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Messages - Timu Sumisu

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Troubleshooting / The APZ Cloud Project!!!!
« on: 2008-12-30 15:45:47 »
absolutely beast my man. What poly count are you running at? current and final goal?

Troubleshooting / The APZ Cloud Project!!!!
« on: 2008-12-30 03:45:02 »
Most impressive. folds are great, n looks really good all around. This is depressing my attempt. How are you going about making yer textures?

 As to being a lil more colaborative are you into the great scheme of replacing masses of models in the game? just other characters/nething. For speeding things up, I think i model a bit faster than you, would you be interested in texturing my models? or would you rather work all on your own steam. It just seems a bit pointless for us all to be shooting out the same thing with slight variations. From what i've seen yer the strongest one around here via texturing (n damn good at that). Anyhow get back to me, pm er respond whatvr suits you. If yer interest is just in a cloud replacement thats fair, I dont wanna push you fer nething, just thought I put the option there.

Archive / Re: Mod Program!?
« on: 2008-12-30 02:30:35 »
I have some experience with the blender game engine, and I do all my work in blender, however, I wouldnt say its really fit for rpgs. I'm sure its possible, but you'd be in for a lot of work. Also, rpgs are one of the genres which require the most planning and thought put into them, so before you start scheming to big, come up with a solid idea to sell.

Troubleshooting / The APZ Cloud Project!!!!
« on: 2008-12-30 02:27:04 »
is it necessary to use up a quarter for the face?

I requested the textures, but I am managing on my own as it turns out. ^^ :D

thx that'll b helpful.

In other news after lookin at the battle model i've split it cloud up properly (i'll rescale this one to make a new chibi... I also unwrapped it and have started texturing. this is my first decent attempt at texturing and doing it properly. The only program i can draw in is illustrator and flash... and i just so happen to have flash on this computer. My experience is with vector graphics, so Im drawing everything up in flash, and i'll photoshop it, or add a few blurs n smudges to smooth out the edges in blender er something.  Asuming it goes as smoothly as this, I should have the hwole model textured in a day er so.

belt needs a lot of modding i know

Archive / Re: Background Replacements
« on: 2008-12-28 03:34:12 »
I suggest before photoshoppin around too much, get that first image of the train in game, making sure it works. If ye can get that, post a side/side comparison via screenshots to compare the difference and if it seems worth the effort, then get to work on a whole lot more.

I'm not great with photoshop, but asuming you use a similar method for each image to enhance the quality, perhaps provide a step by step tutorial for people so we can quickly all send in work (make an agenda and designate work to different people), and it could all be sent to someone who could put it together as a patch. I'm out on a limb with this and it may take a bunch of work and each image will need specific work done on it, just putting out the idea.

Anyhow, get us some shots, as its more important to be able to get them ingame.

Keep up the great work!

Archive / Re: Background Replacements
« on: 2008-12-27 22:10:00 »
Most of my work will be bent towards modifying the models, but if i need a break from that or hve the time, i'll gladly help photoshoppin stuff as well

Archive / Re: Background Replacements
« on: 2008-12-27 17:23:43 »
actually its quite easy to rip the backgrounds from the psx version... just use 7mimic, you can save any background.. very easy. However, the backgrounds are often animated in some way, and getting all the frames in may be tricky, as there are independant animation parts (like smoke n fire n stuff). Good luck... there are nearly 1000 images... lol

Troubleshooting / The APZ Cloud Project!!!!
« on: 2008-12-27 00:48:09 »
Whats the suggested texture size for the entire charactre in game? assuming you use one square map for the entire character (is it okay to use more than one?).

Before i get too far, can anyone tell me clouds field model name, and tifa's battle and field model names? the 4 digit things...

« on: 2008-12-26 02:27:25 »
Karac, its pretty good, but yer guitar has too much treble. Give it more bass for more depth. Also, certain passages need to be cleaned up, such as the little roll at the end of the opening riff. Work the balance a bit between keyboard and guitar, and overall just try to match it up with the original.

Well, here's my go at it... just ran the midi through garageband, did a lil volume adjustments here n there and gave it better soundin instruments

Thanks for the tut link! I'm aware of the wrist guard, and I just prefer it like this.. the middle separation i think i saw in some hires cloud pic like on the cover of ultimania omega er someothing.. cant remmebr, but realistically it would make wrist movements easier.

« on: 2008-12-25 06:41:07 »
for the boss battle, listen to the black mages version of "those who fight further". Compared to a lot of their songs, it feels pretty close to what it was supposed to be like in game. Good instrumentation, note the keyboards and guitar.

Archive / Re: FF7 movie mechanics
« on: 2008-12-25 02:38:15 »
What exactly do you mean by remaking the movie? have you made a 3d scene and rerendered it?

Dont see how that'll rly help, you sure it cant do transparent textures? i mean things like when you cast magic use it doesnt it? like the waves that emit from you.


Hokay! I've got me a chibi done... doesnt take too long to modify, just a bunch of scaling. I think i'd rather have the hands as fists, but feel free to provide some input. As to the alpha issue, APZ freaks sephi looks like he has some transparency in the hair, but hard to tell, it might not be. I could make it look good without, it'll just take a few extra polies here n there for characters that may need it.

If anyone is wondering, I'm using Blender 2.48 and the reason it looks so nice n fuzzy is that i have ambient occlusion turned on.
I'm not too familiar with how models are chopped up for ff7 (torso, legs, arms etc) as each is its own object, so if anyone could explain it, or offer a diagram er something it would be greatly appreciated. I may try n texture these. Texturing is my weakpoint, so it may do me good to practice.

In terms of whats next, I'd like to leave barret for a little bit, as to figure out what to do about his gun hand, to leave a stub or what. And red 13... I hate modeling quadrupeds. Therefor, my next character will probably be Tifa, at a good friend's request.

is that to say portions of textures? or entire objects?

I feel a little silly asking this, but can ff7 support alpha maps?

« on: 2008-12-24 15:32:38 »
I'm not expert on modding sound er anything... but can we hear another sample of your work?

Archive / Re: Modding battle scenes
« on: 2008-12-24 15:30:52 »
hmmm lets see... field models, battle models, battle arenas, music... were doing pretty good. though replacing all of the game's resources will take forever. Other things that could use replacement are the prerendered backgrounds. That would be the bigest job i think, as there are near a thousand or more n the game. Anyhow, best of luck to all of us...

Edit: I havnt had a chance to look as ff7 is on another computer, but where would the textures for battle arena's be? are they close to the models (as names are listed above) or elsewhere. If i remade them at higher resolutions, would the game read them assuming they kept the same ratio. or would it only like changes of the same size?

Archive / Modding battle scenes
« on: 2008-12-24 01:10:37 »
I was just curious if its possible to insert custom models for thte battle scenes? I havnt' noticed any mods that do this, though i have looked through all thte tools available for these files. If people could just inform me as to if its possible, and what the parameters i might need to follow are?

I'll be busy the next few days with Xmas, but should be back with a chibi cloud in a few days. NeoCloud is helping me out, and he should have a sample of my model textured pretty soon.

@NameSpoofer - Given the amount of time I have, I'll be sticking to this project. Otherwise, good luck with yours. Square uses a fairly simple system to make its characters (at least in KH). Reference Model viewer, but otherwise stick to six sided limbs, square fingers, and a lot of time for hair.

@Lorddolor - If you're refering to seeing a page about my project on youtube, then you are mistaken, as this is the only place I've announced it. If you are refering to NameSpoofer's project, this isn't the thread for that.

I was greatly inspired by APZ Freak's cloud model, and found it was brilliant to see how newer styles, technology, etc. could be blended with the original art style. Thus far, I have modeled up a model of cloud fairly comparable to his. That's right everybody.. eventually it'll be for release. It is heavily based on his, and is supposed to look like it. I did use the kh1 model for a good deal of reference, and i found the modeling style was fairly simple and easy to emulate... save for the bloody hair. I'm a total noob at texturing, so the next step is gonna take some time. After that i'll have to figure out how to chop it up and get it in ff7, as i've never done that before. I will be making the chibi versions as well. (I love the field chibis). Once the main cast + Sephi get done, I'd ideally like to eventually customize all the field models (wait a few years people heh) though if anyone were interested in helpin in that endeavor feel free to offer. Past that I think it'd b kool to give a similar treatment to all the battle models too, but lest i get ahead of myself and fall off a cliff, here is my model, which clocks in around 2800 tris

Once it's done well.. if you want a nice buster sword to match... get APZ Freak's!

Please offer comments, criticisms, and suggestions, such as what character to do next.

« on: 2008-12-22 20:35:51 »
keep up the good work! I'm workin on a project that this would work well with.. it'll get a thread soon... but i'm just startin to mod ff7, so once i got one thing working it'll b a long haul. I was just thinking of having a mod like this about a day ago. a proper music mod would require tracks made for the sake of modding. I'm glad your trying to stick to the same style of the game, its great. Also, make sure your files split up the same way as they do in the game, so it loops properly... take the midi files out and make yer remastered version based on the clip, then reinsert.

« on: 2008-12-22 19:47:12 »
NFIT's comments are fine, those guidelines are what you should follow... just out of curiosity, what programs are you using?

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