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Messages - Grimmy

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101
FFIII and FFIV have been remade, but I, II, V and VI are just extreme makeovers or extensive mods to the original games. All these games look best in there newest ios remake versions, but they still have 4 of them to totally remake into 3D. So it'll still be awhile before they tackle any ps1 games. As well as doing HD remakes like KH, X and III(sorta). So that would be full 3d remakes of I, II, V and VI and then HD remakes for I, II, IV, V, VI, VIII, IX, XII etc.

102
What about new file names? Like a new texture or p file that did not exist before added to any lgp. Would it matter if that file was upper or lower cased. It seems like a pointless check since the game and driver both ignore case when loading a file.

103
Releases / Re: cmh175 Release Thread
« on: 2013-12-28 23:26:12 »
By me? No nothing yet. I have a few original designs in mind but so far I've only done rebuilds and imports.

Such an honest answer. The way things work nowadays is generally that people get a modified model from and "X" and think is that "X" is the original creator of said model while the original creator is sweep aside. It is nice to see such a true person in this rat race of "I did this mod by myself" fame.


104
Releases / Re: cmh175 Release Thread
« on: 2013-12-04 23:58:05 »
Great! Neat and Tidy. A little pic heavy, but great works all the same. I swear I saw this once before.  :-P

105
Simple, clean and easy to use. Thank you.

106
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-11-08 22:37:52 »
It is an empty text, so not really. But if it bothers you just remove the empty text after resizing the text box.  I remove mine for cleanliness on my mods. as can be viewed here.

https://www.youtube.com/watch?v=BwMO4PVg4-Y

The power of makou reactor, proud clod and kimera. Actually with these tool an entire new game could be made out of ffvii, just following the same major beats.

107
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-11-08 21:35:58 »
Correct so add another text entry and leave it blank. Now you can resize the box for the previous text entry.

108
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-11-05 22:45:56 »
Just use the cut function instead of the delete. Using delete will crash on virtually anything, but cut has no problems on anything in any field.

109
Releases / Re: cmh175 Red XIII
« on: 2013-10-21 20:09:07 »
Nope. He requested cmh175 to not share the original source material.

110
General Discussion / Re: Vincent Forgotten City Question
« on: 2013-10-21 20:07:13 »
There's one fix to it here but the download link is invalid as it was hosted in megaupload:
http://forums.qhimm.com/index.php?topic=9244.0


Exact same thing. I posted a personal like to the files because I knew the old link was dead. It is still just the fix by Namespoofer, original Readme and all.

111
General Discussion / Re: Vincent Forgotten City Question
« on: 2013-10-21 16:07:44 »
These are the 2 corrected flevel files.

http://www.mediafire.com/download/jmdk72vizpvy5hq/Vincent+field+fix.7z

To install them just use your favorite LGP program to add them to the flevel.lgp. The corrected files will mess with any mod that changes those files. There aren't any public mods out at the moment that are changing those files. The fix is also included in most mods that alter the flevel like Aeris Revival.


112
Nope those models are copyrighted by square. You really aren't even supposed to post pics of them on this forum.

113
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-09-29 18:03:26 »
Would it be possible to add support for the Final Fantasy VII Interactive Sampler CD (tobal no.1 bonus disc). The field files on that demo are not the the dat and mim files found on all the other psx discs. It seems to have the dat file broken into 5 files. ate/bsc/ca/id/map and a mim file that is also different.

114
Graphical / Re: [REL/WIP] Felix Leonhart's Enhancements
« on: 2013-09-27 22:10:49 »
Any way I can fix these two issues? :(

Try and use the complete world map texture pack on my release thread. It has the missing textures added to Felixs' plus the above 59 additional textures. The temple of the ancients being messed up is strange indeed. If not an original version of the pc game then it is a corrupted uv map or they changed the uv map on later releases. After adding in the new png's remember to delete the cache or nothing will change.

115
FF7 Tools / Re: Loveless - a FF7 text editor [v2.5]
« on: 2013-09-25 22:52:21 »
Thanks. 4Shared requires registration. I've added it to a Google Drive incase anyone wants this old tool in the future:

https://docs.google.com/file/d/0BzZG8hMrQocwbGhrY1VZaE5pRms/edit?usp=sharing

Edit: This seems to be the best flevel.lgp editor out there. Not sure why it fell out of favour.

It makes dialog changes very easy that is true, but it was totally eclipsed by Makou_Reactor. MR has the exact same abilities plus so much more.

116
Gameplay / Re: fighting Barret
« on: 2013-09-24 22:17:39 »
You can also safe the model directly over Dyne's. I had overwritten accidently the Scorpios model with the one of Tifa once and it worked surprising good. The only problem is that the battle script must be changed for the new animations.

Wait what? I need you to clarify that. Scorpios model is an already playable character, so yes you could switch it with another playable character model fairly easily since they share the same type of **ab file. But if you save a playable character over an enemy then the **ab will be incorrect(Kimera doesn't write **ab files). Since the Playable characters AI info isn't in the scene.bin already you would have to scratch build one for the new battle ID. I guess if you could make a custom **ab file for an enemy player character using Yuffie's as a template to compare between Her playable and enemy **ab files it would be possible. There is a lot of info in the **ab file like animation order etc, and if the number of bones or animations doesn't match the **DA it will crash. Anyway that is the problem with using playable characters as enemies the **ab files are not the same as enemy **ab files. Just switching **ab files might work if the number of bones and animations match, but I haven't seen that done successfully.

I would be excited to see any enemy model that was actually using a playable characters skeleton and animations(other than Yuffie of course). With the animations actually playing in the proper order. Then I could actually use Aerith and Cid  for Yuna and Kimahri.

117
I'm not sure how far you are guys, but I've got everything except the animations and background worked out. Animations are no trouble I will do it manually, but the background is purely dependent on the next MR release. Right now I'm using a unused debug room since the walkmesh is distorted to match the background dimensions, but that makes it looked weird.

http://www.youtube.com/watch?feature=player_detailpage&v=m7HId0bKeTw

I would like to put together a restored flevel with you guys if you're interested. Not a modded version, but a proper flevel with all cut scenes reactivated.

119
Should of did Riku while he was at it.

I did, but I was unhappy with it so I'm reworking his scene.

120
Releases / Re: Grimmy's Models
« on: 2013-09-10 22:21:51 »
Not an update by me, as much as a compilation of what is out there with some tweaks. Credits are given with the link.

121
Releases / Re: Grimmy's Models
« on: 2013-09-10 01:50:20 »
Reuses parts of the original wmrp for town grass sections, so some of the greens aren't spot on.










122
Releases / Re: Grimmy's Models
« on: 2013-09-09 23:36:21 »
Grimmy, the world map update by FeliX really needs the towns and buildings sorting.  I am sure he would have no problem with you updating his mod for him.  I could ask him for you?  Of course... if you wanted to do?  FeliX is going to be busy with life for a long time.

Sure, here is what I'm using. It is felix wmp beta, 57 additional tex, full world map by ff7remastered, my towns and tweaks to Chocobo prints and mountains. It is a nice set that completes the world map, sans the models. I may get around to fixing the few issues it has, but they are so minor I'm not motivated to do it.

Link on first post.

123
Releases / Re: Grimmy's Models
« on: 2013-09-08 15:32:04 »
Repaired Towns link.

124
Releases / Re: Grimmy's Models
« on: 2013-09-01 23:46:46 »
I redid all the images in the disc_** using the HQ desktop wallpapers of the images.

Turning these...



Into these...




I also added a few new game over screens and some replacements for the cloud disc change, so that one can be used for the start screen. I included that as a new start screen and my custom Avatars that I've been using for the past few years. Link on the first post.

125
Releases / Re: Grimmy's Models
« on: 2013-08-23 23:02:36 »
Here is a little thing. I added Elmyra and Marlene to Kalm after the Rocket launch. They are total new additions and do not just replace another npc. I put them in the empty upstairs of the second house. If you Don't like the text use Makou Reactor to add you own.

http://www.youtube.com/watch?v=_8rqDtmYJgc&feature=youtu.be



link on first post.

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