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Messages - Tsunamix

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26
You can use 7th heaven to extract the contents of the mod, from there you can place the field folder inside your FF7/mods/textures folder. This way they will load without the use of 7th heaven

27
That'sa funny combo of mods you have on for the Mains haha, Love that Barret though :P

28
Damn it does look good. that's a nice reshade setup too. I'm also glad to see people using the NinoStyle stuff! Took forever to convert them all for him haha

29
Your might possibly be to go into your FF7 folder, right click on opengl.cfg and edit with notepad.
Look for a line near the top that says "Modpath = " and write Textures after it.

That's usually my fix for this

30
Audio Modding / [FF7-PC] Looping field sound effects
« on: 2019-01-25 18:27:35 »
So i decided to try add in a few new sounds using the dummy sounds (731 - 734 is what i used).
They are in and working great, my only issue is i'm not sure how to loop them.
Right now when i have them play on a loop in game they just tick rapidly which i assume is just the first frame of the sound effect going over and over again.

Anyone know how this is done?

31
7thHeaven / Re: Minor problem with battle menu
« on: 2019-01-23 09:22:37 »
It's spread apart to leave space for the next spells.

Cure
Cura
Curaga

Fire
Fira
Firaga

Ect

I don't think there is an alternative for it

32
7thHeaven / Re: It just doesn't work
« on: 2019-01-13 00:47:25 »
You wont find G-Bike models here anywhere. It's against ToS. Just custom stuff

33
Got my vote, this is brilliant

34
Oh man if you can figure out how to do this stuff it'll be awesome. I've wanted to be able to do it forever now

35
If you can actually add a brand new animation in then may i suggest if you ever time to add a real Death animation?
So that when HP hits 0 they dont just teleport to the ground but actually fall. Might need 2 of them realism sake, 1 for going from good HP to 0 (Standing) and one from low HP to 0 (Crouching)

I have kind of done this myself by just altering the existing death animation but the issue is when you escape from battle they drop again :D  along with a few other instances. Would add a nice realism affect to the game

36
That is clear as F! Keep it up man

37
Completely unrelated / Re: Final Fantasy VIII Mobius event
« on: 2018-11-30 20:55:06 »
Seen this planned a long while back now. Möbius tends t do this a lot. They had a FFX one last month and a FF7 Xmas last year. Its just a short story even for this game using dissidia models. Don't expect anything outside of Möbius t come from it.

EDIT:
Actually after a closer look, this isnt Dissidias model, it's original Squall. Surprising

38
Completely unrelated / Re: Barret
« on: 2018-11-15 03:42:47 »
i seen this, i messaged him to see if he'd share, no reply yet :(

39
FF7Voice / Re: Looking for Beta-Teaters for VA mod Echo-S
« on: 2018-11-11 16:38:30 »
The models are not going to be included inside Echo-S, they are worked on separately by random groups of people around the internet. I can't share their locations but they are around anyway.
Sorry about that

40
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-11-04 17:42:10 »
I can do, the way i do it is when i have the layers all open in GIMP i select only the alpha section. invert and copy that selection from the new image pasted over the original. So i assumed it would be identical.

I dont actually have layers anymore :P I'll do them again at some point
But what you could do to help me understand this better actually is if you watch that 1 part of this tutorial i made you could tell me where i go wrong maybe?

https://www.youtube.com/watch?v=TuEE5OqvpkU&lc=z22djdg4onvwzlmtzacdp4300hllybu50iq0uzlmxu5w03c010c.1541346450454349

From around 1844 i believe. Would appreciate the help

41
Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-11-04 01:08:46 »
I put the 3 in game, all look amazing. So here's the files for all 3. Just note that for the time being southmk2 has a missing layer for where it has the ground blown up so it looks funky at that point. As well as this because the original layer is currently behind the new ones it does peak through slightly so sounthmk for the time time being is probably worth not using

 https://mega.nz/#!BI9WmADb!EBa73HQbbBqleBtx-K6_if38HAshGtjKvcXFUK5oKv4

42
I don't think it's possible at all. Only 7th heaven is capable of hot swapping anything while the game is running. I don't see it possible at all without it. both the Avatar and the model needs this ability for the mod to work.

43
7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2018-09-19 10:31:01 »
they are originals yeah. He draws everything himself to allow him to wrap it around the model.
I asked him to teach me haha

44
Yeah, my problem is group 1 is an eye, 2 is the moth and 3 is the other eye.
I can't work out how to re-arrange them

45
Lol, whoops. haha thanks kal. I got your reply on Discord.
I have managed to do it.

It's super hard to explain exactly what the issue was but i'll try.

To stop the blending i needed separate each object by it's individual Material.
And then for some reason putting them back together fixed it. No clue why.
The UV's did turn out to be the issue for the eyes.

My problem now is the order of the pieces in the list. 1 eye and the mouth are blinking instead of both eyes but i have no clue how to re-arrange that list. I'm assuming the eyes need to be group 1 and 2 to work correctly

46
Anyone understand how:

1. The eyes work when doing this to keep the blinking.
2. Why all my faces blend together and smooth out?

It is essentially what i want this to be just without this smoothing.
I've tried everything i can think off.
As for they eyes, i do have 2 different objects separated out for them as exact duplicates of the actual head model as solid black but i get either solid black or nothing so i'm stumped on that too


47
It's probably your Dynamic weapons mod, that mod changes your Buster style as well.
It's also at the top of your load order so whatever has been chosen in there is taking main priority

EDIT:
Oh okay, didn't see the bottom profile section, that eliminates that possibility.
It would have been my main guess though

48
Team Avalanche / Re: Jmp's Field Scenes
« on: 2018-09-13 14:23:44 »
Hey guys, just a reminder / idea. Keep the scenes you build so you can use them as battle scenes too. For example the Pagodo tower in Wutai has been done right?
You can make all the battle fields using the same scene. As well as that you can use these fields to make new movies with a good animator

49
FF7 Graphical Releases / Re: [FF7PC] Kela's magics mod
« on: 2018-09-08 20:55:11 »
Nice one Kela, Can't wait to try this out. Don't think i had the chance before

50
If your going to complain about people and say they are undeserving of your hard work. We all mod because we enjoy it, it's not a job, you don't finish and expect to get paid. It's fun, a hobby, you do it for yourself.

Maybe try treating the people that do try to help you better.
I told you i would try and help you out by streaming your mod when i had time after i finished my own project which still hasn't happened yet. I tried to make you feel better about yourself and try to help you understand what everyone here is saying but you don't like to listen to reason.

Instead of calling me and pretty much everyone else here a lying flaker in the PM's.
Mod for yourself, not anyone else.

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