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Messages - halkun

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1
*click*
CREEEEEEEAK

Not only is it JSON, you can embed textures into the glTF file and make it a single binary file. (glb)

CREEEEEEEAK
*ka-chunk*

2
*coffin slowly opens*

I've heard that glTF is all the rage now for cross-platform assets

*coffin creaks closed again*

3
FF7 Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-20 10:50:29 »
Yup the blank spot on the bottom below is where the Japanese fonts are banked-switched in. You will need that functionality, but we never examined CKJ support.

4
General Discussion / Re: balamb garden project
« on: 2017-08-25 17:19:16 »
All the battle areas are massively foreshortened to make them look bigger. Still there are a lot more unique  battle areas then FF7 had.

5
General Discussion / Re: balamb garden project
« on: 2017-08-23 06:32:24 »
Now all you have to do is figure out how someone gets into the ticket booth.

6
General Discussion / Re: balamb garden project
« on: 2017-08-12 17:32:13 »
aren't the front stairs a little steep? Where do the little gates go?


7
General Discussion / Re: balamb garden project
« on: 2017-08-11 00:52:40 »
Wow, you were not kidding when you said you were already hacking it to bits.

You fixed the front door! :)

I'm imagining a bunch of little digital people going over my building and saying things like. "Why.... tubes?" and "Why on earth did he put a wall here?" and "Really? Is that how they go together?"

I hope you at least save the base it sits on... I did some mad photo-matching to get the locations of the external buildings just right.

8
General Discussion / Re: balamb garden project
« on: 2017-08-09 10:54:57 »
I sent you my balamb model, I hope that you find it useful :)

9
I thought there was a directory tree in magic.lgp hmm..

10
PC port used an older version of the source. They didn't have very good versioning control software back then, unless you count backup tapes.

11
That's a pretty silly thing to say.  We not under any obligation to fix *anything* in the game. Heck the only reason why the Wiki exists is because I got tired telling everyone to aggregate their findings in one spot.  I decided to make a PDF with everything I could find... Then I put it all in the wiki when Qhimm set it up.

Sisyphus rolls his own boulder.

12
Because I pretty much control the wiki, and there hasn't been a lit of demand for people to gain access. If you PM me your username, email address, and password. I can add you to the qhimm wiki

13
I'm blindly guessing but the arguments for pan and volume match up

14
Appears that lots of this is just passing args directly to the PS1 SPU registers

15
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-21 23:11:57 »
They did it ... *again*
Well, in FF7 they lefty in the debug stuff, but still.

16
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-21 01:27:19 »
I'm a bit out of the loop. Is this reversed code creating function names? Are symbols intact?

17
Scripting and Reverse Engineering / Re: FF9 script syntax
« on: 2015-12-15 00:02:52 »
I was going to suggest using LUA style syntax if its fits. Also @halkun are you sure MGS1 used lua? I thought all of the game scripts in MSG1 was hard coded..


Yup, There was an interview with a developer who ported the program to PC. The two big things was the amazing amount of Lua scripts in the game and also Konami was very militant over not changing the graphics, even when it benefited the PC port. including adding eyes to any of the characters.

18
Scripting and Reverse Engineering / Re: FF9 script syntax
« on: 2015-12-14 05:17:56 »
May be relevant, may be not....

The PSX version of Metal Gear Solid use Lua as it's scripting language....

Maybe.... Just maybe... PSX script designers swapped notes?

19
Once of my little achievements was to extract a partial source code list from the executable

http://wiki.qhimm.com/view/FF7/Technical/Source

Mind using that as kind of a template :)

There are two sides to this source. The game side and the PsyQ (driver) side. Its neat to see how it's put togeather

I have a cooler looking breakdown here ----> http://forums.qhimm.com/index.php?topic=13814.0

20
Team Avalanche / Re: Monster Remodels!
« on: 2015-11-17 04:46:28 »


Bomb/Grenade decimated to 28k polygons

notbad.jpg

I would go down to 10K and bake the detail into the UV map.

21
Team Avalanche / Re: Monster Remodels!
« on: 2015-11-15 04:59:53 »
don't you think the Zbrush polycount may be a bit too high

22
I just watched a whole bunch of FF8 summons and they all fit into this three-part "beat"

1) Appearance
2) Attack
3) Damage

Maybe something there?

23
it's really low poly and low res but here it is : http://s2.postimg.org/jqe3yenjc/close_up.jpg


No, I mean the routes, not the actual track. I want to make a metro map like the London tube underground map



to something like below


24
Can I get a close-up of the train tracks? I'm interested in making a metro map of those (Once an for all)

25
Make the root bone (Bone 0) longer?

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