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Messages - willis936

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1
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2012-06-10 00:57:05 »
We are with you TA, please keep it up, but I have a question: Do you plan to redo all the textures? Even the animation ones? Or only the textures of the buildings and that things. Thanks in advance. Good luck.
If you check earlier releases you'll see that those were the first ones done.  Spells, user interface, and the like.

2
Team Avalanche / Re: Midgar Remake
« on: 2011-09-01 18:52:07 »
Sweet jesus.  This is absolutely incredible.

3
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-05-01 01:31:56 »
I'll need a change of pants.

Can this be done with the model of Midgar and the intro?  It might take a little bit of animation work for Aeris walking, cars driving by, dust/smoke particles, the fans spinning, and clever timing on the train movement, but it would be STUNNING to see.

4
Team Avalanche / Re: Uhhh, long time :P.
« on: 2011-04-18 16:59:03 »
That looks fantastic!  I never really grasped the entire geometry of Midgar but this helps a lot!  Does anyone know about making model explorers?  I know this would be a completely separate project but it sure would be cool to be able to fly through a reactor and down to the slums.

5
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2011-04-05 08:02:07 »
Inquiry: is the black transparent in game?

6
What an incredible improvement since the last WMRP release!  Everything looks smoother and colored better.

7
Archive / Re: [WIP] The Highwind
« on: 2011-03-31 13:08:30 »
If I'm not mistaken the sub is. From the WMRP (world map restoration project).  I can't remember if the R actually means restore but you get the idea.  Great little (BIG) project. It's a branch of team Avalanche at this point. I suggest checking that forum out if you haven't already.

8
Archive / Re: [WIP] The Highwind
« on: 2011-03-30 17:06:33 »
Wow I farted.  It's nice to see those terrible quality world map models get some attention.

9
Releases / Re: FF7 Enhanced Movies
« on: 2011-03-22 16:25:32 »
Simply incredible.  The edges are sharp as hell.  I noticed that texture detail is lost though.  The edge threshold seems a little high but with such low quality videos perhaps that's the right decision.  It certainly looks better to me.

10
Completely Unrelated / Re: Man vs Computer
« on: 2011-02-20 18:01:45 »
I don't see how those two terms are mutually exclusive.

11
Completely Unrelated / Re: Man vs Computer
« on: 2011-02-18 00:49:41 »
When your enemy has no arms or legs?

Ah, yes. Situations where your enemy has no arms or legs but you still have to kill him with a huge sword are very common in combat. I can see why people would make swords specifically for these occasions.

Won't be long before Watson and his buddies make us wish we had focused more on huge sword production.


Sorry just wanted an excuse to use that image  ;D

Anyway if you think about what a CPU is, it's essentially a giant serial processor.  It tackles one task at a time.  The incredible thing about the brain is that it's an incredibly efficient parallel processor.  There is no "core" or set of "cores".  It's billions and billions of neurons (for all intents and purposes: NOMFET memristors) that connect are arranged in a dynamic architecture.  Some parts of the brain are designated tasks but if you were to damage your auditory cortex the brain would designate that task to another part.  The best part is that the cortexes (? corteces??) share information.  So if your brain is doing a task of processing music you might have your auditory cortex taking apart that stream of information while sending it to the cerebellum that remembers parts of it which sends that to the auditory cortext to make corrections and this happens hundreds of times a second across many cortexes every waking second of the day.  CPUs are simply too serial in nature to mimic this today.  The world's best parallel processors are huge and in turn run into logistical issues of latency and software/hardware design.

It's incredible, but it's not unsolvable.  That's why I praise IBM for this publicity stunt.  Yeah it's exaggerated, sure it's not real intelligence, but it's a leap forward that wouldn't have been there if they hadn't invested into this.  Watson develops basic patterns.  Not high level patterns, not with 100% accuracy, but it's a start.  You mimic one part of human intelligence then expand on it.  It might seem crazy but looking on the past 50 years of logic design and IC advancement I'd say we might be seeing REAL AI by 2061.

12
Team Avalanche / Re: Newsflash !
« on: 2011-02-12 20:56:47 »
Oh I was thinking of the tv in the room of the house just outside of Aeris' house.

It would be even more fitting if it were the TA hideout TV though a little more obvious.

13
Team Avalanche / Re: Newsflash !
« on: 2011-02-12 15:18:46 »
I must say this is quite a spot for a little kidder humor.  It's small and I don't think anyone will mind if the 40x40 pixel television screen in an optional house has some character thrown in it and would add a nice little bit of novelty.

14
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2011-01-08 01:49:58 »
Well since it's relatively stable and almost every piece of land on the planet is inhabitable by humans then it is very likely that the axis is offset and there are seasons to keep temperatures in check.
Of course that's from a scientific view, I'm not so sure the developers thought of all of these things when making "Final Fantasy VII".

15
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2010-11-24 06:46:23 »
I know this project has just begun but do you plan to release field and world versions of this model too?

16
Releases / Re: [WIP] Final Fantasy VII FMV Restoration
« on: 2010-11-18 13:19:31 »
Gonna go ahead and be the first to say Great work and thank you!
I'm flipping through them right now.  I'd say the most dramatic difference is the d_rope set.  I remember d_rope_go was always the most painful thing I'd ever have to look at in a video game.

17
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-11-17 02:17:38 »
As much as the sections model is a good idea if people are motivated to do one specific task and it's working towards the same ends and at a fast pace, why not?

18
Releases / Re: [WIP] Final Fantasy VII FMV Restoration
« on: 2010-11-15 22:44:24 »
Have you considered adding this to the all inclusive Team Avalanche?  I know they want to remake everything from scratch but this quality is surprisingly good and some of the scenes (see: nearly every FMV) will be hard to reproduce to the letter.  Not only do you need full models of everything but you need a lot of animation and camera work that involves a lot of guess work.  I think this is the best alternative to a Square remake.

19
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-11-12 21:54:25 »
Ah yes.  I suggest messaging sl1982 for details on what needs to be done next.  They decided to organize things by sections of the game where they redo everything (models, field scenes, battle scenes, spells, etc.)  They're still on the bombing mission because it's such a daunting task and everyone's busy with life and they're short handed on skilled artists.  I hate to be the devil's advocate and take away from this project but it'd be great to see you helping them too,
http://forums.qhimm.com/index.php?topic=9688.0

20
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-11-12 18:44:41 »
Now there's a first post.  Incredible texture work right there.

21
Team Avalanche / Re: Treasure Chest project [WIP]
« on: 2010-11-11 02:25:32 »
I like this a lot so far.  My only :x is with the textures on the gold chest.  The metal mesh seems to be too complex in a small area making it easier to dislike than be appreciated.  I feel similarly for the gold and red textures but those aren't as noticeable.  K.I.S.S.  The rest of the chests look perfect.

22
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-08 01:46:27 »
Is this using your second/longer method?

23
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-07 17:39:55 »
Wow so do you actually have to open every frame in photoshop, apply genuine fractals, save, rinse, repeat?  That seems like a lot of work in just opening, saving etc.  Is there anyway to make a batch that could knock out this operation for all pngs in a folder?

24
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-07 14:15:31 »
In case anyone doesn't believe him here's a comparison of frames near 5 seconds:
1st update:  http://i121.photobucket.com/albums/o236/willis936/update.png
latest update:  http://i121.photobucket.com/albums/o236/willis936/quality.png

Kinda quick an dirty.  Not native resolution, just to show what it'll look like in game.

Oh, and here's the original for lols:  http://i121.photobucket.com/albums/o236/willis936/original.png

25
FOUND IT THE THREAD!

Using .7.9b and Team Avalanche's latest release (including GUI 2.07).

Okay a few things:  I'm on a laptop and use ff7input but there seem to be some problems.  I've tried fixing them by going to the ingame config but that yielded no progress.  Anyway whenever I hold shift, up, and left Cloud only runs up rather than diagonal.  It's only this combination though every other one works.  Also many non keyboard buttons (volume up/down etc.) seem to hit cancel and field (pointer finger).  Also my right shift brings up the menu but it also hits cancel and field.  Does anyone have any ideas?

Also I need to turn ff7music's volume down to 35/255 to be able to hear the sound effects.  I was wondering if there is any way to change the sound effects volume?

Also caching seems to make some Team Avalanche imported textures (but not others) come through.  For instance, restore still uses the old one.  This isn't a modpath issue either.  Also it works fine with caching off.  On the topic of spells, I can see the square edge of the bolt 1's "plumes" texture.  I don't think it's the texture's fault since TA makes all textures 1 to 1 replica updates.

Also I ran through the motorbike game recently and an error came up about the vsync (I couldn't catch it though).  I checked the .cfg and it said the framelimiter needs the vsync turned on but there was no option for it anywhere in the file.

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