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Messages - meesbaker

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51
Good advice but Im fine with the parry animation I find it looking really good actually. Now I have a fully animated Seph battle model, only Cloud's limits looking a bit weird cuz his skeleton does not fit. Another funny bug, obviously some animations also come with sound effects? Im using the last part of Sephs “cast magic“ animation for manip/sense n so on and it always does the magic  sound which is ok for most commands but kinda weird when tossing items. Still Im over all quite happy, being able to look at the animations by ID in kimera made hex editing the ba file super easy basically just changing any byte below 8e that does not appear in sephs animation list in kimera by an animation that kinda fits better.

I was also able to load Cloud's limits from magic.lgp on sephs model in kimera by hex editing the bone count in the beginning of the .a00 file to 30. Unfortunately Seph is mostly invisible (or extremely far away) on most frames so it is kinda impossible to rearrange the model in each frame to look good with Cloud's limits. If it was possible Id definately do the hand work. It cant be that we still dont have a proper omnislash with sephs original skeleton ;)

52
EDIT:

You are right after all, leet. Messing the *ba isn't all that hard and completely fine. Thanks to akari's notes that I just found I know exactly what to do and I am halfway done. Thanks!

http://wiki.qhimm.com/view/FF7/Battle/Battle_Animation/Animation_Script

53
Hi I have a few questions on animations. Fortunately this great tool can read and play them but there is some confusion to me about animation IDs.

There seem to be 3 values: The amount of animations found in the *da file, the amount of animations showing up in kimera(notably less) and the animation ID(mostly higher than number of animations)

I just dont get how those fit together. First of all why are there so many animations in the da file. Secondly, why does the ID of the animation with the highest ID appear in the aa file. For example Sephiroth's highest ID is animation 30. This order seems to rely on some table telling which animation like throw or attack resembles  which ID. So Sephiroth lacks a lot of them as he has no near death for instance, his animation IDs go 0,2(1 missing)

Now it would make sense if the aa file carried the amount of animations like on psx. But  that would be notably less than the highest animation ID because there are many animations missing. So why are those numbers identical? If I'd want to duplicate one of sephs animations to go in spot 1 so near death plays this Id have no idea where to put in the da file.

First of all the ID/amount confusion and also the fact that there are so much more animations in the da than kimera shows up. I dont get it.

P.S.

Maybe I should add what I am trying to do. I overwrite sephiroth's *ba file with Cloud's file so he gets all his anmiation scripts and will actually play animations on being hit, near-death, throw item and so on. Of course those scripts will reference animations that do not exist in sephiroth's *da file so ingame they will look messy. So what I want to do is actually enter those animations in the *da file so that the script from Cloud's *ba file will actually play the animation that I want in that certain spot.

As an example, Sephiroth has no animation for taking damage. With his own ba file he will just do nothing when hit, with Cloud's he will shortly disappear so that script works and tries to play a certain animation from the da file which is however not there. How hard can it be to just copy Seph's parry animation and paste it in the da file where the script expects his animation for taking damage. To do this however I have to understand how I can locate certain animations in the da file and for that I must know why it has so many animations how the IDs relate to that and so on....

54
Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2015-04-11 04:35:42 »
Alright, thx for the help guys.  8)

55
Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2015-04-10 18:14:52 »
Ah that one, damn. I was sure Im loading the correct stuff, well Ill kill my windows anyway now that I know that I executed a file that wasnt from dlbp. Mystartsearch is a common trojan so who knows what else was packed. Shit, why isnt everyone using mediafire :D

56
Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2015-04-10 17:49:09 »
Crap, I got trolled by the mirror. Still I dont see how Im supposed to get around that. I clicked the link in the initial post again and I get the same page trying to download the same file. Ill probably renew my win7 and try it again.

57
Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2015-04-10 17:35:37 »
Probably, what's the name of the target file? I had only a single download button on screen and that linked me to an installer called something like “filedownloaddansomething.exe“. And this file is hell.

58
Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2015-04-10 16:50:14 »
Wow, this is hardcore malware. Auto insalled multiple troys and toolbars without prompt and other crap, kaspersky immediately reported a two digit number of infected files. Currently repairing my browser...

59
FF7Voice / Re: [In Development] FF7 Voiceover Project
« on: 2015-04-09 20:59:17 »
Count me in on that one, too. Must be fun voicing pretty much anyone at wallmarket, they all talking complete nonsense there xD

60
Wrong thread my friend  8)

61
@Roden I think the face thing is controlled by animations. Tifa's model suddenly has a mouth in the scene at the start of disc 3 talking to cloud in front of the highwind in the fields. Probably because you can see her very large and close here. I suppose for the default animations the mouth is left out on psx because the guys at square didnt expect to see them at an internal 320*240 res anyway.

62
Cool, I see  ;)

63
Sounds very good to me. Nice project!
Just a small question since you wrote that this was the first mod that alters the scripts. What about deling? Couldnt you get all of this by just using it?

64
Yeah I know about this model but I had no idea that it also has a higher quality face. All faces have mouths like you can see in makou but psx version aint showin them. I suggest that it has to do with the low quality head polygons and the rootmap model has just much more detail so it can show it. Nice finding.

65
@Roden

I mean rootmap cloud. Psx does not display mouths, his face looks like pc version.

66
Is the last shot in your video a photo montage or did you get into worldmap scripting? Also for the intro, how did you do it?

67
Ill try to get as far as possible but even in a beta state I can not promise that I can finish this by march as planned.

Discs two and three are a lot less work than the first one but also very difficult. Involves more thinking and scripting, testing and troubleshooting which is very time consuming.

68
Sure, you're welcome! ;)

69
Completely Unrelated / Re: my birthday week
« on: 2015-02-22 22:58:17 »
Hey you alright my friend?
Im pretty late but Happy birthday! Hope you enjoyed it.

70
I cut it out, for many reasons it's impossible to make it work.

71
General Discussion / Re: ff7 tool question
« on: 2015-02-20 00:35:05 »
I guess this is still related to the problem you posted in my thread? Well it is fixed and Im sure the rest is fine but for the future you should take a look at pec plugin for epsxe and blackchocobo save editor. Those two will get you around most bugs in psx mods.

72
Whoops must have happened when i updated it the last time, im terribly sorry. Ill look at it.

FIXED

When you pointed me at the issue with the invisible characters during the scene where you must have all characters simultaneously press the buttons to open the door to air buster I accidently created this new problem. I played through the whole first disc on a phyical psx, there should not be anything else. I solved the problem so now youre good to go, have fun.

73
Graphical / Re: Cloud high poly Sephiroth Battle model
« on: 2015-02-08 22:13:04 »
On pc this is a very simple mod. Just overwrite Cloud's battle model file with the hq model, no further adjustments required. Of course many mods include this but as you wish no further modifications I suggest you just do it yourself.

74
Completely Unrelated / Gran Turismo 1 psx Speedrun 1:39:51
« on: 2015-02-06 02:02:39 »
My latest piece of work, enjoy! ;)

http://youtu.be/UpQfexZ65Wk

75
I dont think there is, the steam releases are still quite new. Doesn't cheat engine get you there?? Keep messing around in your inventory and checking for changes until you find an offset that holds an item id. Then just trial and error that id until you have your item. You may also mess with the drop rate if you know the exact chance and search for fitting values, cheat engine is pretty powerful and handy.

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