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Messages - cmh175

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51
General Discussion / Re: request/question
« on: 2015-08-20 14:58:12 »
I've found a lot of tools that'll do comparisons, the problem is just figuring out what to do from there and construct the hex file. If you don't have much experiencing with hex editing or programing this can be a pretty confusing process that doesn't always end well.

I've been trying to alter the ff7.exe using the Japanese executable to try to add support for Japanese characters, so that the JP game files can be used, and each time this has resulted in the game just displaying jibberish. A tool like this would probably be perfect for what I'm trying to do.

52
General Discussion / Re: request/question
« on: 2015-08-20 13:34:49 »
I definitely agree about this. I'm working on a mod right now trying to add Japanese support to the game and this tool would be indispensable, and the mod would probably be completed by now lol.

53
I haven't kept up with this thread as it's become more of a debate than discussion. Personally I don't mind if they update the game and style it to a more FFXIII - XV style. The old turn based battles work and were fun enough, but don't define the game. Hell someone made a mod to remove random battles because they can feel so mundane after awhile, so updating the battle system isn't really an issue. I also see no issues with voice overs for cutscenes and most dialogue. In the end the game is so special because of the interesting storyline and characters, relaying them in a new way doesn't change them.

If you want to play an updated version of the game that's 100% loyal to the original than just mod the Steam version. With the currently completed mods available the original game performs and looks really quite good.   

54
Completely Unrelated / Re: windows 10
« on: 2015-08-17 19:02:01 »
Oh yeah, there is a mild sound issue when you first upgrade. You have to be patient during the upgrade, if you start clicking a lot or interrupting the install it can cause problems. So just leave it alone and let it do it's thing. When the upgrade is done and it boots to the desktop do a quick update install and restart the computer. When it first finished I didn't have audio, turns out it didn't see the hdmi for the sound. After I rebooted it worked fine.

55
Completely Unrelated / Re: windows 10
« on: 2015-08-17 13:37:37 »
I made the upgrade, it's really not all that bad. The process was pretty smooth, most of the time necessary is just for the download. Everything is where it was before and still worked. Only thing worth knowing is you should deactivate certain programs like Maya/3ds Max and zBrush first, so they don't see the new OS as a new computer. Took me 5 mins to deactivate/reactivate them afterwards. Otherwise the only issue I've had is GTA V doesn't run so well, it crashes after awhile (I think it's the Rockstar Social Club, crappy DRM) all my other games work though. With the inclusion of DirectX 12 and fully supported games coming soon, support for XBOne wireless controller (after the adapter comes out), and the fact that it's a totally free upgrade there's really no reason not to. 

The privacy issues people are going on about are customizable, you can switch these things off. Ultimately it'll work about as well as Win7 with an interface somewhere between 7 and 8.

56
Here's the multiup mirrors:

http://www.filesupload.org/9743e434149605ffc9d0e3e44539f0f2/field.waifu.beta1.7z
http://ezfile.ch/t7035irc6
http://filerio.in/erou4khkkwda
http://turbobit.net/xcymluld18xq.html
http://www.uploaded.net/file/54q3pxb8
http://uplea.com/dl/D1A3CA86771DD42
http://uptobox.com/38pszbc7xewu
http://www.hugefiles.net/ihqb8js88tnp
http://dl.free.fr/fILHDPhfJ
http://www.fufox.net/dl/55c9a421777e52

i'm not goin to reup 3go just for one more miror dl.free.fr and 1fichier.com are realy easy to use and you don't need any premium account to use them

Most of these aren't very good, too many adds and some aren't even available in the US apparently. I agree with Kaldarasha about using Mega and Google. Those that have trouble with one have success with the other.

Otherwise these fields look interesting, looking forward to checking them out later.

57
Nah that's cool, I figured it wouldn't be a horribly useful feature for the Reunion, bit off topic. Do you or anyone else have the necessary files to put something like that together though? I found this: http://forums.qhimm.com/index.php?topic=14328.0 but it looks like it's been abandoned, and probably didn't even work. I was thinking of putting this together similarly to how the re-translation works, just in Japanese.

58
It's impossible to keep up with this thread lol, discussion and progress just keeps chugging along. I was curious about a possible option for the Reunion. I've been learning Japanese for awhile now and have been using Manga to base my progress on. I was thinking it would be awesome to play through FFVII with it's original Japanese dialogue and menus. The re-release/Steam versions don't support it, and you cant buy the JP version outside of the country (I tried). It seems like you already have access to all the materials to mod the US version into Japanese, is this a feature you'd be interested in? It's a bit outside the scope of the Reunion so if not that's cool. I have a pretty good understanding of how the menu's and everything work at this point, if you or anyone else has the materials needed I could probably put together a mod for this.

59
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-27 22:10:19 »
Something that's being overlooked though is as Maya briefly mentioned this is a massive project, and at the moment TA is way too under staffed to reasonably complete this. It seems more like the main goal so far as been completing backgrounds in an attempt to attract more help, which hasn't gone well and is even more unlikely now with the remake happening. Personally I'd say with the final version of the Reunion and Kaldarasha's models coming the game's pretty much complete. Many of the upscaled backgrounds are really good and with a combination of them you can piece together a pack of really clear backgrounds. Paired with Kaldarasha's models everything looks pretty good together.

Otherwise down the line even if the new game tanks, maybe it'll be moddable on PC. I could definitely see us ripping models and backgrounds from it to import for the original too lol.

60
I'm a bit worried myself, but mostly excited. Final Fantasy has been touch and go for awhile, but Square does do awesome work (been playing Sleeping Dogs Definitive edition). I think it'll be a bit different, but possibly more exciting (fmv's are certainly more entertaining than comic book bubble dialogue). In the end I think it'll be a satisfying game. It's their best game and series, and ultimately their legacy. I'm sure they'll find a good balance between the original game and FFXV/KH game mechanics. Otherwise the game will sell well....like retire and buy a whole country well, but no one will likely ever buy another Square game again. There's a lot riding on this for them.

61
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-23 13:31:24 »
I have to agree with Mayo. I'm psyched Square is doing an official HD remake, but also feel a bit of loss as it voids the need to heavily mod the original game. If the remake absolutely tanks than mod ideas can definitely be revisited, and hell with any luck the remake will be moddable too and give us a lot more to work with (it's only a timed PS4 exclusive, it'll see a pc release for sure). Smaller projects are certainly worthwhile, but the scope of this particular one is massive, and currently only led by a handful of artists. It's pretty understandable that there may not be a lot of motivation to carry on with this.

I started working on new HD character and npc models, as well as a few bosses. Starting out it looked pretty reasonable, until you realize there's about a 100+ models, as well as field objects (keys, boxes, treasure chests, save points) not to mention the monster enemy models alone that don't have a field or world counter part. It's easy to forget the scale of this game lol. In a sense I'm rather glad Square is doing this for us lol. I may finish those that are nearly done, but I'm interested in getting into my own designs now too.

62
Graphical / Re: Guard Hound and Dark Nation
« on: 2015-05-27 01:20:14 »
You did a good job with this retexture, adjusting uv's to fit images from pictures isn't easy. Unfortunately I don't grant permission for re-releases of the model or it's assets to be reused in other projects. The unconverted model isn't mine and I promised the artist who made it that it wouldn't be released for public use in this way. Other than the tail it looks like it's just my model with a new texture. This is a great idea but you'll need to use a different model as a base for a public release. You should try using the original enemy model from the game, it'll fit the skeleton perfectly too.

63
Releases / Re: [FF7PC] Multiple models - Philman Releases
« on: 2015-04-25 05:53:07 »
No trouble, thanks I appreciate it. If you need any help making these universally compatible with the other models just let me know.

64
Releases / Re: [FF7PC] Multiple models - Philman Releases
« on: 2015-04-25 05:25:54 »
As of now the download does include the model. I haven't gotten the chance to really look into this mod yet, so I'd prefer if the model wasn't included. Since the original model isn't mine anyway and was given to me with permission to import I'd prefer if it wasn't re-released out of respect for the artist.

As for the weapons this is a great idea, definitely something that's overdue. Have you tried applying them to other models though? Mine has an altered skeleton, mainly a shorter neck, so this may effect where they sit on Kaldarasha's or Kela's models. I'd suggest doing some testing to be sure so they can be universally compatible. 

65
Team Avalanche / Re: Build a 3D engine from scratch
« on: 2015-04-22 22:23:35 »
If you want to see ff7 with a more up to date engine, start picking up unity ;)

I was actually eying the Unreal Engine 4 lol, there's even a blueprint for turn based combat.

66
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2015-04-02 18:17:42 »
Yup that's it. Just snag the **DA files and you're good to go.

67
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2015-04-02 16:23:00 »
The animation file of this model is broken. You need to replace the **DA files from either the original vanilla files or download another Yuffie model and borrow the files from there. Grimmy's model will work fine than.

68
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-30 16:27:02 »
Discussion and input has been hit or miss on this thread. Constructive is great and helpful, particularly if you can provide detailed or technical input. Just saying someone's work is amateur-ish isn't necessary or helpful (which btw...that's all of modding. Professional work will generally cost you).

69
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-30 11:53:46 »
Sadly this is probably why there isn't much being released here now. Curious how critical people are who haven't released any work themselves. Finalized or not I'd be seriously surprised if this model was released here now. 

70
Team Avalanche / Re: Midgar Revival
« on: 2015-03-25 14:17:30 »
I think somewhere between the two would be good. A bit of noise makes it look more realistic, otherwise it'll look more like plastic. Great work on this.

71
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2015-03-23 13:34:17 »
I have three subscription links. I got it to work after I updated my 7H version, 1.35 to 1.45. Not sure what the issue was really.

72
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2015-03-21 15:41:11 »
The subscription download doesn't seem to be working, it just keeps saying Calculating. Can you update the direct download? It seems to be from January, while the subscription seems to have updates from March.

73
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-17 18:57:06 »
Thanks I appreciate the input. The process is mostly pretty fast, it's mainly slowed down by figuring out the best workflow for these models and what we want to do, and correcting mistakes by working the long way in the mean time lol. For instance my Life Form model was done a week ago, but since the process of baking materials to the texture doesn't work as expected it's been delayed lol. Wolf has actually been able to import and start, and finish, his Jenova model in that time frame lol. zBrush is pretty quick to work with so the potential is good.

There's a few options with the uv's but I definitely agree, it's not like doing them in Maya. There is the option to paint a "Protect Mask" which basically lets you kind of guide where the seams go, so paired with multiple Polygroups you do have a fair bit of control. For what we're doing it works pretty well though. Each piece of the model is it's own polygroup, so instead of unwrapping the whole mesh it's each piece separated. 

74
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-17 15:57:36 »
Alrighty.

Well best of luck to you guys, if you need any tips give me a shout, but you're probably a little more versed in zbrush than I am, I only use it once every few months when freelance requires it.

One thing I'm curious about though, is skinning/weighting, how does it work, are you just completely reweighting the models before importing them back into the game, I don't remember much about hojo or that jenova form, I think hojo had some animations but Jenova was mostly static if I remember rightly.

One small tip, if you're after making the model lower but having more control over the final quality and polygon count then instead of decimating you could use retopo, I don't know what version of Zbrush you have but its a good tool, if not a little cackhanded at times. Thats what I've always used in the past if the changes I've made in Zbrush are too drastic compared to the low poly imported mesh.

Oh no I agree, zRemesher is much better than Decimation master. It has a very clean edge flow and retains a lot of detail with less polys. It just needs to be used before detailing and painting because the uv mapping gets stripped. For the animations, the models just import right over the originals. The pieces are roughly the same size and still fit the skeleton. The models will animate the same as before.

Wolfs Life Form isn't really an example of this process since it's an original model that he then imported. I actually tested this on the original FF7 Life Form which I already have back in Kimera. The model looks good and the game handles the 50k polys and 4k texture well. It's currently just a texture map while we figure out the best way to bake materials, everything else can be applied in photoshop and gimp then, but I'm confident this wont have any more of a performance impact than it currently does.   

75
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-17 15:16:35 »
It all comes down to preference. Personally I don't think anything comes close to zBrush's tools. There are something's I wish were better, but there's a lot of things in Zbrush I wouldn't be able to do else where. High poly meshes is a good point, but when a projects completed we can decimate it to nearly any level. Honestly we just aren't interested in 10k models. If I was doing professional work I'd import a completed model to Maya to clean up and optimize the edge flow, but just doing this in my spare time I'm more concerned about detail.

I have one model that's nearly done, actually just waiting on finalizing the texture map (we're working on a method of baking materials). Otherwise yes, I use Multi Map Exporter and the final model will have displacement, normal, and ambient Occlusion. Otherwise I have another that's detailed and just needs to be painted, and a few others ready for detailing. As of now there isn't a full scope for the project, it's more about just doing the models each of us wants and practicing with the zBrush UI. I have a few ideas but waiting to see how everything plans out first.   

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