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Messages - bjaxx87

Pages: 1 [2]
26
Graphical / Re: sl1982's Field Enhancement
« on: 2011-06-08 20:50:59 »
Ah, okay! Thank you!

27
Graphical / Re: sl1982's Field Enhancement
« on: 2011-06-08 16:49:13 »
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png

IE = in example? Do I have to delete tin_1_15_00.png only or must I delete all the following files:



Thanks for a short reply!

28
Okaaay... I gave it a try and this is what I got:

http://bayimg.com/pAIgAaadI
http://bayimg.com/PaIgBAaDI

Is it that what you meant by "unfinished"? Or did I do something wrong?

Could someone please have a look at my char.lgp?
Link: Link removed.  Do not distribute original parts of the game.

It contains PRP + every single model of your pack + 7 models by dahfa

I'm looking forward for any help!

29
Hello people!
I wasn't here for a long time.Thought this topic was closed.
Anyway,here some models that i rebuilded.Check them
I'm not working on them, but if some one want to complete these mod.Find them useful
Download:http://www.megaupload.com/?d=1OIZD5WX

Thanks for the upload! But I have some questions...

1.) The pack also includes weapon models (e.g. Cloud - Sword (TEMP), Cloud - Soldier Helmet(TEMP), etc.)... Do I still have to put ALL models in char.lgp? (I thought weapons belong to battle.lgp?)

2.) What about the models contained in the subfolders \temp, \temp\0.ARCHIVES, \temp\1. PARTS and \temp\temp? Is there a reason for keeping them in a different folder? Shouldn't I use them?

3.) Nearly every model contains the file "aafe.a" in it's subfolder... If I'd copy all models to char.lgp, I would have to replace it again and again. Is there a difference between those aafe.a files?

4.) You wrote that these models are not finished. What does that mean? Do they just need some finishing touches to look "perfect" or do I have to expect graphical issues if I use them?

Thanks in advance for any answer!

30
Try using a spell such as bolt or bio.

Thank you for the advice! But could you please have a quick look if everything is alright?

Bio:
http://bayimg.com/pAieBAAdg

Fire:
http://bayimg.com/PaIEDaAdG

Map:
http://bayimg.com/PaIeeaADg

Bolt:
http://bayimg.com/pAIeFAADg

Choco/Mog:
http://bayimg.com/PaIeGaaDG

Ice:
http://bayimg.com/PaiEmaAdg

It's been a while that I played the PSX version so I can't tell... I'm only sure that Choco/Mog does look better.

31
Try to make installer

That would be wonderful! I managed to install your mod into my LGP files... But after I read how complicated it is to get rid of the "stickmans", I'm giving up for now.

32
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-05-29 19:42:59 »
jenova_e.avi Italian
jenova_e.avi Russian
jenova_e.avi Spanish

ending2.avi Italian
ending2.avi Russian
ending2.avi Spanish

I have the German PSX version of FF7. If I provide my FMV files, could someone reconstruct those 2 videos in German language? I would be very grateful!

33
Archive / Re: Forum Redesign thread (image heavy thread)
« on: 2011-05-27 07:50:26 »
Your character modells look great! But, uhm, where exactly can I download them? (Please don't beat me ^^")

34
Sorry for double posting!

I have a stupid question: What is the first moment in the game that I can see a difference after installing Beta 9? I've seen a thread about the bombing mission but it seems to be not included so far. The only differences I could see by now are the high res menus (but as far as I know these were included in the GUI, not in Beta 9).

I just wonder how I can confirm early in the game that my installation of beta 9 works properly.

35
Thank you for the answers!

So the GUI just adds some minor features that weren't included in Beta 9. I was just wondering why the newest release had a file size of 7 mb ;D.

So far I couldn't find compatibility problems, I will give it a try.

I already set the ff7config to custom (as admin), it didn't work. Well, it doesn't matter. "regedit" helped :).

I installed everything except for Spanish fonts (what's that for ôO?) and the character modells (as I'm already using reconstruction modells v0.6). I guess that should've been the best installation for my needs.

Great project so far! Thank you all.

36
Hi!

I have some questions...

1.) I read that GUI 2.0 is not fully compatible with the German version. How about v. 2.0.8?
2.) I first installed Avalanche High Res.exe into my FF7 folder and then continued with installing Avalanche GUI v2.0.8.exe. Was that correct? What exactly is the whole purpose of the GUI?
3.) I had to change my registry (Graphics --> Driver --> 3) to install the High Res Pack. I thought that shouldn't be necessary in the current version? Or did I get that wrong?

37
Damn it, you were right! I got it working with NVIDIA drivers 263.09. Thank you.

I hope this will be fixed in the future as I'd like to keep my graphic drivers up to date.

Maybe there's also the option to change the settings of the most recent drivers to get it running properly? I guess I will experiment a bit.

38
Team Avalanche / Re: Question about Character Models
« on: 2011-05-26 17:28:02 »
Thank you. I will have a try.

39
Team Avalanche / Re: Question about Character Models
« on: 2011-05-26 13:27:45 »
I'm using the NPC-Reconstruction Models [v0.6]... (http://forums.qhimm.com/index.php?topic=5105.0) Is that mod compatible to your project? Can I use your hi-res textures in combination with those character models?

40
Hi!

I'm having some trouble with the option "use_shaders".

If I type in "use_shaders = yes" everything looks like this:

http://bayimg.com/naIIKAadE (that scene is in the reactor at the beginning of the game)

Videos are completely white.

This is how the start menu looks:

http://bayimg.com/EaimoAAdc

If I type in "use_shaders = no" everything looks fine. The only thing I noticed is that the battle swirl looks intensely blue-coloured.

I have a NVIDIA GeForce GTX 570 + latest drivers, Windows 7 64 bit, DirectX 11 + End User Runtime and OpenGL 4.0

Maybe you have an idea how you can fix this for v 0.7.11b.

My question: Are there disadvantages if I just decide to play with "use_shaders = no"? I mean, what exactly is the reason to activate shaders?

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