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Messages - Sapphire

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WIP / [FF7 PC/Steam] My Take on 60 FPS Mod
« on: 2020-12-17 12:21:09 »
Howdy all, really really REALLY long time, no see.

The remake was a bust for me personally, I don't care for it at all. So I have focused my attention on the original again.

So far, I have got the entire game running at 60 fps, I do have the usual battle sequences being too fast so this will take a while to correct however it all works, animations, timing, sounds are all correct.

Video : General showcase of what I have so far, all 60 FPS

Video : Re-render and interpolation of this test FMV, I used the Remako upscale FMV for this so all credits to the creator

As I am incredibly lazy this project will more than likely be a bust lol but I've also lost my job this close to Christmas so I am depressed as fuck so maybe this will cheer me up?


Troubleshooting / FF7-PC/Steam - Magic Error
« on: 2019-05-26 10:43:25 »
So this has been happening for quite sometime... But Bolt 3 in my game (and hopefully everyones and not just mine) flashes 3 times instead of being one continuous animation...

I'm pretty sure it's been that way since using Ultima Edition too...

Any fix?

Gameplay / Question about Battle Models
« on: 2019-05-11 07:43:37 »
Hi all!

A bit of a weird question, I tried it myself but it crashed on startup pretty much. I'm wanting to know if it's possible to change Clouds battle model to the Dragon, Nibel Dragon/Glacier Dragon or the Dark Dragon. I tried myself by simply changing all of the RT** files to that of the Dragon files, this however crashes the game.

Just wondering if it's possible and if it is, could someone please steer me in the right directions?



I have MILD success, sometimes I get this far and it crashes, sometimes it doesn't even load the battle and crashes.

EDIT 2 :

A bit more success now, for some reason though there's bits and pieces missing from my dragon... And the wrong animation is playing when I cast flame thrower..

Team Avalanche / Re: Jmp's Field Scenes
« on: 2018-11-14 04:38:03 »
Mmmmmmmm makes me want to get back into the modeling scene.

General Discussion / Re: Limit breaks...
« on: 2016-12-18 19:51:27 »
Last night I was trying to find another way around it by using Limit Breaks as Magic instead. I can get up to Aerith' Limit Level 3-2 which is relative index (13+ECh=FF) before I get to Great Gospel which is (14+ECh=100) which is invalid. This happens for every limit break after Great Gospel.

Does anyone know a different way to work that out? Confusing to say the least unfortunately. I am just a 3D Modeler unfortunately :(.

General Discussion / Limit breaks...
« on: 2016-12-18 10:06:09 »
I've  come up with an idea and have no idea how to actually go about making it.

Currently, Tifa is the only one that is capable of utilising all 7 of her limit breaks. What I want is to be able to make all limit breaks available as they become unlocked so I can choose based on what limit break I should use based on battle requirements, not what limit level i'm currently on.

What do you guys reckon? Possible? I sure as hell hope.

Team Avalanche / Re: Midgar Revival
« on: 2015-03-25 04:33:42 »
You guys really prefer the clean style?

Team Avalanche / Re: Midgar Revival
« on: 2015-03-24 04:38:00 »
I'm not too fond of modeling interiors, I might just leave that to someone else.

I think i'm finally done tweaking the materials

Team Avalanche / Re: Midgar City Information
« on: 2015-03-22 09:39:51 »
The strangeness is probably his modelling technique, i'm not too sure if he still does it the way I remember all those years ago, but i'm not gonna make a fool of myself leaking useless information if he's moved on :P.

However Jason's Midgar is probably by far the most accurate of them all complete with interiors of floors (1-2-3, 59,60,61,62,63,64,65,66,67,68,69 and 70) the only drawback would be his polycount is through the roof and needs some serious optimization(atleast last time I personally viewed the model) though the good news is literally 3 clicks of a button could reduce his polycount from millions to hundreds of thousands.

Team Avalanche / Re: Midgar Revival
« on: 2015-03-22 07:48:17 »
After a lot of time playing around with materials......... :mrgreen:

A little more dusk....

Team Avalanche / Re: Midgar Revival
« on: 2015-03-21 03:33:36 »
Testing materials..... :)

Team Avalanche / Re: Midgar Revival
« on: 2015-03-20 22:41:07 »
Midgar is mainly steel I beleive, concrete for the plates.

Team Avalanche / Re: Midgar Revival
« on: 2015-03-20 02:51:40 »
I always need help with materials, I just don't care enough about them to warrant doing anything about it heh.... I usually just render any scene I make in grey or white with ambient occlusion.
They sure did! Nothing to show yet though!

Team Avalanche / Re: Midgar Revival
« on: 2015-03-15 11:43:43 »
Just a small update.... Fixed a whole lot of scaling issues etc...

Team Avalanche / Re: Midgar Revival
« on: 2015-03-02 22:25:29 »
I have the original PSX disc but they are burnt copies heh :(.

Let me do some sloothing to see which one I can approach!

I would like to do.....

blin1        Shinra building                Floor 1
blin2        Shinra building                Floor 2
blin2_i     Shinra building               Floor 2 shop
blin3_1    Shinra building                Floor 3   

Team Avalanche / Re: Midgar Revival
« on: 2015-03-01 22:40:47 »
We merged some of it together..... But that was my very very VERY old model. I also haven't seen SpooX for some months now, a lot of months. Occasionally I  see him pop up on Skype but he doesn't hang around for very long at all.

In all honesty, I just want to dump my Midgar model to some like SpooX to use my assets and work on cutscenes or something so I can start on the backgrounds. I also still have no idea how to access the backgrounds for 3ds, I have a very old walkmesh dump from SpooX but the camera isn't in there so I can't work to any form of accuracy.

Team Avalanche / Re: Midgar Revival
« on: 2015-03-01 03:59:31 »
I tried to get in contact with Tom via personal messages but with no luck.

Team Avalanche / Re: Midgar Revival
« on: 2015-02-28 09:18:27 »
Just been messing around with particles etc... Planning to do a Day-Night cycle render just to show off my model a bit...

Hey folks,

It is I, Sapphire or... Warren, which is my real name! One of the creators of the Midgar 3D Model. I am really really REALLY, wanting to help some more, and it never occurred to me that the reason I keep losing steam is because I don't have any contact with you guys what so ever.

Please hear my call and add me to Skype, if you do not have Skype, get it!!

Skype username  : kingwarren2

I have SpooX and that's it, and he's never active enough to continuously have updates pumping out between each other :evil:

Thanks all,
Look forward to chatting with the rest of the team.

Team Avalanche / Re: Spell effects
« on: 2015-02-22 22:06:32 »
Woah, seeing all this makes me want to pump out the TA project tomorrow haha.... I want to help some more on backgrounds etc but I don't have the tools to :(. Amazing work guys!!

Team Avalanche / Re: Midgar Revival
« on: 2014-08-06 13:49:12 »
Sorry guys, I have fallen ill again, I will not be updating this thread  anytime  soon.

Completely Unrelated / Would you be willing to donate?
« on: 2014-08-06 00:56:03 »
I can't stand to see a stray animal, and a friend of mine has recently picked up a stray cat with intent to keep, he needs help though!

Thank you!

Team Avalanche / Re: Midgar Revival
« on: 2014-07-28 17:37:20 »
In 3ds max all nodes are connected to a single material editor slot.. Nice and easy 8), most values can be adjusted automatically from bitmaps or manually using scales from 0 to 1. I use VRay and there are specific rules for most VRay Materials..

It's 3:35 AM at the moment though and I stopped working on it some hours ago, time to sleep.. I hear my bed whispering my name :P.

I will have a browse through cgtextures when I wake up, maybe i'll have something for your viewing pleasure.

Thanks for the advice though, I'm always happy to par additional work off to Spoox... :evil:

Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-28 16:33:32 »
That's coming along nicely.. Can't wait to see the machine gun :mrgreen:

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