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Messages - Kaldarasha

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26
#7 I want to create a tool every one waiting for...

A much better idea is to work on MakouReactor's field BG editor and implement it in there.

27
My biggest fear is that do not only copy the battle system of KH but also its flat story design.

28
No steam version does support external textures.
Basically do every translations work with the English exe. The problem are some files which have, for what ever reason, changed sub-file names. The whole reason why we created the gamesconverter was to allow all game versions to run with English file system.


29
No R06 has its own conversion.

30
Releases / Re: [FF7PC] German FFVII Reworked (BETA 0.4)
« on: 2020-01-10 17:59:26 »
Ich werde hier diese Mottenkiste entstauben und das Ganze für 7th Heaven aufmöbeln. Ein Großteil der Mod habe ich schon für 7H fertig, aber ein paar Kleinigkeiten fehlen noch bzw. muss ich noch testen. Ich würde gerne Teile, genauer gesagt die Kämpfe, der NT Mods mit einbauen aber das scheint mit etwas mehr Aufwand verbunden zu sein.

31
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-01-10 05:17:15 »
Hmm, the wheels have no animation. I fix that.

32
Some heads up from my side there will be a tool in the very far future which will break the limits which the game has. Quantumpencil is working on it, the name is Sister Ray. More weapons will be a piece of cake. Nevertheless atm we can't mod the game as much as we want to and if SR will be ready one day isn't also sure to 100%. But I cross my fingers.

33
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-12-29 04:46:00 »
You have to add the texture to the Cloud's battle model. Open the model in kimera and add the texture. Maybe you have to change the texture ID for the weapon, too.

34
General Discussion / Re: FF7 Model Viewer/Editor
« on: 2019-12-28 11:52:42 »
Okay let's start. First you need to extract the models from the archives (char.lgp, battle.lgp, magic.lgp, high-us.lgp, condor.lgp, chocobo.lgp, wold_us.lgp). In the magic.lgp are the spell effects but also the models of the summons and the limit break animations.
Now you can open the models in Kimera. Usually you want to open hrc files, only battle and magic doesn't use the hrc files (but they follow the same concept). Kimera is very simple but it has a few functions to edit the meshes of the models. Currently I use it more to rearrange the models like the size of the skeleton and give them the final touches. But the main part of the model editing I use another more functional 3d editing program.
With bitrun you can convert the models for another 3D program. I use Blender so I have to convert it to obj files.
Blender hasn't a built-in plugin to export a model into 3ds, so I export it to obj back and open it with wings3d to export it to 3ds. Then I use pCreator (which can only handle 3ds files) and save them as p-files. As last step I open the new files in Kimera and do place the, new piece to it's correct position, which isn't that easy because it needs a to be mirrored a few times (bitrun and/pCreator do messup the orientation).

35
General Discussion / Re: FF7 Model Viewer/Editor
« on: 2019-12-28 01:45:36 »
Give me some time and I will introduce you into the big (but limited) world of model editing. A short preview. You need kimera, bitrun, wings3d (because blender doesn't export 3ds very well) and pCreator.

36
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-12-15 16:44:48 »
I already ask this numerous times to different people and it doesn't seem possible. You need to store all current values (characters positions,  game moment, etc) and force a reload when exit the menu. Quit possible that the tools of Nax  Mog and Cid could help you to do this. Not sure.

37
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-12-15 08:50:50 »
The crazy motorcycle model (brib.hrc)

38
i just tested it and work. 7th heavens tool needs to incorporate this new iro tool.

That's actually from 7H.

39
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-12-13 22:39:59 »
Does the rsd (AAAD1) file for AAAE1 link the texture to it?

40
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-12-10 20:50:37 »
Very nice! It's subtle but enhances the game enormous.

41
Looks like we are getting somewhere.

42
Oh thanks a lot for this, I did end up finding it but would've tried to pull my hair out trying to figure it out myself.
This only works with 7H.

44
Completely Unrelated / Re: Player's Poll
« on: 2019-11-24 14:36:15 »
Gameplay mostly. If the graphic supports the gameplay in a good way, then it isn't important how good or technical advanced the graphic is. I currently play  Children of Morta on my pc or on my mobile Stardew Valley and both games have more functional than good graphics. Though, if the graphic doesn't support the gameplay then the whole game isn't fun to play.  There were a few games which I stopped playing because the graphical side was just awful. Regions of Ruins come into my mind. No idea why people actually like the game. Gameplay and graphics are just pure basic.

Dont forget audio, audio can be and often is as important as graphics.

I deinstalled Goken because the music destroyed the whole ambient.

45
Update to this one: I disabled the New Translation in options.ini and I was finally able to progress. I looked at the app.log after most attempts before this one and it always seemed to stop at "TRACE: open EEEF.P (LGP:char)" so perhaps there's an issue with that file. I kept the save just before that scene so tomorrow I may try a fresh reunion install (in case of an error during installation) and see if I run into it again.

I look into it tonight. But it's strange that it shows up when the new translation is active. Is there something new in the field scene?

46
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-23 07:48:44 »
@Jairus 7H mods can be pretty simple. Usually it's enough to have the files in there folders. With the XML you can make more elegant and complex mods, and hext patches are only needed if you plan to edit ff7.exe.

47
Completely Unrelated / Re: 2019 Black Friday Sale
« on: 2019-11-20 13:30:24 »
A new notebook eventually. But could also be that I waite for deals after Xmas.

48
I need to correct this FF7 is best on PS3 or PSX. The other version have the PC version as base. The thing is that the game might look cleaner in these versions but few things like FPS or the rendering of special effects are not correctly displayed or broken. That might be nitpicking but the PSX version is how the game was intended to be like.
R06 will hopefully address the FPS issue, but for the graphic effects there isn't a solution in sight. Maybe it's because it's less documented or that it isn't that obvious to see if you don't know how it should look like (though the strange looking shadow in battle is obvious).

49
Probably the sound driver has gotten empty in ff7config.exe. Don't worry this happens to me from time to time.

50
General Discussion / Re: Export FF7 Battle models
« on: 2019-11-02 15:23:54 »
Bitrun exports the model in its current position, from there on you can work on the model. But you have to recolor it or uv map the whole model and texture it.

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