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Messages - Kaldarasha

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2251
Releases / Re: Improved and added unshaded characters
« on: 2013-06-01 20:57:32 »
The difference is, one has every model separated in its own folder (UM - Unshaded-Models) and the other has them merged, so you don't need to pick them out manually (UMC  - Unshaded Models Compilation).
Still, the UM has more opportunities to chose from.

2252
Releases / Re: Improved and added unshaded characters
« on: 2013-06-01 20:21:19 »
UMC2.7z

Unshaded-Models-1.61.7z

At the moment I have fixed the transparency only for the original style Cloud.
The UMC is direct mode ready, all you need to do, is to place everything in the direct folder.

2253
does this mean you've fixed the transparency bug?

Yep. Cloud can be full transparent now. I will recreate Sephiroth the same way. For the rest, fix them through the script with the light shader solution, please. It starts getting hard when a part have a texture or is able to use a texture - and I knew some which I really don't want to repaint again.

2254
Releases / Re: Improved and added unshaded characters
« on: 2013-06-01 11:38:42 »
It's done!


Ok there is a smal issue, because I have to seperate the face texture from the head, you could see the face through the head if the transparency is on. There is simply no way to merge them without getting another problem.

2255
Releases / Re: Improved and added unshaded characters
« on: 2013-06-01 09:23:42 »
You guys are right, there is something odd with the models. The strange is that these models are fine in my char.lgp, but are corrupted in the package. I fixed them again. A new UMC package is in construction and thanks to that I find some mistakes I had made, so an update of the UM is a must, too.
In the meantime I have done some tests with Cloud to re-enable the transparency. Everything seems to work except for the face texture. I have tried several things to fix this, but nothing seems to work. However, I haven't tested all possibility I knew. My plan is only to fix Cloud and Sephiroth, because it seems to be more complicated as I thought. Cloud and Sephiroth are the only models which are transparent in more then one scene and having a complicate fade in and out script. For the rest it should be enough to fix them through the script solution I have mentioned on the second page. If DLPB doesn't have done it in his Reunion mod already, I will upload patched scenes and all you have to do is to import them with MakouReaktor in your flevel.lgp.

2256
Releases / Re: Improved and added unshaded characters
« on: 2013-05-31 14:28:37 »
Don't use CLGD, I had made a mistake.

Edit
Wasn't so bad. Only some wrong data. For the moment you can install CLGD, but make sure to install AAAA at last.

2257
Releases / Re: Improved and added unshaded characters
« on: 2013-05-31 13:00:19 »
Quote
One thing I caught so far is that there is a part of Biggs' face missing. He appears to have a half face half shadow.
Yep, this happens if make a part symetric and it have a texture applied on it. Strange is that you got the problem, because he looks OK on my installation. :?

Quote
One other thing I wanted to mention so far is that I was expecting the soldiers to have guns when they shoot at Cloud after the opening bombing mission, but they didn't. Also: during the bombing mission there is a scene where Biggs and Wedge and possibly Jessie as well all appear to be holding guns but no guns are animated. Later I know during the scene where Shin-Ra burns Corel, Scarlet is shooting at Dyna and Barret along with the soldiers who accompany her, but there is oddly no gun in her hands nor the soldiers. I have not tested that scene since adding your files to my char.lgp...

...And they won't have any guns again. This depends to script and not to the model itself.
An example: Aerith loses her ribbon when she is murderd by Sephiroth/Jenova.
But in the next scene Cloud is wielding an Aerith with a ribbon in her hair. Therefor I had made a ribbonless Aerith for her death scene. But even if the model is in the char.lgp you wouldn't see any change, you need to alter the flevel.lgp as I mentioned here.
If we got a new MakouReaktor and the Reunion is released, I would like to open a new topic for script changes/improvement.

Quote
... but is there an easier way to do this than cutting and pasting your files from the many folders they are distributed in that come with your package?

I need the the structure to have a better overview about the models, and it's easier for a person who creates an installer (like Bootleg or the Reunion).
For testing you could put the models you want to use in direct/char (don't forgett to set the direct mode to on in Aali's driver).

Quote
My one complaint as far as their anatomy is concerned is the way Cloud's knee bent when he came off the train in the opening scene. Looked like it was painful.

Altering animations is heavy working, I try to fix some if I could, but this task is too much for a single person.
We need more who start working with Kimera. I guess I will write a basic tutorial for Kimera someday (middle of summer or late summer)


Quote
Oh and it's a bit unclear which folders are options and which need to be installed,...

OK, I got it. I will make a 'ready-to-import' package ;D


2258
Releases / Re: Improved and added unshaded characters
« on: 2013-05-31 06:18:30 »
This has took longer as I thought...
Anyway I have finished it and done a bit more as I had planed.
Unshaded-Models-1.60.7z
The bad news is, that I does not have fixed the transparency bug, yet.
However, I tweaked some animations to let them look more natural.
The black outfit of Cloud is now full supported, for the one who like the Crisis Core style.
I have also made models of Cloud for the High minigame. Well, I guess this was everything.

2259
Releases / Re: New High Quality FMV Project
« on: 2013-05-30 19:47:01 »
Defrag a SSD?  ???
This will decrease the lifetime of a SSD, because there is a limit of writing processes. Another point is, that the drive doesn't need to search the data like a HDD. So it shouldn't matter if the data is fragmented.

2260
Releases / Re: Improved and added unshaded characters
« on: 2013-05-30 18:45:31 »
Ok someone has asked me for an update, but I need a bit more time to fix some issues.
I have done some changes to Cloud and some of his animations (the new running animation and the standing idle looks more natural now). My biggest problem is currently to find a smart way to sort the different Cloud models without making it too busy. There is also a problem with a model which overwrites Sephiroths left foot (not a big problem to solve).
I try to finish and upload this tonight.

2261
Well, if some of them would work a bit on the Game Converter they could downpatch the game to the 1998 release and be capable to use all mods.

I don't believe that Kompass63 could do it, because he does not have the Japanese version. Also it's better to understand the text which is shown for bug fixing.

2262
Releases / Re: New High Quality FMV Project
« on: 2013-05-26 03:08:26 »
Hmm... I have the feeling that the dark areas are too dark right now and losing some of there detail.
It's like using the full dynamic range (0 - 255 instead of 16 - 236) of your graphic card on a display which doesn't support it.

2263
Completely Unrelated / Re: Random Links
« on: 2013-05-19 20:37:08 »

2264
Looks more like a mine to me. I guess it should have the look of a natural cave, so it would make more sense to find a natural growth materia, which evolves untouched by humans.

2265
Quote
The easiest way is to use the 'direct mode' of Aali's driver.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = on

From the FF7opengl.cfg.

It's not the recomended way, but if you are using only a few models it shoudn't has an impact to the performance.

2266
General Discussion / Re: Final Fantasy 8 HD PC Version
« on: 2013-05-18 15:47:43 »
 
wonder what improvements they will have. I doubt they rerendered the backgrounds at a higher resolution, So i am guessing it's just like the 2012 FF7 release. in that you can select a higher resolution.

... and hear the same midi music in a new ogg-format.

2267
Releases / Re: Improved and added unshaded characters
« on: 2013-05-17 16:11:42 »
Here is my second battle addon containing: Cloud, Barret, Tifa, Aerith and Red XIII.
BattleAddon2.7z
Red XIII has took longer as I thought, I have also used more parts of Kela51's (or Team Avalanche's) Red XIII as I had planed.
Well the result is very good, so I hope they will forgive me that I didn't ask.
The field models of Tifa, Aerith and Red XIII are also updated.
My next plan is to solve the transpancy bug, but for this I need much time and MUCH more motivation.

2268
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-05-17 12:34:44 »
It's not a legal model.

2269
Completely Unrelated / Re: Cool / funny pictures
« on: 2013-05-16 11:44:12 »

















2270
General Discussion / Re: FF7-pc - EXTREME CONDITION MOD.
« on: 2013-05-16 08:06:14 »
This looks very interesting! However, shouldn't be this topic under gameplay mods?
I'm not sure how good you could alter the enemy AI (from the look I had, it's rather hard to get familiar with that), but a really challenge would be a squad which is working together.
Example for a three man squad:
- two in back row and one in the first
- the one in the first row is of course the tank
- one in the back supports the others (with shield magic and/or healing)
- the other one in the back makes damage through a distant damage weapon or magic (or a skill)
Basically this is a more advanced use of the battle system of FF7. It forces the player to build different
strategies to get around with the enemies without being unfair.

2271
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-05-12 00:37:54 »
Quote
First of all, you will need to BUY the English Version if you don't have it.

I have completely forgotten to say, that this is not up to date anymore. With the FF7 Game Converter created by Kompass63 you can make any language (French, German and Spanish) equivalent to the English one.
It's also a good demonstration how DLPB's Tools could be used.

2272
General Discussion / Re: Unused jump map
« on: 2013-05-10 15:14:32 »
I'm curious. Are you using a 'jump to map' or have set a new gateway?

2273
Releases / Re: Improved and added unshaded characters
« on: 2013-05-08 17:35:11 »
I have to convert the rsd files to 3ds not the p files! Testing goes on... 8-)




2274
Releases / Re: Improved and added unshaded characters
« on: 2013-05-08 16:09:16 »
I currently do some tests, but kimera does not work like I want. Sometimes it doesn't write the new parts correctly and messed up the whole model. I have to investigate more into this, but it doesn't look so good at the moment.  :-\

Edit:
It's not possible. I can't create the torso. I managed it to fix the head of Cloud but this was it. Sorry. :'(

2275
Releases / Re: Improved and added unshaded characters
« on: 2013-05-08 08:31:15 »
I guess I have solved the transparency bug. I need to do some more testing, but converting a p-file with bitrun to a 3ds file and then replace the converted bone in kimera with the new 3ds file do the trick.

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