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Messages - Kaldarasha

Pages: 1 ... 79 80 81 82 83 [84] 85 86 87 88 89 ... 98
2076
General Discussion / Re: Aeris vs Aerith.
« on: 2013-07-29 03:50:17 »
Aerith.
Aeris sounds to me like Aegis.

2077
Solved Problems / Re: Cannot control Chocobos in race mode
« on: 2013-07-29 03:42:16 »
Or feed the chocobo, might help as well.


2078
General Discussion / Re: FF7 Steam Tifa's Piano
« on: 2013-07-28 13:07:47 »
So what do I punch into her piano?  All I can find are the original PSone controls, which doesn't help when using a keyboard

Have you tried this?


Well, if you do not find a pony for that:


2079
Support / Re: What's up with the Sound?!
« on: 2013-07-28 12:25:32 »
Yeah, but the moviecam.lgp is in my movies folder. Besides I do not use bootleg.
I have played the PSX version yesterday, the sound works as I remembered, however I found some  problems, because I paid much more intension to it. But they only happened due to the technical limit.
The sound works correctly, no false ramping, no alarm killing after a battle.
I believe the sound buffer doesn't update fast (or slow?) enough as the game needed.

2080
FF7 Tools / Re: 7thWrapper
« on: 2013-07-28 02:24:29 »
Use save.

The weapon change mod is a bit harder to realize as I thought. I will make it as a single mod. It will only contain the textured weapon cmh175 sent me.

2081
It also hidden. :-P
There it is:

Right click on it an select Preferenc.
If it's not on the task bar, you must run twsyng before.

2082
Team Avalanche / Re: Out of hibernation
« on: 2013-07-27 23:21:10 »
Making FF7 render weighted meshes isn't very difficult at all actually, the problem is inventing a new model format to support it and writing the loaders/exporters/etc for it. This is something I've wanted to do since like version .6 of the driver but I don't think I will ever have the time to actually do it.

I even fear it would be useless work, because we have to less model artists around here, who can redo all models to make it workable. And when it's done, SE has surely released a remake for PS4/5.

2083
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-27 22:57:51 »
That would be awesome! :-D

Now I remember what I actually want to ask: The global prelight function is very useful, but I need to set the colors of the light to give the battle models a more similar look to the original ones.
Oh, and the prelight doesn't work for battle models in the current (.97) release.

2084
Support / Re: What's up with the Sound?!
« on: 2013-07-27 22:41:20 »
Too bad...  :'(
Is it possible to make a psx sound plugin workable with FF7 PC?
http://www.zophar.net/utilities/psspuplugins.html

2085
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-27 22:22:52 »
I fixed the proeblem with invisble polygons. As expected, the alpha value was wrong. It wasn't even initialized, in fact, which implies any value could have ended up being written (although it seems it was 0 pretty much always). I'll fix it to 255 so you will only need to save the model again.

But befor uploading the new version, I'd like to fix the texture IDs bug too.

Is here a tool contest without my knowing?  :o
So many new great tools and tool updates! It's great to see that it's fixed now.
One question do you think it's possible to set gradians to a polygon? At the moment, I only can do it,
if I delete a polygon and then fill the hole with a new polygon.

2086
Support / Re: What's up with the Sound?!
« on: 2013-07-27 21:59:40 »
As I said, the files are fine, the technique to load them doesn't work correctly.
The new releases does have some extra av.dll's (avcodec-53.dll, avformat-53.dll, avutil-51.dll). I'm not sure if these are only for the ogg support or if they are for the whole sound system.
My question is, is it possible to make them work with the old FF7.exe?

2087
Quote
Here is my experience.
 
I am running Windows 7 ultimate X64
To install MidiYoke you need to run the installer in compatibility mode (XP SP2) otherwise the program complains that it cannot install. 
MidiYoke works well for me as long as I am using it with 32 bits programs. For 64 bits programs no yoke in/out are shown.
 
I am also experimenting with Loopbe1 that seems to work for both 32 and 64 bits programs, but limited to 1 patch.

Hmm... I have no Synthesizer tab. :|
Oh, it's hidden in the TWSYNTH properties.

2088
Support / Re: What's up with the Sound?!
« on: 2013-07-27 06:48:43 »
Does somebody know, if the re-releases have a better working sound system?

2089
FF7 Tools / Re: [1.5.1] Makou Reactor - a FF7 field editor
« on: 2013-07-26 23:36:03 »
Looking forward to this new release!

I go crazy...  :-D

2090
I'm not sure if this is really the reason, but it looks like the problem with wrong question marker occurs when the window has a 'NEW' command.
Please post more of those errors if you find them. I'll try to add the transparency fix and the extra motor sound when you in the Highwind. Even if the sound is buggy, it's a great improvement to the scenes.

2091
Releases / Re: Improved and added unshaded characters
« on: 2013-07-26 15:21:01 »
Are you going to also change the weapon for Cloud's other models?
He also carries the sword on models BRIB, BHFF and on the world map.

That's the plan.
The High minigame with the Hardedge...

2092
FF7 Tools / Re: 7thWrapper
« on: 2013-07-26 13:58:42 »
Quote
That would be very hard :(  The game only reloads the models when you change field. I'm not sure how you would make it reload the field after leaving the menu (and I think maybe it would mess some things up).
That's what I expected. I even didn't like the idea of refreshing the field. :|
Hmm... maybe it's possible to refresh parts of the system memory on fly, like DLPB's Hext.dll does.  :?

2093
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-25 22:13:32 »
It doesn't help, any soloution I have would mean to you, that you must recolore the model yourself.

2094
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 21:40:12 »
I need a 'reload field after leaving menu' function. I have totally forget about this.
At the moment the weapon is only updated when the field is changed.

2095
Yeah, an empty window is missing, I wonder how this happend.

2096
My understanding is, that Tough Script can do these patches to an unmodified flevel.lgp. That means if the program is used a second time, it should detect the new entries in the flevel and doing nothing, except writing a report that it had done nothing to the scenes.

2097
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 14:41:06 »
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.

2098
Archive / Re: New Layout
« on: 2013-07-25 13:31:47 »
Lately I can't reach the forum often and it seems like it's struggling to keep up with even slow traffic. It didn't start til recently so can't be related to tapatalk can it? I get timed out a lot, and very rarely do my posts go through normally, they do get posted, but the transfer to the new post is timing out almost every time after sending one through. Anyone else had this going on?
Yep, me, too.

2099
Releases / Re: Improved and added unshaded characters
« on: 2013-07-25 13:13:25 »
Quote
By the way is there a difference between the wrapped/unwrapped animation and base models? I installed the bootleg base models which were made from all the other base mods. For the animations I fixed Barrets idle and used another one for Clouds running in the field and world. The problem is if I need the wrapped options for this mod to be complete it'll overwrite the things I wanted to keep. Can I leave these unchecked or will it leave out something important Kaldarasha added?

The 7thWrapper has a simple hierarchic system:
Create in the Wrapped folder a new one and in that new folder you create another one called char.lgp. In this you can place your animation. Open the 7thWrapper and make sure your mod is on top of all the others. Your mod will 'overwrite' the same files which will loaded after it.

2100
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-07-24 23:11:27 »
'Doddle' mean something like the American usage of terms like 'breeze' or 'piece of cake' I take it?

I didn't even think of the box issues when I thought you were in the home stretch. Probably should have considering you had to completely rebuild the menus.

Got no problem with waiting though! Wish I could help, but again, me =/= coding expert. XD

Well, you could improve the chocobo race interface...  :-D
The High minigame could need some rework, too.

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