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Topics - Kaldarasha

Pages: 1 [2]
26
Graphical / New HQ Barret Project
« on: 2014-04-28 03:39:26 »

This is an early renderer of the model.
Well I haven't made a big progress since my first post about this. But I've learned many new good things. So I use bunch of textures let Blender generate a single texture. I also plan to map Ambient Occlusion on the model, but this must be done for every piece separate. In the end the model will look very similar to the renderer but without the specula lights.

So where I'm creating a new model, I decided to overhaul all his weapons, too.
The basic idea is to give him two weapons, a main gun for his normal attacks and a sub gun for the most of his limit attacks.


Here without the main gun.


This means that I need to design entirely new weapons for him which do not conflict with the new gun. (His joke weapon will be an exception.)

I'm still learning to paint textures. The new blender build has got some changes in the GUI, so it's currently a bit confusing to me.

28
I often have the problem that Kimera create some unique filenames, which ending sometimes in an unpredictable chaos for me.
It is nasty work to rename the files manually. First I have to change the name of the file in the .hrc-file, then I must change the name of the .rsd-file, after this I must open the .rsd-file and change the three names there and at last the p-file must be renamed, too.
So what I need, is a tool what can read out the .hrc and the .rsd files and rename all files at once.

Here an example;
The header file is AAAP.hrc and I want it to rename it AAAA.hrc. Lets say the first file it reads is AATH13, which is AATH13.rsd. AATH13.rsd is pointing to the file AATZ.p. To be honest this is a worst case scenario, if I add a part to the AATH13 bone I have no idea what new .rsd-file Kimera would generate
Though, after the rename it should look like the follow: AAAA.hrc -> AAAB.rsd -> AAAC.p. This looks much cleaner.
If the .hrc is pointing to two files for a bone: AATH13.rsd and AATH14.rsd, then the new should look like this: AAAB.rsd; AAAB1.rsd -> AAAC.p; AAAC1.p.

The rules for naming the files: the last letter follows from A to F. If the F is reached the letter before change to the next letter in the alphabet and the last letter is an A again (AAAF, then AABA). If the bone has more then one part, then file is builded like this: 'Name_of_the_first_part_of_the_bone' + 'a_Numeric' (starting from 1 to open end[?]). I guess that's it.

Should look in the end like this:
Code: [Select]
AAAA.hrc
AAAB.rsd
AAAC.p
AAAD.rsd
AAAE.p
AAAF.rsd; AAAF1.rsd; AAAF2.rsd
AABA.p; AABA1.p; AABA1.p
AABB.rsd
.
.
.

All what I want to do, is only to write the name of model and the tool is doing the rest for me.

29
First I was surprised to see a 700 MB patch (because they have announced that the game is finalized and won't get any new patch), but after checking the property of the game on Steam I saw Dawnguard under DLCs. But I never brought it. Is this happened to anyone other, too?

30
General Discussion / A community flevel project
« on: 2013-08-29 07:32:52 »
Alright, I guess it's time to discuss a new project.
What I intend to do is to make a new standard flevel for the use with '7th Heaven'.
Here is what's done so far:
Code: [Select]
Version 1.01

Field Author Change
*EveryField* Kaldarasha New sizes for the characters
fship_1 Kaldarasha Volume of Channel #2 to 0
fship_12 Kaldarasha Volume of Channel #2 to 0
fship_2 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_22 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_23 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_24 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_25 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_3 Kaldarasha Added sound 464 to Channel #2,position 64, Volume set to 78
fship_4 Kaldarasha Added sound 464 to Channel #2,position 64, Volume set to 127
fship_42 Kaldarasha Added sound 464 to Channel #2,position 64, Volume set to 127
fship_5 Kaldarasha Added sound 464 to Channel #2,position 10, Volume set to 78
nmkin_1 Kaldarasha SoundFix Alarm
elevr1 Kaldarasha StopSound Reactor
nmkin_2 Kaldarasha SoundFix Reactor & Alarm (the door sound has mute the Sound, even on PSX)
nmkin_3 Kaldarasha SoundFix Reactor & Alarm
nmkin_4 Kaldarasha SoundFix Reactor & Alarm
nmkin_5 Kaldarasha SoundFix Reactor & Alarm
smkin_2 Kaldarasha SoundFix Reactor & Alarm
smkin_3 Kaldarasha SoundFix Reactor & Alarm
smkin_4 Kaldarasha SoundFix Reactor & Alarm
smkin_5 Kaldarasha SoundFix Reactor & Alarm
mds7pb_1 Cloudia Added Barret throws money
niv_w Kaldarasha Young Cloud model
nivmin1_1 Kaldarasha Young Cloud model
nivmin1_2 Kaldarasha Young Cloud model
nivinn_1 Kaldarasha Young Cloud model
nivinn_2 Kaldarasha Young Cloud model
nivcl Kaldarasha Young Cloud model
trackin Kaldarasha Young Cloud model
nivgate Kaldarasha Young Cloud model
nivgate2 Kaldarasha Young Cloud model + changes in the script to get a proper work of both Clouds without conflicts; changed Zacks turning to the masked Cloud soldier.
nivl Kaldarasha Young Cloud model
niv_ti1 Kaldarasha Young Cloud model
niv_ti2 Kaldarasha Young Cloud model
nivl_b1 Kaldarasha Young Cloud model
nivl_b12 Kaldarasha Young Cloud model
nivl_b2 Kaldarasha Young Cloud model
sinin1_1 Kaldarasha Young Cloud model
sinin1_2 Kaldarasha Young Cloud model
sinin2_1 Kaldarasha Young Cloud model
sinin2_2 Kaldarasha Young Cloud model
sinin3 Kaldarasha Young Cloud model
sinbin1 Kaldarasha Young Cloud model
sinbin2 Kaldarasha Young Cloud model
sinbin31 Kaldarasha Young Cloud model
sinbin41 Kaldarasha Young Cloud model
sinbin51 Kaldarasha Young Cloud model
mtnvl2 Kaldarasha Young Cloud model
mtnvl3 Kaldarasha Young Cloud model
mtnvl4 Kaldarasha Young Cloud model
mtnvl5 Kaldarasha Young Cloud model
mtnvl6 Kaldarasha Young Cloud model
mtnvl6b Kaldarasha Young Cloud model
nvdun1 Kaldarasha Young Cloud model
nvdun2 Kaldarasha Young Cloud model
nvdun3 Kaldarasha Young Cloud model
nvdun31 Kaldarasha Young Cloud model
nvdun4 Kaldarasha Young Cloud model
nvmkin1 Kaldarasha Young Cloud model
nvmkin21 Kaldarasha Young Cloud model
nvmkin22 Kaldarasha New Model and script for Zack to unarm him when cloud is grabbing the sword
nvmkin31 Kaldarasha Young Cloud model
nvmkin32 Kaldarasha Young Cloud model
elmin2_2 Grimmy Added Elmyra and Marlen on the later game + New text
spgate Kaldarasha SoundFix
semkin_2 Kaldarasha SoundFix
semkin_8 Kaldarasha SoundFix
semkin_3 Kaldarasha SoundFix
semkin_4 Kaldarasha SoundFix
ship_1 Kaldarasha SoundFix
ship_2 Kaldarasha SoundFix
shpin_2 Kaldarasha SoundFix
shpin_2 Kaldarasha SoundFix
cosmobtm Kaldarasha Added sound 442 to Channel #2,position 64, Volume set to 50
cosmo Kaldarasha Added sound 442 to Channel #2,position 64, Volume set to 44
cosin1 Kaldarasha Volume of Channel #2 to 0
cosin2 Kaldarasha Volume of Channel #2 to 0
cosin3 Kaldarasha Volume of Channel #2 to 0
cosmin7 Kaldarasha Volume of Channel #2 to 0
rktsid Kaldarasha MoveDerectionFix
blue Kaldarasha Changed the model for Aerith to death looking one; Added a swordless model of Cloud when he finally kill Aerith :P
ancnt4 Kaldarasha Changed the model for Aerith to death looking one
ancnt4 Kaldarasha Changed the model for Aerith to death looking one; Added animations to Cloud for a sad look
las0_1 Kaldarasha Volume of Channel #2 to 0
sininb34 Kaldarasha Added Models for Zack to have the correct models when he is equipping himself with his sword
midgal Kaldarasha Added Models for Zack and Cloud so there is only one Buster sword in the scene (for those who like the Sword equipped Cloud)

I think it is better to release it as an iro file, so it is safer from the legal side and it easier to mod. However this way we have the problem, that it won't work with TS or other programs/mods which needs to make changes to the flevel, because every change will be overwritten by the iro file. So one way is to developed the programs so they change the flevel.iro file instead of the flevel.lgp or I (or somebody else) have to patch the flevel and implement the changes as an additional option, but this will blow up the flevel.iro file and every new mod must be first converted to it.
For the text I guess it would be a good idea to enhance 7th Heaven with a direct Text patch feature. So 7th Heaven would read the txt-files TS has created. This way it would be also easier to maintain different languages.

Edit:
I will implement this as an option, too.
Code: [Select]
FF7MusicPatch
This is a simple change in the script. The '#' means that I have added a variable to the field.
The other fields read these variable and if it's changed, then a music is played right before the
orignal field music. This prevents FF7Music for being mute for fields,
when in the field before the music was set to silent.
However, it doesn't fix the problem, which FF7Music has with volume ramping.


Field
#junair
junin1
#spgate
spipe_1
#gaiafoot
holu_1
#gaia_1
#gaia_2
#gaia_31
#gaia_31
gaiin_1
gaiin_2
gaiin_3
#gaiin_4
gaiin_5
gaiin_6
gaiin_7

31
Archive / The Final Fantasy 7 Original Soundtrack Petition
« on: 2013-08-09 19:25:58 »
Well it's only for the steam version, but it wouldn't hurt to get some official new music from SE.
http://www.petitionbuzz.com/petitions/ff7music

32
Support / What's up with the Sound?!
« on: 2013-07-22 09:15:18 »
Everybody might have noticed, that the sound system of FF7PC is worse then in FF7PSX.
The stereo sound in battle is wrong placed sometimes (Barret shoot right and the sound came out of the left speaker, because the enemy is left). The High minigame (Motorbike minigame) has problems to play every sound (slash->hit->enemy fall down, but often with no sound). Then some scenes have background sound, which disappear if another sound is played (take the alarm sound in the mako reactor after setting the bomb, it is disabled after a fight, because of the battle swirl sound.)
Well, actually I want set some immersive background sound to some scenes like the motor noises from the ship to the machine room in the Highwind. I found a channel which isn't cancelled through another sound, but if another sound is played (moving the menu cursor for example)1 it volumes down (from 100%-->60%?) and then it slowly volumes up.
And the last thing is the another problem I have noticed: after a sound is called, it is stored to the channel. So it plays on other fields too, if I do not disable it. Ok, I thought, if it's there already then I could use it less noisy, so you got even more the feeling to be in a flying working airship. It works, but after a while it ramps up, so that it is same loud as if you would stand in the machine room.

1 The funny thing is, if I reduce the effect volume, the volume down effect is reduced, too.

I don't know if this problem was there from begin with or not. Because I have played FF7PC only on win7, which does not support directsound and I don't know if the rerelease has these issues, too. But, isn't there a way to make it work with OpenAL? Maybe there is a way to fix the sound issue with it. :|

33
Releases / [FF7PC] New Cait Sith Battle Model (2013-06-24)
« on: 2013-06-18 14:17:11 »


Battle-Cait-Sith.7z
Battle-Cait-Sith-Without-Zip.7z


My final version. The zipper is original, but the model looks lesser as a suspicious toy without it. Thats why I made a version without it.



Every time I made some researches I find stuff like this...

34
This is nothing big, but I think it would be nice to have the Moogels as save points instead of the original ones (looking like placeholders if you ask me). The basic idea is to have interactive save points as seen in FF9. However I have no time to replace all save points with Moogels and make them interactive.
So I have decided to share the basic script with you, in the hope some could make use of it.

It's a simple loop script, which is running if no other script is active.


This is the talk script.
Feature:
You can use a Tent and sleep.1
You can save.
PHS is not implemented but it's very easy to add it.

1    Line 11 - 15 checks if you have enough tents in your inventar.
      Line 16 - 26 restores HP and plays a dedicated music. You have to add the 'Good Nigth Until
                         Tomorrow...' -music with tools -->Tutorials/Sound. But first you need to dump the
                         music with the tool from a scene which has the music in its music/sound loader.

35
This interpretation opened my eyes. At last every who's played the game should this read ones.
The true meaning of Final Fantasy VII

I not agree with everything, but it opens a good point view.

36
Releases / [FF7PC] ChaOS -Character Overhaul Seven
« on: 2013-01-03 05:38:16 »

The Unshaded Model project has moved to an UM-Modeloverhaul project.
I have started with a simple recolor of the main characters to fit the models Squallff8 has made, but after some practice and the first own recreated model I realized, that I could make even better models. More than half year is gone now since I started this more and more growing project. It was intended as simple character replacement for the field models, but after a while I had learned so much, that I got now possibilities to alter a model in nearly every way I want it. Still, Kimera isn't professional 3D editor, it has its limits and sometimes it's hard to work with. However lesser
options make a tool more accessible, so you can learn and master much faster the main functions.

The models I recreate are very close to the original game, however if I see a better interpretation of a model, I use this instead of the original ones (Johnny, Bugenhagen, Lady Cloud are good examples). It depends on, if the design is representing the characters character. Cloud is for example now a bit more pale to represent his sickness.

The Iro-File for 7th Heaven
ChaOS-1.70.7z

Subscription for 7th Heaven:
iros://Url/http$pastebin.com/raw.php?i=fZGmYc0T



The single files:
Unshaded-Models-1.66.0.7z

I'm far away from completing this project, that's why I have made a separate model overhaul made out of the PRP, Squallff8's and diverse other creators models to use it as a base mod to capture every current done model.

Subprojects for the 7thHeaven:
New_Animation
1Dynamik-Weapons-Project.7z
The-Community-flevel-Project.7z


Code: [Select]
XXXX means that these models are not used by the vanilla FF7 version.

Version 1.66.0
Added Models:
CFED
CRID
CUFC
CVBA
CVGE
FUFE
FVED
BRAF
CFBB
CGDA
DDHA
DEIE

FIXES:
AAAA
ALAD
AODD
CJIF
CSED
BSFC
COGB
DAFB
DQAE
DSBC

Version 1.65.4
Changed Cloud's head once more (´_`)

------------------------------------
Version 1.65.3

FIX:
Main
BHFF - sword was merged with hand

------------------------------------
Version 1.65.2
Updated:
Changed Clouds face more to the final battle model.

------------------------------------

Version 1.65.1

Updated:
Name changed to ChaOS.
Barret - New head. It's not the final model, but the head wasn't that good, so I fixed it first. The rest of the model will get overhauled in a later release.
7th Heaven mod updated. New option for bigger models in field from the model resized project.
Fixed an option in the script.

------------------------------------
Version 1.65

Updated:
Main
Cloud - All models updated
Tifa - shorter legs, cleaned model

Supporting
Zack - updated sword model and added the scar to his face

NPC
BQFB - Man7
DTJB - Buka

MINI:

High
CAAA - Cloud Original updated model

Chocobo
CD - Chocobo cleaned folder
EA - Cloud new model + animation fixes

World
BBE - Cloud
BBE - Cloud Without Sword
DLB - Tifa
------------------------------------
Version 1.64.1
ADDED MODELS

NPC:
DQGD - Snowboarder

FIXES
BWAB
DFGD

New faces for:
-Cloud
-Barret
-Aerith
-Tifa
-Cid
-Sephiroth
-----------

Version 1.63
ADDED MODELS

NPC:
DPEF - Cook
DQAE - Waitress
DJID - Chocobo Carriage

EXTRA
XXXX - carter, replace in the Iro mod the Old Fatman in front of the Honeybee Inn

MINI
Chocobo
cd - Chocobo
ea - Cloud

FIXES
ALAD - Rufus new face and a closer design to the original battle model
AQGC - Chocobo better proportions of the model and fixed eye texture
--------------------------
Version 1.61
ADDED MODELS
...

FIXES
Cloud could be transparent now, not perfect, but better as to see nothing (Thanks to Borde the issue doesn't exist anymore)
ESEB - Cloud as soldier, the sword had overwritten the gun of the normal soldiers
Biggs, Wedge, Jessie and Vincent are fixed now
----------------------

Version 1.60

The whole Cloud folder is changed. I decided it's better to make two folders, one with original style Cloud
and one with Crisis Core style Cloud. You could also choose which buster you want use (I hope I find every model of them...)
The original Buster is the default one for all models, except for the CC style Cloud.

ADDED MODELS
DOIB - Woman 6 in NPC
CLGD - Cloud (Rail Map) in Main

Battle
ruaa - Tifa in Tifa
rwaa - Red XIII in Red XIII
rvaa - Aerith in Aerith
rtaa - Cloud in Cloud (final Version, for the moment...)
siaa - Cloud in Cloud
rtaa - Cloud with single pauldron (I prefer this Version, it looks more natural that's why I have made all alternate outfits this way)
siaa - Cloud with single pauldron
     - Alternate Outfits: Cloud Black dress (CC style),Zack and Young Cloud (the same look as Zack)

MINI (NEW)
High
CAAA - Cloud Original
CAAA - Cloud Crisis Core

FIXES
AAGB - Tifa New model which uses now parts from Grimmny's version
AGGB - Update to the new one
AXJA - Update to the new one
ADDA - Red XIII 'Let it burn...'
FJCF - 'is on fire, too ...'
HVJF - Ok, his tail looks now really hot.
AUFF - Aerith Update
CAHC - Aerith Flower Update
XXXX - AUFX- Aerith Death Update
BSFC - Obasan 1, have fixed an issue which has overwritten the right foot of Sephiroth

new Animation fixes
------------------------------------

Version 1.55
ADDED MODELS
-ARFD - Oldman 3 in NPC
-ASBF - Man 10 (Johnny's friend) in NPC
-BFHE - Oldman 1 in NPC
-BSFC - Obasan 1 in NPC
-CMIF - Man 1 in NPC
-CRCA - Man 2 in NPC
-CSED - Man 16 in NPC
-CWED - Woman 3 in NPC
-DAFB - Woman 2 in NPC
-DEDA - Man 3 in NPC

***NEW***Battle
Main
rtaa - Cloud in Cloud (it was only a test to see if the transparency is working. Everything works, but the model looks a bit to shiny for me. The pre-light is simply too strong)
rtaa - Zack in Cloud/Alternate Outfit ('',)
sbaa - Barret in Barret
scaa - Barret in Barret
sdaa - Barret in Barret
seaa - Barret in Barret
----------------------------------

Version 1.50
ADDED MODELS
-FBGE - Cait Sith Reporter in Main (only bone correction)
-DNJE - Mukki1 in supporting
-BPDC - Mukki2 in supporting
-DNDF - Mukki3 in NPC
-DTJB - Buka in NPC
-BFCA - Old Fatman/Zacks Father in NPC
-CFHA - Punk Man in NPC
-BQFB - Man7 in NPC
-CGIF - Boy2 in NPC
-DMCB - Old Man 2 in NPC
-DMIA - Fat Man 1(Miner1) in NPC
-DSBC - Fat Woman1 in NPC
-DSGF - Old Woman 1 in NPC

-new animations in Animation; contains Bloodshot's new animations (fixed) and some of my fixes (Cait Sith Reporter model is now corrected)
 !!!PLEASE INSTALL AT LAST!!!
-extra Animation fix for Johnny, because Barret use the same I decided to put at in as JONY.a,
 it is a foot correction and must be set in MakouReaktor for apfd.a in scene: mds7.

FIXES
- small changes to Dios legs
- Johnnys face doesn't blink anymore
- Reno AODD.hrc use now the same bones like MMMO.hrc (thanks goes to General Ironside for this solution)

- New sword model for Cloud based on Mike's Buster, I also adjusted some bone parts
  temporary in Main\Cloud\XXXX - Alternate Outfits\Test Cloud With New Sword

-------------------------------------------
Version 1.40
ADDED MODELS
- GAJC - Dio in supportig
- CDJA - ShinRa Manager in supporting
- CJIF - Johnny in supporting

FIXES
- deleted a wrong and corrupt animation (FXCC.a) in Barrets folder
- Barret is much more tweaked now (
- Sephiroths hair is changed to a singel part (looks much better).
I thought I had done this earlier, but it looks like that i was wrong.
 
-----------------------------------------------
Version 1.38
ADDED MODELS
- IBGD - Zack, with sword in supporting
- EJDC - Zack, in supporting
- BGDC - Shera, is back in supporting

FIXES
- AUFF - Aerith, it used a wrong head bone, the hip chest is also adjusted
- ACGD - Barret, new boots from the Timu Sumisu & Millenia's HQ Barret model,
         the upper body and the hip bone have new scales
- XXXX - Young Cloud, etra models in main updatated
- IBAD - Zack, without sword, model updated
- XXXX - Zack, extra model updated in supporting
- XXXX - Zack, with sword extra model updated in supporting
- AZHE - Shinra Guard, model updated

---------------------------------------------------
Version 1.35
ADDED MODELS
- EDEA, Shinra_onna in NPC !!!ATTENION!!! I put in a NEW animation (EDEA.A)! These must be added through MakouReactor to the model as first animation.
- AZHE, Shinra Guard in NPC
- BWAB, Shinra Soldier in NPC
- DXBD, Shinra Soldier, with gun in NPC
- EIHD, Cloud Soldier, holding helmet in Main
- EKBF, Cloud Soldier, no helmet in Main
- ESEB, Cloud Soldier, with buster sword in Main
- FJCF, Red XIII, soldier uniform in Main
- CQGA, Aerith, 5 years old in Main, needs testing
- DIFF, Aerith, 10 years old in Main, needs testing
- BADD, Honeybee girl in NPC
- BGDC, Shera tempory removed for improving

FIXES
- fixed DLFB-Cloud Dress, one queue was missing
- fixed missing fingers of Barret sailor
- fixed Sephiroth with Jenovas head
- EHHC moved to Supporting

-----------------------------------------------------------------------
Version 1.32, date 02.12.2013
- changed Cait Sith's fat mogrys arms to full seen as in battle
- fixed a clipping problem when Barret is moving
- fixed a finger of Vincent's hand
- added an animation correction of RedXIII
- Vincent Original Style added as alternate outfit
- added Original Style Bustersword as alternate outfit (needs testing)

---------------------------------------------------------------------
Version 1.31
Release of the finished main characters

Credits
Code: [Select]
Weemus - Vincent and Cid using parts of his models
Jinkazama2k7 - Vincent's coat, his right leg and the boots
Anfiga - guess I used nearly everything from his Sephiroth version
Bloodshot - Tifas arms, Clouds head and pauldron, new Animations
Team Avalanche - the big ball where Bugenhagen sits on
Team Avalanche/Kela51 - Red XIII
TimuSumisu & Millenia - Barret's boots are from the HQ model
Grimmny - Tifa
The whole PRP-Team
Squallff8
Mike - new model for the Bustersword
Kuroda Masahiro for his great hair mesh for Zack
and many more I forgot (^_^)

And DLPB for doing sorting stuff.

You should take also a look at the tutorial from cmh175:
http://forums.qhimm.com/index.php?topic=15214.msg212943#new

37
Releases / [FF7PC] German FFVII Reworked (BETA 0.4)
« on: 2012-12-25 19:18:59 »

This is only for users with a German ff7 installation on their PC.
Please install the FF7 Game Converter (BETA) before this mod!
It's not really needed but I highly recommend    it.

Edited Files:
  • scene.bin - to use new spellname in fight
  • char.lgp - many redone new models and added new models to enhance immersion
  • flevel.lgp - the main work of these project. In short: nearly every text is rewritten,
    the character models are sized up so they fit (more) to the backgrounds and some other stuff like script fixes.
  • kernel.bin and kernel2.bin - new name for magic materia (Latin like for example: Fire to Ignis)
    some stuff descriptions (not finshed) and battle text refinements
  • audio.dat and audio.fmt - new sounds, don't be worry sound was only changed if I guess it is an improvement to the default sound

and here it is:
FFVII_German_Reworked_beta04.exe


To do List:

 Must do:
  -create a better installer (I've no experience with stuff like that)
  -checking texts again (I can't see it anymore...)
  -making some characters more personal
  -adapt story more to the prequels and sequels (not that I like any of them, but they exist and I can't ignore them)

 Can do:
   -changing more savepoints to moogles (FF9 style) -canceled
   -bring back SOLDIER: this will change Junon's military to SOLDIER military

 Could do:
   -moogles story + quest
   -releasing full potential of FF7's fighting system: enemy woking in teams - tank, damage-dealer, supporter
    (because I've no idea how to get this to work this will be never done - it is possible
     by working with proudClod but the AI-system is a book with seven seals to me)


From this point on I write German:
Wie ihr sicherlich schon mitbekommen habt, handelt es sich hierbei um eine Überarbeitete Version von Final Fantasy VII.
Die Texte sind weitest gehend so geschrieben, dass sie dem Spiel mehr Sinn geben.
Aber bitte beachtet, dass es sich hierbei um eine neu Interpretation der einzelnen Szenen handelt.  Ich persönlich ziehe eine Interpretation einer korrekten Übersetzung vor.
Warum? Nun beim durchgehen der Texte merkt man nach einer Weile, dass einige Storysegmente ziemlich unsinnig sind.
Ein gutes Beispiel ist Cloud selbst oder besser gesagt, das was Cloud trägt: eine SOLDAT-Uniform.
Die ist unsinnig? Ja, weil faktisch kein ShinRa-Mitarbeiter (ausgenommen President Shinra) Cloud als SOLDAT erkennt.
Generell geht die ganze SOLDAT-Sache doch arg im Spiel unter.

Ich habe versucht die Story interessanter zu gestalten mit neuen Texten - Cloud's Jenova wird jetzt erkentlicher in sein Verhalten eingreifen.
Desweiteren versuche ich die Einzelnen Charaktere weiter auszuarbeiten (Cloud macht mir allerdings zu schaffen da ich eigentlich Zacks verhalten auf ihn anwenden muss).
Ich habe die Texte zwar alle geprüft, aber wenn man alleine ein komplettes Spiel überarbeitet entstehen nun mal leider hier und da Fehler.
Die größte Arbeit hatte ich allerdings mit dem anpassen der Caraktermodellgröße an die Hintergründe.
Nun lauft ihr endlich nicht mehr mit Deumelienchen und Co. durch die Welt!

Noch ein paar Worte zu Materia und Items: Magiematerien haben lateinische (ähnliche) Namen bekommen.
Ich habe mich dazu entschieden, weil ich einige der original Namen als unpassend empfand.
Außerdem bekommt das ganze Spiel dadurch ein einheitlicheres Erscheinungsbild.
Die Zauber wurden dem FF Universum angepasst (d.h. Vita, Blitzga, Engel,etc.)
Viele Materien haben neue Namen z.B. Schutz wurde zu Bodyguard und Feindeskönnen zu Blau Magie.
Armbänder haben jetzt Beschreibungen. Cloud seine Waffen wurden wurden umbenannt mit dazugehöriger Beschreibung und was weiß ich, was ich da noch
gemacht habe, lasst euch einfach überraschen.

Bitte macht BACKUPs folgender Dateien: char.lgp, gflevel, kernel.bin, kernel2.bin, scene.bin

Tools used:
Kimera
MakouReaktor
Loveless
ProudClod
Wallmarket
Highwind
toughscript
UMI
Word

Model Artists:
Squallff8
Grimmy
The Pheonix Rejuventation team
Mike
Costa07
Me: Kaldarasha



Code: [Select]
Change Log Kernel:

Zauber Materia --> Magie Materia
Hitze - Feuer, Feuer2, Feuer3 --> Ignis - Feuer, Feura, Feuga
Kälte - Eis, Eis2, Eis3 --> Glacies - Eis, Eisra, Eisga
Erde - Beben, Beben2, Beben3 --> Terra - Erde, Erdra, Erdga
Gewitter - Blitz, Blitz2, Blitz3 --> Fulguris - Blitz, Blitzra, Blitzga
Genesung - Heilung, Heilung2, Heilung3 Regene --> Vitalis - Vita, Vitra, Vitga, Regena
Behandlung - Poisona, Esuna, Resist. --> Curatio - Antidot, Medica, Imunica
Wiederbelebung - Leben, Leben2 --> Reanimo - Engel, Erzengel
Versieglung - Schlaf, Schweig --> Obsignare - Schlaf, Stumm
Umnebelung - Psycho, Tobsucht --> Nebula - Konfus, Tobsucht
Verwandlung - Zwerg, Frosch --> Mutatio - Zwerg, Frosch
Schluss - Fliehen, Löschen --> Finire - Und Tschüss..., Auflösung
Gift - Bio, Bio2, Bio3 --> Virus - Bio, Biora, Bioga
Schwerkraft - Demi, Demi2, Demi3 --> Gravitas - Gravit, Gravitra,Gravitas
Schutz - Barriere, Z-Barr., Spiegel, Mauer --> Patronus - Protes, Schell, Reflekt, Wall
Asteroid - Komet, Komet2 --> Asteroid - Komet, Kometenhagel
Zeit - Hast, Gemach, Stop --> Tempus - Hast, Gemach, Stop
Zerstörung - Bloßstl, Entzbr, Tod --> Disturbatio - Anti-Block, Anti-Z, Tod
Eindämmung - Frost, Brechen, Tornado, Flamme --> Tetra - Frost, Steinbruch, Tornado, Flare
Kommpletthielung - Kompl.Hl --> Vitalis Maxima - Mega Vita (mit Regenawirkung)
Schild - Schild --> Aegis - Total Abwehr
Ultima - Ultima --> Ultima - Ultima
Premium Zauber --> Magie-Primas



Befehls Materia
Generalangriff - Slash, Flash --> Manipulieren - Rundschlag, Todesstoß
Multiangriff - 2xSchlg, 4xSchlg --> Multiangriff - Combo, Megacombo
2xZauber - 2xZbr --> Hades Magie - Hades-Mg
2xBeschwörung - 2xBsw --> Ritual - Ritual
2XItem - 2xOb --> 2xItem - Bi-Item
Raub - Raub, ÜbFall --> Raub - Stehlen, Überfall
Analys - Analy --> Analyse - Analyse
Wurf - Wurf, Münze --> Wurf - Wurf, Almosen
Morph - Morph --> Morph - Morph
Todesstoß - T.Stoß --> Glücksstoß - Glücksstoß
Manipulation - Manipl --> Manioulation - Manipulieren
Mimik - Mimik --> Mimik - Imitieren

Feindtechnick - F.Tech --> Blau-Magie - Blau-Mg.

Premium-Befehl
--> Befehl-Primas
sonstige Befehle
Zauber --> Magie
Beschw --> Bestia
Objekt --> Item


Das wären zu nächst mal die wichtigsten Veränderungen im Materiabereich. Die Support- und Kombimaterien sind zwar auch verändert,
aber weitesgehend sind die Namen so gewählt, dass sie die Funktion gut beschreiben.
Und wer absolut nicht weiß was die Materia macht, der liest sich ihre Beschreibung durch. Dafür ist sie ja da.

Ausrüstung:
'Ring' und 'Reif' wurde durch 'Armband' ersetzt. Alle Armbänder haben jetzt eine Beschreibung.
Vier Schacht wurde duch SOLDAT-Buckler ersetzt - nur durch Cloud verwendbar.

Zubehör:
 Furienring ist nun eine Überlegung wert - Stärke +50

Clouds Waffen: neue Namen mit Beschreibung, manche Waffen verusachen Status und/oder Elementarschaden

Barrets Waffen: Teilweise angefangen, Letzte Waffe umbenannt zu Baby Ray
(sinnvoller in Bezug auf Story und Schadenskalkulierung der Waffe)

Item:
Generell
Trank zu Potion
Gemüse zu Kraut

Speziell
Kraftkapsel  --> Steroide
Abwehrkapsel --> Vitamine
Zauberkapsel --> Dextrose
Gemütskapsel --> Taurin
Speed-Kapsel --> Adrenalin
Glückskapsel --> Endorphine
Heilmittel   --> Allheilmittel
Hyper      --> Enegydrink

Änderungen in der gflevel.lgp

Generell wurden einige Begriffe geändert:

Materia, Ausrsrüstung, Zubehör und Items stimmen die zu finden sind stimmen mit den kernels überein. You got what you see!

Verheißne Land --> Gelobte Land Anm. Verheißungsvoll kann positiv wie negativ sein
Shinra         --> ShinRa
Cetra          --> Esper Anm. Muss nicht zwangsläufig sein, ist aber in der FF-Serie standardmäßig das mystische Volk
Große Materia  --> Mega Materia
SOLDIER        --> SOLDAT Anm. PSX orginal Übersetzung, wird auch in AC verwendet (Rufus "Du kämpfst wie der SOLDAT der du einst warst.")
Planet         --> Gaia Anm. Wir haben für unseren Planeten auch einen Namen,
und soweit ich mich informiert habe ist das auch der korrekte Name für die FF7 Welt.
Wiedervereinigung> Reunion
Sister Ray     --> Mother Ray Anm. Wer in Junon aufgepasst, konnte den Namen 'Sister Ray' schon auf der Kanone lesen.)
  (Midgarversion)
Holy           --> Sanctus Anm. Wird wohl keinen gefallen! Aber es ist eine Magiemateria.

'Geostigma' wird durch Ilfana in Professor Gast's Bericht erwähnt.
'Des Himmels Unheil' des Alten Volkes Beschreibung für Meteor, wird an einigen wenigen Stellen erwähnt. .


Eine Teleportfunktion zwischen Goldsaucer und der Chocobofarm wurde eingefügt, da mich das ewige hin und her zwischen Farm und Goldsaucer
beim 374 mal abgenervt hat.


Wird fortgesetzt...

38
FF7 Tools / re-sized field models
« on: 2012-08-25 05:13:20 »
After I see an end to my project, I share to you my list of the changed model heights.

https://docs.google.com/spreadsheet/ccc?key=0AufRKTaWMInsdENDUEJlVnZwTFRGOWxqcnRFcnJoc0E&pli=1#gid=0

Actually the only thing I want to do was making the German text better, but after start rewriting I saw that I have to do many other things. So I started using Makou-Reaktor  and with it I was able to do changes in the model heights. The list is not finished and it contains not all changes I have done (the product of absence of time and laziness ). I hope some one find a way to put all the values automatically to the game, if not, well the product is worth the effort.
Before:

After:


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