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Messages - Tsunamix

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1
Only thing i got and this is a guess is.
Inside 7th heaven, opengl settings. make sure all 4 boxes have numbers in.
X and Y of window size, and x and y of internal resolutions.

As for the lines it's probably the Vsync option.

that's my best guess

2
Couldn't really find another place to put this thread. Figured this was the closest to being relevant.

So i took apart the magic IRO and learnt that anything magic wise goes into certain subfolders.
Where do limit break animations go?

I tried just making a magic.lgp folder and i when i used it i got the message
"Broken LGP (Magic) DO NOT use LGP tools"

And all magic then breaks because of this.
Anyone know the answer to this?


And my random question is:
Does anyone know what Var the game uses for specific character kills and character Limit Break uses?

Thanks all

3
7th heaven can do so much more than what it shows on the surface. You would be amazed at much i use it to make awesome things work. What a player see's and what a modder see's in 7th heaven are vastly different.

I'm not even sure what's supposed to be wrong with it? Iv'e never had an issue

4
That's fine and all but this isn't a random pack i found online.
Someone i work with made these all himself so i turned them into a pack

5
Troubleshooting / Re: Battle Menu Glitch?
« on: 2018-04-23 17:59:41 »
Glad to help. Enjoy :D

6
Troubleshooting / Re: 7th heaven won't convert
« on: 2018-04-23 15:26:47 »
Never mind, you said you already tried what i said...
I'm clueless then

A far fetched idea i guess is if you happen to be using 2 screens or just using the extend feature.
The window that is supposed to pop up may be off screen?

That's all i got

7
Troubleshooting / Re: Battle Menu Glitch?
« on: 2018-04-23 15:18:17 »
From what i can tell, you have to open a file named "FF7_Opengl.cgf" (In notepad or something similar)
Look for an option called "Modpath = " and make sure it says "Textures".

The file is found in your FF7 directory where the exe's are located.

8
Sorry to Necro this but do you have a updated list for these ID's? I'm trying to work out how your attaching sounds to text boxes

9
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-30 20:44:27 »
Actually yeah. After seeing it in a different colour it's not the same.

I'm unsure. Wait for other responses. It may just be me

10
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-29 18:36:49 »
I think they might be better in the same colour?  Just for consistency sake

11
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-25 23:11:20 »
Yeah i agree with the new one. It looks more like the original i think

12
Thanks.I do have a way to do it, but from what i can tell it's done.
If there's ever a way to find errors giving it out publicly is probably the fastest haha

13
Tsunamods Arranged Soundtrack




Download HERE

Donate HERE
(All donations are divided equally between myself and the composer)



This is for use with the 7th Heaven Mod Manager which can be found HERE

To use this please follow the below steps:

1. Inside 7th Heaven, open the LIBRARY tab
2. Click IMPORT and choose FROM IRO ARCHIVE
3. Select the IRO file you downloaded from this page and name the mod as you please.
4. You may need to restart 7th Heaven
5. Inside the LIBRARY tab you will now find the new installed mod, click ACTIVATE
6. On the ACTIVE MODS tab, find the mod and click CONFIGURE
7. Choose the settings you would like to use
8. Make sure another mod of the same type is not active
9. Play


All tracks have been made to be a faithful representation of all the original tracks whilst trying to bring up the quality.
The volume of the tracks are louder than usual so if this is an issue please:
Turn down the music in the in-game config menu.

If you find any issues please let me know so i can fix them ASAP.

Enjoy!



Credits

Tsunamix
  Looping OGG's, Editing

Dracula9AntiChapel
  Composing this new pack

Nobuo Uematsu
  Original Soundtrack and Composer


Special thanks to Yshtolah, NoiseyToy and Adventure_Noodle for Testing and Proof-Checking


UPDATES: 1st song updated to not have the movie sounds in
                Fixed looping issue with "Hen" (Song while Tifa's is in the gas chamber)

14
I'm using the latest version. Sorry i thought that would be a given. It's 1.7.2

15
Is there a particular reason as to why when i step on a new walkmesh i make the game crashes instantly?

16
FF7Voice / Re: Project Echo-S Voice Mod
« on: 2018-03-07 18:48:21 »
It's not out just yet, i've spent the last however long perfecting everything for a demo release. The more i work on it now the less errors and patches i'll have to deal with later haha. It won't be too long though.

18
Did you ever have any luck with making the menu coloured? I'm sure i seen a future post a long while back saying it was being worked on. Would love to see it

19
Hey guys, quick question. I got ShinraTool here and i have managed to rip the PY file for Blender.
Ran the script in blender and can see the mesh, ish. It's huge and im not sue exactly how i should be lining this up

20
Oh okay. Hmm well in my head that only leaves the frog jab. And possibly Hojo being able to spawn new enemies mid fight.
thats me outta ideas

21
What about the final fight where you swap parties?

22
Maybe the system where you turn into a frog can work? Thats essentially a hotswap. or maybe Vincents limits?

23
FF7Voice / Re: Project Echo-S Voice Mod
« on: 2018-01-10 23:40:12 »
Well, i have said in the past that if i get a translator that also has the time to build a team for the acting. I will do it. I would like as many people to enjoy this as i can so if your up to it then ill help out

24
Well the timer i use in the code is a custom clock we made ourselves. So do you think it would be possible to just have an option where the menu displays the amount equal to the var we created?

For instance if time = 1
Menu will say time is 1:00

25
I don't think it's been added to 7H yet, It's a custom mod as of now.
You'll need to download it then use the import function on the library tab

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