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Messages - sl1982

Pages: 1 [2] 3 4 ... 139
26
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-05 20:09:18 »
zz7 is up in the main post. The glow looks different as I had to make my own. Enjoy

27
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-05 17:23:14 »
Excellent work as usual jusete. Just a little tip. For things like the rocks above it works really great if you are able to render just those on a blank image and then use them to create a cutout instead of trying to do it in photoshop. It shouldnt take that long to render as it doesnt even have to be textured.

28
General discussion / Re: Letsenhance.io
« on: 2018-09-04 23:21:00 »
After playing with this a bit i am impressed with the results. Definitely better than waifu

29
Modify them with gimp or photoshop

I have one problem!

How do I import a field scene, that has the wrong resolution ? The tutorials says, resize it to 400%. But how do u import the new files to write the sliced images ? U need the correct resolution to import the new files. Maybe, I forget something. Any advice's ?  :)

30
Team Avalanche / Re: Stupid Question
« on: 2018-09-01 23:37:29 »
Thanks I didnt see anything. I am going to convert them. I am also working on them again. Got 5 spells done so far i think

31
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-01 22:02:39 »
Why do you say we cannot move it? It will take me 2 minutes if that is what you wish. Let me know

I have already asked and they can not do it, and I publish here because my thread is no longer followed / =

I understand what you mean, however for windows, inside I can not do what I want, it is a walkmesh, more lights are in the layers and does not allow to add elements, unfortunately. The only place where I could add would be between the buildings and it would serve no purpose because in the background, they will be invisible, and in front, the hollow part of the walkmesh, add details will be difficult. For the grain, I agree on the flags they are a little too thick, however the wall we can see the details of the foreground later I do not perceive :) And slatted have been thought for them big feet of the original 3D models haha

32
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-31 02:28:49 »
It is unlikely since everyone is generally keeping the same scale when they make their renders.

33
Team Avalanche / Stupid Question
« on: 2018-08-30 22:59:39 »
Dumb question but can anyone tell me if I ever release a modpath version of my spell effects? I started working on a few spells and was going to just add onto the other release but i can only find them in the old high res installer.

34
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-30 20:00:46 »
Yeah in practice for this one it is fine. Its just a simple resize. For zz1 it wasnt a square so it distorted the image slightly. In reality nobody would notice that one. Just a bit of friendly advice when it comes to rendering things. Take a look at what the original scene is doing. In this case the glow is a seperate layer that the game changes. So the second render where everything glows wasnt really needed. As it stands the scene wont have the pulsating glow unless someone has figured out the palette swap problem.

Anyways here is the scene cut up for the game.

https://drive.google.com/open?id=1lsgnM1dWED9jP08LyQkGKoMnEBF_iiTc

35
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-30 19:15:12 »
Looks great jusete but just one question. Is there a reason you dont use a multiple of the original image size? If i remember correctly palmer requires it so all your scenes have to be resized.

36
Oh wow. That is entirely the wrong attitude to have. I modded ff7 because i loved the game. Not because i wanted adoration heaped upon myself. Perhaps you should consider your own motives and decide wether or not it is worth it for you.

37
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-29 01:04:02 »
I like both. Jmp is closer to the original. But i like some of the glowing rock of jusetes better. It is supposed to be a materia cave. So i dont know. Release both and let people decide or maybe collaborate?

38
Team Avalanche / GUI 2.1.0
« on: 2018-08-27 21:53:18 »
Hey guys. While trying to do a playthrough after many  years I have noticed that there were some minor issues with artifacts in my menu overhaul. This fixes most of them. Many thanks to DLPB for identifying the alpha channel issue so i can fix it.

Here is the link. Enjoy

https://drive.google.com/open?id=1Z82AMvfPZCP_rsb3gwX54Sv9JNGLSs27

39
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-27 21:17:20 »
Nice work!

Here is the finished version of zz1

https://drive.google.com/open?id=13aesBlhMKZUYIVPc2mGVcHc3JoOAURv9

edit: zz6 looks a lot more complex to convert. it may take a while and i will be gone for a few days

40
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-27 14:57:10 »
Looks great! Do you happen to have a link to palmer? I cant find it anywhere

41
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-25 13:59:21 »
Thats amazing work

42
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-25 00:29:00 »
Just an update: i reinstalled ff7 and then tried the files and they worked flawlessly. I did notice that my arrows have some glitchy pixels that i have been trying to fix. Seems like it may be a blending error. Ill try and fix them

43
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-24 12:34:32 »
Ah that may be it. I was messing around with the 60fps mod in reunion and must not have removed it properly. I will check it tonight thanks

Looks better to me.

@sl1982

Reminds me on a Reunion patched flevel.lgp with the default FF7.exe or vice versa.

44
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-23 22:43:30 »
Great job guys.

Just while testing this it looks like there is a glitch at the top of the house

https://photos.app.goo.gl/x2DUo3KxC2ak9kEU7

edit: on second look it appears that a bunch of stuff is shifted

45
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-21 21:57:37 »
Give me some backgrounds to convert and ill see what i can do. Oh and a working link to palmer lol

46
When saving your files they need to be a 32bit png. Any other bitdepth with throw an error

And if i remember correctly the little balls for fire3 are on one of the texture sheets already but it has been years since i redid it

[00000749] [BATTLE] Begin main battle loop
[00000776] ERROR: invalid bitdepth
[00000776] INFO: tried to load D:\Games\steamapps\common\FINAL FANTASY VII/mods/Textures/SEFFECT3_25.png, falling back to palette 0
[00000776] ERROR: invalid bitdepth
this is my app log when trying to remake magic textures. does anyone know what exactly it means by invalid bitdepth?

anyone have a clue what exactly this means? I got this just from putting satsukis seffects in my texture folder to help narrow down what files im missing.

Also the little balls for Fire 3 + all dont show a missing texture in the app log so i geuss theres no way to change them with aalis driver.

47
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-16 01:13:27 »
Well worst case scenario if you target too big is you resize smaller. A form of anti aliasing if you will

48
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-15 23:59:50 »
Well what was the original resolution? 640x480? If thats it then it would be a 6x increase to get 4k backgrounds. If i can get source materials i can run some renders on my spare pc. Its a 6700k so its no slouch

49
Just a little trick to find the texture files the game uses is to turn on modpath but have no files in it. When u run the game and use the spell it will record in app.log what files are missing. Also look at team avalanche for some redone magic stuff i did back in the day if you want to just use those so you dont repeat work.

50
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-15 21:00:00 »
Generally we were using a 4x increase from the original size if i remember correctly. It wasnt a hard resolution since some scenes are designed to scroll while others arent.

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