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Messages - Immortal Damyn

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FAQs and Tutorials / Re: Custom Encounters
« on: 2016-11-16 14:30:05 »
Thank you very much for this information, both of you.

FAQs and Tutorials / Re: Custom Encounters
« on: 2016-11-12 11:35:54 »
What I'm looking to do is make a new boss monster and place it somewhere, like say a materia cave or something as a "trial" to get the materia.  I want to know how to make something like that from scratch if possible, since it would mostly be an actual new encounter.  Like I said, I kinda want to try to make a better fight with Diamond, more on par with something like emerald or ruby, because I love diamond weapons model and fight, and feel like it could be expanded slightly to make it seem more like a WEAPON, less like a throwaway boss.

FAQs and Tutorials / Re: Custom Encounters
« on: 2016-11-12 01:34:09 »
I have a somewhat rudimentary understanding of the editors, as I have used things like Wallmarket to modify attacks and materia, and names, and stats.  I used ProudClod to modify the standard Diamond Weapon fight in the past.  I know kinda what I'm doing, so I am decently okay with navigating around the apps like those.  I just don't know how to start from essentially scratch.

FAQs and Tutorials / Custom Encounters
« on: 2016-11-12 01:31:50 »
So, after ten thousand years I'm free.

Okay but seriously,  I have been back to fiddling with FF7's game files, but I can't seem to understand most of it.  I consider myself somewhat computer literate, but I don't understand how hex editing works, and I have many things in these editors that I just don't understand.  But what I've been trying to do is make a modified Diamond Weapon battle that I can place somewhere else in the game for some fun.  Thing is, I don't know how to do a "new" encounter, as I want to give him new attacks, and make him stronger.  This would be a completely separate battle from the one in the storyline before you jump into Midgar, and really I'm only using Diamond Weapon because he has one of the coolest models IMO.  Also I don't know how to use Makou Reactor very well, so I have NO idea what I'm doing as far as trying to input the custom battle into the game other than making it a "random encounter" somewhere, which I don't really want to do since I'd want it to be a one time battle.  I TRIED to make it a random encounter, but got an encounter error, and can't figure out how to ACTUALLY put it in.

My question is, is there anywhere a tutorial on how to do stuff like this.  I'm not looking to put in separate models or anything like the "Omega Weapon" in New Threat.  I just want to use Diamond and turn him into something of a Ruby/Emerald style boss.   I'm just looking for some guidance on how to create a custom fight using different enemy AI and how to make it something akin to say the Lost Number boss, where you do a thing, and then a boss fight happens.  I've looked here and there, and my only real option seems to be dig through years of forum posts to try to find what I'm looking for, and possibly not even find it.  Any help is appreciated.

Team Avalanche / Re: Midgar Remake
« on: 2011-08-30 03:37:58 »
plate life needs more lit up windows.
Agree, it seems like Shinra HQ has more lit up windows than a thousand house apartment, but the plate only has industry >>

Graphical Modding / Re: [WIP] APZ's New Canon Cloud
« on: 2011-08-17 00:59:58 »
No worries. School is important.

School is very unimportant :P people learn more on their own than most schools could ever hope to teach.

Team Avalanche / Re: Midgar Remake
« on: 2011-08-12 01:21:24 »
Sapphire, I must ask.... did you work with the original FFVII team or something, cause you're talents are very much professional looking.

Clearly the motorcylce, I see a frame, exhaust, and a tire...
My thoughts exactly, it looks very motorcycle-y.

Honestly though, I will give most music a chance, at least one.  And my preferences aren't driven towards one band, or genre, though I tend to favor electronica and techno (as a generalization) more than most music.  But if a song is genuinely good, I wont say anything bad about it.  So all in all, BfmV my have some good songs, I just don't feel like listening through all of them to find one.  It's just too mainstream generic for me, and in listening to them, even if I haven't before, I feel like I've heard the song already....

FF7 Graphical Releases / Re: FF7 Enhanced Movies
« on: 2011-08-08 22:27:01 »
DarkFang is correct, this seems to be an issue between your ISP and Megaupload, or something else isnt permitting you to use MU.

Evidence:Here :)

Completely unrelated / Re: The Ultimate Fighting Game
« on: 2011-08-08 17:17:54 »
I don't usually do fighting games... but:

Yoshimitsu - Soul Calibur (none specifically)

Zidane - Dissidia Final Fantasy

Law - Tekken III.

Pink Floyd sucks.
I saw an awesome AMV of Kingdom Hearts and a song from Bullet For My Valentine. That sh*t went so well together.

I found it.
Not very popular, sadly.
Quote from: DarkFang
Not very popular

There's a reason I hate teenagers..... It's somewhere in this post...

They can't actually tell WHAT good music is.  There's a reason that AMV isn't popular, no one with a decent music sense likes Bullet For My Valentine.  It's a generic band, it just doesn't stand out for any reason.  Couple this with the fact that that AMV wasn't really very good, and you get a video with under 1k views...

Damn, after suffering through all of that video, my head hurts, and I think my ear's might just be bleeding... The cuts in that video, just hurt my eyes, it was like every second it jumped forward.  And really, the music, just ugh.....

Team Avalanche / Re: Midgar Remake
« on: 2011-08-08 13:14:31 »
I really don't care how long this takes, it's worth any form of wait, this is just beautiful work?  You professional?

Yea, so it would seem (because the "Create KERNEL.BIN and KERNEL2.BIN" button makes the kernels in the VirtualStore folder) all I'll have to do is remember to copy the kernels over from there anytime I do edits.  That kinda bugs me, but I guess it can't be helped.... Thanks again for the help everyone.

Alright, so I searched all directories for KERNEL.BIN, it gave me both Kernels in the two places I've already found them.  I changed the name of the kernels in the Program Files folder, leaving the ones in the VirtualStore folder alone.  FF7 now refuses to run, so I'm just going to guess that it's using the kernel in the Program Files folder for now.  I'm going to attempt to run WallMarket in admin mode and see if that does anything, and look into the settings for KERNEL.BIN, see if its got something stupid like "Read- only" ticked or something.

EDIT: So, its definitely NOT using the VirtualStore Kernels but I did notice something odd when in the search window. The "date modified" for both the kernels in the hasn't changed....

mid edit brainstorm: So I looked into this a little farther and directly routed Wallmarket to go find the kernel from the Program files folder, guess what happened when I did.  I found the UNedited kernel that my game has been using.  The weird thing is, when I opened WM and clicked on the Path line, it told me I was in the Program Files' Kernel, not the VirtualStore, but when I forced it to route to the Program Files folder, it was the right kernel. (By forced I mean manually going through my C:\ drive with the explore window).  It would seem that my WM likes to path to the VirtualStore kernel, AND lie to me about it.

Edit2: So all things sorted thus far, I just backed up my kernel in the program folder, and moved the one in the virtualstore to the program folder, that worked so now I have the edited kernel in the right folder.  Everything I've done so far with WM has finally been applied to game, and HOPEFULLY I can get the damn thing to realize I want it to open that kernel now.  Thanks for the help guys :).  Strangely, I can't seem to get it to STOP attempting to edit the VirtualStore kernel though :\. Guess I'll just have to manually path it for now.

Edit3 (this is getting out of hand): Ok now I'm confused..... WM is Creating the kernel in the VirtualStore folder....? Even stranger, I now can't even manually path to the Kernel in the program folder.....

So, I'm having a bit of an issue....

Nothing I've done in wall market is currently working.  I've reloaded WallMarket and used the kernel I edited, and the things have changed in WallMarket still, I clicked the "Create KERNEL.BIN and KERNEL2.BIN" and in game, nothing changes...  I don't know if there's a different method, but when I was editing this all on my old laptop, but now I can't even steal the kernel patch off there cause the battery died and I lost the power cord to that xD.  I've tried this before, after I got the gldriver and ff7music and whatnot running.  It messed up so that every letter tried to be in the first character (letter) spot for each line of text.  So I uninstalled and reinstalled the game and I'm doing this on a vanilla install of FF7 at this point, the only thing I've touched is the KERNEL.BIN, and everything I've done is only changed in WallMarket, nothing's changed in game.  I've even checked the "VirtualStore" folder kernel, it's the same as the kernel in the program files folder.  It's changed in the kernel, but not in game.... I don't know what to do anymore :\

Completely unrelated / Re: I'm in love with this man
« on: 2011-07-27 06:18:00 »
People need to stop trying to define "emo" cause everyone uses they're own definitions to slang words, and as such, it means something else to everyone.  It's a word, and to me personally it designates whiny, stupid, posers who have the same generic haircut.  They're all a bunch of pushovers who try to defend themselves, but have no real redeeming qualities, so it just makes them look like the sad excuse for life that they really are.

Team Avalanche / Re: Midgar Remake
« on: 2011-07-26 02:43:49 »
I meant 1 pillar each, as in the pillars like the one that's blown up (which causes the loss of sector 7? or 8? cant remember).  Seems kinda stupid to have only that pillar supporting the plates....

Work in progress usualyl means there's not going to be a DL link for a while.

Completely unrelated / Re: Mako Reactor remake WIP - CE3
« on: 2011-07-25 05:30:01 »
Damn you're quick!  And definitely quality work.  Lookin real good :)

Team Avalanche / Re: Midgar Remake
« on: 2011-07-25 05:18:28 »
Well, that was corrected in the AC version I beleive, it sits on 1 pillar support but also has several other pillars with scafolding all the way to the top providing extra support.
Thought AC happened mainly in some other town just outside Midgar?

Team Avalanche / Re: Midgar Remake
« on: 2011-07-24 15:35:53 »
Is it just me, or does Midgar seem like a bad idea for a city? Like why on earth would you make a city in the air that's in 8 "slices" and all 8 of them are held up by 1 pillar each?  That's like ASKING for something bad to happen.

Oh yea, I guess Neo Bahamut and ZERO do too... but no one cares about any of them except the original Bahamut >>

(Side note: anyone else wonder why in ONLY FFVII Compilation there's multiple versions of Bahamut?)

So I am reading this and getting more and more curious. Obviously A LOT of talented modders out there so I am going ask something that may not be do able..... Why  not make it work like a normal summon I.E. like Knights of the Round or Odin where when you activate the move it changes the backround to the swirling clouds?? Then when the move is done it reverts back to normal. Quite honestly I would love to see people performing the SuperNova against a chocobo or something that cant defend itself! :)
Wouldn't that technically not work? I mean the only summon that actually changes the scene is KotR.  All the others have a summon creature appear and do something to the enemy that uses the same scene you're already in.  It doesn't change the background at all does it?

I see, I just put it in general because I didn't know where exactly it would go.  Wish I knew hex editing better :\

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