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Messages - Kaldarasha

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FF7 Tools / Re: [PC] Mod manager - 7thHeaven (v1.54)
« on: 2018-04-24 19:34:04 »
As far as I know EQ2Alyza has a release candidate of a newer version, but waits as everyone one here, for the next version of the Reunion. Depending on the mod manager which comes with the Reunion 7H needs adjustments. However, I would also like to take a look on both managers and see how compatible they are.

7thHeaven / Re: Game Converter not working
« on: 2018-04-23 18:30:33 »
You can open it with WinRAR or It's just an archive with a batch file and some folders in it.

Looks like someone has beaten your mod.

The problem is, when someone manages it to share the game this way and your hosted files are part of it, then you get also a problem with the law even if you host the files for an entirely different purpose. But as the moding guides on Steam has proven it, SE has currently now interest in this game other than remaking it for the next five years. There are plenty of copy-n-paste mods there.

Not really, if I understand Shunsq correctly then the game use int var to calculate the 3D. So the function needs to be rewritten with float or double precision. I probably said this but it might be a good idea to ask Kaldaien on steam if he has an idea how to deal with this. He seems to be very competent with working on graphic interfaces and with the source of Aali's driver he may have more possibilities to hack the game.

Other Modding / Re: [FF7PC] Post bug reports here
« on: 2018-03-30 16:01:16 »
I'll do it next time.

Other Modding / Re: [FF7PC] Post bug reports here
« on: 2018-03-30 02:46:03 »
It seems that the script in Bone Village has a logic error. When you successfully finish the condor minigame of the main story, but don't pick up the Phoenix materia, you can also get the materia on disc three in Bone Village, while you can still pick up the materia in Fort Condor. I guess the game should check if the minigame is won or not, instead of checking if the materia is in the inventory.
See here:

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-30 00:28:56 »
I prefer the blue one, now it looks too pale for me.

As long as you give credits to where they belong, I have no problems, if you share the models I (or we ;)) have made or edited. You should also check out my Steam release

Sorry I drink really cheap whine and hearing (old school) dance music.  :-P :-P :-P :-P :-P

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-26 12:38:01 »
That's definitely better. It looks less noisy and the other objects are better visible.

Maybe, maybe not. I haven't experimented with setting it to 2 in the different modules. With Aali's driver 2 results in not rendering the p-file on field. Maybe some magic files do use different values for certain effects, maybe it is used to activate some material effects, which were planed but not implemented. All I know is that the value has to be 1 and I should avoid too long file names or I got trouble with the rerelease. For Aali's driver it doesn't matter if it is 0 or 1 it will always be handled as 1. And I never knew that this value exist if we hadn't had the problems with my models in MakouReactor in the first place.

So far this value affects minigames and textures in battle. In the minigames the models have this strange rainbow shader effect and in battle the texture turns black.

I have found what is causing trouble to my minigame models for the rerelease. It turns out that the rerelease isn't as tolerant as Aali's driver and the flag in the p-files must set to 1 for vertex rendering mode. I fix this at the moment.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-21 21:18:53 »
 ;D ;D ;D
I looked at the picture and saw the funny details you added and though "Hey, Jusete would be funny to see the original mo... WTF!? You already used them!"
Really, well-made.


His tool can dump directx11 textures. It's used for FFX moding.

Hopefully you find a way! Changing them to a more realistic looking level would be awesome. Though, what I would really like to see, would be a mod which changes the look of the characters depending on the equipment they wear.

Now, where I think about it, it's a shame that SE didn't use that engine to make a 'Secret of' game maker. And using this remake and the GB remake as demonstration of what can be done. This would absolutely satisfy the prize of $40. They could have made even money with the games some people would have created. Then the engine failure would have become the best engine ever.

What would be interesting, would be a random dungeon challenge like in Lufia II. A 100 level dungeon where you start with no equipment and level 1 and must find and fight your way through it. The treasure chests should have some random items based on the current enemy level of the area but with a chance to get a higher or lower leveled items. The enemies should be bound by the location so you can't predict which enemies you will fight. If we put in some boss and subboss fights this could become really cool. Though, while a proof of concept of this could be done with 7th Heaven already, I don't think we have all necessary tools for it yet.

Can't we force the ambient shader to be on and edit its values? I think it is the thing but for the script. It's not that important, but it would have made edits to the light easier. For me is the light a plus of the PC version but it hard to predict from where the light will come with only values.

You are welcome.

Dan can you a function to edit the lights?

Sorry, for the late response but it is a known error. The opengl driver can't handle the light layer in png format correctly. Even when you would replace the layer with a not upscaled version of them, the light gets broken. The only way to fix it, is to delete the files for the light layer. Usually they end with _15 (and up).


In the meantime, I will probably get R06 to a state that it can be released using my new approach, and then worry about the further more complicated changes for R07. 

I think that this is a good idea to do so. However, maybe you shouldn't implement the mod manager yet but focus the tool to suits the reunion itself and leaving the manager for R07 (that also give us time to test release candidates of it and giving you feedback of what we moders need). You already have implemented a good bunch of new and needed features. I mean no matter what you add, it is already awesome.

BTW. your batch file for ulgp is really helpful.

Sounds like a problem of your antivirus program.

Graphical Modding / Re: A new one wants to help
« on: 2018-02-15 11:11:11 »
Alright lets do this step by step.

First open with a text editor (notepad) and set UNDO_BUFFER_CAPACITY to 1. A higher buffer let you undo more actions but it also drastically increase a crash of the program.

When you have a model you want to work on its animation loaded into Kimera, then you have to click on the show frame option button on the lower right of Kimera's interface. Now you can edit the animation to your liking.
Here are some explanations:
Root translation - this places the models into the room. You will usually see x and z set at 0 and only y with a value. It's mostly used to define the high between bottom and the hip bone (or the root). There are animations which does have values for x and z, though. These are my personal nemesis because a.) they most times very long and b.) they were probably made in the script engine Square had back then which makes it hard to change them without the proper background there are meant for. Anyway y is the most important value because it let you correct the standing through bug of the new models.
Root rotation - Similar to root translation but here you can rotate the model. It's most times used for turning animations or some freaky animations.
Bone rotation - here you can change the rotation of the bones. This is a very tricky to use, since there is no visual feed back where the axis currently are and y and z seem to change the same rotation. It's something you have to learn for yourself. For me is it still trail and error. But you can get a feeling for it.
The Propagate f. check box - one of your best friends and sometimes your worst enemy. If you check it, it will port all your changes to the next frames. This really helps a lot. Though, it can become a problem if it is accidentally checked and you want only to make changes to one frame or you make changes and forget to check it.

Here some advises for an easier work with animations:

Find key frames and erase the in between. Key frames have two types.
Type One: These frames have the maximum expression of the movement. This can be tough to find them sometimes, because some bones haven't reached their maximum, while the whole movement is going to a new direction.
Type two: These frames are the middle of the movement. They are needed to tell Kimera in the interpolation process which way the bones should take.
Edit the key frames. It's simply easier to edit a few frames and using the interpolation feature of Kimera rather than editing every single frame.
Use interpolation wisely: Interpolating is a great way to let the animation look smooth, but it can make also an animation to look a bit unnatural. As example sometimes when I deleted frames, lets say 6, I only interpolated 4 and the other two are interpolation between the last interpolated frame and the key frame (usually are these type one key frames). This slows the animation down a bit. If the slow down is to drastic I would kill the 4th and 5th of the new interpolated frames and interpolate them back in. Sounds a bit confusing but it really saves time and giving very good results.
Save often.

Sorry but I have to revive this thread. The links on the first post are still active, but magchocobos scenes are packed in separate folders, which is not needed extra work for the end user. Here is a link with the files in one big pack:!nBVyGBCb!dN3bumvI7-zLH361fcWnh4t5lm5f5vqw_SPi41ggKbQ

I upload this for my ChaOS Steam version, but since I'm not the creator of these textures I won't upload it with my models together.

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