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Messages - BlitzNCS

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26
General Discussion / Re: Novice at work
« on: 2012-02-28 12:56:06 »
Glad I could help - I look forward to seeing your contributions; looking good from what I can see!

27
General Discussion / Re: Novice at work
« on: 2012-02-27 21:56:05 »
Yeah - export straight from Biturn (or whatever the most stable conversion tool is) and you should get perfect scale and the default pose if you're working with field models. Battle models are a bit less stable - you'll get the first frame of the idle battle animation when exporting the model as a whole, and the scale will almost always be off (will still be an easily fixable multiple in most cases).
So, in the case of modelling battle models, import the battle pose, move parts around to be more workable, and base size and scale on the imported model.

For Reimporting, you can use the .p files for proper positioning and scaling (even if it is off initially), so don't worry about all that too much when modelling.

As for using 3D reference without it imposing on what you're doing, you can change it's display options in the display panel on the right


I find that making the model see-through as well as frozen is especially helpful.

28
General Discussion / Re: Novice at work
« on: 2012-02-27 18:58:32 »
Make sure that you've selected 8-bit RGB mode in PS (Image>Mode) - 3DSMAX Doesn't like anything else for some reason.

Regarding the building of character models - it really depends. If the model's sole purpose is going to be for import into FF7 as a field model or possibly battle model, I'd make it in parts. Just because it's going to be a lot easier that way since you're optimising not only for the specific style, but also for the way the engine works as well. If you're building something that'll be seen or animated as a standalone piece of artwork or for importing into something that supports mesh deformation, your best bet will be making it as a straight model.

Compare: TA Cloud (specifically designed for FF7 - built in parts) and APZ Cloud (built as one piece and cut up).
(Images not for comparing the finished work, as APZ' Cloud has not been completed)

29
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2012-02-25 05:48:21 »


Yeah, I pretty much had Biggs done, and then I never got around to Jessie - although it occurs to me I may have started the model at some point. How completed it was though, I can't remember.

30
General Discussion / Re: I need to find that tool.
« on: 2012-01-06 21:48:16 »
Ah right, I haven't used FF7Music for a few years. Back when I discovered it, it was used for MP3s and OGGs and things like that.

31
General Discussion / Re: I need to find that tool.
« on: 2012-01-06 21:34:52 »
Due to the lack of being connected to a PSX sound chip, the PC version version of FF7 plays MIDI files according to your soundfont settings and your midi output device specified in FF7Config.
Depending on these settings and your sound hardware, the music played on the PC version sound quite basic and very different to the original PSX music (to the trained ear).

If you've never played the PSX version or aren't inclined to care about the quality of the MIDI instruments, it doesn't really make a huge difference, but it's why some people like to use FF7Music to play prerendered sound files recorded from the PSX version, or recreated by people like FinalFanTim.
Alternatively, you can search for and install the Soundfont that sounds a lot more like the PSX instruments - but it's still not perfect.

32
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-12-31 16:58:58 »
Looking immense, SpooX - This gives me hope for getting Bombing Mission finished at some point next year!
Bring on 2012 for TA!

33
General Discussion / Re: Final Fantasy XIII-2 News
« on: 2011-12-27 17:46:59 »
Completely derailing the topic at my own peril - Can you explain to me what you dislike about 10? You seem to be the only one with a really bad opinion of it, and in fact 10 was made before the merger even happened. Actually, I think it's a really good example of a Final Fantasy game.

34
Completely Unrelated / Re: 3ds max 9 model always grey
« on: 2011-12-11 11:07:12 »
With Max, textures are loaded via the shader/material things.

Hit "M" and drag one of the spheres onto the sword. then go down to 'diffuse' and hit the little square next to it. Select Bitmap, and find your texture. Texture loaded.

35
Completely Unrelated / Re: 3ds max 9 model always grey
« on: 2011-12-10 13:12:48 »
Tell you what - Send me the model file to the email adress on my profile and I'll do you a little video. Best way to explain.

36
Completely Unrelated / Re: 3ds max 9 model always grey
« on: 2011-12-09 22:45:51 »
Will write you an in-depth tutorial-y thing when I get the chance - unless anyone else wants to do it before I get round to it.

37
Completely Unrelated / Re: 3ds max 9 model always grey
« on: 2011-12-09 15:09:18 »
Those black polys are flipped - basically, they're inside out. From the look of that picture, I would also heavily doubt the integrity of the vertex welds on the model as well. Max doesn't like .obj (and importing / exporting in general, from my experience), especially in older versions.

First off, convert it to a poly - it's easier that way (right click)

Hit the polygon editor in the modifier list on the right, and highlight all the black polys. once that's done, scroll down to the "Flip" button and hit it. Job done.

NICE LITTLE EXPLANATORY PICTURE.

of course, you'll probably want to weld all the vertices and smooth out those normals, too. I can't see what the model is of, so it's quite hard to gauge.

38
General Discussion / Re: Final Fantasy XIII-2 News
« on: 2011-11-22 20:06:21 »
"Last week, Kitase said the changing tastes of gamers means the next Final Fantasy may drift away from its turn-based roots."

Yeah, see ya later FF. Nice knowing you.

39
Eventually I'll be trying to do the whole of the non-font menu_us lgp stuff in addition to the concept art avatar remastering thing I'm trying to pull off - I'm about halfway through the main avatars right now so it shouldn't be long before I start thinking about it.

40
Completely Unrelated / Re: Steve Jobs is dead
« on: 2011-10-06 07:32:01 »
Quote from: BloodShot link=topic=12448.msg172932#msg172932
I could care less
At the risk of seeming unsympathetic towards this sad news, I'll just leave this here. http://www.youtube.com/watch?v=om7O0MFkmpw

41
General Discussion / Re: FFXIII?
« on: 2011-09-15 20:19:25 »
I could care less

Just going to leave this here:
http://www.youtube.com/watch?v=om7O0MFkmpw
[/unrelated post]

42
Could someone please post a video of this room. Would like to see.

http://www.youtube.com/watch?v=dYuwFf6iAsE
Check in a few minutes when it's done processing, uploaded in HD etc etc :P

Also, awesome stuff =D

43
The only thing I can think of is that he's outputting to his monitor via the built in graphics chip on his motherboard rather than his graphics card, which is probably the only thing with a HDMI port. The motherboard's graphics aren't likely to support the stuff aali's driver is doing, and just renders everything in software mode.
Unless there's some sort of unseen configuration / installation / registry issue between the graphics card and the built-in graphics that we're not aware of.
I'm just clutching at straws here though.

44
Only thing wrong is that aali's driver hasn't been properly installed, i.e it's not been added to the registry under the driver string.

To correct, just open up the FF7Config.exe that was supplied with the driver and select custom driver.
Failing that, Download one of the older versions of the driver (don't copy the files) and just run the .reg file supplied for x64 machines. This should solve all your problems!

45
Archive / Re: Need help with weapon creation
« on: 2011-08-30 15:34:48 »
It's weird, I've always found that max's pivot point editor never worked very well either. Maybe I've never understood it properly, but most of the time  I've tried to move or rotate it and it would just horribly distort the model, especially when setting a pivot point for multiple objects. Thank God max has a button for using the exact center of the object as the pivot point, or I would have never got the hang of it at all.

46
Archive / Re: Need help with weapon creation
« on: 2011-08-30 11:57:21 »
Why are you getting max to export it as an .obj file and then trying to convert it afterwards? Just get max to export it as a .3ds and your problem is solved.

With regards to your problem with PCreator, it doesn't look like you're actually encountering a problem at all, just a glitch that I've always had problems with when using that program. I think it has something to do with the pivot point data from the 3DS file.
From the looks of it, the weapon is loading fine. The 3D view in the top left will always show the view at the center of the model itself, while the other three views (Top, Side and Front) show the center point where the model should be. Zoom out in each of them, and then move them into the center on all three counts. This should correct your problem, if I recall correctly.

Also, if you've got the model broken up into parts, Pcreator only likes to load the first part it sees into group 1. If you're only getting one part of the model (looks like you are from the UVs), attatch them all to one part before exporting in max.

47
Completely Unrelated / Shall we all just give up now?
« on: 2011-08-20 21:32:44 »
http://www.youtube.com/watch?v=00gAbgBu8R4

How do you process a seemingly unlimited amount of data in realtime? That's insane.

48
Forgive me if I'm wrong, but didn't aali give us some map2obj / obj2map tools not too long ago?

49
Increasing the visibility of what we do here only serves to make us more vulnerable to square pulling the plug on everything we do, which is never going to be a good thing, Jeff.

Interestingly, every time you made a post showcasing the efforts of TA and similar mods, it was almost completely overlooked - yet people were still eager to discuss a true SE remake or a rerelease on steam.
It seems to me that people (in fact, a lot of the people who come here if I'm honest) aren't all that interested in a fan-made graphical remake, which perplexes me. Maybe we're a rare breed xD

50
Team Avalanche / Re: TA HD Logo Movies
« on: 2011-06-20 22:00:47 »
Well, you could say I used the max file, however I didn't use max to render it. Instead I set it up entirely from scratch in AE, at which point I took the valuable data from the max file and fed it into what I had in AE - I thought it'd be easier to edit that way. Just out of curiosity, how long did it take you to get all the motion data for each letter and the camera etc? It would have taken me weeks to get all that, and it still would have been wrong! Also, there was some tweaking I had to do in After Effects at the end to get it looking slightly more like the original. The lens flare was the last thing I added and I was debating whether to use it or not - I'll take it out :P

http://www.youtube.com/watch?v=DgzxfnPlWfk Is the link for those without repo access

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