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Messages - Kaldarasha

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2101
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-24 17:25:39 »
I want Fat Chocobo! Just kidding. How about '7th Heaven'?

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I think he's agreeing with your statement and is giving a round of applause for Iros.
Exactly!

2102
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-24 16:34:16 »
Hey, my name's Iros, I'm new here. Oh, what's that? You can't do something that's preventing certain mods from being implemented? No problem, here's a groundbreaking new program. Oh, you say the battle scene textures don't come out right? Don't worry, here's a new tool. 8)

If only every new user was like you.

2103
And I wondered, why the autosize didn't work...

2104
Releases / Re: Improved and added unshaded characters
« on: 2013-07-24 15:12:30 »
The biggest improvement of my flevel.lgp are the new model sizes. Most times they are bigger.
There are some fixes I have done, the animations are fixed and there shouldn't be a second buster sword when Cloud is crawling to Zack (if you are using Cloud with buster sword equipped). And at last I implement a model for young Cloud.

2105
Releases / Re: Improved and added unshaded characters
« on: 2013-07-24 11:09:27 »
@cmh175
There are some things I can't do without the mod manager. Like swapping a battle model in game.
I haven't used much this ability, but there are some things I would like to do.
The only new of the base mod is, that I prelighted the textured vehicles on the world map.

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If I launch the game using the ff7.exe instead of bootloader the only changes it'll show are the character models.
There must be another FF7.exe, which bootleg loads. I had read an post from Vgr, who's talking about different moded FF7 installments in one. I believe the exe and certain other files needed to be copied and renamed.

Bootleg is a good start for those, who moding ff7 the first time. But if you are knew what you are doing, you better run without it. I hope the Bootleg as we knew it, will be replaced through the mod manager. Why? Because it is easier to maintain through the moder and the mod manager developer. This means on the other hand no more waiting for a next release of bootleg to get new models and fixes. But it's a long way until this will happen.

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I fixed Barrets idle animation. Damn, 100 frames just to have him stand still and breath lol. Animation is much harder work than modeling. The new battle animation you guys did seems even more impressive after just correcting his arm 100 times for him to stand still.
There is a propagate frame option. Check it and every frame after the one you edit will have the new angle. Safes often time, but it's easy to forget, that it's on.

@Template
I need to update the flevel to enable the the transparency in the temple for the rest of the characters.

2106
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-23 22:52:10 »


In the FF7 folder should be one.

This post is the proud winner of my prestigious "post of the day" award. ~Covarr

2107
Releases / Re: Improved and added unshaded characters
« on: 2013-07-23 22:40:06 »
I believe it's a good idea to put the battle animation files into the New Animation package as well. This would fix/prevent any problem with other models which have problems with wrong animations, as long it's loaded first.

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So far there is one thing I noticed though, on Barrets field model the gun isn't straight. When he moves it'll show holes right now. Simple fix though, just needs to be rotated +5 on the Y.

The new idle animation has a different 'arm to hand' angle, I have fixed both the model and the animation.
However you should use the mod manager. It's pretty easy to use and it contains some bonuses. More user of it, means more feedback to Iros.

2109
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-23 20:27:14 »
Kimera kills a needed information for transparency ( from my understanding it's some kind of a material information, which is needed for the transparency to work).
It was some what hard to restore it, but well...
I don't know if it works, a second time for the models, but you must convert the rsd-files of the models with bitrun to a 3ds file and then you must apply the new bones to the model.

2110
Releases / Re: Improved and added unshaded characters
« on: 2013-07-23 17:38:10 »
The animations should look well with most every model, but the battle animations are stored within the battle addon.

2111
First off all, enable the direct mod in Aali's driver. It's made for fast testing. So you only need the texture in direct/char. It should safe much time.
Obviously the texture is a bad file. What was your method to convert it to a tex-file? Do you use image2tex?

2112
Troubleshooting / Re: No Sound - Weirdest Issue
« on: 2013-07-22 22:00:52 »
Are you playing on a HDTV? The HDMI output has usually a different sound card.

2113
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-22 17:21:57 »
Install the one before the beta. The driver 320.49 will work. You can download it from the Nvidia hompage.

2114
Support / Re: What's up with the Sound?!
« on: 2013-07-22 17:13:04 »
I have looked a bit on the wiki, but the only thing I understand is, that Eidos might had a hard time to implement the sound. Mostly because of it's own unique structure. So, I guess they were happy that the sound is played and/or they didn't care about it much. Well, that's the only explanation I have.

@Kompass63

2115
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-22 14:30:59 »
The new beta driver of Nvidia makes every texture white.

2116
Support / Re: What's up with the Sound?!
« on: 2013-07-22 14:28:38 »
Nope disable the FF7Music does nothing.

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Sorry, I don't understand...  ???
It appears for me that the sound buffer isn't big enough and does not update correctly. I'm a noob in that matter, but hear that it sound is buggy compared to PSX version. The dynamic use of the stereo channels was something, which had impressed when I first played on the PSX. On PSX I could hear every biker is falling down in the minigame, on PC I'm lucky if I could hear only one correctly. So there is something completly wrong with it. The question is, is it fixable?

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Possibly a problem with the "transparent" color ...

I don't know where the shadow is stored (battle.lgp or magic.lgp?). I would update it myself to the PSX look.

2117
Troubleshooting / Re: FF7 Playthrough Request or Crash Fix
« on: 2013-07-22 13:44:55 »
Have you asked at the emulator's forums? This might be an emu problem.

I talked to him and he said, he isn't responsible for that...  :P

2118
Support / Re: What's up with the Sound?!
« on: 2013-07-22 13:32:57 »
I speaking about the sound not the music, but I haven't tried yet to disable the ff7music plugin in Aali's driver (was on my to do list, but I have forgot about it). I use some new sounds, but these are not the problem. It's mechanic to play them which do not work correctly. It was the first thing I noticed (actually the second, the first thing was these 'black holes' around my characters) when I played the game on PC.

2119
Graphical / Re: Change On-Screen Character?
« on: 2013-07-22 11:30:25 »
That's why you need to replace the animation with corresponding ones. I don't say it's easy to do, but it's lot easier to make it with the wrapper. Well, I don't believe that somebody really starts  to replace Cloud with a different character model. You will need to create new animations, specially if it has a different bone structure to the one of Cloud.
It is still too much work.

2120
Releases / Re: Improved and added unshaded characters
« on: 2013-07-22 09:22:12 »
Works fine, but.. The game require about 30 seconds now to start when the wrapper is on, and it breaks my the music in game.
Any solution ?
ps : I checked in the wrapper those 3 checbkoxes :
1 - New animation
2 - UM battle addon
3 - Unshadded models


Do you have launched ff7music separately? I often had the problem to forget it myself.
Only open ff7music and launch the game with the wrapper.

2121
Support / What's up with the Sound?!
« on: 2013-07-22 09:15:18 »
Everybody might have noticed, that the sound system of FF7PC is worse then in FF7PSX.
The stereo sound in battle is wrong placed sometimes (Barret shoot right and the sound came out of the left speaker, because the enemy is left). The High minigame (Motorbike minigame) has problems to play every sound (slash->hit->enemy fall down, but often with no sound). Then some scenes have background sound, which disappear if another sound is played (take the alarm sound in the mako reactor after setting the bomb, it is disabled after a fight, because of the battle swirl sound.)
Well, actually I want set some immersive background sound to some scenes like the motor noises from the ship to the machine room in the Highwind. I found a channel which isn't cancelled through another sound, but if another sound is played (moving the menu cursor for example)1 it volumes down (from 100%-->60%?) and then it slowly volumes up.
And the last thing is the another problem I have noticed: after a sound is called, it is stored to the channel. So it plays on other fields too, if I do not disable it. Ok, I thought, if it's there already then I could use it less noisy, so you got even more the feeling to be in a flying working airship. It works, but after a while it ramps up, so that it is same loud as if you would stand in the machine room.

1 The funny thing is, if I reduce the effect volume, the volume down effect is reduced, too.

I don't know if this problem was there from begin with or not. Because I have played FF7PC only on win7, which does not support directsound and I don't know if the rerelease has these issues, too. But, isn't there a way to make it work with OpenAL? Maybe there is a way to fix the sound issue with it. :|

2122
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It's much more convenient looking from that view--at first, but scratching my head a little as to how to get it back to folders full of thousands of files :evil:
I'm pretty sure if need be I can just get him to give me the new files separately but let's make sure he's OK with it first.

Look here.

2123
Releases / Re: Improved and added unshaded characters
« on: 2013-07-22 07:30:31 »
Here are the unpacked files.
Wrapped--Unpacked-.7z
I honestly hoped it would work with the steam version...  :(
Maybe a later release of the wrapper will support it.

2124

Select the group and click on group properties. Don't forgett to apply.

2125
FF7 Tools / Re: 7thWrapper
« on: 2013-07-21 22:32:05 »
Yeah, I made it.   8)
The first mode which use your Mode Manager: here
It's exactly what I ever wanted, an easy way to install all the models. Plus, I can now (finally) swap the battle models.
Thanks man it's really a great tool! I hope more people will make use of it.

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