Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - UpRisen

Pages: [1] 2 3 4
1
Magic channel aura and summon ball



cure type spells

2
Vincents limits will now always do 2 physical attacks the 1 magical attack so you can have a good grasp on what his DPS is going to be instead of hoping that RNG favors you.

3
If the model can be extracted and converted into a 3ds or obj file then it can be changed.

4
I dont know how the pngs ended up no 32 bit but after re exporting them in gimp it fixed it. The balls are actually their own pre textured model. The ice 1 spell is the same thing. The model itself has a texture but in kimera you cannot change or add a texture. Tsuna and myself found a way to assign textures to them though so theres literally nothing in game that we cant put a new texture on now.

6
edit: found a solution, can just make the models with the texture baked on and it works in game. no texture file needed.

7
[00000749] [BATTLE] Begin main battle loop
[00000776] ERROR: invalid bitdepth
[00000776] INFO: tried to load D:\Games\steamapps\common\FINAL FANTASY VII/mods/Textures/SEFFECT3_25.png, falling back to palette 0
[00000776] ERROR: invalid bitdepth
this is my app log when trying to remake magic textures. does anyone know what exactly it means by invalid bitdepth?

anyone have a clue what exactly this means? I got this just from putting satsukis seffects in my texture folder to help narrow down what files im missing.

Also the little balls for Fire 3 + all dont show a missing texture in the app log so i geuss theres no way to change them with aalis driver.

8
thanks guys i found the option in opengl.cfg

9
All that NT replaces is textures for a few things. As long as NT is below any model replacing IRO you have then you are fine and the models you chose will show up.

10
Sorry about all the question! I think this is my last one. :) With regard to 7H load order. Right now, I have New Threat in the same place 7H recommends the "Gameplay - Difficulty and Story" mods be. It seems to be working fine, but I'm curious if there's a more appropriate place in terms of load order. Or if I'm accidentally overwriting something from New Threat by having it in the middle of the load order.

Thanks!  :)

NT replaces some character textures so it needs to go below any field model iro you have. you can put it at the bottom of your load order and you shouldnt have any issues.

11






Fire 1 2 and 3 done. I cant find the little balls for fire 3 all so if anyone knows the texture id for that i would be very grateful.

12


Are you using upscaled magic textures? Do you always wish that they were just a tiny bit better? Well look no further as I am now in the process of re-texturing the magic and effects. This will be a mostly complete retex of all the magic textures (some ill just waifu and smooth out for ease / they are already good textures) And will also include several different limit break textures, coming in a variety of color variants as well.


Ill be updating every couple of days with some new screenshots or general update news. I don't expect this to take more than a month or so but we'll see. You can come watch me work on these almost daily at https://www.twitch.tv/uprisen


Official Start Date: 7/14/2018

Current progress : 2/3 seffects finished. 3 is about half. Still got lots to go

13
Already posted in discord but also posting here to inform anyone else who notices until its fixed. If you are using the custom ff7_bc.exe that is included with the current june patch your limit breaks will function as if they were vanilla and not as intended in the mod.

14
7thHeaven / Re: Catalog does not Download.
« on: 2018-07-04 14:22:52 »
Did you post the catalogue link in the workshop/settings menu of 7th heaven?

15
So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!

1: Cloud should get it on first limit used and it should not happen again until cloud takes 6 actions. Verify that you are using the most up to date version of the mod and the most up to date exe file.

2. You can choose the option every time

3. limit unlocking is the same as vanilla. support materia (the blue one) only work when paired in a linked slot with another materia. For elemental it will either give your attack damage or your armor defence vs the element of the materia it is paired with. You can see the materias element when you select it in the materia menu, it will be the element in yellow under the name on the stats tab.


Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr :D

Half of her weapons and her innate make her an ideal tank when picking this option , the str option is better for her here, and its really fun to beat things to death with one of her staffs.

16
7thHeaven / Re: Final Heaven and Achievements
« on: 2018-06-24 23:15:32 »
Once you run the game converter it changes the exe and removes the ability to gain mods, and theres nothing we can do about that unfortunately. But there are some mods available for the steam version that allows you to keep achievements. The Reunion, Kaldasharas character models, and my Avalanche Arisen battle textures all allow you to keep achievements.

17
Derek has the right solution. When your pc restarts or updates sometimes it causes your audio to be set to "default" instead of what ever you have it set to. The game will crash if the audio isnt proper so you have to rerun the converter to set your audio device again. This wont affect any of your mods or 7th heaven or your saves. The only thing to take note of is if you are using a custom ff7.exe like segachiefs NT exe the converter will overwrite that if its in the main directory and youll have to put a new version in.

18
7thHeaven / Re: activate 7th heaven - already installed
« on: 2018-06-14 02:23:01 »
Did you run the game converter provided in the thread?
in your workshop / setting tab in 7h set your exe location to ff7_fr.exe
make sure the rest of your settings are set exactly how stated in the 7h tutorial thread.

19
Other Modding / Re: [FF7PC] Post bug reports here
« on: 2018-04-15 18:11:20 »
 field uttmpin2 theres a "hidden" rotating door at the bottom of the screen and you can soft lock it by spamming "ok" when going through it.

shpin_3 is another bugged field.  There is a body next to the ladder and if you position correctly you can interact with both at the same time. This will lets you move with the txt bubble up, you can then start the trigger with sephi, end the first conversation which will restore your movement and you can attempt to leave the field during sephi talking, this can lead to a soft lock.

20


And Mr smiles only gave me a max of 3 sources, for instance I did clouds mercenary and got 3 power sources and 2 for the rest.

Because of the custom exe sources give +5 each instead of +1.

21
Not sure if its been pointed out but when you obtain Aeris her innate explanation it says that she absorbs poison damage, but then it says that Poison is not covered in the next text bubble. I think that you mean to say that damage from poison ticks are not covered but I just want to verify.

22
those bricks were the first thing i did in gimp and didnt know how to make them 100% seemless. in game the cam is so zoomed it that you cant tell, and the way we are rendering it in blender makes the lines stand out alot more than in game so i wasnt to concerned with smoothing it out, but if you want to heres the texture


23


Colab with Tsunamix to get the stages fully 3d. hes doing the modeling and im wrapping the uv and textures.

24


 ignore everything except the bricks here. Im going through and running my fields through CrazyBump to add 3d shading to increase the quality of the pack. Still working on a way to convert the flat models for the stages into 3d. some screen shots of that to come in the next week or so.

Pages: [1] 2 3 4