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Messages - TallgeeseIIII

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1
FF7 Tools / FF7 models to 3ds Max
« on: 2005-01-22 05:23:42 »
no, sorry, it's about taking the models from teh game and putting them into a 3d format so they can be ported to other games, animations, higher quality renders, that sort of thing.

2
FF7 Tools / FF7 models to 3ds Max
« on: 2005-01-04 05:03:26 »
ha, thank you, yeah, i go to cgtalk.com's game art work in progress forums daily, i've only posted once and i never did finish the model, anyway, here's a pic of the single model, it has 10 1024x1024 maps, 5 diffuse, 5 bump, and 2 256x256 maps for the head ornament. it's about 11k polys, it's fully posable due to a rigged biped as well.

http://img.photobucket.com/albums/v231/TallgeeseIIII/beauty.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-open.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/back.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/front.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-back.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-front.jpg

just incase you've never seen the Tallgeese 3 before, it's a model of this:

http://actionfiguresbygofigure.com/media/tallgeeseIII(archenemy).jpg

- Moderator Edit -
Okay, and once again...
If you have big images to post, just post links here and not the images themselves - your six images had an overall dimension of 800 x 3600 Pixels and were ~350kb in size - this is definately too much.
 - Alhexx

3
FF7 Tools / FF7 models to 3ds Max
« on: 2005-01-04 04:09:55 »
alright, you guys are right, i don't know why i said all that but for sake of my pride i'm just going to say i'm sorry then end this. i don't really want to make anyone angry and i wrote this at school, a place i really didn't want to be at the time and iguess i was aggrivated about it, i apologize.

i'd also like to say congratulations on getting into the modelling business, i'm working on my modelling portfolio right now to get into art school so i can do the same thing, and you're right, i would be mad too if some punk stole my models and claimed them as his. (which i've never done so don't worry about it)

i don't know if you went to art school or not but i was also hoping you could give me some tips for this portfolio, i'm a senior in highschool right now and i'm already behind in applying, and i only have one completed model (i usually get halfway through one then get bored and move to a new one so i have a folder of about 20 incomplete models)

thanks guys, sorry once again.

4
FF7 Tools / FF7 models to 3ds Max
« on: 2005-01-03 12:14:53 »
have you ever done it? have you ever released a mod with content from a licensed game? because i have, and no such thing ever happened to me. maybe i was lucky, who knows, but i know for one thing they can't sue if you don't sell it, well, they can technically sue for anything but it would most likely end in a settlemtn to just stop what you're doing, which a simple cease and desist will do. which is of course entirely possible, the point is, even if you don't release it, or if you get a cease and desist, you're making the mod for yourself. most of the mods i do for games, i don't even release, i just make a model, use it in the game because i like it, and be done with it, bigger more complex mods i use for multiplayer with freinds and other stuff, so honestly, who the hell cares what the legal consequences are. they're not that bad, that is IF you even release it. the part we're dealing with here is the actual construction of the mod, that part doesn't hurt the creators of the original product, so why are you wasting your time telling these folks how much of a criminal they will be? i know, probably the same reason i'm wasting my time explaining this to you, to be annoying, right?

(i've delt with people with your attitude before, it's highly annoying, i assure you)

5
FF7 Tools / FF7 models to 3ds Max
« on: 2004-12-01 18:33:12 »
can't go wrong with .3ds, and .wrl and .dxf aren't bad either.

6
FF7 Tools / FF7 models to 3ds Max
« on: 2004-11-06 00:32:04 »
yeah, i figured it out originally but i never animated it, nice job.

7
FF7 Tools / FF7 models to 3ds Max
« on: 2004-11-05 17:55:29 »
he animated the cloud battle model from the game, what's hard to understand about that?

8
Archive / 3-d field info? (where to find/how to edit)
« on: 2004-09-04 02:01:27 »
Quote from: halkun
The world map is a 256x256 tile map. The "Tiles" in this case are made up of of little 3d models. That's all I have.


and those models are what i need to export to max.

9
ah, well, for me, if i tried to use tnt, all the backgrounds were black, and all my menu options were multicolored, so... i dunno

10
hmm... i have no idea then, maybe i was just lucky and the setting worked for my system only.

11
hmm... well, try changing it to 1? lol it's experimentation at this point.

EDIT: try running config, checking nvidia and the tnt drivers set. then going and changing the driver value in your registry, that's pretty much what i did, but i didn't think changing the config would matter. worth a shot.

12
ok, i figured out a much simpler way to get everything working on radeon cards. it HSOULD work on all radeon cards. mine is an x800 pro but all radeon cards use the same drivers so it shouldn't be any problem. here's the instructions:

1. click start > run
2. type "regedit" without the quotes and click ok
3. navigate to "HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics"
4. double click driver in the right window, and enter 0 for the value
5. that's it! run ff7 and it should work perfectly! it did for me!

the only thing i'm unsure about is running config again, i would guess that would reset it so don't run it just in case. but if you do, you can always change it again.

13
Archive / Radeon 9200 se 8bits opengl
« on: 2004-09-01 23:46:07 »
ok, if this is true? would it be possible to hack the config to pretend it accepted it for an nvidia card? sort of emulated 8 bit palletted textures? i don't know the technical aspect but the concept is there, any takers?

EDIT: btw... technically i CAN try it, i have an old 64mb nvidia geforce card. but right now i have a 256 mb radeon x800, so... i'd rather not downgrade by that much.

EDIT EDIT: whoa! i figured it out! it's partially thanks to you for giving me the idea of using regedit, i'm going to make a new topic for this fix!

14
ah, well, i don't really need to edit the map in-game, i need to put it into 3ds max, i want to use it as a basis for a much more detailed version of the map, something beautiful most people that i know will recognize to show off my skills with, ya know?

15
i posted here months ago about editing models with 3ds max and showed off some nice screenshots and such. i haven't been around here since then so i came to check and see if all you genius programmers have figured out how to export the overworld map to a useable format yet? the last time i was here i was told no one had figured it out yet. is that still true?

16
FF7 Tools / FF7 models to 3ds Max
« on: 2004-06-16 10:08:51 »
hmm, yes i cansee the vertex colors before rndering, and yes there must be a setting in your 3ds max that needs to be chnaged, i can't think of what it could be though, sorry pal...

17
FF7 Tools / FF7 models to 3ds Max
« on: 2004-06-15 18:20:26 »
of course, it's no problem

18
FF7 Tools / FF7 models to 3ds Max
« on: 2004-06-15 15:11:03 »
hmm, i don't think so, i would need the bones there for stuff if i added the models to anothr game.

19
FF7 Tools / FF7 models to 3ds Max
« on: 2004-06-15 14:44:33 »
ah, i see. btw, in the world map lgp, there's a buncha models like the highwind, the chocobo, the tiny bronco etc. that have animations that DO work, do you see any way to export those?

20
some games allow vertex coloring for the models already, i know morrowind does, i tested it this afternoon, we need to find out if nwn allows it.

21
Scripting and Reverse Engineering / World Map
« on: 2004-06-15 04:52:11 »
oooh, i see.... i think...

22
Scripting and Reverse Engineering / World Map
« on: 2004-06-15 00:10:35 »
I saw a topic a while ago that said the world map hasn't been figured out yet, it was a pretty old topic, is that still true? because i'd like to get ahold of that model.

23
Quote from: halkun
You the convert the model to an ascii format so that the max plugin can read it.


that's the part that isn't working, i have the nwn viewer and i extracted the piece and everything, i just can't convert it with the tool that the guide reccomended

24
hmm, ok i was bored, so i tried exchanging models again, and this dos program "nwnmdlcomp.exe" that the guide called for doesn't work. i downloaded it and did everything their instructions said and it gives me an unable to read the mdl error. then when i finally got it to convert it, the guide said it would change the file type to .ascii, well, it didn't change anything, and the 3ds max importer script still says it's a binary file... so i'd like to do this, but it doens't work anyway...

25
Archive / Problem with converted battle models
« on: 2004-06-14 21:32:41 »
nah, you may be onto something but but making a folder with the files wouldn't work, now what would be cool is if they edited ff7 to make it look in the folder, it would take a lot more work though.

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