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Messages - cmh175

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General discussion / Who's excited to mod FFXV?
« on: 2018-02-18 15:02:33 »
Who else is excited to checkout the modding tools for FFXV? I think it's great that SE has been moving their games onto PC more and more, and is even releasing modding tools for FFXV. The possibilities are pretty huge with official tools. Maybe not quite to the point of Fallout and Skyrim, but that may just depend on us. More importantly, I'm just anxious to play with the modding tools so I can learn more about the Luminous Engine. They dropped it for Kingdom Hearts for UE4, which they began with immediately for FF7R, but hopefully that's just so the engine team can better refine their tools for future projects. Maybe the modding tools with the updated PC version of 15 were seen as an exercise to overcome the shortcomings of the engine during development.

Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-02-10 03:09:38 »
This is really great work! Your materials could use a bit more detail to them though. You seem to have the right metal detail and color, but you don't have any roughness, so it looks like brand new brushed metal. You could also use some bump maps to further add detail to the metal and supports. The geometry overall is great, but your materials just look too clean, particularly for a power "Makou" plant. What are you making your textures in? You could either bake your texture maps and further detail them in Photoshop, or I would suggest looking into a student or trial version of Substance Painter. It's become the standard for painting textures, particularly since it supports PBR. If you end up needing to buy a license I think the Indie version is only about $100, and well worth it (same as any other version, just mean you work alone or in small groups, a larger studio needs a different license).

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-03 01:17:50 »
v1.54 is referring to the 7H client. That client version has no effect on the Catalog version, which is listed inside 7H from the Catalog tab. It's a tad confusing, but yeah...I don't know of an easier way to list :)

Oh lol, I thought that maybe the version number of the catalog or something. I've been so busy with work and school I haven't modded anything in about two years or so. No real idea what the current state of the modding community here looks like lol. Looks like a lot of new recent activity.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-03 00:33:45 »
Yes, I sometimes take out options because the file size for downloading in the Catalog gets too big.

If I were to list every mod individually in the Catalog, the scroll bar would go on forever and new users wouldn't know where to begin. Compatibility would be a huge issue also.

If I were to group every mod into their respective categories, the file sizes would be too large for those with limited internet bandwidth. So, I do it this way but sometimes cut a few options to reduce the file size.

I don't really know of any middle ground to doing this. 

Not a problem Alyza, perfectly reasonable configuration for the catalog. You've done a great job organizing this as a successor to the massive bootleg torrent. I agree, I don't think there's a better way to organize things for an automated installation method for users, that also doesn't greatly increase download and storage sizes. I think the only issue here was just figuring out I was trying to answer questions for a different 7H mod lol. I'm a bit out of things lately, so I had no idea what "v1.54" meant lol.

7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2018-02-02 18:43:30 »
For the most part, you can just download any standalone mod you want, and place them in a regular folder in your 7H library folder, and it'll import them for you. Unless it requires 7H scripts or there are compatibility issues, there isn't much else to it.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-02 17:54:10 »
Where did you download this mod from? Unless you downloaded my 7H version from my page and manually imported it into your library, otherwise I don't know what you have installed. The mod in your 7H window I assume is the Media - Movies one? This looks like something you installed from the Qhimm 7H tutorial thread (this one I assume: that's a compilation of everything that's released on the forum for you to pick and choose from. I haven't looked at the Qhimm 7H catalog in about two years so I don't know what's in it. 

I can only really help with install issues of things downloaded from my page, or in game issues with one of the mods, though support will be dependent on severity since the last thing I released was in 2015, and no issues have really been mentioned at this point.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-02 17:35:48 »
I have v 1.54 and is no such option.

If I click configure, I can choose between a few different FMV's yours is only listed once as a single package, no sub options for it.

So no ending video resolution option.

I have no idea what v 1.54 is. I'm a bit out of the loop of the goings on here at Qhimm. That's not something of mine, that sounds like a Qhimm 7H catalog mod. My guess is that it's managed by EQ2Alyza. If there's no selectable option, I'd assume she went with the default video choices, so the standard one was used. It's even the image used in the preview.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-02 17:10:51 »
ok thanks.

How do I use the standard version with 7th heaven, there seems no option for it in the options.

If you click on Configure, and then Ending Video Resolution in the options window, there should be a drop down option to select the standard version, with a preview image.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-02 15:44:00 »
My release thread has been restored since the photobucket hosting issue, and more importantly Johnny Bravo is once again overlooking Qhimm forums.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-01-23 22:43:02 »
The audio was stripped from the 2011 videos, and I touched up the original 98 audio for these. It seemed to come out pretty well overall, unless you're an audiophile and are able to distinguish artifacts in the sound. I cant speak to much as to the technical details though, I did that mod in 2013.

For the "full screen" option it is stretched out. Cropping the image yielded even worse results, but since I knew not everyone would prefer them there's also the standard version available. 

Unfortunately you cant mod the Japanese game at all, other than the lgp files (battle, field, world, magic, etc) so just models and textures. You cant convert the game to use aali's driver. If you do it will no longer play in Japanese, the converters seem to replace the necessary files so they match the original 98 release of the game.

Graphical Mods / Re: Updated Character Models
« on: 2017-08-14 22:27:44 »
Marvelous Designer is an application for creating 3d clothing. It actually works the same way as sewing, as you lay out clothing patterns, and stitch them together. You just do it in 3d in this case. It's a great application that's able to get results comparable to sculpting in zBrush, but it works very different than any other 3d application.

For textures, I'd start with Photoshop. That's the best way to learn to work with UV's and layout your textures in 2d space. From there I like working with zBrush and Substance Painter. Both are on the shortlist for any game developers desired skills. They actually work pretty similarly, in a way at least. The textures baked in zBrush and Substance Painter will require a bit extra work though for FF7, since they'll greatly depend on normal, specular, and ambient occlusion maps. For FF7 alone, Photoshop is your friend. 

Graphical Mods / Re: Updated Character Models
« on: 2017-08-14 16:49:11 »
iClone and Make Human are great resources for quickly making character models, so that would be fine, but accessories and clothing cant come from ripped material. Otherwise it's taking credit for copyrighted material. A good workflow for something like this would be pairing iClone and Make Human for the models, and using Marvelous Designer for their clothing and accessories. You could likely complete a whole character within a few hours that way.

Graphical Mods / Re: Updated Character Models
« on: 2017-08-14 16:12:47 »
Are your friends modeling and textures these themselves, or are they doing models similar to MoogleOutfitters on Deviant Art? Their models come out pretty well, but aren't eligible for release here since they use assets from many other game models. The textures for the face and body don't match, with a very noticeable UV seam along the neck. If I had to guess these textures aren't from a single source.

Graphical Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2017-06-30 05:03:38 »
Well, Photobucket no longer allows free image hosting lol, and there's no way I'm paying $300 to upgrade. Guess I'll have to eventually update my images to imgur, super. I'll update this sometime in the near future.

Very cool. If it's possible to remove, or at least raise the limit, the world map could be updated to look even more realistic. I couldn't imagine being able to import geometry for the grass (not like the high grass, just enough so it doesn't look like a 2d texture). We could also update Midgar, as I think it's just a 2d texture and doesn't have any actual geometry on the world map. I remember looking into this but cant remember the details. 

General discussion / Re: Japanese Modding
« on: 2017-03-30 15:33:38 »
Hmm, might explain why his status said Japan, Tokyo.
Anyway that doesn't answer the first question, does it? I'm not aware of another big moding community for ff7 than qhimm. And I guess there isn't one or at last a very very small one. We shouldn't forget that this game's home is the psx and Japan, so only a minority played it on PC. Reminds me, wasn't the re-release the first time of an official release of FF7 on PC in Japan?

I think Kaldarasha is right, I was interested in learning about the Japanese game while I was learning the language. The only PC version released in Japan is the re-release, with some interesting changes to the game mechanics. I guess for it to properly display the dialogue. You can only mod the lgp's, and only make graphical changes. If you even try to unzip and wrap the flevel the game will no longer display dialogue correctly, for some reason it breaks the file. Same with the kernel. So any mods that require Aali's driver cant be installed. Modding the Japanese version would require brand new tools. I've tried looking for Japanese modding forums, but at the time nothing came up

Graphical Mods / Re: creating new animations question
« on: 2016-11-01 18:19:37 »
Hey Gensis. So the short answer is yes, but there's a bit of work involved. My only experience with this was the Red Werewolf mod with Wolfman. First you have to have a skeleton for a model that fits the animations you want to use (in our case we used the Galiant Beast model). You'll need to do some editing to make this model playable (I believe we recycled one of Vincents several battle models) it'll need a valid battle model file (such as RTAA). Once you have this you have a playable character full of animations of their own you can use. At this point you can probably make the Supernova attack an available limit break.

For the Red Werewolf we actually reused quite a few of Vincents limit break attacks, and you can also tweak the actual animations to better fit your model.

For actual character animations this is a lot more work. To make the Red Werewolf stand up and walk around we used Barret's skeleton and a mixture of his and Cloud's animations (they're pretty similar, other than their feet). From there you can select which animations you need for the various actions this character will make (if they're a member of your team or seen in the field). This process can take awhile though, I believe Wolfman and I spent 2 weeks or more editing and creating brand new animations.

I can offer insight for the animations and adding limit breaks for characters, but actually making a model available as a teammate is outside my knowledge, we had help with that part. Didn't seem difficult, you just have to know how to do it (or it was just made to look easy lol, not to undersell the complexity involved). I think that answered your question, but maybe a bit off topic since your talking about new bosses instead of a new team character.

Sorry Genesis, I totally missed your post and just happened to catch it by chance. An over all update on this, mainly for fact at this point. So the Japanese games files are formatted differently, so they cant be used with other versions of the game. When I altered the JP files they'd get corrupt because the tools we use here would reformat them. So there's really only one option available for playing the Japanese version, and it involves VPN software and buying the game from the Japanese Square website with a Japanese IP. Modding wise you can use anything that only alters the .lgp files (and not the flevel!). So you can still update the models in the game (world, field, battle) as well as the soundfx and music. But you cant use any gameplay mods, or background mods that require aali's driver (the game absolutely cant be converted to support it, at least not without a convertor made specifically for that version of the game). So you have to do a bit of extra work to get the game and mod it (or just snag the lgp's from your modded Steam game), and you'll end up with two different copies installed (also, keep your JP game installer as you may need the VPN tool again to download it). Over all it's worth it if you can read Japanese or have an interest in learning it, but it wont have the modding potential of the Steam version. I may eventually do a version of this mod with just Romaji, but it wont be for quite some time.

As for your question about the Sephiroth mod, I'm not sure what you mean, but I assume it's something in the kernel, so probably not. The kernel is formatted differently from the version of the game we can mod, so we cant just plop it into our games, and we cant mod it because the tools will reformat it. You'd need to figure out what it is you want from the game, and try to mimic it in the Steam version.

Team Avalanche / Re: Monster Remodels!
« on: 2016-06-23 22:00:31 »
zBrush can be used for environment assets as well as game characters, but the backgrounds have to be completed as a whole, and are imported much differently than game models. So the short answer is no, all of Wutai would have to be recreated as a whole.

Team Avalanche / Re: Monster Remodels!
« on: 2016-06-08 16:40:16 »
With Zbrush and level of'd be surprised what you can do in just 20 mins lol. For me, I'd average your work so far around 2-3 hours, and the Ultimate Weapon closer to 4-5. They aren't polished and still have the zbrush "inflated" look, but these are great base sculpts to get the overall form of each creature, which if anything is more difficult than adding HD detail. Very impressive.

I'm curious, what's your process? Do you start out at low res and sculpt through the whole body and up the poly count as you go along and keep sculpting or do you tackle parts of the body one at a time?

7thHeaven / Re: Japanese version
« on: 2016-05-17 00:16:19 »
I've been looking into this for quite a while, unfortunately the JP version is very unmoddable. Every tool would need to be adapted to work with it. Not to mention since there isn't an original JP pc version converting the game to 98 file format isn't likely. You can mod everything in the lgp's (don't touch the flevel though!) so mainly battle, field, and mini game models (maybe audio, I forget). It's definitely worth it if you're a Japanese speaker and want to experience the game with it's original translation.

Graphical Mods / Re: At it again...
« on: 2016-02-01 18:35:55 »
Wow, this is really impressive! I didn't think the original backgrounds could ever be this crisp and clear.

I'd rather have multiple releases of DLC (hoping how they're doing it instead of actual titles like Tell Tale) than condensing the game. Of all the things they could possibly do this is one I don't mind (In comparision to Barret possibly wearing those sunglasses through the whole game).

General discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-11 00:39:58 »
Personally I have no problems with the gameplay changes. FF7 is iconic for it's story line, not necessarily it's battles (other than the ridiculously long animation that plays in the final Sephiroth battle lol). The more active battles will probably be more engaging this way. I also love that they're using the Unreal Engine 4. After seeing what Rocksteady was able to do with the UE3 (though heavily modded) in the Arkham Knight it really makes you wonder about it's potential. And it could have great potential for modding. Plus although incredible looking their new Luminous engine sounds like a pain in the ass and would probably much up development.

I do agree, I'm iffy about the episodic releases. I personally hate Tell Tale Games in this regard, and always wait to buy the whole package when it's completed. The tidbit about each release being the size of an entire game sounds interesting though. I just hope though as we progress through the story we can revist and explore different locations as we please, instead of having to load a particular episode. On a side note I'm not sure how it'll work, as in needing to play episode 1 before 2, as the game does include character development and customization. I'm hoping they'll release bits of the game as it's ready and just have each new part downloaded as dlc for the core game.   

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