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Messages - Kaldarasha

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2176
General Discussion / Re: I think we need a mod manager.
« on: 2013-07-08 07:56:41 »
Aali's driver can do this to some extent. I don't see why a frontend couldn't be created to point the game to new files.

eg. Game wants model heab out of the battle.lgp, a persistent driver can detect that request and point it to a different file. It's possible.

I would like to use this for a different task. It would be cool if I could change some battle models depending on the game moment. I have done a young Cloud field model for the Niebelheim flashback, but there is no way I could use a different battle model.

2177
Could you make some screenshots, please (First Windos key and then ctrl+print. Paste it in paint).
I also would like to know if the original chibi models could blink (closing the eyes while standing).

2178
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2013-07-05 02:36:57 »
I guess that's the problem now. Everybody is working hard on new backgrounds, but nobody has made a proof of concept. FacePalmer should be able to port them to the game in theory.

2179
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-05 02:31:11 »
ATI is short for: Anti Terror Informatic. :P

2180
General Discussion / Re: FFVII steam release
« on: 2013-07-04 22:58:42 »
The point is the 'New' DirectX9 engine is in basic a modified version of Aali's Custom Open GL driver. Aali has added a way to play ogg music without FF7Music, but never release it. So we need it, until Aali made an update to his driver or someone else find a better solution or even made a new custom driver.
The new rerelease has no option to load external content, like png-files, that's why you need to downpatch the game to get the full experience of all mods.

2181
General Discussion / Re: FF7 Workshop-ish Site
« on: 2013-07-04 22:25:51 »
Well now that FF7 is available through Steam, do you guys think an official workshop will ever be integrated? Don't want to waste my time on a prototype if it'll be implemented soon anyways.

No they wont. They didn't care about the game so much. All what they do is to hold it high enough as needed to have a good base for an eventually remake.
They will made a remake, maybe at the end of the PS4 lifetime or in the middle of the PS5 lifetime. It's money, which they would make for sure after all.

2182
General Discussion / Re: FFVII steam release
« on: 2013-07-04 22:13:29 »
Hello Guests ;D

2183
Completely Unrelated / Re: Happy slavery day!!!
« on: 2013-07-04 22:03:02 »
 :|
You grew up with money...
You learn about the importance of money...
You work for money...
All your live is about money...
Even your death costs money...
And now think about who really gives you the money...

...and they want this money back, with the accrued interest.

The modern slave
:-(

None are more hopelessly enslaved than those who falsely believe they are free.

Johann Wolfgang von Goethe

2184
Releases / Re: Improved and added unshaded characters
« on: 2013-07-04 19:10:39 »
Quote
I was surprised (but happy!) to see Cait Sith done before them

Me too. ;D
Currently is Yuffie under rework and Vincent right after her.



2185
Troubleshooting / Re: No music
« on: 2013-07-04 13:09:34 »
You could switch on your radio for music.

How should we help, if don't give us details what's going on on your system.
So, more info please.

2186
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-07-04 09:16:38 »
Quote
Not gonna get into CC too much, as it certainly borders on retcon several times, but Kazushige Nojima, Yoshinori Kitase, and Tetsuya Nomura all worked on Crisis Core, and could well be considered the primary creative forces behind FFVII. Naturally, that doesn't preclude from changing their minds to expand the story years later, but still.

Expand the story later? They have done an irreversible damage to the story. These stupid creative made Tseng familiar with Cloud in CC and because of that
Tseng's is acting strange in FF7 like "Who is this mysterious SOLDIER (with this, never seen of me, big fat sword of his back)."
We Must assume that the Caverns of wonders and the great norther cave are entirely different places. Anything other would mean Shin-Ra has already detected the place (where the promised land is, at last for Shin-Ra). Even if they meant that both are the same, they obviously dosen't know how to create a
complex and correct story.

2188
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-07-01 21:32:25 »
Quote
And by your children,Nanaki
I ever wondered where they come from. :?

2189
Graphical / Re: Fixing the field models mouth blinking
« on: 2013-07-01 21:26:43 »
Quote
Shoud I edit the dfhc.rsd file or the group properties of the *.p head file (using Kimera) ?

The problem is, that it is impossible to change the ID in Kimera. It has the ability and if you do the change in Kimera, it shows everything correct, but in game the model looks wrong. So the only option I knew is with pCreator, but it's tricky and you have to re-colore the head, because pCreator generates only plain white models.

2190
Graphical / Re: Cid's Head modeling contest result
« on: 2013-07-01 19:28:23 »
He's finished, but the goggles aren't transparent in battle (didn't get it to work :?). I release him, if I'm finished with Yuffie and Vincent. But for the moment you guys could bother Template. :P He has my permission to share him.

2191
Graphical / Re: Fixing the field models mouth blinking
« on: 2013-07-01 19:17:56 »
Quote
I solved two problems I had and this in one step. First thing is that I managed it to merge the eye's with the head without loosing transparency or messing up the whole head. However the textures of the first part of the head are forced to blink and in most cases it looks pretty odd  - I fixed this. Well it's only Cloud at the moment, who is blinking correctly (I have also updated the closed eye textures in the flevel.lgp), but it's good to now that it's fixable.

For the one who are interested how to do it:
At first you need to know that in ff7 a head has 3 textures applied - left eye (ID0), right eye (ID1) and mouth (ID2).
Many of the PRP models (actually every redone model) uses only one or two textures. That's why they blink incorrectly and because of this it's often disabled by adding a second non blinkable head part. So first thing you need to do, is to separating the both eyes and the mouth.
Then you need to open the new 3 files with Bitrun and convert them into 3ds files. The text file need to be converted to a bmp file.
If this is done you will need p-Creator. Open the left eye first, then add the right and at last the mouth. As next import the bmp file to every single part.
Do not wonder if it's looking weird. If all 3 parts have a texture use view and chose UV coords - check flip Y. The texture should now apply correctly. Save it.
Now open Kimera and add the new part to the textureless head, save and combine single parts. Open the model again and add the textures. Done.

0 has to be eye left, 1 has to be eye right and 2 should be the mouth.

2192
Graphical / Re: Weapon skin change
« on: 2013-07-01 19:11:55 »
Maybe I'm alone with that, but I'm a very big fan of the 'direct mode' of Aali's driver.
Enable it, put all the weapons in the direct/battle folder and be happy. This is the best way to test something, before messing around with the lgp-files.
To enable it, you need to open the ff7_opengl.cfg with a text editor and at the very end you will see somehing like that 'direct_mode = on'. If you make a change, you have to save it.

2193
Completely Unrelated / Re: 3D images
« on: 2013-07-01 11:01:40 »
The walkmesh is only the invisible 3D path. Even newer 3D games are using some kind of walkmesh to terminate the surrounding.

2194
Graphical / Re: Weapon skin change
« on: 2013-06-30 12:48:13 »
so here it is, well gladly you may understand what stands here , for me its like chinese :?
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6900 Series 4.2.12002 Compatibility Profile Context 9.12.0.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Kranmer.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Games\FF7\FINAL FANTASY VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 322
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4

Disable PBO.
Quote
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

2195
Releases / Re: Improved and added unshaded characters
« on: 2013-06-29 09:44:21 »
I'm a bit busy with babysitting my little boy  :-D
But could you please PM me and send me the Aerith model?
Which materia mod are you using? PRP or the one from Team Avalanche? I have changed the animation in my flevel.lgp but to fix it, but I guess I disabled it (not sure.) Afternoon I'm at home and then I could check it out.

2196
Releases / Re: Improved and added unshaded characters
« on: 2013-06-27 11:55:01 »
After reunion is done we will work on the guns.

I currently working on restoring the blinking eyes of the main character. Aerith seems to be a problem because she does not have a own closed eyes texture (like Sephiroth).
However Cid looks awesome now in field and in battle.

2197
Because the game engine doesn't have an 'equip model XY to the field model' function, the game simply loads throw the script a new field model, which has the model equipped. So every file is needed to have the same Cloud in all fields.


2198
Releases / Re: Improved and added unshaded characters
« on: 2013-06-26 11:37:32 »
If you could ignore the language, you should try the flevel.lgp of my German reworked mode. The first thing you may notice are the proper size of the models compared to the backgrounds. However the real interesting part are the Niebelheim flashbacks, because they have a unique young Cloud field model.
If Makou Reaktor gets finally the mass export/import function I could patch the English flevel.lgp.

2199
Nothing is forever ...

2200
Releases / Re: New Cait Sith Battle Model
« on: 2013-06-24 20:30:20 »
Finalized. ;D

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