oh=Bizarro Sephiroth
oi=Grassland --------Pyrozen/Finished
oj=Mt. Nibel
ok=Forest --------Felix/Finished
ol=Shoreline -------Felix/finished
om=Desert or Mt. Corel
on=Arctic -------Felix/Finished
oo=Swamp --------Felix/finished
op=Sector 1 (Train)?
oq=Reactor
or=Reactor (Guard Scorpion)
os=Reactor 1 Enterance
ot=Subway
ou=Mythril Caves?
ov=ShinRa HQ
ow=Subway
ox=Hojo's Lab
oy=Elevators
oz=Roof
pa=Highway
pb=Don Corneo's
pc=Cathedrel
pd=Ancient Forest?
pe=Midgar Slums
pf=Reactor 1
pg=Reactor
ph=Sector 7 Pillar Stairs
pi=Sector 7 Pillar Control
pj=Sector 8
pk=Sewers
pl=Cave
pm=Cave
pn=Corel passage?
po=Junon Beach ---------Felix/Finished
pp=ShinRa Freighter
pq=Corel
pr=Battle Square ---------PyROZen/finished
ps=Da Chao
pt=Cid's
pu=Lifestream Descent.
pv=Reactor 5 Enterance
pw=Ancient Temple
px=ShinRa Mansion
py=Junon Aerodrome
pz=Cave
qa=Under Sector 8
qb=Gongaga Reactor
qc=Gelnika
qd=Train Graveyard -------Felix/Finished
qe=Ice Cave
qf=Sister Ray?
qg=Sector 8?
qh=Cetra Altar
qi=Cave
qj=Spire in the Crater
qk=Crater (Jungle)
ql=Sephiroth's Vortex
qm=Midgar Area
qn=Seafloor Tunnels
qp=Corel Railways
qq=The Crater
qr=Corel Railway Bridge
qs=Rope Bridge
qt=Da Chao
qu=Ft Condor
qv=Midgar Area
qw=Bizzarro Seph R/L
qx=Bizzarro Seph L/R
qy=Jenova SYNTHESIS
qz=Coal Trains
ra=Cosmo Canyon
rb=Gi Cave
rc=Nibelheim Basement
rd=Cetra Temple
re=Cetra Temple (dragon)
rf=Cetra Temple
rg=Final Battle
rh=Forest
ri=Highwind
rj=Corel Reactor
rl=Wutai Temple
rm=Seafloor
rn=Reactor?
ro=Bloody ShinRa HQ
rp=Gongaga Reactor
rq=Corel Prison
rr=Forest
Millenia's swords were done before TA was around (well some of them)
Plus you should look harder for something before you complain it doesnt exist :P
http://forums.qhimm.com/index.php?topic=8560.msg135338#msg135338 (http://forums.qhimm.com/index.php?topic=8560.msg135338#msg135338)
edit: Or even easier, read his first post of that thread.
Is that "Titan" on the first screen? :oYep. I had no time so the screens were picked randomly ;D
the skybox image looks a little too photographic. change the colors on it a bit, and play around to make it a bit more painterly perhaps
Now how can I contribute?
Here is without the noise layer:
http://img255.imageshack.us/img255/3255/ff72.jpg
http://img257.imageshack.us/img257/6403/ff72010111722381101.jpg
The resolution is 2048x2048.
Shouldn't that battle have a layer of water? :|Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...
Shouldn't that battle have a layer of water? :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...
Shouldn't that battle have a layer of water? :|Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...
Shouldn't that battle have a layer of water? :|Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...
Yeah everything looked great in kimera but it just didn't load right some battle scene. Some will work when you modify some not too well, maybe Aali could work up something, or some one else to fix this problem.
1. I'd say is some kind of metal, and 2. is kind of wood like, yet seems more like the reoccuring "lumpy" procedural texture they used all over the place. be creative with it. when its so vague as that, just make sure the color matches up and it looks good :P
qdai texture is like hell... I need your help:
1) does anyone know what is written here?
2) what do you think - is this copper or wood?
(http://img705.imageshack.us/img705/3812/traine.jpg)
nice textures, but for the graveyard floor, try and maintain the size of the original tiles, and dirty/break them up more. they look too clean atm.I'll play with it to make it better but I don't think I can maintain the size=(
The first is japanese, the second is the carrige number, i think the material is metallic, if you watch the fmv of the train on its way to sector 7 after the boming mission, yo can see the side of a similar train.Thanx)
The Japanese is backwards on the train O_oNow that you mention it.... ;D
Sorry for posting only and not showing own workQuiet interesting source. I found a good info about Highwind^^
For the guys working on the train scenes:
There is artwork for the FF VII Midgar trains, and they are even featured in CC.
http://finalfantasy.wikia.com/wiki/Train_(Transportation) (http://finalfantasy.wikia.com/wiki/Train_(Transportation))
Looks more like a steam train than I thought 11 years ago.
I don't remember what the beach scene looked like originally, but my knowledge of beaches tells me the lines should be PARALLEL to the waves rather than perpendicular.This is the original=/ The sand looks realy strange....
Dunno why i don't like that scene that much. Looks "unreal".
Could you use something closer to this just to see the diference?
http://forums.adobe.com/servlet/JiveServlet/showImage/2-2124866-7773/sand.jpg
How about this sand?Well if you look at it carefully it's a sunset beach setting. IE the beach at sunset. The angle of the sun at that time is close to the zero angle (angle at which anything and everything reflects off a surface). This creates some unusual visual effects on the beach surface. I believe that was what the original creators of the scene were trying to do. Beach sunset with weird sea creature I guess?
How about this sand?Well if you look at it carefully it's a sunset beach setting. IE the beach at sunset. The angle of the sun at that time is close to the zero angle (angle at which anything and everything reflects off a surface). This creates some unusual visual effects on the beach surface. I believe that was what the original creators of the scene were trying to do. Beach sunset with weird sea creature I guess?
Cyb
I wish i had the know how to help out with this project, it would be pretty cool to have my own battle scene lol, nevermind though ill leave it to the pros
looking really good
Maybe like this?I prefer this one. Nice work dude. :-)
(http://img121.imageshack.us/img121/8071/ff72010120923353421.jpg)
I'm not positive, but I think Kranmer made a trainer that allows you to use save states of some sort. So instead of being 5 minutes away from testing it, you could be right there each time.Thanx for the tip)
Is this too much of a change?
You can delete the surrounding tiles in the .p editor portion of kimera, and just stretch the very middle ones out so that they fill the battle area. That will get rid of the baked on lighting.
Sorry, I only messed around with the battle scenes a very, very little bit. I do know the .p editor has a function to create polies, but I've never really used it...You can delete the surrounding tiles in the .p editor portion of kimera, and just stretch the very middle ones out so that they fill the battle area. That will get rid of the baked on lighting.
thanks for that, i did not know it was that easy to remove. Any idea on what could be done to replace the missing areas in the background? If you notice the skybox does not descend all the way below your viewpoint, and there are missing polies under the roadway that you can see right through.
lee
I always find a bit weird the transition from the walls/montains to the ground as they don't comply so much.
Can't you make some kind of gradient from the montain color to the ground color, to somehow recreate the dirt on the rocks near the ground?
It's just a bit weird that it's so clean near the ground, there's always dust and wind, so the montains near the ground should be somewhat the color of the ground.
I always find a bit weird the transition from the walls/montains to the ground as they don't comply so much.
Can't you make some kind of gradient from the montain color to the ground color, to somehow recreate the dirt on the rocks near the ground?
It's just a bit weird that it's so clean near the ground, there's always dust and wind, so the montains near the ground should be somewhat the color of the ground.
Save for web devices wont do anything, its grayed out. I still cant open pngs either. Im not gonna use a separate program just to recompress, so Im gonna try to re-install or something.
I started school again, so my time is full right now. I've gone back to the WMRP and demanded that i do one texture a week so i can at least slowly move towards 100% completion. Been averaging around 2 i would say, and there are only around 80 left to be done, most of which i can't even find on the world map.
Looking good, I wonder if the helicopter is part of the scene or if it is tucked away somewhere in the battle.lgp
Looking good, I wonder if the helicopter is part of the scene or if it is tucked away somewhere in the battle.lgp
You are right sl1982CSAA ;)
It's in the Battle.lgp I wish i was back in Wales i could tell you what the name of it was :(
Impressive to say the least.
Edit: nvm, delete :)You know you can delete your own posts, right?
You know you can delete your own posts, right?
No he can't.OH, snap. When did that change? Or was it never on the TA subforum?
Look at your last post in this subforum and see if you can find a delete button anywhere.
OH, snap. When did that change? Or was it never on the TA subforum?
My apologies to the mods for this off-topic waste of time.
Anyway... I was "fooling" around a little, and I came up with this...
What do You guys think?
Are you running Aali's OGL driver 7.11b?
If you have an Nvidia chipset/graphics card, do you have driver version 260.** or lower?
Did you put it in the proper mod folder? (whatever the drivers modpath is set to)