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Messages - Tetraspore

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1
Hey all, is there anything new in the realm of adding the bonus party members as their own slots rather than shared slots with other party members?

2
Troubleshooting / Re: ff7 android modding?
« on: 2018-04-09 20:46:05 »
I would be interested in this as well. I want to play FFVII HD in a portable setting, but you can't quite do that with a PSP.

3
Yeah sorta, I meant more the selection of actions, basically just stripping the AI aspect of the game.

4
Is there any kind of mod that allows you to directly control the actions of your party members? I feel the game play would feel much like X-2 if this were the case. How would I even start making this happen if it doesn't exist? It's kind of my biggest gripe with the game.

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General Discussion / Re: FFX modding scene dead ?
« on: 2017-08-19 19:09:47 »
Is there anything that would let me explore the X-2 data? I'm trying to isolate the model and animations used when you control Rikku in the overworld for a short portion in the beginning of the game. I want to try and make a mod that uses Rikku as the overworld character for the entire duration of the game. It sounds like something I should be able to do with some kind of memory editor though, right?

6
I'm seeking a mod to replace Steiner and Beatrix in the main story as well as in the party. I'm aware of the mod that allows you to recruit her late in the game, but it would be great to just totally swap the character acquisitions of Beatrix and Steiner. Honestly, just a visual mod of Steiner to look and animate like Beatrix would be perfect-- but I know a model importer does not exist yet so I feel that's out of the question outside of a quick and dirty file swap. Any ideas?

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Great work! I can't wait for an importer. I'm itching to whip up some custom costumes.

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Are there tools available to make the limit breaks a little more interactive? I would love to make the combat just a little bit more engaging, and I think it could add another layer to FFVII's combat with little quicktimes for the limit breaks like overdrives function in X. I feel like this would likely be limited to the PC version, which is fine by me.

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Support / Re: (FFVII PSX) Model swapping?
« on: 2017-08-16 06:40:46 »
Quote from: Lazy Bastard
snip

To be clear, we can't extract the models from the psx iso, rig up a custom mesh, and re-import the model to the psx iso, correct? We are strictly limited to utilizing existing assets?

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Support / Re: (FFVII PSX) Model swapping?
« on: 2017-08-16 03:36:55 »
Great. Thanks for the resources, I'll get back to you on that.

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Support / (FFVII PSX) Model swapping?
« on: 2017-08-16 01:07:53 »
Is there any way to swap field/battle models around on the psx version? I'd like to try and replace Cloud with Zack's model or some other model.

12
I promise I'm not that young lol. I should have said "classic 3d "

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Hey everyone. I'm looking to play through some of the classic Final Fantasy titles on my psp, and I'm seeking some codes to make the experience just a little bit different this time, specifically in that I'd like to use characters who are typically temporary or otherwise not permanent party members. I would greatly appreciate it if someone could point me towards these types of codes- I did find one for VII that allows for young Cloud  or Sephiroth  in your party, but I know FFVIII has hella temporary/guest members, and I know FFIX has Beatrix and the Tantalus Troupe. Any suggestions?

14
I'm sorry man, I don't understand what you're looking for. The only thing different to me with FFX is the way turns are determined by character speed and the selected action.

15
WIP / Re: Final Fantasy 9 camera
« on: 2017-06-12 16:40:22 »
Very good work! I'm still waiting on my new rig, but I want to work on this stuff as well. The FFIX maps really need this treatment.

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WIP / Re: Final Fantasy 9 camera
« on: 2017-06-11 15:27:28 »
Have you tried setting the original image on a plane and positioning the objects and camera in a way that line up with that plane? You know, like how you'd model a character or anything.

17
Support / Re: [FFIX STEAM] Model swapping?
« on: 2017-06-07 13:49:29 »
I can't accept that I'd need a specific importer just to rename some files, unless it's got something to do with the animations,  there's got to be a reason that the polygons get mixed up when simply replacing files with existing files.

Oh well, I suppose I'll have to just wait on this one.

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Support / Re: [FFIX STEAM] Model swapping?
« on: 2017-06-07 00:48:19 »
There is no model importer yet.
I replaced Zidane with his Pluto knight armor (for tests only) (I agree, I'd rather have him in such for time being until I finish my models) but the game went wonky and eventually crashed upon doing so.
I only managed to replace some enemy textures and import one of the bows from FFXII with the Multina Racket. Dunno what export settings I had, but maybe I just got lucky!
Reason: There's no model importer yet. Tirlititi said so.
Whether it requires to replace current textures (for texture animations: "blinking eyes", etc.), or adding new ones, (I hope) it'll work either way once it arrives!

How did you succeed in swapping him for his Pluto Knight armor? What was your process and which tools did you use? The closest I can get is a jumbled mess of polygons with pink textures.

19
Hum...
I couldn't successfully add a trance to Beatrix ; you need at least two things for that:
1) Making this character a permanent party member, that is removing the flag "temporary character" in the "SetCharacterData" call (in fields scripts),
2) Add a trance model to the list of character models, in the CIL "btl_init::..ctor" method.

With that, however, the trance gauge appears and fills correctly, but the game freezes once it's fully filled. So there has to be something else that I didn't spot :/
Also, the "temporary character" flag determines whether the game will use the temporary character or the permanent counterpart (Marcus/Eiko for instance). So for adding trance to Marcus, Blank or Cina, it would also require something else (maybe changing the condition (1) for the trance bar to appear).

Where can I find that script to edit the temporary character flag? I want to ditch Cinna for Quina while retaining marcus and blank. If possible, I'd like to put Marcus over Steiner, but it seems the slots are specifically set up for specific characters? Meaning Marcus will always share a slot with Eiko?

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Support / [FFIX STEAM] Model swapping?
« on: 2017-06-06 20:20:45 »
I've posted in other threads about this, but I feel it would be prudent to create my own thread on this subject. I'm trying to swap some field and battle models with other models. More specifically, I'm trying to use the Zidane Pluto Knight armor model instead of his vanilla model in the field or in battle, but preferably both. I've been using Hades Workshop to view the assets, and I've located the models (I think), however there are multiple files listed for each model. I tried to preview them with Noesis and an FBX viewer with no luck. If it is possible, it should be as simple as replacing the models in the data, right? So I'm just trying to figure out where the models I want are, and if I can just swap them. Another example would be forcing Garnet to be hooded, or have long it short hair, or be in her dress attire.

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Support / Re: Final Fantasy 9 mods: UI/Backgrounds/Cheats
« on: 2017-06-06 18:03:43 »
I'll look into the methods used by FFVII modders.

Edit: OK yeah, I see how it was done in sketchup, that might be a lot easier lol.

22
Reading your talk I thought of a mod that might be worth doing in the future, imagine replacing all the silly characters that are over the top, for example Eiko and Quina with characters that are a bit more mature. Maybe the summoner in the ruined village could be garnet's older sister, or maybe an old granny. Quina could be replaced by some character that isn't so fat, maybe some muscular wild man.

The modeling and animation wouldn't be difficult to do, what might be difficult is to remake entire cutscenes, thinking specifically of the love letter event in Alexandria. Just throwing this out there, because if Final Fantasy is suffering from anything it's silly characters.

I don't think we are able to utilize custom meshes quite yet for player characters, so my current mission is to try and give some characters some alternate costumes that already exist (hooded Zidane, Knight Zidane, hooded Garnet, dress Garnet, short/long hair, etc). I could use a list as to what model is what, or something to preview the FFIX models with. The autodesk FBX previewer closes as soon as any FFIX model is opened.

I've personally always had a soft spot for Eiko and Quina, but I like the idea. The pre-rendered cutscenes would be out of the question. Scripted cutscenes would probably be more doable.

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Support / Re: Final Fantasy 9 mods: UI/Backgrounds/Cheats
« on: 2017-06-05 21:28:55 »
Yeah, I figured it was something along those lines. Thats not gonna stop me from producing a map or two as a proof of concept.

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Support / Re: Final Fantasy 9 mods: UI/Backgrounds/Cheats
« on: 2017-06-05 17:50:16 »
Here's how I would approach it. I'd have screenshots of each map with the characters for scale. One screenshot with Zidane as close to the camera as possible, and one with him as far away from the camera as possible. Then you'd need Zidane's model ripped from the game and in whatever 3d program you're using. You'd use Zidane as your basis for scale for objects and the two screenshots per map as the proportions and relation to one another.

And totally! I'm 100% game for some more simple maps. I'm more of a character artist than environmental, but it's something I'm sure I'm capable of. I'm "fungus waifu" on steam. Currently out of a PC due to a power supply failure, but I should have a brand new beast in two weeks. If we can produce a good looking result, I'm sure we could post something and grow a larger team of people to work towards this shared goal.

25
If you need a 3D artist, please let me know. FFVIII seriously needs a polygon face-lift.

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