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Messages - willis936

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101
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-05 03:24:49 »
Is there any way to inject a higher resolution into FFVII?  I still see some jaggies in this render.  That goes for mentioning after the million OMG THAT IS INCREDIBLEs  ;D

102
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-04 18:00:48 »

103
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-30 18:17:32 »
There's no option for that I don't think I'll check in a second but the input.cfg file looks like this
Code: [Select]
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104
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-30 17:45:01 »
Is there anyway to customize the input.cfg?  I'd like to modify the controls a smidgen because some buttons act as two (like menu and switch on the right shift key).

105
This is very cool I wish I had a PS3 now >.<
Do you know if this program can be used to reassign numpad keys to other keys?  The inputconfig for the numpad fix is in code and it's a little buggy (some keys do multiple things) and I'd like a tool to mess around with this on my laptop.

106
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-29 15:13:25 »
It's such a shame all this effort is going into a game utilizing only one set of renders.

I don't know the details of how this engine works but before you enter the reactor there is a fmv that changes the camera angle on Cloud's field model before he runs in.  Does anyone know of any logistically feasible way to mess with the camera angle purely relative to the field models.  If it was someone could write a program to have these field skeletons move with the camera.  This would be no small project considering you need a program that can render these skeletons real time but that would honestly be one of the coolest mods breaking limits of what the first modders of FFVII could have even imagined.  Sorry I know this doesn't belong here and isn't part of the project goals.

107
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-28 15:19:27 »
I always pictured them as robotic since the super grunts you fight in the Shinra tower were grunt looking robots underneath their big red armor.

108
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-27 04:07:09 »
That's right a very similar (almost identical just mirrored) field is used in Reactor 5.  I also think a few fields are re-used their (or at least pieces that can be moved over rather than remade).

109
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-27 01:56:35 »
Still.  If you model this in sketchup could you reuse the textures you make for it in the battle scene?  I honestly cannot think of anything cooler than recognizing the battle scene from the field perfectly.

110
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-26 23:48:57 »
Outside reactor scene (File - nrthmk) Unclaimed

Hey is it possible to extract the skeletons of battle scenes?  I know there is a battle scene that uses this exact field so you could extract it, retexture it, then put the camera at the correct angle for render.  That way a battle scene and a field scene is redone and they're both identical.

111
Hey.  I got everything running on my new laptop perfectly.  A few strange things:  the volume in the cfg for ff7music had to be turned down from 125 to 50 to match the sound effects (an issue I've never had before), there's now a gray line with the videos (though I'm fairly certain that's aali's game), and there are artifacts over the damage numbers in battle.  Very very strange indeed.  I'm using aali's .7.7b and haven't tried rolling back.  Another thing is that some of the colors in the field models seem off.

I'm not really sure if any of this has to do with the beta 9 but I doubt it does.  The only one I think might be related is the numbers but that could just be a texture injection issue.  Everything looks so amazing right now honestly it's a completely new game thank you all.  The bombing mission mission (lol) looks like a great challenge.  You seem to be in dire need of texture artists.  I'll see if I can start to help though I have zero texture experience.  Does anyone know of some good threads or guides for beginner texture artists?

112
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-26 12:26:34 »
I got everything running on my new laptop perfectly.  A few strange things:  the volume in the cfg for ff7music had to be turned down from 125 to 50 to match the sound effects (an issue I've never had before), there's now a gray line to the right of the videos, and there are artifacts over the damage numbers in battle (and during some animations, summons were mentioned above).  I'm using .7.7b and haven't tried rolling back.

113
Team Avalanche / Re: Resolution
« on: 2010-04-26 00:26:10 »
My PC is 1440x900 and my laptop is 1366x768.

I got my laptop about a month ago and I haven't turned on my PC since lol.  dasstop replacement.

114
The link says "The file you are trying to access is temporarily unavailable".
I assumed this meant it expired, still doesn't work for me.  Are there any other mirrors?

THE PROBLEM RESOLVED ITSELF
sorry about that lol

115
The Beta 9 low res link in the release thread doesn't work can anyone upload it please?

116
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-04-25 10:58:07 »
I'm not saying use ported battle models (though I like the concept I know the skeletons hate it).  I'm just saying don't make the models look like this:

117
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-04-25 01:28:08 »
Well the PRP isn't chibi (no huge heads) and the text cutscenes work flawlessly.  I just don't like the originals because the field backgrounds are proportioned to real life and the original field models are not.

118
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-04-24 14:56:25 »
Wait, are you guys talking about field or world map?  I agree completely with world map chibi but I think it looks quite out of proportion in the field when everything is sized realistically (except the head and body of characters).

119
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-19 22:01:28 »
Oh right lol.  I guess it would help to install FFVII before I start modding on my laptop XD

120
Try messing with the color.  Maybe making it a little darker and little more orange would make it look better in game.

121
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-19 19:44:19 »
This project sounds awesome it will really impress even people who haven't heard of FFVII modding.  I'm going to mess around with effects and methods to make the opening movie a little better.  If I come up with anything (no one else has but it's worth a shot) I'd start giving the other vids a shot.

Quick question:  Does anyone know how to extract the videos?  The files in the movies folder is just avis with audio and no video.

122
It doesn't look like there should be much, if any.  Can you use a higher res original?  Sometimes scaling down larger images looks cleaner.

123
Troubleshooting / Re: FF7 Music problem
« on: 2010-04-18 12:47:21 »
Well Aali's driver helps a lot lot lot with this and also makes the game look way better and lets you use some of the best mods made for the game.  It's literally THE must-have mod for FFVII.
I'd also recommend LoopBe.  Install it and set it as the midi device FF7music uses.  It's a midi that creates no output so it mutes the game's midi output so nothing can get in the way of FF7music.
Also, which midi.lgp did you delete?  I think FFVII might use one of the files in the music folder but don't quote me on that.  If you use LoopBe you shouldn't have to delete any lgps.  I'd suggest replaying that file and trying loopbe.

125
Troubleshooting / Re: FF7 Music problem
« on: 2010-04-17 20:47:09 »
Ok a few things:  check through the settings folder in aali's driver there should be a line for ff7music.  Check ALL of your folder paths and file locations, keep in mind ff7music does not like spaces in folder paths.  Sometimes keep the folders in C:\ keeps things simple.  Make sure the playlist matches the folder you specified to fetch the files from (so if you're replacing the aseri midi with a file named aseri.mp3 make sure it's in the folder ff7music searches through).  Also, in the second window I see the breaks in the file path, that could be the problem.  I also have the "emulate ramps" and "obey stop" commands are checked.

There are many threads on this that explain it much better I'll find them hold on.
EDIT:  Here they are:
http://forums.qhimm.com/index.php?topic=8493.0
http://forums.qhimm.com/index.php?topic=8840.0

Be careful before posting in these threads, people don't react nicely to necroposting.

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