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Messages - meesbaker

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26
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-30 18:44:44 »
Artema, Im perfectly happy with ff7 because I love that game, I mod and play it and I just ignore anything else about the “compilation“. How an author of Squareenix has to deal with someone like me is none of my business, I never asked for any extra ff7 canon and especially with the stuff that exists it is most obvious that it is only about money. They shall stop raping good old ff7 just for coin I just dont accept that.

Whats making sense is making newer releases of the original game for modern platforms. I really appreciate the steam port, that was well done.

27
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-30 16:42:30 »
Thats pretty much what I say whenever people bring up AC references or use it as a source on a ffvii discussion. For me that goes for the whole compilation, though. Genesis and all this nonsense wasnt there either.

28
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-30 06:47:29 »
Totally agree on what you said DLBP. Prequels are mostly an excuse to get more money out of a popular plot and if the story as already finished you just go back in time and make up some nonsense story about any detail that wasn't fully explained yet (probably as you said, because nobody cared).

There are good prequels though, the third underworld movie for instance :-D

29
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-27 09:20:51 »
nobody ever thought about this, ac was only supposed to bring back the ffvii cast in some cheap dead or alive fighting scheme.

30
Update 1.3 is out! I updated the mainfile, if you use this please get the new version.

I finally got the bike minigame to work. I never believed I could get  the whole battle model on that bike, the skeleton of the base model is super strange. Was quite some work to get the proportions right and the animations looking good, but here it is! Only snowboard cloud to go....

(click for larger image)




http://fs2.directupload.net/images/150424/fnxlybq2.jpg
http://fs1.directupload.net/images/150424/rszgucau.jpg
http://fs2.directupload.net/images/150424/u42snmkk.jpg








P.S

Almost forgot, does anybody know how to replace those pixelated avatars of the minigame? They are even slightly animated...

31
Hi friends I have this subject this year at university and it's kinda complicated. If you have a good clue about it and willing to exchange some pm let me know.

32
Support / Re: Help extracting textures!
« on: 2015-04-20 07:29:23 »
Why do you convert the textures? I had no problem applying rtac directly.

33
Thanks my friend, its just 10 bucks on steam, go grab it :D

Snowboard: Well as expected for_gs means for gold saucer and for ev is for story. You can even delete forgs and it wont mess up accessing the snowboard game from the debug room.

Well I just colored certain parts of Clouds model black. Look closely, there are black stripes on his right leg, his left arm and his hip. Seems Im on the right track, from about 0x5000 to the end of the file there is snow rgbs and at the end of Clouds model is the snowboard. Im not quite sure if the first 1000 bytes are offsets or other models. There is a lot of strong green rgbs there, seems to be some offsets and pointers. Id say the model is roughly about 0x1000-0x5000, now the question is how to use that in kimera.


34
Challenge accepted!

The model is roughly between 0x1000-0x5000 for_gs. The last part of the model is the snowboard, after that there is snow colors.
Im gonna try change some rgbs and delete parts to find out if Im right and to see which parts actually change.

35
Unlikely. Im not a 3d modeller just programmer so I will only use 3d objects and models that come packed with the game. Zack only has a field model and putting that head onto a battle model is nuts. If you have more questions on this matter lets please continue this in private message.

36
First small update is there, the game may even crash on the parachute scene on disc 2 if it is not installed.

37
Thx, I'm glad to hear that ;)

38
@NFITC1 oh you meant that? Well I had to do some kernel edits to edit the initial data renaming swords and seph into cloud. and for scene.bin i named safer seph ane final seph in cloud equivalents.

@Kaldarasha I'll look into it!

39
@Sega Chief, yeah exactly that triggers it ;)

NFITC1: ummm long story...well credit for wm and PrC should be obvious  but when I started out here 2-3 years ago I didnt quite follow the basic rule of learning on my own 'cause I was so keen on doing my very own mods, I must  have raised like a thousand  dumb questions, I remember posting many in your own thread and you were at the frontline of answering every single one of them. I was mr. impatience 3000.

Then i got to know lazy bastard and I started raising a wave of psx modding and made new findings along with jeet and vayneruel and now when i look back I just admire how well i was supported and now  people actually ask me for advice.

I will just never forget how well I was received when I was new and all those blank questions in NFIT's threads in particular. I will not forget this! :)

40
Thanks my friends ;)

41
Correct. I did not do this yet so Cloud's limits still look messy on seph but they can be loaded on any model by editing the bone count in the header of the animation file to match the count of the target model.

42
Yo! As switching around models is so easy on pc Ill  add some more costumes for customization. There are many options, standard with coat, naked arms but body clothing, naked arms, body clothing but no  coat, soldier uniform, different colors...Ill keep it updated but for now I found this most badass (especially in the snow fields :D ). I just played from start till rocket town, no problems.


44


Welcome to my new Sephiroth Patch! This is the classical patch, a full swap of Cloud and Sephiroth in all fields and battlegrounds. Both characters are fully animated, for battle I kept Sephiroth's original animations and added missing elements such as tossing items or doing limit breaks. All models for Cloud and Sephiroth are derrived from the HQ battle models of their final fight and thus look totally amazing, this Sephiroth patch is the complete one!

List of features:

- Sephiroth and Cloud are swapped in field and use the former animations of their counterpart, all texts in field are adjusted to display "Cloud" instead of "Sephiroth"
- High quality models are used, battle model parts plus carrying a weapon - see the screenshots! :)
- Fully animated Sephiroth battle model doing sense, manipulate, steal , taking damage, tossing/using items and also executing all of Cloud's Limit breaks!
   (though they look strawberriesty ... :O) )
- Sepher Seph and Final Seph turned into Cloud equivalents, this is consistent to the very end :)
- Sephiroth using the masamune plus all of Cloud's weapons: Buster Sword->long sword(masamune model), Ragnarok->Masamune, Masamune carried by Cloud=Buster  Sword, Im sure you get the idea :)
-Sephiroth in the bike minigame!!

Download:

Main v1.3:   http://www.mediafire.com/download/fgxe1emg5c7t61j/Imperis_v1.3.rar



Screenshots: (click for larger image)











If you see no pics use the links:


http://fs2.directupload.net/images/150418/xslgavpt.jpg
http://fs2.directupload.net/images/150418/6w6pqixi.jpg
http://fs2.directupload.net/images/150418/79tyhlzy.jpg
http://fs2.directupload.net/images/150418/7uevvccu.jpg
http://fs1.directupload.net/images/150415/muwivyt6.jpg
http://fs2.directupload.net/images/150415/hsccs8nb.jpg
http://fs2.directupload.net/images/150424/fnxlybq2.jpg

In case you wonder why Heroes for PSX is not been continued for so long, well I will finish it. But I released disc 1 too early, it is more work than I expected. As modding on PC is far simpler I thought Id just swing out a PC release, Enjoy!


Thanks to:

-SquareSOFT for making FF7-10
-NFITC1 for Wall Market, Proud Clod and his wisdom
-luksy for making ulgp
-myst6re for making Makou Reactor
-Borde for making Kimera!!
-Obesebear and all others who answered all my questions, this was the fastest start into PC modding ever
-zara9 for his support and testing my mods
-my friends Jeet, Lazy Bastard and vayneruel for all support since Im here

Alright, if I forgot you I am sorry and please complain ! ;)


UPDATE 04/18/2015
update v1.2 released:

- fixed the body/belt texture of Clouds field model
- fixed an issue where AFIE.hrc(parachute model) has no head
- fixed all blinking head issues on field models
- updated the terrible shoes of Cloud and Seph with higher quality battle model parts

UPDATE 04/24/2015
updated mainfile, version v1.3 released:

-Sephiroth on the bike minigame!
-small fixes

45
In the end I was able to make a new model that does not have the problem in the field. However, on the worldmap the problem was still present. Fortunately Cloud has custom animations on the map so I could easily fix them with the advice provided in the previous couple of posts. Thanks guys!


46
Sorry for the confusion my friends this time it was actually for field models, I didnt say it  :|

But Obesebear's advice was the trick, the model does not need to be altered at all. I just load the animations, compute ground height and save them again. My world map model is now already perfectly fixed and does not stick into the ground anymore, thx for that tip!

For the field it is gonna be a bit more tricky, an exception where the pc verison has a disadvantage over psx in modding capabilities. On psx all field models have their own custom set of animations and new animations added by certain fields are also never for more than one character. On pc however even the standard running animation is used by all models with the standard 22 bones/15 parts set so if I start changing those animations I will probably make those characters fly through the air :D

I see where this is getting to and I don't like it. First I must duplicate and rename every single animation Cloud ever uses in field, then I load all of them in Kimera and fix them with the compute ground button and then I must go through every field in Makou and assign those new animations to Cloud oh well.... :-(

47
@Halkun This will tear the model in half. I will then have to get the legs back to the body by increasing the z coordinates again which messes up any animation except idle.

@Obesebear Ah, thx I found that button but I had no idea it actually did something. So I must compute ground height, then save the model and then mess around with it until animations look nice. Sounds good I'll try that.

48
Well guys I have another question ^^

Does anyone know how to reposition a model without braking its animations? Cloud's skeleton is made for very short legs only, stripping larger body parts over his skeleton requires increasing the leg bone lengthes and that unfortunately drills the legs into the ground. I tried increasing the z coordinates of all body parts but it kills the animations.

Someone have a good idea?? Basically I just want my model to be drawn on screen a bit higher.

49
Completely Unrelated / Jenova Birth back attack
« on: 2015-04-14 01:49:43 »
EDIT: I figured it out myself ;)

50
I use uglp by luksy. It even has gui for super lazy dudes as me.

http://forums.qhimm.com/index.php?topic=12831.0

 Sure I can fix your ba file just send me a link with pm. Apart from lgp packing you need no extractors, all animation files are uncompressed.

For compatibility you maybe misunderstood me. To make clouds limits work on seph you just need to use his animation scripts. It will look very funny though, I tried to fix that by loading the animations in kimera on seph so I can rearrange em but that makes kimera crash unless you hex edit the animation file you load first so that it contains the correct bone count.

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