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Messages - obesebear

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1
FF8 Tools / MOVED: Urgent help needed
« on: 2018-04-29 19:55:25 »

2
Well since you have a little time on your hands, wanna take a crack at adding 360 degree movement?

3
You might find this interesting: https://github.com/Aali132/ff7_opengl
Thanks for this. Does this mean you're done for the foreseeable future?

4
Graphical Mods / 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

5
Weird. The player frog model should be fine. It's the others that kimera doesn't display correctly. 

6
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?

7
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

8
Very entertaining read.  Keep up the good work!

9
did your large map get substituted for the small one, or did the small one just relocate up there? Never seen that before

10
This is great and definitely needed considering an official remaster is almost certainly not happening. Thank you for your hard work

11
Graphical Mods / 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

12
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

13
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

14
This particular mod does not affect magic.  However, this mod has also been merged with Reunion since all the bugs we were facing were ironed out and incorporated with his mod.  Whether or not Reunion conflicts with new threat, I don't know.

15
These look quite good!  I'll definitely be downloading and comparing to the ones we already have.  I know some textures have only been upscaled, so it will be nice to be able to replace those with more that have been made from scratch

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Why rewrite them?

18
That's my bad, I haven't played on 15fps in so long that I didn't realize the animations were currently at 60.   I did notice the camera stutters in places though, but that was all NFITC1s work, no idea how to correct any of that

19
Does the interpolation method work correctly?  When I was doing mine, there were hundreds upon hundreds of animations that needed fixing due to the animations using 0-360 rotation.  If one frame was 0 but the next was 360, you wouldn't notice, but if you interpolate them, the new frame becomes 180 and when you're using x,y,z axes for 20 bones suddenly you have tons of body parts jumping all around.   

Is this going to be an R06 option?

@Kaldarasha it's really whoever wants to fix it.  It's not a big enough project to worry too much about

20
I checked out how the fields handle movement, and it seems easy enough to change if analog movement is implemented.  Might take hours, but it's easy work.

Anywho, I should be finishing up some odds and ends soon and will be moving on to verifying my 60fps models.  I used reunion the other day, and the menu and whatnot look great clearly running at 60, but how do we add in 60fps animation files and 60fps camera movement?

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If you can add almost full control, I'll take a crack at the fields.

22
Yeah, even something like 16 directions would be satisfactory.  The hope is to eliminate the locked controls in certain fields where pressing up on the D-Pad actually moves you northwest.  If up always moved you North, and you had more then 8 directions available to you, the fields would feel much more natural


23
I don't need analog input, and I can pretty easily map an analog stick to give me those 8 directions.  I was more interested if it'd be possible to give 360 directional movement instead of 8.  I know ff8 and ff9 used analog in their psx versions but it looks like they were cut to the 8 in their pc ports unfortunately

24
Ok, so, before I ask this question I want you to keep in mind that I know fern all about asm and changing code and what is and is not possible.  That being said, what is the feasibility of changing the 8 directional motions to something fully analog like FF8 or FF9?

25
Downloading it now, hopefully I'll have time to check it out tomorrow.  If it does what I think it does, this was much needed.
Since you seem to like making these tools, something that still has yet to be made is a way to convert the animation files to something more common and usable in a modern 3d program.  To be able to create animations outside of Kimera would be something new

Great work regardless!

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