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 - obesebear

Pages: [1] 2 3 ... 123
1
This seems really helpful. Thank you for doing this

3
this link is dead. can anyone repost link?
I don't have a link, but your name sure seems familiar....

Nice to see you back again. :) 
And curiously enough, your links to your Vincent fix in ancnt1 and ancnt4 are dead

4
7thHeaven / Re: VINCENT's anatomy messed up
« on: 2018-09-16 14:35:39 »
The animations in field.lgp for ancnt1 and ancnt4 for Vincent are set to use Cloud's instead.  I've searched my files and backups and the original posted fix and unfortunately can't find a backup.

5
FF7 Graphical Releases / Re: [FF7PC] Kela's magics mod
« on: 2018-09-09 15:37:12 »
definitely your best work simply amazing!
btw i would like to know the new adress from mh pls.
http://moddershaven.forumotion.net

6
FF7 Graphical Releases / Re: [FF7PC] Kela's magics mod
« on: 2018-09-08 13:44:37 »
I'm glad you decided to release all of your hard work.  Do you have a list of everything that's missing?

7
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-07-31 22:42:09 »
One critique, the note should say "many thanks to __ for his contributions to this project". Or "for contributing to this project"

8
Victory animations should be fine.  As far as I am aware they are within the **da file and have been interpolated.   I'm not sure what animations are used for 4xcut, but I would think they too would be in the da file, I don't remember seeing any animations files in magic.lgp besides the limit breaks.

9
Well, if literally every other animation in the game is running at a smooth 60fps except for KOTR stuttering along at 15, I'll consider that a win

10
http://www.mediafire.com/file/k99txxsjt29quy3/deathdat.a00 That's the 60fps deathdat.a00

I wonder what KOTR is doing that it won't allow interpolation...

11
I'll check deathdat.  Knights of the Round should be done, but it originally had issues with the pause buffer used to make the battle 60fps.  I thought you had fixed that?

12
If you want to implement that 360 degree field movement (or was it 255), I have no qualms immediately scanning through all of the field files and fixing the default directions.

Also, great to see you posting again, I had wondered what happened.

13
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-06-18 01:36:14 »
The textures are great and I really like all of the little easter eggs you've added in.

14
Well since you have a little time on your hands, wanna take a crack at adding 360 degree movement?

15
You might find this interesting: https://github.com/Aali132/ff7_opengl
Thanks for this. Does this mean you're done for the foreseeable future?

16
Graphical Modding / Re: A new one wants to help
« on: 2018-02-14 23:56:43 »
Nothing. Right now kimera is the only program that can edit animations. And it is not an easy task

17
Weird. The player frog model should be fine. It's the others that kimera doesn't display correctly. 

18
So I'm finally getting around to testing my 60fps models, but I've found that when I add them to the battle.lgp after running reunion with the 60fps option, they're moving much too slow.  Basically it seems like reunion is telling the models to triple every animation frame, whereas I've already done that work and saved it in each models animation file.   How did you implement this?  Is it interpolating frames or just duplicating?

19
Finally got around to trying this.  For me the correct folder was within PPSSPP program folder.  There's a folder memstick they go in.  So mine go in memstick\PSP\TEXTURES\ULUS10336.

I'm using ppsspp gold v 1.5.4

20
Very entertaining read.  Keep up the good work!

21
did your large map get substituted for the small one, or did the small one just relocate up there? Never seen that before

22
This is great and definitely needed considering an official remaster is almost certainly not happening. Thank you for your hard work

23
Graphical Modding / Re: The Search for THE Aerith Model's
« on: 2017-12-24 23:10:53 »
If you want them badly enough you can learn how to import models and then use whatever models you want. However the learning curve can be quite high

24
in ff7_opengl.cfg you set your modpath to whatever folder name you want.  Inside that folder you make another folder called battle and toss all the images in there

25
None of that is necessary. 7th heaven is able to extract iro data into whatever folder you want. Then just put the files into the mod folder you designate in the openly cfg.  If you use reunion is in mod/reunion/battle

Pages: [1] 2 3 ... 123