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 - Grimmy

Pages: [1] 2 3 ... 20
Graphical Mods / Re: materia model
« on: 2017-12-05 00:56:13 »
It looks like it is Holy. On what field is it shown?

Troubleshooting / Re: ff7 choice of music mod
« on: 2017-11-23 23:52:44 »
You should use 7thHeaven mod manager. It's in the catalog under music along with a number of other options.

Team Avalanche / Re: Jusete´s field scenes
« on: 2017-11-20 16:46:07 »
Good, I forget it ! It seems a little different from the original but we can add it to the list. The problem with this screen is that the intro video must be redonne too !  :-D

I don't know if the faulked one can be included without redoing the train portion. It doesn't line up with the opening fmv like you said and it has clipping when you walk into the train.

Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2017-11-20 01:24:19 »
Try including a 0 second fmv for whatever needs to be skipped.

Team Avalanche / Re: Jusete´s field scenes
« on: 2017-11-18 19:46:54 »

Team Avalanche / Re: Jusete´s field scenes
« on: 2017-09-29 21:55:39 »
Wow! That is super impressive. Great work.

The Cait Sith replacement mod has been abandoned

Don't do that. I like the character myself, but love to see different things added to the game. With the new expansion of playable enemy battle models and animations you should keep this back burnered. It may turn up a really new exciting avenue. On another note, I really feel things seem to have quieted down here regarding releases of new mods and I bet after you release R06 we will see a resurgence.

Team Avalanche / Re: Jusete´s field scenes
« on: 2017-08-24 21:51:06 »
I really like the third one. It looks really good. I'm glad someone else has started remaking the fields. Keep up the great work.

 I like that you turned it into a full savemap changer. It is super versatile like that.

Yeah you have to click find zero points in audacity or use the keyboard shortcut. I had to do that when I made all my ff0-X Battle and Fanfare musics Randomizer and clicking/popping was not an option. One of the most important things I learned is that it is vital to see the waveform before finding the zero crossings for matching purposes. Like I said this tool will be great for casual modders to put together their own looping musics without any real learning curve. It fixes the problem of like say, trying to hex edit a save before Black Chocobo came around. Now it's super easy. So that's pretty cool.

-This tool is very useful. I'm looking forward to using it to make my own sound mods. Thanks for explaining it.

And this is dedicated not only to repeatedly playing and tweaking the loop point, but also saving the tags (which it can do instantly with a touch of a button)

Audacity does these things super fast and easy, but hey whatever floats your boat. We all gotta have something to eat up our days.

--another way to put it is if someone edits audio without looking at the wave form--- then it shouldn't be heard.

So this seems very helpful for people trying to put together quick looping oggs for ffvii, but how exactly is this better that a real audio editing program like audacity. Audacity already does all this and more and is a legit Audio editing program. This seems like a sloppy way to avoid learning how to do that. umm... sorry.

--Maybe it is intended to work better with your own at this moment unreleased custom dll, but even then just doing it properly in an audio editing program seems the way to go.. again sorry.

Graphical Mods / Re: Problems upscaling FF7 field Textures
« on: 2017-07-18 19:04:29 »
Yes. Use that full image as the base layer, but don't include any of the lighting effect layers for the full composite image.

Graphical Mods / Re: Problems upscaling FF7 field Textures
« on: 2017-07-18 16:21:22 »
Use the full composite image(upscaled same as other layers) for the base layer which is where the green/red are usually.

I searched around inside to see if its possible to export the walkmeshes as obj or fbx files, but I couldn't find anything.

There is a walkmesh editor included and it is very full featured, but even after learning it can be tricky. The game requires defining what triangle edge leads into what triangle. so for example line 2-3 of triangle 53 leads into triangle 54, and to get back line 1-2 of 54 leads into 53. So not only does each point of the triangle have an x,y,z but also the edges have to be set. I'm fairly certain that an obj wouldn't have this information when you imported it back into the field file and you would still have to define all those edges. But if it could be worked out that would be a nice feature to have.

I also couldn't find a way to export the backgrounds complete with their animated parts.

To export all the background layers export the files using the tool Palmer, then edit the png files with an image editor. After making your changes you use palmer to generate the modpath texture to get the changes in game. The palmer links seem to be dead, but I'm sure you can find it somewhere or someone can re-upload it.

The best way is to make it as a 7thHeaven iro. They are easy to share and don't require any installation of any files other than the iro. Then players can easily use the mod or not by a simple click without needing to reinstall older files or mods.

Go ahead and check your PM. I just sent them to you.

My version is made from the ps3 tech demo and CC ending vid. DLPB's version is an upgraded version of the original using the Toshiba DVD footage. So I had no reason to make or include the latter since it had already been done.

The 1 thing that i know of that cannot be changed are limits. So in that case if Hojo is going to be in the party then make him vincent. His limit to transform suits Hojo perfectly

That is incorrect all the limits can be reassigned and changed. It is all controlled by the ab files and kernel(and the exe on pc). You could have up to 6 party members that each have a transform(7 if you eliminate the vincent character slot). In my Shinra mod Hojo does transform into heletic, and if you watch Jeets vids you will see Seph transform into safer and bizarro.

I'm getting started on this, but want to make sure you are happy with these. I'm going to do

Dyne as Barret
Rufus as Cloud
Elena as Tifa
Dark Nation as Red XIII
Palmer as Cid
Reno as Yuffie
Rude as Cait Sith
Seph as Vincent

Including your Scarlet as Aeris that is a full set and cuts out Hojo, Tseng and Jenova. The only way to include more than the nine would be to do party swapping using 7H's variable swapping mechanic. In my personal mod I have 27 playable characters, 5 playable guest characters and 9 limit transformations, so having more characters is just a matter of flevel scripting and 7H modding. Regardless of that I'm going to move forward with the above list. If you have any changes just let me know. 

Sure. Give me some time and I'll get you a nice set of shinra battle models. After that I will look into the heroes as enemies with hero animations. I think Jeet did a hero Jemnezmy.

-To use the original enemy field models with animations you have to edit the flevel to replace the hrc files of the original party with the enemy hrc files and then edit the enemy animations list to have enough animations. Not enough animation will cause a soft lock, but since your mod is a full replacement you should just swap models. I only had to edit about 20 fields of the flevel and it takes along time to test every model and animation.

To correct the limit animations you need to make a kernel.bin like the one jeet had in his psx mod. Then all the limit animations will work properly. I couldn't include the kernel in my party swap mod because the kernel loads into memory only once when the game starts and then it cannot be swapped. Yes you have to hex edit the ab files(just copying and pasting won't work every ab file is unique), but that isn't how a new animation would be created. That is how you assign already existing animations to an action. So Jeet had to assign animations to actions that didn't always match because no animation existed.

After thinking about it if you will tell me which shinra characters you want to replace which hero characters I will make you a set in that order with a matching kernel.bin. I'll pretty much only have to rewrite elena's AB file and make the new kernel to fix the limit animations.

To each their own. I felt it needed more work.

7thHeaven / Re: Jessie Mod Shows Tifa's Body/Avatar
« on: 2017-06-05 22:09:16 »
This is a consistently occurring issue that is very annoying. I've already spelled out the fix a number of times, but until the avatar mods in the catalog are updated to use .tex files instead of .png files it will continue to occur with both the Jessie additional character and Shinra party swap. However if you have your avatars set to run as .tex files and the drivers cache feature turned off you shouldn't have any issues.

Pages: [1] 2 3 ... 20