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Messages - pyrozen

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1
Completely Unrelated / Re: CAD designing with Blender?
« on: 2012-02-08 00:34:30 »
I am fairly new in the industry with CATIA v5R19 being the only version I have spent any time with. Our shop also primarily models in Unigraphics(NX) so I may not be the best judge of what has changed or which is easier.  Talking with the folks who have been around for a while, CATIA has remained pretty consistent over the years in terms of functionality/usability. I think the only thing he may miss is the console which allows you to directly interface with the models. Everything is GUI driven at this point, so if he became accustomed to the console it may take a bit to rediscover where functions have been moved or combined with others. Fortunately, the help files are exhaustive, and their is also a quick search function which allows you to directly enter the name of what you want to do and it brings back operations that can accomplish it.

That being said, if he worked with CATIA for awhile, I wouldn't see much trouble in getting back into it. it is certainly easier than switching to another package entirely such as Unigraphics(NX) or autoDesk.


I should also mention with the amount of defense contracts going through, he may want to look into the aerospace/defense area for CAD work. Alot of shops are desperate for even part time help as long as they've got the chops. I live in the Midwest and competent modelers and machine programmers are getting a premium right now.

2
Completely Unrelated / Re: CAD designing with Blender?
« on: 2012-02-07 01:34:18 »
I work in the aerospace industry and while blender is a good tool for learning the basic of 3d modeling, it would be a poor choice as a solid 3d modeler. It also lacks the dimension-ing aspects of any CAD package such as blueprinting. Simply put, blender is a great tool for prototyping and making things that otherwise will never touch the real world. Trying to produce a viable product in these studios would be at best difficult. If he is looking to brush up on his skills I would recommend trying to get a student license for AutoCAD(or desk). Typically, you only need to know someone in ANY school to apply for one and they simply give it to you. The only downside is that models created on a student license cannot be manipulated on another machine, but since he only wants to practice this shouldn't matter.

The packages we use at work are Siemens NX and Dassult Systems CATIA. Both of these programs run off of floating licenses that cost $10,000+ per seat! If he's really desparate, call up to your local community college and see if they offer any CAD design classes. These are typically only $300 or so for a semester, and it will get him the student status he needs to obtain a student license.

Tell him good luck for me!

3
Gameplay / Re: Analogue controller support?
« on: 2012-01-26 23:51:49 »
I think it is definitely up to the controller your using to decide which control options are active. I had an old logitech gamepad that you could switch between the analog and d-pad with a button, it seemed to work fine. I recently bought a clone ps2 controller with a usb connector($5!) and the analog works fine on it as well.

if you pad flat out refuses to work with the analog controls, xpadder is your friend. Pretty much any control scheme is possible using this once you figure out the interface/

4
General Discussion / Re: Final Fantasy VII Fan Made Remake
« on: 2011-12-11 19:29:11 »
Or, you know, it's just a handful of students putting something together in UDK for a Uni/College project.
+1


 I don't think this was meant to be any sort of demo for a larger project. just read the index page:
Quote
The idea is to show its 2D world in 3D in a short demo, trying to keep it as accurate and respectul as possible to the original.

I hope you enjoy it as much as I enjoyed creating it.


Interesting to say the least, but the members are obviously new to this type of thing. While the game world looks 'ok', someone coming from extensive experience in creating levels for FPS(such as me) can see red flags everywhere. Simple architecture, places where textures should have been used instead of world brushes, and the lack of any type of trash or randomness that makes an environmental look like people actually use it, the depot looks like a clean room! And the battle system is certainly not functional, just a scripted sequence to make it 'appear' to be a battle(epic fail)


But overall its not bad for a school project. It trumps alot of things I have seen in the past. And what the hell was that Zack reference about????? and the unnatural attraction to the wooden crates?

5
Gameplay / Re: Final Fantasy 7 Hardcore mod
« on: 2011-12-08 23:34:40 »
I believe there is a tab  on the installer that contains the features/changelog. Scrolling through that should give you a pretty good idea of what has changed.

6
General Discussion / Re: Print Screen
« on: 2011-11-30 00:23:16 »
if not fraps, you could also try SnagIt. It works well for games once you set it up, and its also great for capturing video/screenshots of your desktop. I use it daily at work to make instructions for software, and the staff use it to capture any error messages and simply e-mail the error box to me. Makes life soooo easy.

7
Releases / Re: Custom Avatar Photography
« on: 2011-10-12 00:02:01 »
they look great. This is the first avatar project in a long time that has me clicking the download links. Not sure how they look on other backgrounds, but since i run the all black they look fine.

8
Completely Unrelated / Re: Regarding Emulators
« on: 2011-10-04 23:45:36 »
regarding GBA emu, yes it is very easy. just ask my Droid X cellphone lol.

Decent thread, I haven't been into the emu scene in a long time. I was huge into it back when DCemu was run by the original owners and new stuff was constantly coming out. I actually still have my NesterDC and SNES emu cds for dreamcast, i took them down to my lake house for rainy day nostalgia sessions.

I still find it interesting though, that when I was into the scene 4+ years ago, the status on nearly all of those emulators was the same then as it is now.

9
Releases / Re: [WIP] Vincent Re-Model Project
« on: 2011-10-03 01:06:39 »
wow, good work! I like what you have so far, but here's my small critiques. The guns look to big. I realize this is how they normally look, but the rise in visual quality makes them seems out of place. Maybe make them 25% smaller and see how that looks? I also agree with the above poster who said the colors look faded and washed out.  Vincent himself looks great, but i would suggest lowering his waistline a little bit.

And for my own personal taste, cut the tips off of his ridiculous shoes and just make them into normal boots!

Looking good ;)
lee

10
I would rather a new story about his brother, Rain Strife.

"Thanks you black guy you are in quest"

LOL

11
Graphical / Re: [QUESTION] Aali's Compression
« on: 2011-09-30 23:56:37 »
I had talked with AAli a long time ago about it, he knew what i was saying but he must have his reasons. I suppose it is so you can easily switch between multiple mods by changing the directory in you .ini file, but I can't imagine many people are doing that.

12
Graphical / Re: [QUESTION] Aali's Compression
« on: 2011-09-29 23:08:57 »
re-sizing the overall dimensions of the PNG textures gives a small improvement to the load delays, but you should only experience these delays the first time you fire up the game without cache. My old laptop has Intel graphics in it, and i can play ff7 just fine in widescreen with all the graphical mods and very minimal hiccups.

Another avenue that was discussed was using the JPG format for smaller file sizes, but that was more to ease distribution of the packages. In the end PNG was chosen for its loss-less encoding, thereby preserving all the hard work that many of us have put into these textures. There was a lengthy discussion about this some time ago(wow, nearly 2 years!)between many of the members of TA and Aali, and this is what was chosen.

As far as ZIPing them goes, PNGs don't compress well. Give it a try, you'll end up with 15% compression with .7z files if your lucky! Even programs such as PNGgauntlet(another option looked at) don't make a large enough difference in filesize to justify the time it takes to run them(10-15%).

What I would like to see, however, is the "ff7/modpath/random directory/here are my mods" simply changed to a concrete "ff7/modpath/here are my mods". The /modpath directory doesn't support multiple folders inside, so it just seems weird to have it like that.

lee

13
does sound similar, but probably just a coincidence. That's a pretty common note progression, it just happened to fall near the same scale as in FF7. Still, you've got some ears for noticing, I wouldn't have picked up on that.

14
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-09-08 12:33:53 »
finally got around to messing with proudclod and changed the red light attack. I removed the 60-sec death and reduced its power by roughly 1/2. Was still a difficult battle, but it seemed much more balanced to me. Previously, i would cross my fingers not to get hit by the triple red-light and hope for the best. Cloud was level 53 at this point, with around 5200HP.

15
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-09-07 22:23:34 »
If I remember correctly, absorbing fire helps a bit in this fight. Also immune to death and silence.
not as much as you might think. The red light attack isn't registered as fire, and that seems to be the way i get wiped out everytime. Normally it'll come in 3 back-to-back rounds, with no chance of recovery(3000+ each shot). That, plus the fact it causes confuse AND 1-minute countdown make it seem a wee bit to powerful imho. I've been stuck at this point for quite some time, and still get stomped everytime i attempt it again.

16
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-09-07 21:43:23 »
This is documented and  a fix made earlier in this thread.  It is just the font, I forgot to ship a grey font with felix's changes.  Go further back and find the archive fix or copy and paste the grey font (from normal graphics option) into DK

or.. wait until M004.
apologies, i shoulda checked first...laid up in bed with a sinus infection so not thinking quite as clearly as usual....

17
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-09-07 17:54:27 »
not sure if this is related to the menumod or not, but my character status screens are broken. Every option that is available always displayed as "on", regardless of my characters resistance to them. Only mods installed are this and the hardcore mod, and both were put onto a clean 1.02 exe.

lee

18
Learning to program is a task that usually implies extensive copy/pastig code and then modifying it.

Pure truth! I wish i had known this when i had first started, i struggled with books that were wayyy to slow(c#). Once i got a job, i found i learned extremely quickly by simply deciding on a program I needed to create, then creating it based on examples/code that other I had found. Rarely do they simply drop into your projects, but the act of breaking them down, and making them work how you want is invaluable to learning. Been working for 6 months, mostly doing one off utilites to aid in automation of tasks for various departments, but I never would have guessed I'd come this far in such a short time span.

also, http://www.stackoverflow.com is your friend :)

lee

19
General Discussion / Re: Full FF7 Documentation
« on: 2011-08-20 14:47:18 »
As far as documentation goes, i think the qhimm community has more than enough to pull off a remake. All the important formulas are known, as well as status effects, and pretty much any other major variables in the game. Deep analysis may reveal some of  the mystery behind the seemingly randomness of some pointers, but much of the code behind the game only serves as a framework, with a few key bytes actually "controlling" the outcome of your actions in a given scenario.

I agree with your motivations, but I don't feel that a byte-by-byte analysis of all the game files would yield anything extremely important that we don't already know about.

20
hmm, AFAIK therre shouldn't be anything stopping you from importing into a new version of VS. I work in VS 8 hours a day, importing tons of old projects and they always auto-convert to the newer format. Difference is i work in c#, and you c++ but i don't think that should have too much bearing on the issue. Maybe  your missing some reference files that the project requires in order to load, though it should still load without them.

Are you sure your project is intact and has not become not corrupted?

Finally, are you opening solution files, or are you attempting to open the executables of the programs your talking about? Since your new i have to ask if your trying to open source code, or simply open compiled files.

Lee

21
Completely Unrelated / Re: Brazils New Dance Craze!
« on: 2011-08-15 12:33:59 »
are you guys serious? I'd let that chick dance on me like that in a second!

22
Releases / Re: A few small music contributions
« on: 2011-08-14 20:02:30 »
sounds fantastic! the guitar in nightmare begins sounds totally realistic, just listening to like that made it piece of cake to pick up my guitar and pluck the song out. I hope you continue putting these out.

lee

23
looking exce
How does this stack against pyrozen's textures? Didn't he do the whole world map already? Cause.. if these are higher res. i'm down for it! :D

i may have blazed the trail, but felix came behind me and laid down an 8 lane superhighway! TBH i quit using mine as soon as he released his....so much time wasted lol. Can't wait until some of these spell effects start coming out, i've been waiting forever for someone to try and tackle them.

lee

24
Graphical / Re: [WIP] Fort Condor Retexturing
« on: 2011-08-11 00:04:31 »
wow, awesome idea switching the models out like that! I think i would actually play the fort condor minigames in this state, normally i just ignore them until i can retrieve the phoenix materia lol.

25
General Discussion / Re: Day and night mode FFVII.
« on: 2011-08-03 01:47:48 »
Would it be feasible to use shaders to control the day/night cycle?
The time of day algorithm could run as a separate program like FF7Music.
The proggie would control shaders to alter the appearance of the world and field maps, battle scenes and menus.
It could also control FF7Music to add some ambient sound.

That actually doesn't sound like a bad idea. not sure how difficult it would be to implement, but if you could just overlay the game window with a shader to alter everything it would definitely save time. My only worry would be it would also change the appearance of menus, and anything not part of the actual game world.

lee

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