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Messages - Luis Aviles

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Releases / gjoerulv's "Hardcore" mod
« on: 2009-09-05 21:32:21 »
When I fight in the battle arena, I sometimes encounter red pyramids that whatever I do ( attack, magic, heal it, give potion etc... ) it never does any damage and cloud instantly died after that. Is it a bug or do I have to use a hidden element attack to kill it?

Releases / gjoerulv's "Hardcore" mod
« on: 2009-08-19 06:32:15 »
hi gjoerulv
is there a way I can re-enable the master materias?


Archive / Re: Makubex's Custom Models
« on: 2009-08-14 01:42:51 »
I seem to remember Halkun saying in Viashino's thread that the make human models are too high-poly for video games (or something like that ). Can it make more basic human-shaped models as well?

yea he is right but you can throw almost anything into ff7 (quote from borde) since the char.lgp is located inside your hard drive not the cd

Archive / Re: Makubex's Custom Models
« on: 2009-08-13 20:58:33 »
well you can start from the face or chest with two vertices and then keep extruding them

but i would start with a cube or cylinder though

or use make human tool to create a human shape then based on the official art of cloud to edit

Completely Unrelated / Re: TO QHIMM
« on: 2009-08-07 04:34:46 »
And what is the point of you writing this to qhimm?

And why would he even cares if he loses 4 good members, he has his own life now and this forum to him now is just something insignificant, or even a pain in the ass to maintain it. Maybe he will only pay some attention to this forum if the people who he considered as old friends (like the saint, alhexx or mirex) make a comeback. Theres no point arguing whether el ammo bandito or koral and mradults are more worthy, because if qhimm actually cares, he would know what he has to do. If qhimm doesnt care about ff7 modding anymore, then why would he care if he loses koral or mr adult or anyone else here?

Jesus, this forum had survived for a long time without any moderators, and it became like this since the day the dude seifer joined the forum. Then who is at fault here?

FF7 Tools / Kimera: FF7 p model simple editor
« on: 2009-08-06 23:42:04 »
My question is a bit off topic but I want to get the attention of Borde so I post here. Borde I wonder if you still have the model of the gold saucer employer. If yes can you upload them up here, Im trying to collect all the NPC reconstruction models. Thanks


You think you're making a cool cosplay music video, and then Square Enix slaps you with a lawsuit, and you're forced to pay $325,000 for paying tribute (*cough*) to one of their properties.

That's exactly what happened to Korean producer “Phantom Productions.” It seems that they used unauthorized bits and pieces of the Final Fantasy VII Advent Children film in their video. That was f-up number one. The other, of course, was that they used the video for commercial purposes. Korean courts sided with Square Enix, and the makers were ordered to pay 400,000,000 won ($325,000) settlement for copyright violation, says Sankaku Complex.

Those with a Nico Nico Douga account (Japanese) can watch the video here The rest can check it out at Sankaku. If you can read Japanese, the viewers are laughing heartily, especially at the mid-video dance sequence.

If I was Square Enix and saw this piece of sh*t, I'd sue too.

[Update: English-language press release was just sent out on this suit over “Sonata of Temptation” by popular Korean pop singer IVY. Check out the full release after the jump.]

Tokyo, Japan (August 5, 2009) Square Enix Co., Ltd.’s (Square Enix) copyright infringement lawsuit against Korean entertainment production company Fantom Entertainment Group (Fantom) and music video producer Hong Jeong-ho resulted in a damage award of 300 Million Korean Won (approx. US$244,000) to Square Enix at the conclusion of the trial in March 2008. Following an appeal lodged by the defendants, on July 3, 2009, the Seoul High Court ruled that Fantom and Hong Jeong-ho should pay 400 Million Korean Won (approx. US$326,000) to Square Enix.

In light of this development, Mr. Yasuhiko Hasegawa, Square Enix's General Counsel: “We have been consistent in our claims during this lawsuit regarding the value of FINAL FANTASY® VII ADVENT CHILDRENTM and our FINAL FANTASY series, as well as the damages the company has suffered as a result of the modification and adaptation made without obtaining permission. The initial amount awarded in this case, 300 Million Korean Won, was the largest the courts in South Korea have ever awarded in cases infringing one single work of art, and having this figure increased to 400 Million Korean Won following an appeal by the defendants is further affirmation of the severity of this copyright infringement as well as the recognition and value the FINAL FANTASY series has attained in South Korea. Square Enix will continue to take decisive action against any infringements upon our intellectual property, recognizing that this property is one of our most crucial resources.”

(Summary of Events)
In March 2007, Fantom began the for-profit online distribution of a music video for the song “Sonata of Temptation” by popular Korean pop singer IVY containing an unauthorized live-action scene-for-scene adaptation of a scene from FINAL FANTASY VII ADVENT CHILDREN. In response to an injunction filed by Square Enix, the Seoul Central District Court ordered Fantom to cease distribution and sales of the video as of April 6, 2007, and subsequently, on March 13, 2008, ordered Fantom to pay damages of 300 Million Korean Won. Fantom and Mr. Hong Jeong-ho appealed this decision and the case was elevated to the Seoul High Court, which on July 3, 2009, issued the decision ordering Fantom and Hong Jeong-ho to pay damages of 400 Million Korean Won.

So, don't f*ck with Square Enix people!

Square Enix features the Roman numerals for seven, but we're surely being a little bit too hopeful to presume its Final Fantasy VII.

Square Enix has launched another teaser website for an upcoming unannounced video game. Featuring a glowing "VII days" and a countdown, your guess is as good as our as to what game it refers to.

PS3Attitude lists a number of options, from Star Ocean, Vagrant Story and of course Final Fantasy VII.

A current-generation remake of the PlayStation 1 classic has been called for by many gamers; you'd think Final Fantasy XIII, Versus XIII and XIV would be enough...

We should find out the truth on August 8th.

Link to the teaser website:

User Comments

"It started at 7, now is 6, and when the timer is up, it will be 5, and the timer will be back to 24.. its not the numbers, its the roman numerals that are important, and the fact that it started at 7."

"Kingdom Hearts 3.. Come on people... you all know it's true."

"hopefully is a FFVI or FFVII remake."

Troubleshooting / Re: help for .uvw files in blender
« on: 2009-08-04 17:03:32 »
if you use blender to export the object directly to 3ds, there will be no uvs in Pcreator. So do this: export the object into obj format, then use biturn to convert it to 3ds, and the uvs will be kept.

Troubleshooting / Re: help for .uvw files in blender
« on: 2009-08-02 23:26:58 »
Don't worry about the uvw, instead just make sure you already unwrap the uvw of the object with your 3d program, export it as a 3ds and when you open it in pcreator u should have the uv without having to add the uvw file

Archive / Re: Help me fix this problem please T_T
« on: 2009-07-12 16:29:09 »
maybe you didnt check tnt in ff7config, or maybe you arent using custom graphics driver

Mirroring the success of Final Fantasy VII International overseas, the release of FFVII to the Playstation Network at the beginning of June has seen tremendous download growth in two weeks since its launch. The game has been downloaded over 100,000 times, making it the fastest-selling PS1 game on the Playstation Network thus far. The following press release outlines some of the other PS1 games Sony's planning to release over the rest of the year, including Wild Arms 2, Mobile Light Force and Spec Ops: Stealth Patrol, that will round out what will supposedly be dozens of releases before 2010. See below for the full press release.

Now this doesnt include the number of people who download the game through torrent and rapidshare. I guess people still havent forgotten this game. Perhaps theres no need for a remake.

General Discussion / Re: Time to come clean
« on: 2009-07-09 23:22:59 »
Qhimm is cool, i like his hair

no offense with the cloud model, but why are you posting some of other people's works?

check my pm

Archive / Re: Zack [Crisis Core]
« on: 2009-06-30 03:23:56 »
I didnt mod much so im not too sure about this you better ask the more experienced ones

my suggestion is you replace every part one by one and test in game, start with the head then chest then hands and so on... i think the game has error reading the files

and i think if the biturn program works doesnt mean the game works and vice versa... my kimera crashes when load battle models but in game everything works

Archive / Re: Zack [Crisis Core]
« on: 2009-06-29 15:51:57 »
Hey trishty i dont think field model need to be set numbers of textures, only battle models need to ( at least thats what i read from reunion's website ). I think field model can have unlimited number of textures just like bear said go to the rsd file and change the number of textures

This sounds bad and off-topic, but can anyone send me the ripped models of FFX and Dissidia? I need those, and someone who is willing to send them to me I might do them a favor by converting some models into FF7 for them. You can pm me or send the models to my email:  [email protected]

P/S: If this sounds too bad then ignore me.

Releases / Millenia's custom models
« on: 2009-06-21 20:24:37 »
its easy to put a weapon into the game, since it is just a part file

are you using 3d max or blender, if blender i can help you here

FF7 Tools / Re: Palmer
« on: 2009-06-19 22:05:19 »
 I recently found something that I must show to you guys

 After searching some images of midgar for my own garry mod project I found some great rendered background images of Midgar. Turned out those images come from a photobucket account full of rendered images of midgar. The pictures are in very high resolution and look amazing. I think seriously you guys should find out who this guy and discuss with him

 The link I found :

 Some images :




Archive / Re: Zack [Crisis Core]
« on: 2009-06-18 05:20:51 »
Because i shrink the parts down so that it fits the original bone length

The model grimmy307 fixed look better because he changed the bone length. I don't know whether it is a good thing to change the bone length because it may cause model clipping( ike the model may stand below the surface). Anyway I don't the save file of zack flashback I can't test anything.

Im trying to convert the whole ff7 model into obj format so that I can resize everything in blender and kimera won't be needed.

Archive / Re: Zack [Crisis Core]
« on: 2009-06-18 03:49:38 »
if you want to fill the holes using kimera then click on the part and the new editor window will open and you will see a button with a triangle image called "create polygon", select 3 vertices you will be able to create a new polygon.

to fill the holes in blender you have to convert the part back into 3ds, load the part in blender, select 3 vertices and hit the f key, then export that again in 3ds and convert to p file in pcreator

i should have filled the holes, but it was my first model i didn't realize there were going to be holes

I would love to have someone write an import/export script for ff7 model. That will make things much easier than manually replacing every single parts. The thing is ff7 modding is pretty uncommon and unknown, so I think the script will be there for only 10-15 people to use. That kinda demotivates writing the script I think. So how about improving the Biturn program? It turns out pretty good that this one can also read warcraft and half life models. It can export separated parts of the models into 3ds or obj format, but cannot export the whole model. Maybe an improved script would allow exporting the whole model? Also when I load the ff7 model with biturn it does show the bones and there is a animation playing button at the right side. If I tried to play the animation the model moved but the animation was all messed up. Maybe the creator of the program does try to export the animation out too but has not yet finished? Also a good thing about biturn it can read .mtl file that comes from .obj file so that means it can read textures too.

Edit: Biturn can convert the whole model into max asc and the textures into .tga format. But I can't load max file in Blender :(

Archive / Re: Zack [Crisis Core]
« on: 2009-06-12 13:50:07 »
Hey if you wanna change something feel free to do it. FF7 modding is like a nightmare compared to modding half life or obvilion. I probably won't be doing anything more, unless someone writes a script to export/import the whole ff7 model like they did with half life models in milkshape. That will be much much easier.

Some of you pm me how I did it with blender. All the tools I used are free. RINOA viewer from tech-related section. FF7 modding tools from modding class . Free image editing software GIMP 2.0. And free 3D program Blender.

Here are the steps I did:
- Use RINOA viewer and export the model into obj format.
- Import the model in Blender ( select seperate as materials)
- Select each materials of the models and make sure the UV mapping are correct ( select the material, hit alt+e to go edit mode, go to uv image editor window and make sure the uv coordinates fit the center square box. )
- Now split the models into parts like head, chest, hand... ( select the material, go to edit mode, select the vertices of the part you want to split and then hit y key and choose split)
- Export each part into 3ds format using the special export scipt ( alternative: export the part in obj format, then convert it into 3ds using biturn, this also keeps uv coordinates )
- Open GIMP 2.0 and save the textures in gif format. Then open paint and save in 256 color bmp.
- Open the 3ds file in Pcreator, go to UV coords and flip Y, then go to options and tick texture file. Now select the 3ds part and open the 256 color bitmap. Then go to edit, and choose texture ID of the part ( usually 0,1 or 2). Finally save it as a p file.
- Replace the new p file with the old p file. Now use notepad to open the rsd file that goes with the p file, under NTEX=0 change to NTEX=1( or 2 or 3). Then the line below type NTEX=xxxx.tim and so on.
- Fix the model in Kimera. When you save, if it asks compile multiple bones into one single rsd, choose no.

Here are some images:

I don't know if it works the same with battle models, but this is what I did for my field model Zack. Thanks all you guys again, those models will be great in Garry Mod.

Archive / Zack [Crisis Core]
« on: 2009-06-09 19:43:23 »

Download :

New Zack field model for FF7 ( Crisis Core based )

Put into the game by Luis Aviles

To get it to work in game, use lgptools to extract the char.lgp into a new folder. Copy all these zack files into the new folder. Then create a new char.lgp and put it back to ff7


Square Enix
Blender Foundation
Borde & Mirex

Where I learnt modeling:

Where I learnt modding: (thanks to namespofer, scorpicus and squeeble)

If someone can post some screenshots in game that would be great.

nevermind i got it to work now, you will need a special 3ds export script. I get it from Knife Edge forum here:
if you use this script to export then the 3ds file in pcreator have uv coordinates

I got some parts done already, although I have to admit the 256-color bmp textures sucks :(
also, there is no light? that would suck really hard

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