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Messages - Livesey

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126
Graphical / Re: A Perfect AC Cloud Model
« on: 2011-12-05 15:12:45 »
Is it illegal to use the original in-game model as a base and expand upon it?

127
Graphical / Re: Is there any updated enemy models?
« on: 2011-12-05 15:11:17 »
=/ That's a shame, Hey just out of curiosity what program do people use to make textures? Also is there any guides around this place?

EDIT: After looking at the Frequently asked Questions I discovered Timu's guide on modeling and have decided to give this a go myself, I may epicly fail and give up but hey it's worth a try I might have a knack for it =P Anyway my question is the programs he suggested Blender 2.60 and Python 2.7.2 just wanted to know if these are outdated?

EDIT: Okay after playing around in blender I got the very basics I don't know how to edit characters or even open them to display so I'm going to give Kimera a try and see if that works better for me. Also I am very confused about Python.

Still haven't figured out how to open the files in blender and as for Kimera I can open whole battle models and edit certain bits (which I'm assuming is individual .P files) however the interface of Kimera seems much less user friendly and it seems a slight mistake = a restart. I guess I'l keep toying around with it and see if there is anything I'm missing.

Okay so I've tried converting the Files with Biturn to .3DS to load with Blender but it seems to be an incorrect format for it?

I've tried on a few of Clouds models (RTAA and RTAO) But Blender seems to not understand .3ds or i am converting incorrectly can anyone provide me with some advice?

128
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-05 11:41:54 »
So in order for it to work we would have to cut out 32kb. Hm thank you for the info.

129
Graphical / Re: Is there any updated enemy models?
« on: 2011-12-04 13:01:39 »
=[ That makes me a sad panda, on another note just looking over old threads and came across Timu Sumisu's models, has there been any update on them? Sorry for all the questions I probably could find out but I have not found my footing on this forum yet. >.<

130
Graphical / Re: Is there any updated enemy models?
« on: 2011-12-04 11:20:46 »
Ahh =[ damn, even the enemy models huh?

131
Graphical / Is there any updated enemy models?
« on: 2011-12-04 10:36:28 »
I've been looking around after I saw this video http://www.youtube.com/watch?v=QOn6fnwPTcA

Does anyone know what mods are used in this other than the Menu Overhaul?

132
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-03 17:26:38 »
What's the size of your scene Gjoeruvl?

Also I just beat the 3 soldiers for the 2rd ime with the tactic listed above and wow it was a pretty tense battle I survived with only Cloud left on 2000 Hp.

Great fight.

Okay so I just tried Hojo cruised up to the 3rd form then he does combo and well I don't really know how to protect I know someone has to have cover so the MP attack doesn't drain a magic users MP but the damage and status ailmments are what are getting me, I'm going to try it with cloud holding ribbon Tifa with headband and esuna all and barret added effect time and maybe ribbon.

EDIT: It worked I just had cloud cover and counter everything healing him with full cure and reviving with angel whisper when needed.

133
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-03 15:53:59 »
Hmm, I guess it's worth a try also another idea that may work is replacing some models for previously used ones, it won't be the same experience seeing as a lot of enemies would look like duplicates of another but I'm pretty sure it might work if there is too much space being used up.

Also I have been using Proud Clod as a reference to the enemies in this mod so I am slightly familiar with it  well except for the AI script I took one look at it and well I was confused,
Wall I Market Will download and have a little play around with it.

134
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-03 15:43:23 »
You need Wall Market and Proud Clod to edit kernel.bin and scene.bin respectively.

Thanks SL, I didn't know that. So maybe we'd have to forget about new models. Already, new scripts and enemies take too much space for the PS1. This mod is fun BECAUSE of the new enemies, so we're not going to delete 'em, but their models could be a workaround. I remember Bosola making a patch for this.

Maybe if the new enemies take up too much space is there a way to remove some of the more tedious random encounters to save up a few bytes? Also the new models of enemies are mosly resizing and recolours do they really take up more space than the model they are based upon?

135
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-03 15:28:35 »
Hmm, I would love to help although I know nothing about modding / converting, is there any guides on this place to helppeople get started?

136
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-03 15:14:17 »
Hi all of you,
so far I see you all enjoy this mod a lot.
I would too, but I don't like playing on the PC much.
That's why I ask for permission to perfectly convert this mod to the PSX version.
This isn't a one-man job, so if anybody is willing to help me, let me know.
Here is what is needed to do :

1. Convert the animations of scene.bin to a plain PSX file.
2. Merge both kernel together and convert animations.
3. Modify the limits and their animations with LiBrE to a working LIMTMENU.MNU for the PSX version.
4. Include the scripts thanks to Makou Reactor.

That's it for the easy part. Now, there are the 3D models.

The PSX FF7 uses LZS compression for the 3D models. Some programmer (sorry to not being able to tell who, I can't remember exactly Edit: NFITC1) made a program to convert the LZS files. While this might seem easy, it is clearly not. This needs to be in a specific file type before converting and I don't know how. So, unless some people can help me with this, the only issue is to use already-existing models from the game.

This really is the only problem so far. Putting the scripts in the PSX version require precise manipulation but is doable. The models though...

So, anybody willing to help me, let me know!

I heard soewhere that the PSX version of te game is not as easy to modify due to the limited space ( I think) Wouldn't the new battles interfere with the conversion?

137
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-03 14:24:54 »
Beat Theo, Locke, and Venus for the 3rd time.  :P It took awhile to figure this one out. The strategy that finally succeeded: Cloud with maximum HP, a Protect Ring, defending, with a mastered Cover on. Vincent & Red 13 (my mages) hit them with Quad/W-Ultima and
W-Summon Neo and ZERO Bahamut. That pretty much ended the fight.

They aren't affected by status effects anymore (except for Stop, but that seems to be pretty rare), and they counter counter attacks, so take your counters off. The purple one (can never keep that straight in my head, haha) will counter with Tornado, but Elemental-Wind in the armor of my mages took care of that.

Oh, and the purple one has a Ribbon, the red one has a Hero Drink, and the blue one has an Elixir (I think).

Stuck on Hojo for now. His 3rd form hits everyone with Stop and I didn't have anything to prevent it.

Doesn't added effect + time prevent stop? also I'm not sure if esuna removes it. if it does esuna-all added effect +time and thats kind of a work around it.

This is why I haven't sold any accesories.

138
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-01 22:36:21 »
Aita is pretty rough. Abode of the Dead has no element that I could discover. It does less damage the more members of your party are standing, so...there's that.  ;D

I'm assuming you're using the break 9999 patch in one form or another- if so, get everyone hasted at the start of the battle (I don't think that gets dispelled by Styx or anything else) and just blast him with Laser/Demaga as fast as you can, swapping over to Shadow Flare (or Cometeo) once he's down low enough. You've got to keep his regen dispelled, also, like you mentioned, and also keep everyone at full health (I had everyone at around 15k hp in order to survive a couple of hits). I didn't have W-Magic when I fought him, but using that with Quadra Magic/Demaga would be very effective. If he ejects a party member early, just reset, haha.

I ended that fight with a Shadow Flare from Cloud, with one party member ejected and the other dead. It was pretty tense.  8-)

I have W-Magic and quadra magic I think I need to get more hp or possibly dragonforce x 2 everyone, I'm trying it with one person ribboned maybe I could give a go at using other means of Status effect negation as to allow haste + regen and to an extent wall, I guess I'll try it after the midgar raid. Thank you for the tips.

139
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-01 18:36:48 »
The one that revives? You mean... one of them casts life? 'sob' why?! X)
also, I've noticed that Tifa's limits always hit the red one (Venus, I think it is) and he counters physical attacks with a physical attack and fira, so he does a sh*t-ton of damage.... so I'm just not using her limits XD
I'll try out the loco weeds though, should be rather useful :D cheers!

EDIT:
Ace! That worked perfectly, cheers! :D

Glad to hear it, the game gets a little easier after that fight, though personally I struggled on the fights after escaping your cell.

I hope you have the minigames patch applied or else escaping Midgar will be hard, First time I tried it I didn't have the minigames patch , got to the end of the highway in about 20 seconds with no health and instantly died from the back attack.

Also for the love of all that is holy get the elemental in the building, it is invaluable in this mod.

140
Gameplay / Re: [WIP] FFVII Job Class Kernel.bin
« on: 2011-12-01 13:11:29 »
About each class having their own individual summon they can use, I have to say I'm against this idea, I mean The summons should belong to the summoner (who I think is already at a disadvantage due to summons being.. not too great until KOTR and Phoenix). By which I mean to each his/her own It's like giving every class a status effect spell, doing so will take away all the of the time mages individuality.

Also I feel time mage might not be the best name for it as it implies it is only used for haste/slow/stop. IMO I think the time mage should have buffs and debuffs (not too up the inner workings of modding but is there any way to give characters bonus' that give their teamates more strength if they stay alive, as in say Barret is your time mage and has dragonforce on him. is there anyway to make say 25% of that work on the teamates as long as he lives?)

Sorry for the lengthy and confusing description should have just said Aura...

I believe the Time Mage should be named after something more status effect oriented. Or just stick to Final Fantasy tradition and have Green Mage. Again just suggestions.

Interested in your mod and basically any variant of Final Fantasy 7 Looking forward to seeing progress.

141
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-01 12:41:57 »
I'm sure the dragons will be a fun fight when I'm ready for them.
And at least my failure brought light to this.
Oh also in one of the caves (might have been mime) there were alterations of the beach plugs a fight with them for me = instant death not sure if they are supposed to be there but I believe it would be worth looking into.

I.. Hate.. Aita... That damn Abode of the Dead I can't see any way past it, does it have an element? I can make cloud and Barret survive it but yuffie dies in one hit of it and Cloud and Barret are always in critical he also seems to use this move very frequently.
I thought the protect ring might help but it removes barrier.
also it seems you HAVE to dispel his Regen which means carrying 2 dispels with you or stocking up on holy torches because he always seems to remove the guy who dispels him (or I'm just unlucky)

My current strategy is having Barret white wind after yuffie dual casts demega full cure on him and cloud 4x attack and Phoenix when he needs too (which is usually after the second Abode of the Dead

Anyway any tips guys?

142
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-30 18:40:51 »
So I know you guys are bemoaning the difficulty of later-game fights, and this is gonna sound pathetic...
but I'm stuck at the 3 soldier guys (Theo, Venus and Locke) at the box for keycard 66 the first time you go through the Shin-Ra building. I've been gathering notes on how they attack, and how to attack them, but they just do too much damage. anyone got any tips?

Gather Loco weeds and have Barret mindblow the one that revives. I'm sure you've noticed that they counter attack everything. having everyones limit when the match starts is a good idea, have Cloud cross slash Locke or Venus hopefully it'l paralyze. this fight took me a long time to do too. The mod gets better later and better as in the fights seem like a challenge rather than just flat out impossible, this fights intimidationg because it feels like they get 10 turns to your one but this isn't the case later.

EDIT: Sorry I neglected to mention where you get Loco weeds. IIRC you steal them from the things that look like saws I beleive you can fight then on floor 66 or 65. Can't remember which one.

Hope this helps because the mod really picks up during Junon.

143
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-30 13:18:52 »
I find white wind to be... risky at best It always misses the damned character I want healed.

Currently sturggling on the final fight with Ultima Weapon I have two people with resistance to hidden element but he still hands my ass to me ( wish I got that second ribbon right about now).

144
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-29 23:33:40 »
My clouds 66 everyone else is around 59-60

OK, So after beating that plant I went straight to the mime cave equipped everyone with cure all and Cid with hast all as well as 4x attack and 3x counter, it seemed high health didn't matter in this battle so I went into the fight with everyones health at around 3000-4000 making sure my max health for all characters was an odd number (so that I die in 3 hits without Regen rather than 2) and I had counter magic > ultima equipped on Tifa, she also had elemental chocomog on armour with everyone else having the escort bangle.

My plan was to have everyone just keep healing on the final bout unless one of the things at the back uses the wind move in which case I would have one character use a summon or limit or have Tifa use ultima anyway it was going great, despite the 3 megalixirs lost during the fight, that is... Until the end both the front row things died followed by one of the winged things and just after I land the killing blow on the winged beast he used Pandora's box and all of my full health characters died.

I guess I'll try it again having one character with buffed up health ( though it will be a lot harder considering more health = harder to heal) or maybe I'll just cast wall when the last things left. *sigh* I hope when I manage to kill these things a dragon won't kill me...

EDIT: Success boosting everyones HP to about 700 with HP plus and walling at the end was a success, I had to use 4 megalixirs in the fight but I came out with 2 people knowing pandoras box.
R.I.P - Cid

145
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-29 01:47:01 »
Yeah I agree the Premium Heart is disappointing, but its at least one of the more interesting boosts I mean compared to HP/MP capacity IMO they seem kind of dull.

Also mug + added cut can get you a version of 2x cut which woul be pretty good on Tifa's Premium Heart.

Any tips on beating Diamond? he keeps wiping the floor with my party and I can't seem to dent his diamond-like exterior I omnislashed him once and it did more than I could do to him in 10 minutes it would be more but diamond flash wipes me out. Also Zeidrich doesn't seem to offer as much protection from him as I thought it would have so I'm pretty sure status resistances linked to armour are the better option.

EDIT: Nevermind I did it thank god I never used Cait Sith I just diced him down veeeerrry slowly. But wow what a challenge it was.

Jeez after beating Diamond Weapon I proceeded to trying to take on Ultima and he killed my party before I had a chance to move, after that failure I try the mime cave and all goes well until the final bout then They seem to just pick their moment to instakill me I've tried regen but it seems like it's up to them if they win.

So then I try to do the Noxianacardiceae Toxicondendron, it all seems surprisingly easy, and then he transforms into his third form drains all my mp and inflicts every status effect on me and watches me die. He doesn't hit me after he just watches me slowly but surely die from Dual Drain, I tried him again this time with a ribbon and 2 characters immune to petrify and all nullify poison, I use Demiaga 10 or 11 times and notice it is still hitting for 30,000 (just how much health does this thing have?) and then he just seems to over power me, I'm not sure if I'm just trying to do these things at a low level or if I'm not using the right strategy or something but it seems like you really didn't want people to have Mime or the other guarded materia, not that I blame you.

Anyway I believe these monsters are beatable at my level but extremely difficult so if anyone would be kind enough to give a few tips?

EDIT: Okay so I just beat the plant with the help of quadra magic I was on my way out of the cave when BAM "IMA DRAGON" cometeo = Dead

I hate those dragons -.-

146
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-29 00:18:16 »
Yeah I noticed after using Cid's I thought id give it a try thinking it might be similar to FF X's celestial weapons and ignore their defence at first it hit for a pitiful 400 then I remembers Cid's is based on his MP filled him up and it went up to 1400. So yeah I see they're still useful.

A warning to those who haven't trained much.. Do not underestimate the enemies at the sunken gelnika I'm actually finding them harder than JENOVA Death and well.. that's an impressive feat.

147
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-27 20:14:24 »
Just beat "Carry Armour" angel whisper helped a lot here. I found it easiest to target the right arm with thundaga while your highest hp character covers with mighty guard on him. one of the easier battles so far.

Shame about Tifa's premium heart but eh it kinda sucked anyway goodhand was much better.

148
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-26 15:55:12 »
OK, so I started this mod about 2 weeks ago and I have to say I am loving it I've managed to struggle all the way up to reentering midgar on disc 2 (not the raid, the sector 5 key) and I have just acquired tifa's "Premium Heart" weapon and the power is set to 48 with a hit% of 112. my question is does this mod touch the ultimate weapons and alter their numbers or am I just being paranoid? because I thought Tifa's Premium Heart had 99 power... Either way great mod. I love how the enemies are hard due to status effects and not just starts increased to a godly high number.

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