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Messages - Kaldarasha

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2226
Graphical / Re: HQ Barret175
« on: 2013-06-13 03:13:48 »
 ;D It isn't easy to get good proportions for a model, especially at this one. I had a look at the field model of your rework and [CleverNameHere] is right it's much too short. He is flying over the ground. The models I create have usually the feet in the ground - it's a disadvantage, but it's needed for right proportions.
You will get problems with some animations, some parts doesn't have the same direction as they bones and others need to be more central to the bone.
In particular the hip-chest bone should be longer, so the head could be closer to the joint.
(To be honest it happened to me lately with the APZ Cloud field model I have reworked. I have made a mistake to the upperarms and didn't followed the arm bone direction correctly, because I didn't want to make the collar-chest bones even shorter. Bad decision of me.)
However you need to make the collar bones shorter, they usually are responsible for the 'flying arms'.



Hmph, the left arm of my model is a bit too long...  :?

Anyway, I'm glad to see some more people are working with kimera at the models. :wink:
By the way the Red XIII field model by Kela51 needs some rework. I strongly recommend to use my Red XIII version as basic, because I have tweaked the bones as best I could to look best with the most animations.

2227
Do these transparency fixes fix the temple of the ancients?

Every scene where they are transparent.

I also have a question or more an idea: it would be very cool to have the limit command independent (as seen in FFX). The defend and the row command could share one box with the default selection on defend.
It would make the game a bit more tactical and it would make it harder to reach the next limit level, because of the lesser use of them.
The ultimate would be, if we could divide the limit bar in Limit1, Limit2, Limit3 and Limit4. You will get access to the limits if the section for it is full (and if you have unlocked it).
Example: The character has Limit3 unlocked. So the limit bar is divided for this character in three sections. It's full up to Limit2, so you be able to choose between four skills (Limit1 and Limit2). Limit3 is inaccessible, because the bar isn't full enough.

I don't think it's easy to realize, but I hope it's a good idea for your Weapon difficulty mod.

2228
Releases / Re: Improved and added unshaded characters
« on: 2013-06-10 19:52:09 »
Cloud-Sephiroth.7z

Here is the update and transparency fix to Cloud and Sephiroth. Cloud should blink correctly. I guess it's better you use the direct mode for the content of the 'flevel' folder. Sephiroth is changed and should look better.


2229
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-06-10 17:05:45 »
Then you should be able to switch the graphic card in the Nvidia control panel. (It's the 2. point)
In the 3D setting you should have an option for it. Try to switch it temporary in the global setting. You only need to run the confic once (and after changes to the sound card).

2230
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-06-10 16:31:48 »
Do you have an integrated card?

2231
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-06-10 16:03:20 »
Okay, this looks to be the final issue before being able to actually play, when I press Play FF7, the mounting works but now the config crashes, doesn't load at all

Nvidia? If so, then look at this:
Driver 306. works. But I don't know from which one exactly the confic dosen't work anymore...
It's nessesary to run the confic with the integrated graphic card. You could add FF7confic.exe in your Nvidia driver 3D-setting and choose to run the programm with the integrated graphic card.

2232
Quote
I believe this will make the model function in battle correctly as long as the unshaded battle model has not been installed first, as it is more complete. Something like that, meh...

It doesn't matter if my or any other model is installed before.

Quote
Edit: Seems like adding the file sbar1 from the unshaded model solved it!
:o
Really? It's a unused part of my battle model (and it should be unused by any other model, too). My plan was to restore the tattoo on his arm with this, but it doesn't work as I want.

2233
Releases / Re: Improved and added unshaded characters
« on: 2013-06-07 04:00:05 »
No work this weekend.


I'm on a family celebration.  8)

2234
Releases / Re: Improved and added unshaded characters
« on: 2013-06-06 14:00:37 »
Is there a chocobo racing cloud model for the minigame? Also, I've put together a collection that includes everything from the Unshaded collection BUT the battle models, which I'm here using APZ cloud and Timu/Millenia Barret (that I've modified per Whiteraven's instructions to work with ranged weapons, seems to work OK). If anyone's interested I can put it up for download. Have some more testing to do to make sure all the models installed work in all the situations... 


I have forgotten to make models for the Chocobo racing ...  :oops:
For the battle model of Barret, the files with ...da (like sbda) are the animation files.
Use the one from my battle model if Barret goes crazy. :P

2235
Releases / Re: Improved and added unshaded characters
« on: 2013-06-06 13:48:50 »
 ;D
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.


2236
Now I got it. ;D However it's not the original look of the PC or PSX.


2237
I don't get it. Maybe you could make a pic of the sword you mean. ???
Besides I'm ready with this model, I have to do some work at Sephiroths.

2238
Driver 306. works. But I don't know from which one exactly the confic dosen't work anymore...
It's nessesary to run the confic with the integrated graphic card. You could add FF7confic.exe in your Nvidia driver 3D-setting and choose to run the programm with the integrated graphic card.

2239
It would be possible to have the buster sword Mileena style original rather that crisis core style ? please^^
Millenia's buster sword is already in the download.
yes i know but I would like what be placed as the original sword not as the buster sword of crisis core ^^
There are two buster swords included. One is the original buster sword.
;D
Millenia's buster sword is in the Original Sword folder.

2240
Releases / Re: Improved and added unshaded characters
« on: 2013-06-03 23:32:53 »
Don't "feminize" Cloud anymore... pleasssseeeeee!!! :D

 :-P
(Look at Squall: 'Whatever'...)

2241


Nvidia has done it again... my laptop uses the Optimus technology, but since the driver 320.00 it messe up with the config regardless what graphic card I select to run it. So the confic issue is solved.

2242
Completely Unrelated / Re: Cool / funny pictures
« on: 2013-06-03 22:55:14 »


2243
closing and disabling everything in the background will surely kinda help with performance
check out gamebooster, will do everything for you and stuff will help gain a few fps
http://www.iobit.com/gamebooster.php
Good vids man!

Next tool for the red list. I can't start ff7 normally, only through the game booster. On the top it force the game to run with the integrated graphic. Well now I have to make trail and error testing because my ff7confic.exe didn't work anymore...

2244
I have done some tweaks to these field model and added (optional) Millenia's Buster sword.

New-APZ-Cloud-Field.rar
The head is changed for a more grown up look and overall he looks less bulky.
I only changed Cloud, Cloud with sword in the hand, parachute Cloud, a bit the wheelchair Cloud and his world model.


2245
Releases / Re: Improved and added unshaded characters
« on: 2013-06-03 14:25:07 »
No, I haven't done it yet. In the UM is an Excel file where you could see, which model is done by who. I haven't even reach the have of the characters. :'(

Google was a big help for Lady Cloud:


However my favorite is Bugenhagen...



2246
Releases / Re: Improved and added unshaded characters
« on: 2013-06-03 10:53:39 »
The problem with the legs is known, the problem is that I haven't designed the guards with the new Idle animation.

Most people seem to prefer the model with the sword on his back, so I build it this way (the worst cutscene I remember is Zacks death scene....).
You could use the UM for fine tuning, simply replace the Cloud model with the one from 'AAAA - Cloud Without Sword' and the world model with the corresponding swordless model.

2247
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-06-02 20:57:01 »
You need to delete the cache folder in your mods folder, if you are using compressed textures.

2248
Wait, and I will give you what you want...


...and a bit more. ;)

2249
Quote
The Reunion, when it will be released, will support foreign languages? I remember about yes before, then no after, then problems about the EXE...

No, it will not support foreign languages. But DLPB has written some tools, which allow you to make changes to the text of the English exe without to modify the exe directly: look here.
The Games Converter by Kompass63 make use of these tools and translate it in other languages (there is no Italian right now, but maybe you could help him to add it). However, The Reunion is based on these tools, too. So there is a very high chance that the Converter and The Reunion will conflict with each other. But I guess it will be nothing hard to fix.

2250
Here we have our potential voice actor for Rufus. :-P

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