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Messages - sl1982

Pages: 1 ... 135 136 137 138 139 [140] 141
3476
Team Avalanche / Re: Menus
« on: 2009-08-10 05:21:19 »
Got the numbers all sorted out and also spruced up the limit and exp bars in the menu. Unfortunately imageshack is down right now so i cant show you guys all the awesomeness  :cry:

edit: up now


By sl1982

3477
Team Avalanche / Re: Menus
« on: 2009-08-10 04:06:11 »
The palette might not be a big deal. As of right now the only thing ive seen it mess with was the save game selection shows all white even if you dont have a save there. And save game is never greyed out

3478
Team Avalanche / Re: Menus
« on: 2009-08-10 03:47:02 »
Yeah i dont have a problem releasing it. I wanted to give back to the community after all. And as for the color palette thing im not even sure it can be fixed.

3479
Team Avalanche / Re: Menus
« on: 2009-08-10 03:23:34 »





Looking good if I may say so  :lol:

Just need to find what texture files it uses for the numbers

3480
Team Avalanche / Re: Menus
« on: 2009-08-10 03:11:08 »
You would have to find out if the character is in one of the texture maps for the fonts. If not im sure you could draw it into one of the unused characters and then just use that character in your translation in place of the one u want.

3481
Team Avalanche / Re: Menus
« on: 2009-08-10 01:03:05 »
As of right now that is the huge drawback. It is just white. Not sure how i could do a paletted kind of thing with the 24bit bmps

3482
Team Avalanche / Re: Menus
« on: 2009-08-09 15:24:28 »

By sl1982

Ignore the red lines. The are used for alignment purposes and will be removed from the final textures.

3483
Team Avalanche / Re: Menus
« on: 2009-08-09 15:17:04 »
Well I tried to do tahoma and so far it looks pretty good. Ill get a screenie up soon.

3484
Team Avalanche / Re: Menus
« on: 2009-08-08 06:46:36 »
Nice and plain. I like it

3485
Team Avalanche / Re: Menus
« on: 2009-08-08 06:38:02 »
Lol it is. I dont mind the font but this was more of a first attempt. Anyone have any suggestions for fonts? Rebuilding the original characters for a high res is alot of work when a font swap would work just fine. But i guess if that what people wanted i guess i could take a crack at it.

3486
FF7 Tools / Re: Image2Tex - 24bits textures for FF7
« on: 2009-08-08 06:34:47 »
It also works for the textures for the fonts  :wink:

3488
Amazing! I can envision the day when the ff7 we all know and love is nothing like the original game lol

3489
Team Avalanche / Re: Menus
« on: 2009-08-08 06:05:05 »

By sl1982
OK this is what i have so far. Let me know what you think

3490
Team Avalanche / Re: NeoCloudstrife's Custom Model Thread
« on: 2009-08-08 02:11:54 »
Wow thats impressive work. Keep up the good work  :-D

3491
Team Avalanche / Re: Menus
« on: 2009-08-08 02:04:57 »

3492
Team Avalanche / Re: Menus
« on: 2009-08-07 23:17:06 »
Easiest way would be to just take an already made font and slap it into the textures. Anyone have any good ideas for fonts? Or do we want to remake the one in the game?

3493
Team Avalanche / Re: Menus
« on: 2009-08-07 19:00:28 »
Woot ok we got some progress. 512x512 tex seems to work ok without trying to figure out .png injection. The palette is still all screwy though. Any ideas? Im sure many people would like to have some higher resolution text in the game. Hopefully we can make this work

edit: 1024x1024 does as well, also 24 bit

3494
Team Avalanche / Re: Menus
« on: 2009-08-07 18:46:01 »
Ok that seems to work. Except the palette is all goofed up now. All i did was open the bmp in photoshop (keeping original palette) and modify one letter to test it out. Used img2tex to make back into tex and inserted back into the lgp and when i run ff all the letters are different colors. Did i do something wrong?

3495
Team Avalanche / Re: Menus
« on: 2009-08-07 18:19:48 »
Well ive been messing around with this for a bit and ran into a bit of a snag. Biturn doesnt like to convert bitmaps back to ff7 .tex files properly. I read around and the general consensus seems to be to use omega. The only problem is that the link on the wiki is no good. Anyone have a working link for this program?

3496
Team Avalanche / Re: Menus
« on: 2009-08-07 16:09:27 »
Sounds way over my head lol. Lets say for example im replacing the usfont_a_h.tex. The png would have to be usfont_a_h_(whatever palette is).png? And how do i modify the tex? Hex editor? And how do i know what the palette is? Sorry for my noobishness, and thanks for all the answers.

3497
Team Avalanche / Re: Menus
« on: 2009-08-07 15:20:43 »
How does one go about getting the custom driver (which is awesome btw) to load up .png's instead of the tex files?

3498
Team Avalanche / Re: Menus
« on: 2009-08-07 05:32:45 »
Sorry for the stupid question but does that mean it will grab the right spot no matter the texture size?

3499
Team Avalanche / Re: Menus
« on: 2009-08-07 04:53:24 »
Maybe some sort of patch to the game? Im not really a programmer but if someone could find the call for the textures they could just add a function to multiply it. As long as the new texture was a multiple of 256 it might work.

3500
Team Avalanche / Re: Menus
« on: 2009-08-07 04:26:17 »
I was actually thinking about that and i would be glad to put some time into it. But i think i need some more information. I know that the textures for the fonts have a palette that shouldnt be changed, but can i use a higher resolution texture instead of the 256x256 ? And how does the program know what letter is which? Is it by the coordinates for the letters? If it is that may make a higher resolution texture impossible.

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