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Messages - Kaldarasha

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2201
Releases / Re: Improved and added unshaded characters
« on: 2013-06-23 00:02:08 »
Hunting helps to keep up your attention. :P

I try to clean up my first post in the next week and providing the links of the latest models there.

2202
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-06-22 23:55:23 »
Quote
The experiment's procedure -- which involved injecting cells taken from the
headless body of Jenova into the subjects and exposing them to mako -- doesn't
differ from the manufacturing procedure for SOLDIERs. The largest difference
is that SOLDIERs are selected from a prime field, being strong of mind and
body and able to withstand the experiment uninfluenced by Jenova's cells,
whereas the Clones' fragile minds leave them as "portions" of Jenova. The
subjects of the Sephiroth Clones Project were the survivors of the Nibelheim
incident, with absolutely no thought given to sorting them as with SOLDIER,
and -- being unable to maintain their egos -- they lose the ability to live a
normal human life
.
from 'Final Fantasy VII: Ultimania Omega', Translations by Ryu_Kaze

It's the same with Sephiroth, he was an embryo when they inject the Jenova cells in his body, so he was unable to resist to the influence of the Jenova cells.
If we see the happening with the point of view of Hojo, the theory is follow :
If a psychological unstable person, who bears cells of Jenova in his body, this person seems to be attracted by Jenova (because Jenova wants to be one again). That means ,if you put the cells in a persons body which never could reach the requirements of being a SOLDIER, this person should be attracted by Jenova after a certain time. (The theory of the Reunion, rebuilded by Kaldarasha  :-D)

So, creating Sephiroth Clones means actually making a Sephiroth alike persons. Remember Hojo wasn't there, so he assume that Sephiroth has lost his mind and wants to join with Jenova. That's where he has made the mistake. The embryo part has made Sephiroth more or less to another (god like?) life form, which surpasses Jenova.

2203
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-06-22 15:36:28 »
A good way is to presume an already installed FF8 and using some parts of it (the movies and sounds), like they have did it for Blood Omen: Legacy Of Kain.
I wish you best luck with it and of course some more help.

2204
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-06-22 13:16:57 »
What I really need is help implementing those Greek fonts with the Deling editor for my translation. I'd love to be part of a ff8 team if you are willing to create one :)

A typical carrot-and-stick policy. :-P

If I understand it right, you guys try to recreate FF8 in a new game engine(?). Keep care, Squarenix policy is very strict in such cases.
The newer games of them even forbid any modification on the content.
I simply don't want to see a good project (and all the work, which was done) is aborted again, because Squarenix see a violation of their treaty (they canceled the community remake of Crono Trigger already).
It's better to check the legal backgrounds first, before you are starting such enormous work.

2205
Releases / Re: New Cait Sith Battle Model
« on: 2013-06-22 12:47:42 »
Agreed. The jumping is distracting, and he's so big too it really grabs your eye. It's the main reason I started my Moogle model. Everyone elses idle animation is very controlled and smooth, small movements. He's jumping around like a frickin bucking bronco, this isn't bull riding! New battle animations would be great.
I guess we will got a new battle animation...

Your model was actually the reason why I have started this. First I only want to see how he looks with angry eyes and a nose - just for fun -, but then I saw the outstanding upper arm...  Well one thing came to another and I have made new looking model out of this blob.
Anyway I believe you could remove Cait Sith from your model entirely and have only the Moogle as companion. To see Cait Sith on the little Moogle reminds me on the mean Ragnarok on Crona's back from Soul Eater...


If make new weapons for him (I guess gloves would be perfect), he would be very good replacement for our 'bull rider'. And Moogles were companion's in the FF games before. So it would bring back some Final Fantasy spirit to an actually non-Final-Fantasy-like game.

Protip: Some hosts have redirects in place to prevent external linking. It's usually a good idea to get your pics rehosted at imgur or something instead of hotlinking right off someone else's server. ~Covarr

2206
General Discussion / Re: Let E3 2013 begin!!!
« on: 2013-06-19 17:42:16 »
Looks like: Final Kingdom My Cry.  :?

2207
Releases / Re: New Cait Sith Battle Model
« on: 2013-06-19 08:05:51 »
He has the same height as the original one.
Anyway a new battle idle animation would let him look more acceptable.
I hate those jumping.

2208
If you leave the Red Wizards of Thay, then you could make a FF9 in FF7PC mod.Just find a serf that rewrites every rooms field script.
I guess the 'No ripped content' rule makes immediately an end to this project. :-P
Except you want to repaint/rebuild every field. :?

2209
well, my savepoints have, depending on where they are, some functionality disabled. all-preleaving Midgar savepoints have PHS disabled for obvious reasons, for example
The letter quest wouldn't be too terribly difficult to re-create. ( unless you wanna include the moogle HQ part.. )
maybe something for the planning board

No, no HQ. The plan was a quest which would restore there bobbles. Gathering some items (like Dio's diary), trading with some Moogles, fighting against Quina-the-bobble-eater-Quen. Something like that...

If Makou Reactor finally gets a Mass Export\Import function like the single Export\Import feature, then it would be easy creating some quests. I also need it to patch the English flevel.lgp with the model loader from my German flevel. It would be good to have an up to date basic flevel.lgp, which contains every fix and improvement. I guess it would be better to merge some mods together, rather then having different nice mods, which only works for its own. Your N7 (reminds me on Mass Effect...) mod project is a good example of a nice merge from different mods.
Anyway a new Makou Reactor isn't released yet and the Reunion isn't ready too. But if I got, what I needed, I will open a new topic in the hope to bring some ideas together. 

2210
Releases / Re: German FFVII Reworked BETA
« on: 2013-06-18 17:59:15 »
Fertig!

Edit:
Updated first post.

2211
I already did this in N7 ( save, tent, PHS, check hidden items ) except the good night music but didn't replace them with moogles.
if we had a tent model, we could even imittae the blue overlay and showing the tent while the rest

I knew. I had shown you the code once. But your aim was to prevent the player for using a tent on some scenes, if I remember right.
My actually plan was creating a quest similar to the FF9 letter quest. But I have no time for this. :'(
I used the blackscreen as placeholder until I find a suited model for a tent, but it shouldn't be a problem for me to make one.

2212
Releases / [FF7PC] New Cait Sith Battle Model (2013-06-24)
« on: 2013-06-18 14:17:11 »


Battle-Cait-Sith.7z
Battle-Cait-Sith-Without-Zip.7z


My final version. The zipper is original, but the model looks lesser as a suspicious toy without it. Thats why I made a version without it.



Every time I made some researches I find stuff like this...

2213
This is nothing big, but I think it would be nice to have the Moogels as save points instead of the original ones (looking like placeholders if you ask me). The basic idea is to have interactive save points as seen in FF9. However I have no time to replace all save points with Moogels and make them interactive.
So I have decided to share the basic script with you, in the hope some could make use of it.

It's a simple loop script, which is running if no other script is active.


This is the talk script.
Feature:
You can use a Tent and sleep.1
You can save.
PHS is not implemented but it's very easy to add it.

1    Line 11 - 15 checks if you have enough tents in your inventar.
      Line 16 - 26 restores HP and plays a dedicated music. You have to add the 'Good Nigth Until
                         Tomorrow...' -music with tools -->Tutorials/Sound. But first you need to dump the
                         music with the tool from a scene which has the music in its music/sound loader.

2214
Releases / Re: German FFVII Reworked BETA
« on: 2013-06-18 08:07:59 »
Alright, I start to undo my Moogle replacement for the save points. It's a nice idea, however it is to time consuming. I will post the basic script I have written on the forum and maybe someone is interested in to make a full workable Mod out of that.

German
Nun gut, ich fange dann mal an meine die Mogrys, die ich eingefügt habe, wieder durch Speicherpunkte zu ersetzen. Es ist ja an sich 'ne schöne Idee, aber es ist zu zeitraubend. Ich werde das Basis Skript, das ich geschrieben habe hier im Forum posten. Vielleicht ist ja jemand interessiert einen voll funktionierenden Mod daraus zu basteln.

2215
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-06-17 21:14:15 »
And now it's bunny. :-P


This post is the proud winner of my prestigious "post of the day" award. ~Covarr

2216
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-06-17 19:31:29 »
Maybe they had planed to use little versions of Nanaki ...
Then the text would make sense, also his ominous children in the end FMV would make sense, too...

2217
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-06-17 15:58:37 »
This is how it works usually for me:

Click the button and the window appears,...

... then I confirm it and the window disappears...

...and at last I click on some bone and the weapon is bounded to it.


2218
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-06-17 14:56:31 »
Ah, thats your problem. The box is only info what to do. Click OK and then do the left or right mouse click on the bone of your choice.

2220
Troubleshooting / Re: FF VII Crash or Error on Gold aucer
« on: 2013-06-16 07:28:25 »
Quote
We Do Not Condone Software Piracy
Asking where to get illegal software or cracks will not be tolerated. Asking for support for the Ultima Edition or any other pirated version of the game will not be tolerated. Any discussion regarding pirated software is an immediate warning. Assisting people that use pirated software is also forbidden.
Places where you can buy FF7 **legally**

2221
Graphical / Re: NPC file help
« on: 2013-06-16 03:55:29 »
If you are searching for models, it's easier to use Makou Reaktor. Under tools is a model viewer. It's the way I use to spot out models. CMIF.hrc is right.



Uploaded with ImageShack.us

2222
The one e1sunz linked works on my 780's, but the one KyubiNemesis linked must only work on ATI because it fails every time.

The one KyubiNemesis linked shouldn't work for him either. Or he have some new incredible driver, because the shader wants to run with a higher shader model then 2.0.
I have played around with it and this is the best I could get: ComplexMultiShader_Nvidia.7z
HQBR (an AA-filter) and FXAA (works as a dynamic screen color filter) are disabled, because they do not work right with my settings. If you experience FPS drops, reduce the internal resolution (only if it's higher than the output resolution.)


2223
Here is the newest shader I think from Asmodean. This makes the game look great, except for me, when I try and disable SSAO in the shader, the shader doesn't load at all. Other than that, it makes the game look amazing. But it lags for me on my old ass laptop lol.

Edit: So speedyshare sucks...  http://www.mediafire.com/download/p214x9ftu2rxbge/ComplexMultiShader.post

Could somebody please post some pics with these shader? Because it only works correctly with ATI cards, so I do not know what it does exactly.

2224
Kranmer has written some dll's to switch the style in game: http://forums.qhimm.com/index.php?topic=11649.msg175014#msg175014

2225
For the shops you want to use White Chocobo. For field editing is Makou Reaktor the right tool.
White Chocobo
Makou Reaktor

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