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Messages - Sapphire

Pages: [1] 2 3 ... 6
1
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?

2
Gameplay Modding / 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?

Thanks,
Sapphire

EDIT :

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..

3
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.

4
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 :(.

5
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.

6
Team Avalanche / Re: Midgar Revival
« on: 2015-03-25 04:33:42 »
You guys really prefer the clean style?


7
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

8
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.

9
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....

10
Team Avalanche / Re: Midgar Revival
« on: 2015-03-21 03:33:36 »
Testing materials..... :)


11
Team Avalanche / Re: Midgar Revival
« on: 2015-03-20 22:41:07 »
Midgar is mainly steel I beleive, concrete for the plates.

12
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!

14
Team Avalanche / Re: Midgar Revival
« on: 2015-03-15 11:43:43 »
Just a small update.... Fixed a whole lot of scaling issues etc...

http://i.imgur.com/2so0vMY.jpg

15
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   

16
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.

17
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.


18
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...

https://www.youtube.com/watch?v=5crXnmEQHno&feature=youtu.be

19
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.

20
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!!

21
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.

22
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!

http://www.gofundme.com/cmiltk

Thank you!

23
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:

24
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:

25
Team Avalanche / Re: Midgar Revival
« on: 2014-07-28 16:32:04 »
I could make the handrails smaller..... But that generates more work for me, I am particularly lazy  8-).


I slapped a random google texture on, white diffuse maps just didn't cut it in the renders, I'm not very good at texturing so don't expect to much from me  :evil:. As for the tiling that's why I've gone into so much detail with indenting etc especially around the reactor base&top and the Reactor entrance bridge dividers, someone is always welcome to have a crack at texturing the beast though  :mrgreen:

I blurred it to hide a little imperfection I know everyone would complain about :P

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