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Messages - Kaldarasha

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226
Releases / Re: [FF7PC] Kela's magics mod
« on: 2018-09-08 10:39:54 »
So Moddershaven seems to down. But I'm happy that you share your incredible work here.

227
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2018-09-07 22:24:08 »


Last update for the weekend.

228
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2018-09-07 19:30:27 »
On the first post is a link for the animations (or use this one https://mega.nz/#!KF03zLiS!hCtVssX3l_bJsjiAs8DLUJyYIrsmDat46Vs4zoKtrfw). Download it and place it where 7H stores all iro mods. Then activate it in 7th Heaven and place it on the very top of the load order. It will then overwrite all other animations.

229
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2018-09-07 12:44:07 »


The legs and the right arm is finished. Now I only need to work on the boots and the armored parts. Then I will work on his hair.

I use this as my main reference.
https://www.amazon.de/Final-Fantasy-Figur-Vincent-Valentine/dp/B0013KABSW

230
Beacause retranslation will need to have a commitment from both myself and Sega Chief

It would make more sense to wait until he releases version 2.0 of New Threat.

It would make more sense for Sega Chief to wait for the final retranslation or else he has to do the whole work again.

231
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2018-09-05 07:52:22 »
If you use 7H then all you need to do is to place the animation iro on the very top and overwrite with this all other animations.

I'll explain later a bit more...

232
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2018-09-03 23:03:12 »
The lowered arms are the result of new animations, which Bloodshot has created.

233
 I think Trifa would have been a better name then Dolby.  ;D

234
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-31 04:47:51 »
Mayomaster didn't changed it because we can adjust the size of the models for every scene.

235
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2018-08-30 09:27:31 »
I started work on Vincent again:


I have to redo the boots, the lower arms as well as the metal claw and then I need to make his final hair. Currently I only have done his young Turk version.

236
Maybe XinputPlus could change it. Though I only used it for my 360 controller. Never tested it with my PS4 controller.
https://www.play-old-pc-games.com/compatibility-tools/xinput-plus-tutorial/

237
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-24 09:11:14 »
Looks better to me.

@sl1982

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

238
Releases / Re: [FF7PC] German FFVII Reworked (BETA 0.4)
« on: 2018-08-23 16:55:29 »
Ich werde das ganze Mal durchgucken. Vorher muss ich aber noch die gerippten PS4 Daten vom Spiel mir ansehen. Du kannst ja den Discord Server beitreten. Da geht gerade die ganze Action ab. ;)

239
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-23 16:49:22 »
Just noticed this yet but the clouds get the sunlight from a different position then the landscape does. Maybe that's why they look strange in the scene. Mirror the cloud texture should fix this.

241
If I remember right Omzy had worked on a tool to convert the worldmap to .obj data. Though, I have to search in the tools section where it is.

Edit:
http://forums.qhimm.com/index.php?topic=10717.0

242
"The models are mostly from Kaldarasha's unshaded updates. The battle models are largely the same, owing to the fact that they already fit in stylistically with the original game."

Unfortunately the unshaded models have lesser quality than that of the battlemodels. I've made Aerith/Aeris exactly like the battlemodel by using the same model in the field - it looks soo much better. Not sure why Kaldarasha didn't use the battlemodels in both places..

They really look HD in an oldschool way.

A shame i can't post pics or anything here.



The battle models are specificly made for the battles and have some backed shadow and light information on them, because the battles have no positional light like the field module has. I can bake shadows in kimera but they are much to strong and I have to do a lot of fine tuning to get a similar effect as the original battle models.  As I said the field has some light processing which gets absorbed by the by the pre-baked shadow and light. On the other hand the battle models loose a lot of information when they are recolored with solid colors. And to restore this information it needs again a great amount of work.  The whole problem is that the NPCs would need much more time to fit in the style of the ported battle models. This means for me it's easier to make the field models higher quality and port them to battle.

243
You can add a lot of post effects what you are looking for is CRT.fx and it probably doesn't hurt to use SMAA.fx, too. The rest can be ignored but maybe you want test a few things.

245
Reshade is the ultimate post effect injector. The installation is actually pretty easy. Download the exe, run it and chose the installation path of your  game.  If I recall it should select opengl by default if not then you can select it and install then the reshade files to the  game.

246
Have you tried to use reshade instead? It might work better, because you can inject it trough opengl.

247
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-21 18:33:03 »
On the foreground, the shadow of the (not visible) tree looks strange on the grass.  Speaking of it, the grass in certain areas has colored peaks. Very visible on the grass in front of the house. The whole image is also a bit pale, maybe the light is to bright.
Nevertheless, it's a very nice rendering.

248
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-18 04:34:05 »
And there is the problem. Until today, it's not possible to extract the extra packed special event files inside of snowboard-us.lgp.  There is also kage.dat and mark.dat which currently can't be edited.

249
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-17 19:52:34 »
Snowboard? :P

250
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-16 09:39:21 »
The drivers maximum is 1024 MB ram, maybe  it can be set higher, but Aali didn't  recommended it and nobody has tested  it.  When the limit is reached  then some textures aren't  correctly displayed, usually  the UI  gets messed up.

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