Author Topic: Spell effects  (Read 20427 times)

Kaldarasha

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Re: Spell effects
« Reply #25 on: 2014-12-15 13:23:45 »
As a note Aali's current driver has a problem with the average shader. It adds an extra transparency effect to the textures. While he made it work 'correctly' in the previous release some textures weren't transparent when they should, so he reset it back to the less obvious shader mode. However I think it would be better to let us fix these broken textures, and have an average shader, which do work better for the effects.

http://forums.qhimm.com/index.php?topic=14922.msg215708#msg215708

sl1982

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Re: Spell effects
« Reply #26 on: 2014-12-17 14:19:19 »
Well I am trying to recreate the textures as close to the originals as i can so it should look similar to the originals. If the shader is messed up theres not really much i can do in photoshop to fix that. Unless you know something i dont?

sl1982

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Re: Spell effects
« Reply #27 on: 2015-01-03 02:21:31 »
A bit of progress:

seffect1


seffect2


seffect3

sl1982

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Re: Spell effects
« Reply #28 on: 2015-01-04 18:26:36 »
I may need people to help beta test these. Since I dont even know what half of these are used for. Let me know if you are interested.

Mcindus

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Re: Spell effects
« Reply #29 on: 2015-01-04 20:52:58 »
A bit of progress:

Any chance you would like to work on Magic Textures for FFVIII?  These look amazing!

sl1982

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Re: Spell effects
« Reply #30 on: 2015-01-04 21:00:29 »
Any chance you would like to work on Magic Textures for FFVIII?  These look amazing!

While I would love to, I dont think i will have time. I have about 5200 textures to go with ff7.

NFITC1

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Re: Spell effects
« Reply #31 on: 2015-01-04 23:32:54 »
...Since I dont even know what half of these are used for.
Join the club. These seem like general use textures that have lots of palette swaps. I noticed these while I was playing with texture limiting, but never found where they were called from.

sl1982

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Re: Spell effects
« Reply #32 on: 2015-01-04 23:34:51 »
They arent stuffed in any of the lgps. And yes you are correct. They handle many of the main use things like heal regen potions summon barrets gun blast and the dust when the characters run across the screen

Sent from my SM-N900W8 using Tapatalk


Mayo Master

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Re: Spell effects
« Reply #33 on: 2015-01-05 02:19:46 »
As far as I recall, there were some small blue sparks and lightnings when Air Buster is about to explode, I don't know if that's relevant to some of the effects you made or the ones which have yet to be made.
I would gladly test the spell effects, although not right now - I'm having my hands full with the finalization of my fields at the moment. I may have more time afterwards though.

EQ2Alyza

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Re: Spell effects
« Reply #34 on: 2015-01-15 17:43:53 »
I can test whatever you want. It's easy to make an IRO for them to test with 7th Heaven.

sl1982

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Re: Spell effects
« Reply #35 on: 2015-01-16 16:29:20 »
I can test whatever you want. It's easy to make an IRO for them to test with 7th Heaven.

What is an IRO? These shouldnt require anything other then putting them in a modpath.

Covarr

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Re: Spell effects
« Reply #36 on: 2015-01-16 17:11:36 »
What is an IRO?
A year and a half of making mod installation easier for the average person.

.IRO files are the files that 7thHeaven uses. It acts as sort of a mod manager; most mods can be converted to its format with relative ease. The chief advantages of 7thHeaven/IRO are severalfold:

  • It's much easier to manage an install with several mods at once without relying on an enormous package like Bootleg.
  • It works with the Steam version.
  • It significantly reduces the risk of problems caused by incompatibilities between multiple mods.
« Last Edit: 2015-01-16 17:13:27 by Covarr »

sl1982

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Re: Spell effects
« Reply #37 on: 2015-01-16 17:56:41 »
Alright. Well I will definitely give you access before release so you can whip up an iro version. That way everyone will be covered.

sl1982

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Re: Spell effects
« Reply #38 on: 2015-01-28 16:56:07 »
Good news. I am done all the seffect textures. Some 3500 in total. Release will be up soon. Just need to finalize a few things.

Mayo Master

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Re: Spell effects
« Reply #39 on: 2015-01-28 17:53:30 »
Awesome! Thank you very much for all this work. Looking forward to testing that  :)

sl1982

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Re: Spell effects
« Reply #40 on: 2015-01-29 16:09:02 »
Downloads in release thread.

sl1982

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Re: Spell effects
« Reply #41 on: 2015-01-29 19:03:56 »
Alright what effect does everyone want to see done next?

Hellbringer616

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Re: Spell effects
« Reply #42 on: 2015-01-29 21:29:11 »
What effects are left?
If that haven't been touched up I vote limits.

Mayo Master

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Re: Spell effects
« Reply #43 on: 2015-01-30 14:33:14 »
What effects are left?
If that haven't been touched up I vote limits.
A good question. Please let us know what remains to be done, it will make it easier for us to vote :)

sl1982

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Re: Spell effects
« Reply #44 on: 2015-01-30 15:52:45 »
Summons are done. Most magic spells are done. Limit breaks are largely untouched except for braver.

sen

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Re: Spell effects
« Reply #45 on: 2015-01-30 16:33:08 »
How is this different compared to Grimmy's magic spells mod?

sl1982

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Re: Spell effects
« Reply #46 on: 2015-01-30 18:21:47 »
I spent well over a hundred hours repainting all the textures. He just upscaled his and added a filter.

sen

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Re: Spell effects
« Reply #47 on: 2015-01-30 22:14:49 »
I spent well over a hundred hours repainting all the textures. He just upscaled his and added a filter.
Oh wow, that's awesome! Thanks alot for this!

Salk

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Re: Spell effects
« Reply #48 on: 2015-01-31 06:14:34 »
I also vote for limits as next task!

Thanks a lot for your hard work, sl1982!

sl1982

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Re: Spell effects
« Reply #49 on: 2015-01-31 17:55:52 »
Alright. Limits it is. Stay tuned for updates!