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Messages - Lord_james

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1
Releases / Suggestion
« on: 2011-07-09 00:50:37 »
Could it be possible add icons for status?

[Or like in FF9 on the head of characters, this is another topic http://images.wikia.com/finalfantasy/images/e/e7/FFIX_Poison_Claw.png]

2
No, I thought it would be stupid/a piss take if I kept her around for her own Funeral

"I'm not afraid to die. I just don't want to be there when it happens."

Woody Allen

3
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-04 01:05:39 »
Thanks for the feedback everyone! I kind of regret putting it up on here now though as it seems to have caught the attention of the French gaming press (google "Un remake de Final Fantasy VII en 2D" and you'll see what I mean). I hope it doesn't get much bigger than this so I can keep working on it relatively unnoticed...

I have found it. It's funny... This words mean the same in spanish and french.

What's the engine of the game? I think you must make all game scripts (point of reference) and later complete all.

4
Archive / Re: Civilian Cloud
« on: 2011-05-10 21:10:05 »
Could it be two contests? one for field models and other for battle models.

5
Archive / Re: Civilian Cloud
« on: 2011-05-09 23:26:30 »
I wish we had more mods like this. Call me a big girl if you will, but I love these costume changes.

+1

I you want, we can arrange "Qhimm's Fashion Week"   8)

6
Archive / Re: Civilian Cloud
« on: 2011-05-09 00:03:58 »
Civilian Cloud and Tifa... are pretty good  ;D. Maybe this chibis could "play" in some scenes like "the date".

I though in RE's4 Leon when I was watching civilian Cloud:

http://images3.wikia.nocookie.net/__cb20090317202413/residentevil/images/a/aa/Leon_RE2_Model.jpg
http://www.residentevilsh.com/galeria/re4/resh_re4_leon2.jpg

7
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2011-01-10 00:25:45 »
I'ts true... I'm afraid about this. I'm sorry. Now, it works on the box in kimera but fail ingame [It shows this famouos message: GLITCH: broken p file: vertextype == VERTEX in (smth)]. Must I remake models? (corrupt models)

8
FF7 Tools / Re: [HELP] Kimera: How export/import textures.
« on: 2011-01-04 13:58:31 »
I still haven't found... (add music  8))

I checked the model and it also has bad poly count. My software, 3dwings, doesn't export very well to 3ds (not use polys like triangles). I fixed it with blender, but continue the problem... Could it be kimera doesn't support my unwrap? In blender, It works on the box.

NOTES: back=white; UV=unfolder, not projections or maps

9
FF7 Tools / Re: [HELP] Kimera: How export/import textures.
« on: 2010-12-29 19:40:08 »
I see... If you want add a texture, you must open "model" (ryaa--> Cait Sith) and not a piece (weapons, for example). I'll research about kimera, I'm going to write a guide for new guys. [Thanks you].

Now, I made another mistake. What's wrong?




10
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2010-12-29 16:26:37 »
I realize that these micro updates aren't quite as exciting. But for only getting to work on this maybe 10-15 minutes at a time it's kinda hard to get any real progress.

I figure I got Cloud's face maybe 95% nailed, so I guess I'll call it a win for now and continue with the rest of him. The rest of him will come along much MUCH faster than just the face.

Uhm... I think heads and faces are hard, but Cloud's hair looks like need a lot of work... (not faster).

11
FF7 Tools / Re: [HELP] Kimera: How export/import textures.
« on: 2010-12-29 00:29:59 »
Thanks. :)

I want to add textures. I made some custom models for Cait Sith http://forums.qhimm.com/index.php?topic=11168.msg155635#msg155635 I have imported very well the model (size, place, etc), but I can't find how add textures. I made basic textures, and maybe I'll replace it in the future for better textures. [If you need it, models uses 3DS and BMP].

12
FF7 Tools / [HELP] Kimera: How export/import textures.
« on: 2010-12-28 23:16:58 »
Can Anybody teach us about texturing in Kimera?

13
Archive / Update
« on: 2010-12-27 15:54:15 »


Finished models, with textures. When I learn how export textures to FF7, I'll make first release (I exported models somedays ago.)



This is the beta shell with 246 polys. Do you like it?

Uploaded with ImageShack.us

14
Archive / UPDATE
« on: 2010-12-18 17:23:48 »

194 Polys (Brown: Old Polys- Green New)


236 Polys


210 Polys (Orange: Original Model)


298 Polys

15
FF7 Tools / Re: World Map to .Obj Converter (and back!)
« on: 2010-12-17 21:03:34 »
In the future, HQ world map. Sound nice. Good job.

16
Archive / Re: [WIP] Caith sith's weapons
« on: 2010-12-17 19:48:27 »
Can you please post a pic of this ones sideways?
It looks that the last part of the trumpet is too "open" (the part that is cut like a "star"), at least the one on the left.

Good eyes! :) This "circle" use 32 edges, all the tips (Could it be? I'm not English speaker) use 5 edges so 2... I "made" it a bit open  this gap. Also, I Thought you said this, the last part was too big. I edited it (Also, now, 516 polys). You can see the difference and gaps (I "cleaned" and I'll fix it)

Left: Wrong - Right: Right

1 vote for concept models
I'd go fer concepts, as to yer poly counts, I'd keep it around 100-200. this means that circles are 10-12 sides. Ingame it'll look plenty circular. Good work, and keep it up!

Concept models 3-0 Original models.  8-) The next model is the replace of "mogu-trumpet". Are these roses? ??? What's this red thing? ???

Uploaded with ImageShack.us

UPDATE:


1262...

I don't like these roses... With the basic models, I'll fix all extra polys later(Maybe, 100-300).

17
Archive / News
« on: 2010-12-16 23:11:54 »
I fixed a bit the model. I use 450 polys. ;D

Now, I have a problem. Original models or official concepts? Trumpets or megaphones?:



I love megaphones. Maybe, I'll make trumpets when I finish the last models. The second model:


594 Polys (I'll fix it) - Two models and ten weapons.

What's your opinion about this model?. This weekend, I want to learn about texture and make all models (5+2 extra).

Uploaded with ImageShack.us

18
Archive / Re: [WIP] Caith sith's weapons
« on: 2010-12-15 22:42:12 »
Looks nice and keeps the same proportions of diameters that the original one does too. It just doesn't look much like a megaphone either way. Looks more like a bell of some sort. Maybe make that middle diameter smaller or the outer one larger.
I'm a little curious how you managed to have an equal number of polygons AND vertices though.

I don't know... "Luck of Rockie"? You are right, I edited it.

You can probably get away with a polygon count a third of that. Keep in mind it doesn't take much room up on the screen.
1408 polys? The low res models in ff13 use half of that :P
Looks good ;D

Too polys... :o  I'll change it. The problem is... I made "in" and "out" and it's true we don't need a Very very very H res model...

The next picture:



Uploaded with ImageShack.us

Edit:

512 polys


Uploaded with ImageShack.us

19
Archive / [WIP] Caith sith's weapons
« on: 2010-12-15 16:52:27 »
Hello world. I'm a reader of this forum and now I want to help with FF7 modding. I'm learning about modelling myself (I'm a noob...  :'( ), so I started with caith sith's weapon. This is my first model (and nine weapons):



Uploaded with ImageShack.us

What's your opinion?

20
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-12-05 01:01:24 »
I hope the bombing mission hasn't died with the new battle scene reconstruction project going on :)

"Don't worry, be happy"

See this: http://forums.qhimm.com/index.php?topic=10405.msg149977#msg149977 .

I read it with only a image, you can see when Spoox edited it...  Remake fields is too hard, and TA also have family, work, etc.

Maybe, they'll finish the demo between December and February.

21
SUGGESTION:

You're making first "bombing mission" and you'll continue with packs.

Could you make this packs with a internal preference (follow the story's plot)? For example, in the main cast battle's model:

First, Cloud.
Second, Barret
Third, Tifa
ETC

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