus
« on: 2009-08-10 17:02:49 »
Well ultimately I want to get palettized fonts working. Sent a pm to aali to see if he can help me get the png texture replacement thing working. Hex editing files is not something im familiar with.

I think it's good so far. But I really would like to see timu sumisu's magic in the original font.
Maybe we can have the original high-res'ed with no pallete issues.

And I think we should let timu work on his awesome model for the game and leave this to someone who cant model  :-P

3473
Team Avalanche / Re: Menus
« on: 2009-08-10 16:13:27 »
Lol i just cant win

3474
Team Avalanche / Re: Menus
« on: 2009-08-10 15:33:45 »
New screenies with bold numbers. What do you all think?









3475
Team Avalanche / Re: Menus
« on: 2009-08-10 14:40:47 »
I agree thats probably the best way to go to make everything look perfect, but i dont know how to modify the tex files to load up the png's.

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