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Messages - Rirse

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No, and it's really disappointing. They purposely made the game moddable but left us no way to change the backgrounds without totally ripping their code apart. I did a collection of mods for unconverted STEAM but I must be honest I couldn't actually play that way, it's part of why testing that package is so difficult. There is really no reason to stay on the CLOUD unless you're a purist and it's a goal of some sort.

I gotta say, though. Troubleshooting reports for bootleg have dropped off. GameConverter9b handles STEAM like a ball of yarn now. If you were having trouble before with converting STEAM, this new version of GameConverter should take care of the dirty work. It's now possible to completely move your STEAM installed Final Fantasy VII folder and put it wherever you please outside of the Program Files area, and then convert it. Right now I have a converted version I play with, and a STEAM version I use to test both installed on my system. The only twist (if you could call it one) is that you need to manually type in the filepath for where you moved your STEAM FF7 folder during the conversion.   

I asked Omzy personally about the idea of making a huge flevel.lgp file with upscaled backgrounds in it, and his answer was complicated enough to mean it wasn't going to happen. In theory, it's possible, in practice, it would be sort of a life's work. Bootleg has all kinds of mods, some of which are actually included in the HQModels for STEAM package. You can install it and then put Kaldarasha's models on top, which is really all that HQ STEAM package is, minus the things that are incompatible, like world map mods and menu mods.

In response to some PM activity I've received on this subject I'll let Omzy explain it in his own words, because this is out of my comfort zone. To be totally clear: I am personally not capable of doing all this would require, physically or mentally, not even for 1 scene. Hope its cool to post this PM, I am almost certain he would approve. Just goes to show how awesome the guy is. Seriously I wouldn't even make political criminals do this process and I certainly wouldn't ask Omzy to do it. If this is going to ever happen, it will have to come from some super talented person who can verify that the kernel headers will work after doing a test scene. And then, assuming they could make that scene work, changing aali's Palmer tool to accommodate the format needed for encoding into the lgp file. That would be a year's worth of toil, several hours a day I think, and the person would have to start out with knowledge few people alive possess. There's no guarantee that there wouldn't be massive problems we haven't considered somewhere along the process. If you want to see how totally bonkers this stuff turns out... just look at the actual .png files Omzy's Field Pack installs. They look like quilts from the 19th century.

This is the lighting scheme from the same scene as the screenshot couple posts above.

I have to try that version. The previous kept failing because the other program to convert the 2012 release somehow got detected isntead and moving those files into Steam just either didn't work or gave me missing disc 1 error. No interest in the features lost as I don't even use the cloud feature and the achievements I could always use SAM to get when they would normally appear.

[edit] I tried it out, and while it did detect Steam this time, it won't get pass the Eidos logo and has a small window in the middle of it during the playback. Tried downloading the custom driver, but it only caued a red triangle to appear afterwards. Oh well, I can live without the backgrounds upgrade I guess.

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Template have you found a way to inject the backgrounds into the Steam/2012 version yet? I tried doing the downgrade to use the mod folder, but it got screwed up somehow and wouldn't work. And the Bootleg mod looks terrible in my honest opinion to want to use instead.

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Any chance for a updated version with the new files from the Unshaded Model update released today.

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Releases / Re: Improved and added unshaded characters
« on: 2013-07-17 04:44:33 »
Can't wait for you to get the battle models for them ready. Who is missing a battle model at this point anyway?

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Think I know what happened. I put EVERYTHING in the mod in the char.lgp, not putting stuff for mini game into the proper files. Will fix that and see if the issues i was having are corrected.

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Releases / Re: Improved and added unshaded characters
« on: 2013-07-08 20:49:13 »
The Yuffie model looks awesome. I do like how this mod redoes the chibi, but still keep in the general style of the game instead of randomly inserting Cloud from Advent Children in the game and it standing out badly.

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I tried it out just now and it looks great (again wish the backgrounds can be improved on, oh well), but encounter a issue where certain NPCs would cause giant white marks to appear on the screen. Example is when at Aeris' house, her mom would cause the white effect to appear when the camera is pointing down. Same with some kids at the church. Can't really tell if Cloud's eye is fixed since no camera in the game would focus on it while I was testing.

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Releases / Re: Improved and added unshaded characters
« on: 2013-07-07 20:54:20 »
I have uploaded a version of this mod packed along with several others including textures and models from the Phoenix Rejuvenation Project and the Avalanche Hi-Res Overhaul. It is available for download HERE.

Link to the release page.

Thank you, that seem to plug the missing NPCs that weren't showing any changes.

One minor thing about this mod that I am having issues with. Everyone looks good, but for some reason Cloud's left eye is always shut, be it overworld or in battle.

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Releases / Re: Improved and added unshaded characters
« on: 2013-07-06 18:50:15 »
One thing I have to ask. I saw eariler in the thread mentions of "only four unshaded models remaining" and such. Were the files here suppose to get merged with another existing mod, like the old NPC Reconstruction Project, or it is stand alone. I already got it working and such and it looks good, but as mentioned in my last post, saw a few random NPCs in the first town and train that weren't finish and others that were.

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Releases / Re: Improved and added unshaded characters
« on: 2013-07-05 15:11:44 »
Sorry all but... this mods is for FF7 steam version? ::)

Yeah I got it working on the Steam verison by extracting all the files from char.lgp using the lgptools.exe, then copying everything from the newest workprint to the folder and then recompiling it. Works great, even there are some random NPCs in the opening train ride and post bombing run that using the old sprites.

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Releases / NPC Reconstruction Project
« on: 2005-12-26 17:28:36 »
This mod is looking good ice cold and Borde. For a while I thought you two gave up after about a month of no posts in the other thread.

By the way, is it me or Cloud in the purple outfit looks a bit off? Shouldn't he be wearing a dress, not a purple dress pants. :D

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Troubleshooting / Highway Bike Chase Crash
« on: 2005-10-17 00:58:40 »
Wasn't there a patch last month that fixed problems with the highway chase and snowboard section of the game?

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-16 19:01:40 »
Ice Cold, could you post some pictures of Reeve, Gast, and Tseng from the last release when you get home? Doesn't have to be ingame, just a image of their character model.

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-14 16:39:32 »
By the way, maybe for the next NPC, you should probably do Doctor Gast and/or the Sephiroth clones (the weird people who wear robes). That and I think Don Corneo probably could be made using Palmer and something else.

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-11 15:06:10 »
By the way Borde, what models are you currently working on for the NPC Reconstruction Patch?

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-09 05:31:34 »
Hey Borde, I been following this project for a while, but I am wondering which characters are replaced with the current NPC replacement patch?

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