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Messages - BloodShot

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51
Graphical / Re: [WIP]Motorball
« on: 2013-07-27 23:19:54 »
Update, top half is almost fully textured


52
Graphical / Re: [WIP]Motorball
« on: 2013-07-26 21:04:44 »
Fully UVed



Ready for me to ditch the placeholders and start painting an actual texture.

53
Graphical / Re: [WIP]Motorball
« on: 2013-07-25 18:54:37 »
Small update: Started filling in the texture sheet with colors and some shading to get an idea of it will look



The tire textures aren't mine and are temp, I'll be redoing them once I get the whole thing UV'd.

EDIT: Is there any way to snap vertices on the UV grid to each other? It would make overlapping similar UVs a hell of a lot less tedius.

NVM, found the "Snap selected to cursor" and "snap cursor to selected" options

54
Graphical / Re: [WIP]Motorball
« on: 2013-07-25 04:30:31 »
Here are the UVs so far



Couple of questions if anyone can help:

1. I was thinking about separating the texture into two texture sheets, one for the bottom half and another for the top half, to keep the UVs a little more manageable. Is this ok? Would this cause any issues with FF7?

2. I want to keep the model in separate parts so I can easily import it to replace existing parts in FF7 - only problem is that way the UVs are separate - is there any way to combine UVs in blender without merging the objects? If not, would arranging the UVs so they fit into one image, and then giving them all the same texture work the same way?

55
No no, I switched to it see how D3D worked - I switched back to OpenGL after.

And Direct3D runs flawlessly, but then of course runs the issue that none of the mods - save for direct LGP mods - work.

56
I changed the renderer to directx/direct3d when it had issues and launched it, so that was probably it.

So yeah, no opengl related errors in it :(

57
Graphical / Re: [WIP]Motorball
« on: 2013-07-24 03:26:55 »
Here's a render with reduced polycounts on the wheels and all parts modeled



For the wheel now, 528 edges with the spikes, wheel alone is 312 edges, 4679 faces in total for the whole model.

58
Graphical / [WIP]Motorball - RELEASED
« on: 2013-07-24 02:43:23 »
http://forums.qhimm.com/index.php?topic=14510.msg203748#msg203748 < Release

WIP



I haven't done anything FF related in a while, so to brush up on my modelling, I decided to tackle the motorball.

In a perfect world I would love to UV map and texture it once I'm done too, but realistically I still have trouble with UVs so that might not happen soon.

59
Shaders were already off otherwise the game doesn't work, and turning off the cache and pbo had the same problem


Normally I would attribute this to the integrated chip since these are known for poor OpenGL support, however I know for a fact this should work alright with FF7 at least with the default models, given that I played FF7 for a while before I reinstalled win7 on here using the opengl driver, and that it was working fine up until now. Also, it handles other OpenGL games with more going on fine as well.

This error seems to be rampant throughout the log, it's the only graphics related one I could find

Quote
DD ERROR
  ERROR: 80070057 One or more of the parameters passed to the function are incorrect. in FILE C:\lib\src\graphics\dx_view.cpp LINE 210

60
Troubleshooting / Laptop issue - Progressively worse FPS
« on: 2013-07-23 07:09:01 »
So I installed FF7 on my laptop again, since its worked fine on it before. Set up the custom driver and everything was fine for a little while.

Now though, whenever I load up my save - every time I play it starts off running fine, but whenever a transition happens like fading to a new area or opening the menu - my FPS gets worse every time to the point where it becomes unplayable.

At first I thought it was the menu overhaul project I installed, so I uninstalled it to no effect. It also didn't do this the first time I played with it either.

It really makes no sense to me as it was just working fine and now all of a sudden it runs like shit after doing anything in the game.

This is on a 965 express chipset if that matters, it has issues with OpenGL programs but typically old opengl games and FF7 usually work perfectly fine.

61
Gameplay / Re: FF7 any leader proof of concept
« on: 2013-07-13 05:29:49 »
Very cool, I'd love to be able to swap out field characters.

I'm guessing there hasn't been any progress on the FFVIII style following mod you made a while back, huh? Was really looking forward to that too even with glitches :(

62
Hawken isn't really similar, it has mechs yes but it's more akin to Quake or UT with mechs, while MWLL has a huge emphasis on teamwork, more like Battlefield with mechs, but it also has more then just mechs too.

63
For any fans of the MechWarrior universe out there,


MECHWARRIOR LIVING LEGENDS, has released their final update, 0.7.0. As of today, no more development will continue due to legal threats by the current MechWarrior IP rights holders, the MechWarrior Online team, Piranha Games. The development team for MWLL, Wandering Samurai, has been disbanded.

MWLL won the 2009 ModDB Mod of the Year (and multiplayer mod of the year), 2010 and 2011 ModDB Honorable Mention, and were in the top 5 2007 and 2008 Most Anticipated Mod(s).


Full post and downloads:

http://www.mechlivinglegends.net/2013-01/mechwarrior-living-legends-final-release-0-7-0/












There is a bit of good news, in addition to the release of 0.7.0 - MechWarrior Living Legends should be compatible with the free Crysis Wars demo. Some servers will allow demo players, but some will not allow them to join. So this means you can download the Crysis Wars trial/demo, and play MWLL online for free on those servers

I'm pretty upset at this, as a person who liked MWLL and was looking forward to MWO after it had some time to improve, I could care less about MWO now.

And unfortunately, the dev team even got a license from Microsoft to make MW:LL, so Piranha basically capitalized on how MWLL got a lot more people interested in the Mechwarrior franchise, made a game, and then shut them down to prevent competition. I mean this stuff has happened before obviously, but it's worse when something with so much effort and attention to community feedback gets closed right there, for a game that is arguably almost the same game but with way less polish and features.

Oh well, at least they are allowed to release their finalized stuff, but all the features nearing completion, like the Mech Lab, will never see the light of day.

64
General Discussion / Re: Do you hear what I hear?
« on: 2013-01-08 18:49:00 »
Reminds me of when I realized the battle theme from FF7 sounded like this song:

http://www.youtube.com/watch?v=p6S9oqJRclo

65
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-03 16:30:26 »
Well I haven't done it in a while, but from what I remember - I would work on a couple of frames of an idle animation by duplicating them, then changing the rotation values for the different body parts - and then when I'm basically finished, I would interpolate the frames to get it to be much longer (and smooth) so it looks natural.

Problem is, once I do that, if I go to frame options and click on any bone piece, if the rotational/positional values are not an integer, I am greeted with a crash. Let me check what the error message is.

EDIT: Here it is:
Quote
Run-time error '380'

Invalid property value

66
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-02 21:27:58 »
Definitely agree with SS96

Also damn good job on the modeling and texturing of that room

67
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-02 21:22:00 »
Thanks, that's fine by me. It really is a great cloud model :).

Also Borde, does improving kimera for animation editing include fixing the interpolation bug?

I know when I was making that mod it was pretty daunting because once I interpolated an animation, going back in to edit an interpolated frame would cause it to crash - This is just speculation based on what I was looking at, but it seemed to be something to do with how once interpolated, the rotational positions became floats instead of integers, which seemed to crash it when you actually view the values.

68
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-01 00:04:32 »
Hey guys, I've been pretty busy until recently. Just checked and since the models are finally being released, I figure I'll share my conversions and modified textures for them as well :)

Field -


Comes with
-standard field model, train, sword, wheelchair, bike, and parachute variants
-modified aafe.a and acfe.a animations, to fix his standing position (default anims can be used but cloud will look horrible standing still, also be sure to back up any files before overwriting!)

Download
http://www.mediafire.com/?8ysvof6tybykv1g

Battle -

Classic Artwork edit:


Final Battle edit:


Download
http://www.mediafire.com/?7q43y8il81uvwdj

Combined Pack
http://www.mediafire.com/?kz59bcs2smjhaqm

Merry Christmas and happy new year, and whatever else you may celebrate :D

DISCLAIMER: The field conversions have been done using my animation mod alpha as a base, and as such have NOT been tested without it. They should work, but there will probably be animations where his arm floats off or twists backward, stuff like that.

Reanimation project: http://forums.qhimm.com/index.php?topic=13368.0

69
The original CDs of -

Space Hulk
Quake 1
Half-Life
System Shock 2
Duke Nukem 3D
FF7
Quake 2

Plus floppy disc versions of Doom

70
Graphical / Re: [WIP] Tifa's weapons
« on: 2012-09-02 18:51:30 »
Just wanted to let people know what's going on, I won't be able to work on this for a while (if at all) since I'm pretty busy with college ATM, since I'm now going again.

I apologize that I haven't worked on this anymore for people who have been waiting for it.

71
Completely Unrelated / Re: Black Mesa coming Sept 14
« on: 2012-09-02 18:03:25 »
Was going to post this, but hell to the fucking yes.

Here's the soundtrack, it's fucking awesome

http://www.youtube.com/user/JoelNielsenMusic

I especially love surface tension 3

72
It's nice to see someone attempting this. It'll certainly mesh well with the FMVs, and maybe can even be converted to battle.

73
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 22:53:07 »
Kuugen is indeed correct. It seems some of the NPCs in Wutai, and perhaps other places, are set up so after their dialogue plays after the called animation is finished, instead of regardless like most NPCs. Since it calls the standing animation as soon as they start talking, it's unavoidable unless you remove cloud's standing animation from the pack. Most NPCs don't seem to do this though.

The only possible fix I could see for this would be changing how the dialogue is called, but I won't pretend to know anything about what you need to modify to do that.

74
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 19:00:53 »
I'll look into it

75
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 15:38:06 »
Thanks for the input  ;D
Would you perhaps know which animation that is?

I hadn't come across that in testing

Also could a mod move this to releases as well?

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