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Messages - ae2011

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1
Releases / Re: [WIP] New sound effects for FFVII
« on: 2011-04-30 19:48:43 »
I'm interested in this.

I hold a degree in music technology specialising in audio for computer games.

I can create sounds effects/music myself..

Do we know how far this has progressed?

Awesome, me too  ;D

Armorvil, myself and some others have done a few sounds, but only 68/723 total that are in the game. The link to the most recent pack FFVII-SFX_0.1.rar is on the first page, plus my last update of 10 sounds.

Here is, as far as i know, the closest thing we have to a complete list:

http://www.mediafire.com/?kiio8spmhrlc86n

Instructions are on the first page for how to add them in-game. Any and all help is greatly appreciated!

2
Releases / Re: [WIP] New sound effects for FFVII
« on: 2011-04-20 12:44:12 »
Update:

http://www.mediafire.com/?97qzqhe40p4ege8

1-time bar
2-error
3-cancel
4-miss
5-cure/potion
6-hi-potion
7-cure 2
11-bolt 2
20-grab
27-impact

Please give me feedback. I don't even know if people are still interested in this project.

3
Releases / Re: [WIP] Menu Overhaul Project
« on: 2011-04-11 20:22:53 »
Wow that worked perfectly, thanks!  ;D another issue i have is when selecting the save data file, the cursor isn't aligned properly when i move to other files

4
Releases / Re: [WIP] Menu Overhaul Project
« on: 2011-04-11 19:11:27 »
Having alignment issues:

http://i1004.photobucket.com/albums/af166/ae2011/screenshot.png

I am currently using aali's ff7_opengl-0.7.10b but have tried previous versions as well. I have cleared the cache and also disabled it in ff7_opengl.cfg. I copied all the graphics files to mods/modpath/menu, copied window.bin to the kernal folder, and using 108.exe. Also new_battle_interface = on.

5
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-13 17:09:11 »
lol, i know what you mean. sicatrix has posted a few sounds with voice attacks, but also ones without. i'm pretty sure in the long run both types will be included for preference. the sfx in the screenshots have been identified, however as sicatrix pointed out, they need to be confirmed by more people. mainly the field and shared sounds since battle only sounds sounds are pretty obvious, but also because there might be errors since this is only the first list that has been posted so far. keep an eye out for updated lists, which hopefully will be posted soon. any help with identifying sfx would be greatly appreciated  ;D

6
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-13 02:46:14 »
Everything sounds like a plan. The sooner you post that list sicatrix the better.
this should be documented on the File Reconstruction Sheet. in the FF7PC Section of the sheet expanding the entry for audio.dat. name, size and description. is all that is needed (name i suspose would be # in this case) since people had to go mess all the fun up when the sheet was open, i will happly post what ever you guys find (that is if halkun doesn't give one of your write access).
Once we get a good list together, we would definitely love for you to update the file reconstruction project for us.

And anyone else, please help ID sounds. Refer to the images/upcoming lists for progress and check out the first page on how to extract the sfx using cosmo...all 723 of them

7
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-12 13:59:17 »
I don't know about Sicatrix and Ae2011, but no - aside from the jpegs I posted, I don't have any documentation. What exactly do you guys need (aside from the updated list of the +700 sfx) ?
Hopefully Sicatrix can merge his list with yours, and we can continue to ID sounds in-game. You should edit the front page explaining what's going on, what we've got done/working on, and the sfx list as it gets updated.

IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it.
I think that this should be our priority. Maybe even more experienced people could help figure out where they're used in the game. Then we can focus on making replacements. As of right now I only have a list of 125/723 sfx, going straight off what you guys have posted.

8
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-12 05:52:56 »
I think that's the idea...I think, hence we give each other feedback and If we can't agree on some sfx then  multiple wav files can be included with the patch. IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it. If you also have a list then smack it here, since I've noticed that some people here are looking for the audio.dat documentation.

Yeah, I've been going strictly off Armorvil's jpgs for the list of files. Weeemus used to have one, but lost it when his computer crashed. I agree that this is probably the most important thing to do right now. Could you post your list when you get a chance?

9
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-12 04:23:21 »
I also made a couple new sounds: a cursor one (when I was moving it around, when it was silent, I couldn't shake the feeling something was missing), a Fire2 (bleh... ...As I said, I like the original, but someone might like this new one), and a frog sound (the ribbit-like sfx you can hear when you use Frog Song).

Of these, the only one I could test in-game is the cursor sound. I willingly chose another whoosh sound, as if a sword slashed through air. I like it, I think it's a lot more pleasant than the click sound, or no sound at all.

EDIT :

And here is #254. It's not too bad, but maybe I shouldn't have used a zipper sound. That's because you often hear this sfx twice in a row, so it gives the impression that the characters have a lot of zippers on them :P (fitting for characters designed by Nomura, but I don't recall Aeris' dress showing any zipper  ::) ). It's hilarious during the Wall-Market events, though.

I really like your sounds Armorvil. But I felt like they needed some work:

http://www.mediafire.com/download.php?tnnjwyhwnxh

0 - Cursor (maybe it's just me, but I think the whoosh sound is a bit much. this one is really simple, quiet, and it fits amazingly well)
9 - Fire2 (sounds great, just needed a fade out)
154 - Frog Song (also really good, but I killed that ridiculous buzz/hum)
254 - Change Clothes (i thought the first part was perfect. the zipper is kinda loud and ends abruptly, so it might be better without it. i added shuffling clothes in the back)

Please let me know what you think, and I hope I'm not being too critical, I'm just trying to help :)

Sicatrix: Verry verry nice sounds, including the improved 23-Ice. Keep em coming

Speaking of which, are we going to consolidate these into one designated package, or just leave it up to preference? I think we should try and decide/vote on the best sounds that we have doubles for, and ultimately create an official patch. Sorry if I'm getting ahead because I know this is still really new, I'm just thinking long-term.

Also...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end

10
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-11 23:06:45 »
Armorvil, I think your "miss" sfx sounds a bit too loud/long... or maybe not, I edited it either way:

4-Miss

http://www.mediafire.com/download.php?jtzvmijtmxn

11
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-11 22:52:16 »
Update:

Added single Bolt3 and fixed the timing of 85.

69 - Bolt3
85 - Bolt3 (All)

http://www.mediafire.com/download.php?y21cjmzzakm

12
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-10 17:06:17 »
At first I tried layering mine on top of the original sfx like Armorvil did with some of his spells, but it seemed too noisy and jumbled and it also didn't contrast well with the realistic thunder sounds.

13
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-10 16:42:25 »
Very nice sounds guys. I love the first part of Bolt3, but the last part not so much (doesn't sound enough like an electrical discharge, imo). I tried to further edit myself, but it didn't come out too well. The sound is getting too loud, maybe... ...Anyway, you can download it and judge by yourself.

I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:

85 - Bolt3 (All)

http://www.mediafire.com/download.php?lwmwgqjwdjj

14
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-10 01:05:53 »
tell me what what you guys think

85 - Bolt3 (All)

http://www.mediafire.com/download.php?2mzdzi2zime

15
Releases / Re: Editing the sound effects in FFVII
« on: 2010-06-27 23:38:02 »
thanks, that's awesome. what could i help you with? also, would you be against using some sound effects from more recent FF games?

16
Releases / Re: Editing the sound effects in FFVII
« on: 2010-06-27 23:18:12 »
dude, you should totally let me help you on this project. how do you know which sounds are what? weeemus used to have a list of descriptions for the sounds but he said his computer crashed and he lost it.

17
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-06-27 21:57:05 »
How are the cast models coming along? (primarily Vincent)

18
Archive / Re: AC Custom Models
« on: 2010-06-27 18:47:00 »
How's that Chaos model coming along?

19
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-11-23 22:28:21 »
Having trouble with a couple models...

Crystal sword:

http://s1004.photobucket.com/albums/af166/ae2011/?action=view&current=crystal.jpg

(handle with no blade)

Ragnarok:

http://s1004.photobucket.com/albums/af166/ae2011/?action=view&current=ragnarok.jpg

(weird gray texture)

I tried replacing both rtcq and rtcy with redownloaded copies, and I also tried the PCreator step and made sure the battle texture positive integer was set to 10 for rtaa before repackaging battle.lgp

any suggestions?

20
That definitely worked! Deleting files "sb" through "se" from ac mod's battle.lgp, replacing them with the original installation's files, then installing your barret model fixed everything. All ac mod's character models along with your barret having no animation problems whatsoever. Thank you so much for your help!

21
that's fine, i figured that much. Is there a forum somewhere with a list of what models go with which files in battle.lgp?

22
I assume you meant the original installation files from battle.lgp: sbaa, scaa, sdaa, seaa

I tried this on two computers, both running vista

ac mod + your barret model:

-crash at end of battle
-also crash at beginning of battle when using gatling gun
-runs up, melee attacks & shoots (no long range)
-using original installation files sbaa, scaa, sdaa, seaa = same results


ac mod without your barret model using original installation files sbaa, scaa, sdaa, seaa:

-crash at end of battle
-also crash at begining of battle when using gatling gun
-when using all other weapons, most of barret's model is solid white
-runs up, melee attacks & shoots (no long range)

your barret model alone:

-everything works


Any other ideas?

There must be some other file in battle.lgp that is affecting this animation... and also making the game crash for that matter. The only other idea I had was to try each character model one at a time using originals for everything else. How can I find out which files in battle.lgp are associated with each character/items/weapons/enemies?

23
So I have the advent children mod beta installed...

I unpacked battle.lgp after ac mod and replaced with the new Barret files. Barret's battle animation still runs forward on long range weapons. Is there anything I can do about this? Because I would love to keep the other characters' models and still be able to use timu's Barret.

Any help is greatly appreciated

24
how about a world map model?

25
 :-( how can i fix the colors? i thought you were limited to the games color palette.... plus the whole 256 8-bit thing; and btw i never meant to impose, i'm just a big fan of your work and look forward to future patches  :-D

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