Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kaldarasha

Pages: [1] 2 3 ... 90
If I remember right Omzy had worked on a tool to convert the worldmap to .obj data. Though, I have to search in the tools section where it is.


"The models are mostly from Kaldarasha's unshaded updates. The battle models are largely the same, owing to the fact that they already fit in stylistically with the original game."

Unfortunately the unshaded models have lesser quality than that of the battlemodels. I've made Aerith/Aeris exactly like the battlemodel by using the same model in the field - it looks soo much better. Not sure why Kaldarasha didn't use the battlemodels in both places..

They really look HD in an oldschool way.

A shame i can't post pics or anything here.

The battle models are specificly made for the battles and have some backed shadow and light information on them, because the battles have no positional light like the field module has. I can bake shadows in kimera but they are much to strong and I have to do a lot of fine tuning to get a similar effect as the original battle models.  As I said the field has some light processing which gets absorbed by the by the pre-baked shadow and light. On the other hand the battle models loose a lot of information when they are recolored with solid colors. And to restore this information it needs again a great amount of work.  The whole problem is that the NPCs would need much more time to fit in the style of the ported battle models. This means for me it's easier to make the field models higher quality and port them to battle.

You can add a lot of post effects what you are looking for is CRT.fx and it probably doesn't hurt to use SMAA.fx, too. The rest can be ignored but maybe you want test a few things.

Reshade is the ultimate post effect injector. The installation is actually pretty easy. Download the exe, run it and chose the installation path of your  game.  If I recall it should select opengl by default if not then you can select it and install then the reshade files to the  game.

Have you tried to use reshade instead? It might work better, because you can inject it trough opengl.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-21 18:33:03 »
On the foreground, the shadow of the (not visible) tree looks strange on the grass.  Speaking of it, the grass in certain areas has colored peaks. Very visible on the grass in front of the house. The whole image is also a bit pale, maybe the light is to bright.
Nevertheless, it's a very nice rendering.

And there is the problem. Until today, it's not possible to extract the extra packed special event files inside of snowboard-us.lgp.  There is also kage.dat and mark.dat which currently can't be edited.

Snowboard? :P

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-16 09:39:21 »
The drivers maximum is 1024 MB ram, maybe  it can be set higher, but Aali didn't  recommended it and nobody has tested  it.  When the limit is reached  then some textures aren't  correctly displayed, usually  the UI  gets messed up.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-16 00:33:13 »
The source has to fit without scrolling  320x240. But that's  not the main  problem  of the images. The BGs have a very small color variety and were also made for the psx color system. This makes upscaling them so complicated. However new rendered BGs have a lot more information which results in better results when using an upscale technique, even though improvements would be minor. But I think the difference of an BG which was made for 4k or an image which was upscaled from 2k to 4k is also minor. And we shouldn't  forget that Aali's driver has also a limit. Too much high resolution textures my lead to wrong displayed textures.

Aali's driver has also a dump texture option.  But I don't  know  what the  right command was  in the opengl.cfg.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-15 00:02:44 »
I still think that you should use blender for the rendering. There is a tool for SketchUp called BlendUp  -
Sadly it's not free, but blender has some real good functions one thing is filmic blender ( which calculates light more natural, but more important is the denoise tool for rendering which works wonders even with a small amount of render cycles.  (

Is that really new? Looks like a re-created fan made model with the remake as basic. The model doesn't even look closer to the original design as Nomura said it will. So I think this are "fake news".

Troubleshooting / Re: Tom's installer
« on: 2018-07-06 17:36:27 »
As far as I know Tom's installer isn't needed anymore and you should be able to install the game through its own installer. You could also try to use the Gamesconverter, this could very likely fix your problem with the game.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-06 17:12:51 »
I think it will look better when a good subsurface scattering is added to the grass. But a displacement map could also work well.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-06-30 18:22:53 »
It looks very good, but the grass could need some variation. In the middle distance it looks very repetitive. Maybe you could some muddy texture in the chocobo pen. A small lake or something where they could get something to drink (and eat) would be a great addition to the scene.

If you want to implement that 360 degree field movement (or was it 255), I have no qualms immediately scanning through all of the field files and fixing the default directions.

Also, great to see you posting again, I had wondered what happened.

I help you when you work on it. I think it will be easier if I tell you the value for a scene rather than letting you import it into the field.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-06-24 04:45:03 »
You become better with the wood textures on the furniture.

Troubleshooting / Re: please help
« on: 2018-06-06 12:19:22 »
Be patient. We can't all be online all the time, and nagging will make us want to help you less, and may lead to warnings.
And another reason why your post(s) get ignored:
Use Meaningful, Specific Subject Headers
When posting a new thread, consider the subject header carefully. The subject is your opportunity to attract people to your thread, so it's in your own best interests to use it properly.

Stupid: HELP ME!!

Smart: Help required with getting model into FF7

Smarter: FF7 model importing issues - problem with assigning textures.

The community has become quite a bit silence, since the remake of FF7 was announced and the moding community around FF8 wasn't really huge from begin with.  It may sound sad but qhimm.forums slowly dies in regard to active moder. Probably most of the fans of the original FF PC games becomes older and therefore the interest and the willingness to spend time for it does also slowly dying.

What I want to say is that your post isn't the first one which didn't get help and it isn't the last one. And in regard to FF8 it's much higher.

You don't need to deal with the other languages. The GamesConverter main purpose was actually to uniform the different versions to use the English file system. So we have the files to patch the game language.

The exe is a packed rar archiv. You can open it with WinRAR or 7zip.

In the script itself. Usually you call a window and then the text it should display.

My way of doing it allows for a degree of leniency but is more catered to entire mods that are self contained - because I think that's the best way of doing it.  7H is nice but it adds so many issues and will never manage to work out all the inconsistencies.

My way will be open source if using aali's driver code.  It's a fairly simple system that makes use of whole lgp reads and directmode.

The only issue we have is the need of the downpatch. Most problems occurs there. Once Aali's driver works with the re-release and 7H works with FF7_en.exe a lot of the troubleshooting will be gone.
7H does a very good job to increase compatibility between mods. If I want to change only one model I can do it for every mod. It also allows breaking through the limitations of the game. We could make for example an ingame difficulty selection by swapping scene.bin through another or make the early areas enemies harder when Meteor appears.
I don't think that the new modmanager will replace 7H, but I could imangine that 7H in return could make use of it. For example files which doesn't need to be activated through a certain condition, could be written to the new modmanagers folder and 7H takes care only of the conditional files. This may decrease load times when many mods are selected.

7thHeaven / Re: trouble using catalogue
« on: 2018-04-27 04:16:26 »
Could it be that your firewall is blocking 7H to get internet access?

Pages: [1] 2 3 ... 90