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Messages - Grimmy

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1
General Discussion / Re: FF7 Final Mix+
« on: 2022-08-31 13:44:15 »
Kurado, My Diamond weapon model is available here on my models thread https://forums.qhimm.com/index.php?topic=12841.0 Not sure why the pics aren't working on my post.

As Bonez said FM+ was never publicly released. A few people have my subscription link as seen in the above playthrough, but I am not currently sharing it with anymore testers. It would require another few hundred hours of work to be released and that won't happen here. A release would most likely happen on YouTube and I am unsure if I will ever have the passion to finish the project.

2
Question for myst4re, how load de values of savemap in local var?? (dlpb module)

I dont know how write this info in local var, exist some documentation?

This is a very good question.

3
So is it technically possible?
This is great, I think this feature can be huge,

cloudiar, I know of a way to add more than 16 models to the field, but it takes some extra steps. If you add a variable to the 7thHeaven.var; a new char folder to your iro; a script to the mod.xml to trigger the new folder when the variable flips; then trigger the variable in game; then refresh the current Field you will have access to another set of 16 models. However, you will have to port your new 16 models to have the same hrc id as the replaced models and set them up in their own 7H mod folder. You can do this as much as you want with any module of the game, but you must refresh the field. I have demos on my youtube of it in action. Also thanks for using my Kalm town battle field in your mod. Not enough gamers have got to experience it.

myst6re, I really hope that saving bug is gone because it has caused me so many nightmares. But regardless your Makou Reactor program is the best and makes all things possible in FFVII.

4
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2018-07-31 00:28:11 »
Cool. I didn't actually adjust Dark Nation's animations at all when porting it over from Jeet's psx mod found here. But you can assign any animation to any action by hex editing the **ab file of the model. A full break down of the file structure can be found on the wiki. Unfortunately I am busy with other work so I cannot do that for you. Good luck.

5
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2018-07-22 19:02:02 »
Shouldn't really need to, but I will try. Providing the original Author with credit should be good in this situation, and has been a practice here for quite some time. In fact, there have been a number of times that my works on this forum have been taken, re-edited and redistributed here without any credit given to me and I haven't thought much of it. However, I did edit the above post to better credit the original creator and If he was to contact me and ask I take it down as it somehow bastardized his work I would. Likewise if requested by the Administration. Honestly, I'm just trying to share the love and let people enjoy that and other great fields in game. I make many mods and when I have one I can share I do for the love of the game and all the other fans. Anywho, all that aside I shot him an email and if he says yay or nay I will respond accordingly. 

While contacting him I found another field on his blog. Not sure if it had been shown here or not. https://belgianbooleancg.com/projects/oer6q

As for the field by Harro, I have received permission in conversations years ago to edit it to better fit into game.

6
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2018-07-20 23:02:06 »
They look amazing man, good work. What kind of editing are you doing in Photoshop??

Yep, CS5. Since these images have already been rendered in a non-accurate way, Photoshop is the best way(for me anyway) to get them to line up properly with the original images.

7
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2018-07-20 02:39:36 »
So, I like many have been following Jusete's awesome fields  and his progress. I just keep seeing and thinking about certain fields that are not 100% accurate and won't work in game without strange clipping. However these fields are generally really good and I've always wanted to use them in game, so I set my mind to doing just that. I started with the obvious choice to see if it would even be possible to Photoshop them to fit into game and here is what I've gotten so far.

The original Wallmarket Pharmacy



The remade Wallmarket Pharmacy by Ben Nicholas



edited Remade Wallmarket Pharmacy by Ben Nicholas - In Game



Download for that field
http://www.mediafire.com/file/kcw1ka9rrbfzdl7/mkt_s3.7z/file

I felt that the Wallmarket Pharmacy went really well and proved the concept, so I went back to a much older field I've wanted to get into game.

The original Costa del sol



The remade Costa del sol by Harro



My edited Remade Costa del sol - Still in the works



I am close to finishing the Costa field but might start a smaller easier field before publishing it. I have a minimum of 10 other fields that can be made to work. For those unfamiliar with why the fields have to be heavily photoshopped to work. Basically, if a remade field is not 100% accurate to the original then it will cause strange clipping and overlapping in game making them unusable. That is what I am correcting with these edits.



8
It will run as an IRO.

9
So i took apart the magic IRO and learnt that anything magic wise goes into certain subfolders.
Where do limit break animations go?

All the models and Animations in the Magic.lgp are in the base location. so magic.lgp\??.aoo

I tried just making a magic.lgp folder and i when i used it i got the message
"Broken LGP (Magic) DO NOT use LGP tools"

And all magic then breaks because of this.
Anyone know the answer to this?

Don't use the folder "magic.lgp" instead use the folder "Magic" but keep the folder hierarchy the same inside of "Magic" as it is in the magic.lgp. This will load it in direct mode and skip the lgp. It already should be but check that direct_mode = on in your ff7_opengl.cfg. The Gameconverter does this so it should already be on.

10
7th Heaven / Re: 7th Heaven Movies not working
« on: 2018-02-20 23:03:43 »
Typically 7H like this location C:\Games\Final Fantasy VII\data\movies, but regardless of location, you will still need to change the registry to point to your movies folder location. The installer never changes my registry and I have to do it manually.

11
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-12 17:55:48 »
-

12
WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2018-02-10 22:00:03 »
Finally got around to trying this.  For me the correct folder was within PPSSPP program folder.  There's a folder memstick they go in.  So mine go in memstick\PSP\TEXTURES\ULUS10336.

I'm using ppsspp gold v 1.5.4

Thanks for that Bear. This works for me now. Great work KaosuReido.

13
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-09 14:00:19 »
here you go.


Here's another look at the tower:



They look really great!

14
I had read this recently about how you changed the jump from the world map to field from gonjun2 to gonjun1.

writes direction from 0076716C


E37EB0 = 56 01 E0 FD 05 00 03 02 9C 9C 9C 9C

From file "field.tbl" in world_us.lgp

03 02 is 515 decimal (gonjun2)

So, I change to

53 02 44 FD 3B 00 02 02 A8 A8 A8 A8




So the field.tbl contains the WM exit points. I wonder which file contains the WM entry points and if the XYZ location is somehow editable? MakouReactor has settings for this but other than changing the exits from say wm2 to wm3 etc. changing the XYZ has no effect.

15
Taking a wild stab in the dark here, but with your new opcode 1A would I be able to write to the Jump Location Var: E045E4 and set the exit for a town to a new location on the world map?

16
I would love to help, but I cannot replicate the errors you're having. I just tried the 151mb Battle Models - Characters and it downloaded very quickly. I really don't know what the cause is. But you might look in your Final Fantasy VII\mods\7th Heaven folder and see if there is a temp folder and if there are any partial downloads in it. If so then delete them and then try to redownload the mod.

17
That is amazing! It is like some sort of witchcraft. I would love to see something like this in FF7.

18
The most interesting thing for me is how it shows that both the world map and battle cameras can be hacked to have added functionality. Neither really need the zoom in or out, and the world map camera probably needs no adjustment at all. However being able to add the controllable rotation to the battle would be a very nice addition since the game currently has a mostly static camera in battles. I had once asked Aali if he could add the world map camera controls to the battle camera and he said yes it would be very easy to do, but that he had no interest in doing it. I'm sure it would also be tricky to get the scripted camera moves to play nice with the player also moving the camera.

20
Archive / Re: materia model
« on: 2017-12-05 00:56:13 »
It looks like it is Holy. On what field is it shown?

21
Troubleshooting / Re: ff7 choice of music mod
« on: 2017-11-23 23:52:44 »
You should use 7thHeaven mod manager. It's in the catalog under music along with a number of other options.

22
Team Avalanche / Re: Jusete´s field scenes
« on: 2017-11-20 16:46:07 »
Good, I forget it ! It seems a little different from the original but we can add it to the list. The problem with this screen is that the intro video must be redonne too !  :-D

I don't know if the faulked one can be included without redoing the train portion. It doesn't line up with the opening fmv like you said and it has clipping when you walk into the train.

23
Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2017-11-20 01:24:19 »
Try including a 0 second fmv for whatever needs to be skipped.

24
Team Avalanche / Re: Jusete´s field scenes
« on: 2017-11-18 19:46:54 »

25
Team Avalanche / Re: Jusete´s field scenes
« on: 2017-09-29 21:55:39 »
Wow! That is super impressive. Great work.

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