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Messages - genesis063

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51
No problem just figured I ask about it no hurry.

52
Is the resize all windows feature in now as well or did that have to be scrapped?

53
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-11-13 08:11:09 »
Shame if that can be done then that would really help out.  Guess got to try to find a work around.

54
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-11-12 16:31:44 »
So I think we found a way to allow 7th Heaven to read the kernel bin pieces.  The creator said that the vanilla exe looks for bin-gzip file to read them into the game.  If we could implement it into the program then we could do it too and it will help for even more compatibility.  Do you think there is a way to do it?

55
So maybe if we bring this to EQ2 then if it is possible for 7th Heaven to implement then we can use it.  That would be awesome and help a lot.  I think I paste your post in there if that is okay.

56
Sorry if this was covered but didn't see anything about it when searching.  So I found out what other people probably knew.  Posting it in here so everyone can see it and for future modders.  Basically when you edit 250 on ward it will not register in every kernel bin.  So basically you have to edit each different kernel bin for it to sync the battles with the look up table properly.  So if you can save the changes to just the ones you needed for 7th Heaven then you should be good to go just sync it to the regular one.

57
Sweet if I can use those then it can read them and use them.  Did it for the scene pieces.

58
It can chunk them to make them more compatible with other mods.  I was wondering if that was possible here as well.  I know WM allows to create parts would that allow it to function within the Iro as the same principle or is the new feature of allowing multiple user changes to overlap suitable?

59
So I was wondering if there was a way to make it so you can split up the kernel bins for 7th Heaven like you can do with the flevel.  With the new feature that does that can they be put in an Iro and it will still take effect or is there a different way to do that?

60
Troubleshooting / Re: Switching character models
« on: 2016-11-11 10:08:15 »
Don't worry man we are all still learning at this.  That is how most of us got here I believe anyway.  I know I still am learning new things about it everyday.

61
The converter should do that all for you and you won't notice really any difference.  Basically no cloud saves or achievements.  Also you only need to test the audio stuff to make it all sync properly.

62
Troubleshooting / Re: Switching character models
« on: 2016-11-10 14:33:53 »
I recommend using Makuo Reactor since it does all the flevel editing which is what you are looking for.  It also shows the models and what file does what to it's animations.  Some Animations are compatible with other models.  For example I could use some of Reno and Reeves animations with Sephiroth's field model.  For the World map you'll have to replace Cloud's, Cids and Tifa's world map model since they become party leaders at some point.

63
When you use 7th Heaven it has an audio mod that replaces the midi and some well made fan edits of the songs and professional versions as well.  So you'll get more options when you convert and it has it's own converter with a nice compatibility feature like the nexus Skyrim one does.  So I would go to the 7th Heaven child board at the top and follow the guide there.  It is easy to do and has pictures for visual representation of what to do.

64
Support / Re: creating new animations question
« on: 2016-11-02 15:20:43 »
Do you mean allowing the player to use supernova? That won't happen. That requires the swirling heavens background. Kimera can't do anything to change that.
No cmh175 answered what I needed I just needed to know if it was possible before I attempt it.  I might make close or a better supernova for the player that is my intent.

65
There is an "export all sounds" in AKAO format. Go to "File -> Mass Export...". You want an option to export only sounds used as battle music?
No that is fine I nearly forgot that it was an option there but if a bunch of other people want then do it if you like.  However if it works there then just leave it that way.  I was planning on throwing together a video guide on modding and these tools anyway and it will be covered how to do it there.

66
Support / creating new animations question
« on: 2016-10-30 16:34:18 »
Is there a way I can create a new custom animation in Kimera?  I like to create something similar to supernova so it can be used by the player.  Also nice to do for making new bosses.

67
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-10-28 18:36:10 »
So I may have thought of an idea to have Sephiroth Playable without replacing someone so my mod can work off of the other configure options.  I'll let you guys know if it is possible in the near future.

68
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-10-27 16:38:34 »
I was wondering is it possible to get Cloud with masamune sword and loveless sword mods added into next update or so.  They were available in bootleg Loveless replaced Murasame there was one long time ago that replaced nailbat I used to have it but lost it.  I still have the masamune one tho.
If no one adds the loveless one I'll do it for you.  It will be awhile till that can happen though.

69
Is it possible to get an export all music option?  Since we know what the battle music is in and how to change it and add it would save a lot of time exporting it all one at a time.

70
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-08-15 09:02:03 »
Sorry I took so long for my reply I am unable to check back here often.  Last I checked I gave you the ones that work for 99% percent of the game.  I managed to work around most of the animations.  I figured out some I can use for some that look glitchy.  The only issue is the final battle for some reason it won't work the way I intended.  I wanted the player to get the ultimate weapon for Sephiroth first but I'll probably change that as well.  Please be patient for a little while longer.  Can't do much till I come back from this long trip.

71
Where is the option for it?  I do not see it in the options anywhere that I can open.  Is it coming in a new release or a small update?

72
I would try to add the exe that the program would launch.  I don't think 7th Heaven would support what you are trying to do.  I believe the mods wont load properly but you can always try.

73
FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-22 07:46:43 »
I'll just say that adding bones is all week and good, but if you're wanting to do that and create new animations, I would try to see how hard it is to deal with animations in kimera before tackling such a monumental task
This came from meesbaker he is the one that told me all he had to do once he changed it was to then edit them in Kimera to play right on Sephiroth's model.  You can probably get more detail from him.  I just and probably many others just need a program to make up for our lack of hex editing to make it possible for the rest of us.  The biggest issue is the bones that are counted into the models for those animations.

74
FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-21 02:51:09 »
I'm not sure how it works exactly as I am a total noob with that stuff.  I would think at the very least you can have a function to compare say Sephiroth with Cloud animations to their bones then allow for Sephiroth file to be edited to that number.  You could then load that file into his model and just rearrange the parts from scratch to play out how you like them.  I know one hexer did this and it worked and he said he just had to redo the animations so they don't stay a mess with Kimera.  That is basically it and limits have their one file for it from a different lgp but it still loads.  The main reason we need to edit the bones in the files is because it just wont load otherwise.

75
FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-17 19:17:48 »
Could there be a one made for the battle models as well or give it support for them?  It would help great for us non-hex savvy modders for giving Sephiroth and other characters different animations and create new characters and bosses the way we in-vision them.

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