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Messages - Grimmy

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1
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-12 17:55:48 »
-

2
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

Thanks for that Bear. This works for me now. Great work KaosuReido.

3
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-09 14:00:19 »
here you go.


Here's another look at the tower:



They look really great!

4
I had read this recently about how you changed the jump from the world map to field from gonjun2 to gonjun1.

writes direction from 0076716C


E37EB0 = 56 01 E0 FD 05 00 03 02 9C 9C 9C 9C

From file "field.tbl" in world_us.lgp

03 02 is 515 decimal (gonjun2)

So, I change to

53 02 44 FD 3B 00 02 02 A8 A8 A8 A8




So the field.tbl contains the WM exit points. I wonder which file contains the WM entry points and if the XYZ location is somehow editable? MakouReactor has settings for this but other than changing the exits from say wm2 to wm3 etc. changing the XYZ has no effect.

5
Taking a wild stab in the dark here, but with your new opcode 1A would I be able to write to the Jump Location Var: E045E4 and set the exit for a town to a new location on the world map?

6
I would love to help, but I cannot replicate the errors you're having. I just tried the 151mb Battle Models - Characters and it downloaded very quickly. I really don't know what the cause is. But you might look in your Final Fantasy VII\mods\7th Heaven folder and see if there is a temp folder and if there are any partial downloads in it. If so then delete them and then try to redownload the mod.

7
That is amazing! It is like some sort of witchcraft. I would love to see something like this in FF7.

8
The most interesting thing for me is how it shows that both the world map and battle cameras can be hacked to have added functionality. Neither really need the zoom in or out, and the world map camera probably needs no adjustment at all. However being able to add the controllable rotation to the battle would be a very nice addition since the game currently has a mostly static camera in battles. I had once asked Aali if he could add the world map camera controls to the battle camera and he said yes it would be very easy to do, but that he had no interest in doing it. I'm sure it would also be tricky to get the scripted camera moves to play nice with the player also moving the camera.

10
Graphical Mods / Re: materia model
« on: 2017-12-05 00:56:13 »
It looks like it is Holy. On what field is it shown?

11
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.

12
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.

13
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.

14
Team Avalanche / Re: Jusete´s field scenes
« on: 2017-11-18 19:46:54 »

15
Team Avalanche / Re: Jusete´s field scenes
« on: 2017-09-29 21:55:39 »
Wow! That is super impressive. Great work.

16
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.

17
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.

18
 I like that you turned it into a full savemap changer. It is super versatile like that.

19
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.

20
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.

21
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.

22
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.

23
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.

24
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.



25
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.

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