Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kaldarasha

Pages: [1] 2 3 ... 92
FF7 Tools / Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« on: Yesterday at 09:00:50 »
Have you checked the wiki if there is any information about that?

BTW. it seems you have experience in coding. There is a guy, quantumpencil, who creating an interesting tool to mod the game. I guess he is writing it in C++ maybe you are interested in it, even though it isn't for the PSX version.

Can't you use the current remade high Res art from team avalanche jusete and jmp to train the tool? Btw the PSX has a different colour output. As far as I know the colour variation is higher in the middle while it's lower in the black and white colour space. We have a post shader (ported by sunwalker) which does correct this and the colours do blend much better together.

Troubleshooting / Re: FF7 fullscreen incomplete display
« on: 2019-01-08 19:55:58 »
Looks like you have a higher DPI setting than usual. You could disable DPI in the property settings under compatibility. Just right click on the exe and select properties to get there.

Completely unrelated / Re: HAPPY NEW YEAR 2019
« on: 2018-12-31 23:35:13 »
I hope we get a very productive FF moding year.

Yeah, FFIX has a 16bit colour palette and FF7 has only 8bit. They probably have added a colour shader to the BGs for FFlX before they converted the image for the game.

Can I make a suggestion? Couldn't you guys make two batches? One with full noise reduction and another batch with no noise reduction. What I have in mind is a manual merge of the two batches by the community. The merge wouldn't need any special skills only an eye for rough and smooth surfaces and a bit time. And if many do a bit of the work it would be done without to much stress and in a relative short time. I would like to do some images from time to time.

The **ba file is the second info file of a model. I accidentally had overwritten the Scorpion model with the one of Tifa. Was funny to fight against her.
The **ba file has probably the info about the id for the animations in the da file.

Well, Hojo is already finished. I currently go through all ShinRa-HQ-NPC. Though I don't update the Turks and Rufus yet, because they are in an acceptable state. But I review them in the next year. The male models in the HQ are done the next are two female models, this however has brought me back to Tifa because I needed her face for a model. But her face of her battle model is a bit too lowpoly that's why I improved it in Blender. Anyway we are on a good way. And once I'm done with the two female models I make a few extra models to increase a bit more immersion by diversity.


I have reworked the ShinRa manager. My plan is to release an update on 24.12.2018. Though, if the Reunion would be released before that than I guess you can use them before this date.

It's not that easy as you guys may think it is. First reason the battle models have a different, often higher count of bones. Another reason is that issues of a mesh might not appear in battle but in the field because of the now in real-time calculated light. Often this are wrong face normals and bad placed polygons which alter the appearance of a model drastically.

But to answer the question you need to use kimera and have to manually replace the bone pieces of a field model with the one of the battle model.

That's a very good plan. I also want to make my model's as close as possible to the original game before I will make some new (as example I would like to make some models based on the avatars here on qhimm. But *pssst* that's a secret  :wink:).

It's the only place where this track is played.

My favorite version of One Winged Angel is this:
Not so much the strange intro but when the music plays it is gorgeous. It gives the song something light, it's a bit like a dance*.

*That's the original video:

I guess this topic can be closed, because I can't see any constructive criticism from any side.
@Incinerator it's sad that they closed your project but better now than later when you had put too much work into it. For the future just stay away from things that belongs to the Final Fantasy universe or from where SE is the IP holder (I guess the ATB system belongs to that, too). The UE3 Chrono Trigger project was closed even though it was noncommercial. You can say that it is inspired by Final Fantasy, but that's all.
And who knows, might be that some of us will also get a nice letter from SE when they release the first episode of there FF7 reboot. Just to erase the competition of their own game.

If you ever come across the main theme and its shorter version, don't do the same mistake as SE/DotEmu did with the rerelease. The shorter track does loop in the middle three times (as far as I have counted it) on the psx version.
Also, cintro is different from its full version. The bell does ring only every 12 seconds and not 6.

The thing is that Final Fantasy is a registered trademark. You may can name a mod after it but once you make profit with something which is called Final Fantasy you walk on very thin ice. I can ensure you if Kickstarter doesn't close your project SE will as soon as they see that someone use the name of their most famous franchise. Also they can argument that your project did harm the name of the franchise and then things can go ugly.

There is a reason why you often see mods and tools which credits the different companies for the products which where used.

Though, I still wish you luck with your project and many bakers but you should give it another name for your own sake.

I haven't update my ChaOS for 7H long time. But I prepared my Steam release for 7H, so you could put the folder into 7H mods folder. But it's not specially made for 7H, but an update is on the way.

Team Avalanche / Re: Upscale Pack
« on: 2018-10-20 16:24:39 »
FF7 can in fact have semi transparency. I have personally imported a model of the Brotherhood from FFX, with transparent blade. The method to do it was a bit annoying. Have to set transparency in gimp and in blender before converting the files back to p. then play around in kimera a bit and youll eventually get a decent result. The same can be done for battles, which I will be doing once I get around to fixing/enhancing my current work.

That doesn't count for the backgrounds. There are layers which simply have no transparency and only opaque or not opaque are possible. The effect layers can be transparent, BUT only if they have no changing in the transparency - the game actually reduce the brightness of a pallet, else it can't be displayed due to the bigger pallet of the upscaled texture. Though, Aali's driver has generally a problem to replace these textures correctly, even if you replace them with the default resolution.

As far as I have investigated it, these are midi files converted from the PSX midi. I can't say if the parameters are correct since the PSX SPU does modify them in real time depending on the info it gets from the game (AKAO instructions I guess).
There are tools to rip them from the psx game, but honestly I have no experience with those things.

I think you can get the midi of the psx from this site:

I finished my work on Vincent. Here you can get the models:!aA9GEQrJ!036DVp_00iOsMJxsgYOXYazJZ5ULgrqJrsIQ-dxkhUI

I will update my mod on Steam soon, but then I need a break.

Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-10-15 21:35:45 »
Veery good!!!

Troubleshooting / Re: Slowdown problem in FF8
« on: 2018-10-12 12:49:01 »
It can't be the CPU if the original graphics mode does fix his problem. As far as I know if you lower the resolution the more stress you take from GPU and put a bit of it on the CPU. 


The model for the field is ready and the battle model is half done, though in its current state it is much better as my first version I made years ago.

Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-10-06 08:44:38 »
Refraction is good but the effect is too strong. The strength of refraction depends on the thickness of the glass. Currently it looks like an aquarium.

Thanks for the kind words.

Meanwhile, I started to add some fake lighting by hand.

Pages: [1] 2 3 ... 92