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Messages - SwornEnemy

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General discussion / Re: About ripped models...
« on: 2009-10-08 01:21:06 »
..That and you lied about it. I would like as original work as possible. Just because something is publicly available does not mean it's in the public domain. Taking a work an passing it off as your own is a crummy thing to do (Which you did). It's dishonest. Especially when you claim you didn't rip it from something else when in fact you did.

I know, it's a stupid rule, but I can see how ripping from other games can get out of control very quickly. I don't want to see FF7 ghettoized like some kind of mugen clone. I'm pretty sure square doesn't either.

oi you! check my original post i never said that i made this model, its not ripped from any other game its a custom model made in 3dsmax, i admited the texture was probably taken from the 'custom' model made for Jedi Knights, which is still a custom model, not a ripped model, halkun u need to get ur facts straight,

and i dont think 'squaresoft' are gonna care seeing as though there 'squareenix' now,   

p.s. stop trying to boost ur posts with random crap, u f.u.c.k.i.n.g donkey raping mudab.i.t.c.h,
and u better not say anything bad bout me,,,,,,,,,,,or il stick my finger up ur ass!

General discussion / Re: About ripped models...
« on: 2009-10-07 18:43:48 »
i second that.

dude, this is most excellent insight

halkun... tell us more

General discussion / Re: new retextured gf's for FF7
« on: 2009-10-07 18:40:01 »
ive obtained multiple new summon models, but they are not custom, they are ripped from ffX and other FF's, which is why i cannot share them with u on this site, ......................... unfortunately  :cry:

Solved Problems / Re: Gunge lance
« on: 2009-10-07 18:33:11 »
urm... i would have thought the easiest way to do it would be to cast death proof on an enemy then summon odin?

just a guess

This has a 50/50 chance of working.

If, as titeguy says, it attempts to inflict first and does Gunge Lance when they all live then this will work.
Otherwise it would need to see if the target has Death immunity OR currently has the "Death Force" status on them. Having "Death Force" doesn't make you immune to Death, it just takes Death attacks and doesn't inflict Death.

oh. ok it was just an idea... i havent tested it so i wouldnt know..... but if ur sure then fair enough

Graphical Mods / Re: FF7, nailbat - loveless mod
« on: 2009-10-07 18:12:35 »
well. i didnt make this, i didnt model it and i didnt make the texture, a good friend of mine did, (who doesnt post his mods) okay i admit the texture is probably the same, they must be, there in the same order and look the same, so he must of ripped the texture, but im pretty sure he made the model,  ive seen him work on it,............ god knows

il see what halkun says, il take it down if its necessary

@ obesebear, do u want me to take this down or something, cause u seem to be taking the time to try and prove this is ripped (which i believe its not).....wats the deal with that?  

General discussion / Re: Darth Vader or Dark Helmet?
« on: 2009-10-07 14:58:47 »
definately HELMET lol,, thats funny stuff  :-D

General discussion / Re: What are the grunts?
« on: 2009-10-07 14:56:24 »
Soldiers inside an armour.

This is my best guess too.  Minus the "u"  :-P

thats my guess also, but im gonna add the 'u' back in  :wink:

Solved Problems / Re: Gunge lance
« on: 2009-10-07 13:50:40 »
urm... i would have thought the easiest way to do it would be to cast death proof on an enemy then summon odin?

just a guess

Graphical Mods / Re: FF7, nailbat - loveless mod
« on: 2009-10-07 13:42:41 »
so near mike-strife, cloud head is from CC, it is the APZ body, but unfortunately, the loveless is not from JK.

guys trust me its not ripped, its a custom model, if Halkun has any disbelief of this being custom, i will happily pull this download down. as i do not want to cause trouble.

i just thought this was an awesome sword and wanted to share it with everyone      =)

Gameplay Releases / Re: FF7, ultima weapon - masamune mod
« on: 2009-10-05 20:30:38 »
check out my other weapon changing mod

Graphical Mods / FF7, nailbat - loveless mod
« on: 2009-10-05 20:29:08 »
this mod basically changes the 'nailbat' weapon for the 'loveless' sword used by Genesis in FF Crisis Core,
NOTE: this is a custom model and has not been "ripped" from any other game

within the download there is a 'read me' wich will explain more.

happy modding =)

Gameplay Releases / Re: FF7, ultima weapon - masamune mod
« on: 2009-10-02 02:46:40 »
BOO.............bit off topic guys

Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-09-19 02:27:41 »
apz freak, u should release a cloud with the old hair style instead of the AC would b awesome.. just a suggestion

sweet model ive had it for months but still sweet lookin forward to ur work in the future

Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-09-01 16:39:01 »
how long do u think it will be for the next release

F'ing hell, thats a damn good tutorial  :-o,,, thank u this will be very helpful   :-D

General discussion / Re: Fan made models
« on: 2009-08-29 01:12:06 »
dude..... SICK!

sweet thank u ,,,, il try it now

lol,,,, it works but its going the wrong way,,,,bugger
is there anyway to turn the animations around so they travel in the other direction?

ok thank u anyway kudistos

Hmmm, dunno who would make vids like that, but he must be a genius :-D

Wall Market is the best program to use for this. Go to the attack tab and choose the magic whose animation you want to change. Animation ID is what you want to edit, so find the animation ID for the enemy attack that you want to use, add 4E to it in hex (there's a hexadecimal -> decimal converter here), and use that as the animation ID.

There's a list of attack animation IDs here (warning it's in decimal, so add 78 to these values and then convert them to hex, and use that number as the attack animation ID for your spells), and some more detailed info on attack animation indexes here

ahhhh. it was ur vids that i saw on youtube kudistos,....
basically i want to change a magic for bizzaro sephiroths stigma attack,,,,, the animation ID for it is 8E,     i tried changing ultima for the stigma attack by editing the attack animation to 8E from 34..... but this didnt work and made the attack look like smoke shot or something..... i dont get the hex editing either...... :cry:

hello,,,,,,,, i have seen videos on youtube where people have switched there magic animations and changed them for enemy attack animations.... i was just wondering if anyone here knows how to go about doing this and what programs i would need to do this...... please help me
thank you

Team Avalanche / Re: Lighting
« on: 2009-08-28 19:16:27 »
dude. sweet,,, are u gonna ad this to your 2d overhaul mod

Probably not. And if i do it will be the last thing i do. Need a good texture artist to tackle that sort of project. I was just goofing around

fair play,,,,

Team Avalanche / Re: Lighting
« on: 2009-08-28 18:45:07 »
dude. sweet,,, are u gonna ad this to your 2d overhaul mod

Oh i've got that demo, its got the psx music playing the in background too. Why didnt they keep it like that for the final? :?

Were the music files mp3s?

I remember hearing somewhere that the reason FF7 used synthesised music was that the makers couldn't fit the game with mp3 files on three discs. This isn't so much of a problem with the PSX version, but it means that the PC version had the awful sounding MIDIs. Presumably, Square didn't want to go to the trouble of making orchestral versions of everything and putting the game on four discs (not including the install disc), just to make the PC version sound good (@#&%ers!).

There's a significant chance that everything I've just said is a load of crap  :lol:

then y say it? lol

Tools / Re: Image2Tex - 24bits textures for FF7
« on: 2009-08-28 09:01:43 »
Rainbow jesus begs to differ

hahahahaha, thats to funny,,, i want jesus in my party,

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