Author Topic: [FF7PC] Mike's custom models  (Read 180548 times)

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #175 on: 2014-09-20 16:11:50 »
Thank you guys!
may be it will be complete in tomorrow  :-)

LeonhartGR

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Re: [FF7PC] Mike's custom models
« Reply #176 on: 2014-09-20 22:28:50 »
Wow! This is so neat!

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #177 on: 2014-09-21 17:13:03 »
Still have to edit UV map, and research some place of the gun that I can't see close


Preview  :-X
http://trishty.deviantart.com/art/Death-Penalty-WIP4-483749864

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #178 on: 2014-09-26 14:35:54 »
I 'll release soon  :wink:

LeonhartGR

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Re: [FF7PC] Mike's custom models
« Reply #179 on: 2014-09-26 14:42:08 »
Awesome!!!

WolfMan

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Re: [FF7PC] Mike's custom models
« Reply #180 on: 2014-09-26 19:39:43 »
That is really awesome Mike

dkma841

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Re: [FF7PC] Mike's custom models
« Reply #181 on: 2014-09-26 20:17:00 »
.
« Last Edit: 2021-10-28 16:42:11 by dkma841 »

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #182 on: 2014-09-27 07:44:24 »
Release! ;D
https://mega.co.nz/#!EEgxlTZS!bYHeP1ZDTSw0DtShqNWEmMIBV1kYvcr5oaTTuRKhctw


I don't have the game in my laptop, so I don't know if it crash or error :roll:

LeonhartGR

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Re: [FF7PC] Mike's custom models
« Reply #183 on: 2014-09-27 12:30:42 »
Not sure why it's not loading the texture for me... I'm using the direct mode. I placed the files inside the battle folder.Not sure if I did anything wrong.



app:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 760/PCIe/SSE2 4.4.0 NVIDIA 344.11
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library multi
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Games\FINAL FANTASY VII\movies\eidoslogo.avi; h264/aac 480x360, 15.000000 FPS, duration: 212.600000, frames: 3189
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Field Start
song is already playing...
song is already playing...
song is already playing...
GLITCH: missed palette write to external texture field/las0_4/las0_4_15
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 869
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 870
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
« Last Edit: 2014-09-27 12:37:53 by LeonhartGR »

obesebear

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Re: [FF7PC] Mike's custom models
« Reply #184 on: 2014-09-27 12:46:54 »
Nice work, Mike.

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #185 on: 2014-09-27 13:35:06 »
I forgot to set texture ID so it take ID 0 and I set it in Kimera :-D
re-upload fix
https://mega.co.nz/#!sdJTCQja!MtDt5xLbykeqWX-SNd3iLD6z-a2EAhglT8FfC8neIgE

LeonhartGR

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Re: [FF7PC] Mike's custom models
« Reply #186 on: 2014-09-27 18:10:40 »
Ok fixed! For some particular reason the battle framerate has been dropped significantly after messing with the 60fps mod. I kept a backup which I replaced but something must have been stored in the memory or it's the recording software (obs), ain't sure... Anyway, new video:

« Last Edit: 2014-09-27 18:17:49 by LeonhartGR »

obesebear

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Re: [FF7PC] Mike's custom models
« Reply #187 on: 2014-09-27 18:35:15 »
Ok fixed! For some particular reason the battle framerate has been dropped significantly after messing with the 60fps mod. I kept a backup which I replaced but something must have been stored in the memory or it's the recording software (obs), ain't sure... Anyway, new video:
Looks to me like your models are running at 60fps while everything else is still expecting 15 which is why the models look so slow.

LeonhartGR

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Re: [FF7PC] Mike's custom models
« Reply #188 on: 2014-09-27 18:42:16 »
What can I do to fix that? Please guide me in some way. Thanks!

obesebear

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Re: [FF7PC] Mike's custom models
« Reply #189 on: 2014-09-27 19:30:16 »
What can I do to fix that? Please guide me in some way. Thanks!
You either need to replace all the **DA files with the originals, or run the 60fps setup again.

xenokain

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Re: [FF7PC] Mike's custom models
« Reply #190 on: 2014-09-28 22:01:15 »
That phone on his belt looks awesome :D

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #191 on: 2014-09-29 17:36:03 »

LeonhartGR

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Re: [FF7PC] Mike's custom models
« Reply #192 on: 2014-09-29 20:45:32 »
Haha! Nice!

dkma841

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Re: [FF7PC] Mike's custom models
« Reply #193 on: 2014-09-30 15:09:03 »
.
« Last Edit: 2021-10-28 16:41:00 by dkma841 »

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #194 on: 2014-10-04 17:04:48 »
Odin Crisis Core blade https://mega.co.nz/#!kFh3AIoK!o9XOM4b2tPeIKtMQ6q08lhK-iKyUDCXMY78XvkdmEVM

not as good as I expected but I didn't want to continue with it anymore
odin in magic.lgp

Jade Weapon obj model
https://mega.co.nz/#!xUIRnByK!3cKo-8YCGYfioCw9hC4W57zQkx0BDugvk9byIZaUfNQ

I will probably remake them again in the future if I have inspired  :|


genesis063

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Re: [FF7PC] Mike's custom models
« Reply #195 on: 2014-10-04 21:48:20 »
Nice sword is there anyway I can implement it with my Sephiroth weapon pack?

Kaldarasha

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Re: [FF7PC] Mike's custom models
« Reply #196 on: 2014-10-08 09:40:49 »
Small question from my side, I have complete new Barret model but no time to texture it by myself:
http://forums.qhimm.com/index.php?topic=15177.0
Are you interested in texturing him? Except for the weapon everything is UV mapped. I would have to make some changes (turtle vest :-[) and design all his other weapons, but only if you want to do it.

Mike.S.N_310-X

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Re: [FF7PC] Mike's custom models
« Reply #197 on: 2014-10-08 14:24:17 »
Sorry Kaldarasha, I really busy with my job so I can't do it.

Kaldarasha

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Re: [FF7PC] Mike's custom models
« Reply #198 on: 2014-10-08 14:32:23 »
No problem.  ;)
A new way has opened for me...  :-D

xmax112

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Re: [FF7PC] Mike's custom models
« Reply #199 on: 2014-10-22 19:50:45 »
hi im new here i was woundering if someone could tell me were the jade weapon files would go to add it to the game any help would be really great