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Messages - genesis063

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576
Not sure if the about is a typo or if the thread is but it says 0.2 in the about section on Libre

577
Sorry to bother you guys but wall market keeps on crashing whenever I try to save my changes to attacks and stuff.  When I do I get the error window.  I didn't have this problem before.  I made sure it wasn't blocked and I unchecked read only.  I even did a fresh install of wallmarket.

578
General Discussion / 3D studio max help
« on: 2012-11-25 06:06:02 »
So I just got the 3D studio max and tried to open the file for Sephiroth's battle animations and discovered it won't support it.  I have tried looking for something so it can support the file type but so far no such luck.  So I was wandering if any of you have come across something that does?

Edit: Well I have decided to abandon this pursuit.  I have a pretty good work around already and it works and not all of the animations go high wire for long so i'll just leave it at that so if a moderator would be so kind as to lock this please.  Animations will be put on hiatus till further notice and when I do more research and find an addiquit way of doing this.  So i'll let you guys know when I have something to work with.

579
I just hope I can use it with the Sephiroth mod or the new one coming soon.  Can't wait to see what he does with the script.

580
FF7Voice / Re: Project Regenesis
« on: 2012-11-22 22:45:16 »
I believe voicing the entire is impractical.  Most video games arent fully voiced especially Final Fantasy.  Most FMV's are voiced with the occasion cutscene thrown in here or there.  To avoid it going dead and people losing interest let alone separate schedules because people have to make ends meet we should do the same.  Especially with a game this size.

581
Not sure if this would be to close to necro post but here I go anyway.  I wouldn't mind trying to do Sephiroth but I probably won't try to impersonate George Newburn or however his last name it spelled.  The first attempt didn't go over very well.

582
General Discussion / Re: Limit ideas for Sephiroth
« on: 2012-10-27 18:45:57 »
So I was thinking of throwing together a Sephiroth bundle if I get permission from the modders that is and once the final Sephiroth patch is made.  So what do you guys think would it be a good idea?  I'll include readme with which mod is compatible with which set and that sort of stuff.

Edit: Just so you guys know it'll be quite awhile before I can do anything more with this project so hang tight i'll get content to you guys when I can.

Edit: So I just got the worst possible news.  I will not be back home for a long while.  So you guys wont get a release for a little while so please hang tight.

Edit: So I think i'm going to just release the .exe and have you guys patch it through Libre for now to tied people over till I can sit down and fully commit to this.  So much is going on right now in my personal life and half I don't know what to about.  So until then i'll be working on the script with the Sephiroth and Cloud switch and bundle the two together so stay tuned.

583
General Discussion / Re: Limit ideas for Sephiroth
« on: 2012-10-25 21:36:18 »
While we are on the subject and fresh faces replying I'll asking this again.  Do any of you know a good program to create new animations for the models that would support the .bin or exe.  I am planning on using Gimp but it doesn't support the format for the animations and such.  I have a trial for 3dmax or something like that but it's only a 30 day trial and it might take me longer then that.  So any help on the matter would be appreciated thank you.

584
General Discussion / Re: Limit ideas for Sephiroth
« on: 2012-10-24 21:59:47 »
I hope you spell "Apocalypse" correctly before releasing.

Lol oops yeah I'll be sure to get that fixed some times my self spell checker doesn't work lol.

Now that was freakin awesome! Good stuff! :D

I loved the concept video. Very well done. Work with what is available, then go from there.

Thanks guys for the support I might try to get a good feel for animating so I can do better ones like get his Octaslash and some others but not sure when or if that might be so dont hold your breathe.  So what's next some people might ask?  Well for maybe a version two I'll try to make it so he doesn't move like in the lostwing video so he doesn't move around and get glitchy.

585
General Discussion / Re: Is it? Movie texture illegal?
« on: 2012-10-20 21:06:52 »
I don't really think it's considered ripping because it's mostly taking something from one model of a game and implementing onto another.  I could be wrong here but that's what I think.

586
Gameplay / Re: Controlling Sephiroth?
« on: 2012-10-20 10:39:57 »
Sephiroth basically is Vincent in terms of code
there is a flag that switches them around but they occupy the same ID slot as party member
The animation data has nothing to do with that. They're still completely independent files.
We will never know for sure why it is as it is, but my guess is that either the kalm flashback was made after they had already created cait sith and vincent or vice versa. They had already worked out so and so much code tailored to so and so many character IDs and they didn't want to re-do all that. So they used the same space for both means and simply set a flag that would call the data of the others from somewhere else ( that vincent and cait siths initial data / equip are in the .exe and not the kernel suggests that both of them were added AFTER the kalm flashback though )

Yeah some of that is what I thought but I think it was after myself.

587
General Discussion / Re: Limit ideas for Sephiroth
« on: 2012-10-19 17:54:00 »
I love the idea but I think the only thing would be that the ID for the animation for spell to limit is to different to use.  I'll give it a try and see how it goes but it might not work.

Edit: Sorry Nightmarish but your idea will not work.

Edit: hit a snag with wallmarket.  For reason it keep crashing when I patch the kernels specifically Kernal2.bin once I figure it out i'll request this be mode to gameplay section and figure out how to release this.  So please be a little patient and throwing together a concept vid now.  Just need to fix what I mentioned and then i'll put them all together and post in the first message.

Edit: Finally fixed the issue I had so the video will come it in due time.

Edit: Fixed the issue now usable!

Edit: concept video in first post.

588
Gameplay / Re: Controlling Sephiroth?
« on: 2012-10-19 12:59:09 »
I think it mostly deals with how they act in combat.  Vincent almost cast magic the same way as him just brings both arms up a few inches and drops down kind of like Sephiroth.  It could also be since Sephiroth wasn't planned to be fully playable they probably had to get the animations from somewhere.  Its much easier to use existing data and tweak it then make a new one, but this is pure speculation on my part because I don't know exactly what goes into making the game.  So I think basically they comped out.

589
General Discussion / Re: Limit ideas for Sephiroth
« on: 2012-10-19 12:49:04 »
Thanks for the feedback guys.  I was actually just looking in the enemy skill materia list and you can get shadow flare that way so i'll think of something else.

Edit: got to run to gun shoot i'll post concept videos when I get back.

590
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-10-19 01:44:05 »
I just went in there just now and I don't see a way to set it up anyway else.

591
General Discussion / Limit ideas for Sephiroth
« on: 2012-10-18 16:20:27 »
Edit: Release Date: Late November to early December, Animation Release: on hiatus till further notice this is dependent upon finding a program that supports the old files which seems to not exist any more.

New Edit!: I have begone work on giving Sephiroth different Katana's.  What i'm basically doing is recoloring and or re-sizing old ones and giving them new names.  So keep a watch out for that.
So recently I managed to get the old to new to work and was messing around with LIBRE and got the changes to work.  Now I thought up atleast two new names and used limit animations from other characters to work on Cloud's.  So now I am having trouble thinking up of good ones that other people would enjoy so I wanted to get everyones thoughts.  So for example I edited Braver's to have Beast Flare's animation but the sound still has the slash from braver but still has the one for Beast Flare.  So anyway please let me know what you think would go well and what name you can think up.

Here is a video concept link enjoy: http://www.youtube.com/watch?v=KXISPdhE0Co&feature=youtu.be

Edit: so this is the result I have come up with so far

Limit level 1

1-1 wrath of the Chosen (using Beast Flare)

1-2 Cosmic Crisis (sattelite beam)

Limit level 2

2-1 prelude to oblivion (using livewire fixed error it only attacks one opponent and fires a second animation, best way to fix it)

2-2 Ruination to all (using stardust ray)

limit level 3

3-1 apacolypse (using all creation)

3-2 heartless angel (using nightmare)

limit level 4

4-1 supernova (using cosmo memory)

So do you guys like the combo and name idea?

Edit: If you guys are wondering why I took some from red 13 since most of his are howls its just I couldn't find any more suitable ones for what I have planned and the howl animation is only a few seconds long.

592
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-10-18 07:09:29 »
So I managed to get the ISO to work only one problem I can't use my keyboard.  So i'm stuck on the new game/continue? screen.  I also get an error about sound buffer.  I have my game installed in the c\games.  Should I move it to the original folder like program files regular one?

Edit: never mind was going off of new settings forgot the original controls where different.

593
I was thinking of going somewhere along that route.  Plus I know its cheesy but I atleast want to get all the achievements first.  Also the main reason why I didn't finish the convert is because I was having trouble getting the ISO to work.  I followed the tutorial exactly but it keeps saying load one of three discs.  So yeah once I get home i'll see what I can come up with.

Edit: plus I want to atleast try to help make just about all mods applicable no matter what version you use.  I know it is a major and most likely impossible feet but if I can contribute in anyway to atleast getting maybe even 90% to work i'd be happy.  It's just something that i'm starting to get really into especially since I love this game.

594
Right but unfotuanetly it doesnt support our new Re-Release version.  Also from what I can tell you can't rename the limits but I guess that would be done in the Kernal.bin since the label for the box is in there.  Would this also affect the menu too?

Edit: I actually first used that .EXE editing and after many attempts it didn't work.  However I was working with things I was unfamiliar with.  Thanks for pointing this out to me you just have me an idea.  Some times my brain just doesn't work as well as it should some times.  Again I am currently at work and won't have access to my game or my comp.  As soon as I get home and see if I can get it to work i'll post a result of my attempts.

595
Yeah until I get more acquainted with limits and getting them to work.  The thing when I tried it is I discovered certain things.  First there is a entry for the actual limit itself and a separate entry for the box that actually appears.  Sorry if this was something your already aware but figured I point it out all the same.  So when I duplicated the format once i've discovered it you need the little special text for the red box that the limit uses.  So once you do that it will appear and you can have it assigned to wallmarket.  I'll run a test later and let you all know what I come up with.

Edit: So after much trial and error I have concluded that Vincent's attacks are unmoddable.  No what element or property I assign will work.  For instance I use Beast force and changed it into Wrath of the Chosen which does gravity damage to all enemies.  However it still does fire element damage which is reflected when fighting creatures who gain health with fire damage.  Also for another example I used Nightmare and renamed it Heartless Angel(Only one I could think of that might be the best fit with the choices given by wallmarket.  However Nightmare still does the status inflictions that I have all checked and checked toggle off and does not do what the original move is suppose to do.  So I guess this is not possible unless i'm missing something.

Edit: So I have come yet defeated again.  Although something is leading me to believe that maybe only some characters like Vincent are quite possible hard coded because he only has them while transformed and I believe that was a hint there.  On accident I left Tifa's move that I had altered but didn't bother to fix but when she performed her second attack the game froze.  I was going to see if I could do it with Cait Sith's limits because I don't really ever plan on using him.  I'll try at a later date and let you guys know if it works.

596
I see I guess i'll just stick to my current plan by using Vincent's limits.  Maybe I should adjust the properties and rename them.  I could try to make a new one using Vincent's as a template and work on that and rename it as mentioned earlier.

597
Yes the character i'll look up the video and link it in this post.

Edit: okay that took no time at all lol http://www.youtube.com/watch?v=86taLuvg5uc&feature=relmfu.  They stated its for both PSX and PC.

598
Thanks for the clarification.  Although looking at lost wings work it has the limits where he stands still.  For example one was showing omnislash but instead of him poorly mirroring the animation for it he just stands still but everything else happens normally and he is right infront of the enemy it is hitting.  Do you know how he/she did this?

599
I saw that post and was confused on how to do it since my Algebra is spotty to non existant I couldnt resist to ask.  So now the next question is could I use some magic spells into the mix for limits?  The only reason why I think it possible at is because some limits cast things on allies or the caster itself.

Edit: Thanks for all the links and patience.  Currently I am not at home to work with it so all I can do right now is ask.  So i'll wait till I get home and try to work with it.  I'll ask when it doesn't work.  Thank you all for your time.

600
Thanks for the pointing me to it and I managed to find it.  The only thing now is trying to use the formula posted and see if it could work but the only thing is i'm not sure if I could do it right.  My math is pretty spotty since I haven't done any in awhile.  So if someone could help me out with it it would be most appreciated.  I am trying to get Safer's Heartless Angel and Supernova into limits.

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