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Messages - Kaldarasha

Pages: 1 ... 88 89 90 91 92 [93] 94 95 96 97 98
2301
FF7 Tools / Re: Image2Tex - 24bits textures for FF7
« on: 2013-04-21 14:56:26 »
I guess you break the pallet information. Some textures does have different colors (the effect textures for example) and these are stored within the textures. There was a program called Omega which allows
you to extract the different pallets, too. But I believe there is currently no way to merge them back in the tex file. If it would go so easy like you intend to do it, we wouldn't need the mod path of Ali's driver.
 

2302
FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2013-04-21 12:31:21 »
The MO only works correctly with the english ff7.exe. The converter has the ability to compile your ff7-installation (assumed you have a non english game) to the english one, but without that you will notice it. This means that the menu and the minigames have the right language. However I only can say this for the german part any other language has to be tested first to say this for sure, also the window.bin off the MO is designed to the english words and need a correction for each language (well it's still Beta, isn't it).
I'm not sure how big this project really will grow,
but I believe it has great potential to become an "Unofficial-FF7-International-Community-Patch".

2303
I guess TexMod only works with DirectX9 games.

2304
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-04-19 12:04:40 »
Do you have selected in ff7config.exe  the right sound card? Sometimes if I played on TV over HDMI I forgot it myself.

2305
FF7 Tools / Re: [BETA] Ochu (FF7 Trainer)
« on: 2013-04-16 15:44:20 »
If it would be possible I would like to see and alter the positions of the NPCs and objects in a scene. There are some NPCs which need a correction if the new models are used, specially the sitting ones. I only need to see the new values to correct them in Makou Reactor.
Anyway this tool is absolutely impressive.

2306
Completely Unrelated / Re: Cool / funny pictures
« on: 2013-04-11 09:29:54 »
Nice! :-D
Finally I can share my funny results of my character researching:













2307
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-04-11 08:10:48 »
I don't think he's a non-knower.
May be he has moved some files while he had done some work on his Sephiroth mod.

2308
General Discussion / Re: How To Improve Final Fantasy VII
« on: 2013-04-11 07:27:34 »
Quote
It means real time action... think FF12.

FF12 is turn based with the illusion of real time like Balduars Gate, Neverwinter Nights, Dragon Age Origin, etc.
Dragons Dogma or the Witcher2 are (true) real time games.

Anyway I vote for turn based.


2309
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-04-11 06:38:11 »
Quote
I have no idea what is wrong I got to virtual ISO programs and still closes when it starts up.  I might have to redo the ISO.

Some suggestions of personal experience (the same problem happened to me often):
- Check the sounddriver setting in your FF7config.
- Check if no files are missing in your data folder.

The ISO shouldn't be the problem. The game only wants to know if there is something in your data drive called FF7DISC1.

2310
General Discussion / Re: How To Improve Final Fantasy VII
« on: 2013-04-10 17:01:37 »
The great fortuneteller Kalderasha want to be the spy. ;D
With a little cat on his shoulder. :P
But honestly I guess an ominous character like Setzer (FF6) would totally fit in the role of Cait Sith.
He should attacks with puppets like Lulu from FF10 and he could use one of these puppets (of course Cait Sith) to solve the temple puzzle. It is in many ways a good idea to do so. This character would be an homage to Sephiroth as a puppet master and we could leave Reave his Cait Sith so many 'fanboys' would accept him as an adding instead of a replacing. Another point is that we could use the both Limts of Cait Sith. But the biggest problem is first to create a working battle model.

2311
Releases / Re: Improved and added unshaded characters
« on: 2013-04-09 23:48:11 »
The exterior and most of the Honeybee models of the Wall Market are done.
Unshaded-Models-1.50.7z
Now it's time for the interior models and Corneos gang.
As I said there is a new animation package in CHAR folder it contains bloodshots new animations and some corrections I have done.

2312
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-04-09 22:28:46 »
By the way...

Happy 1000th post LeonheartGR! ;D


2313
Gameplay / Re: [REL] ProtoX's Spell And Item Name Patch
« on: 2013-04-08 14:53:38 »

why would I change the info in the description when its already obvious its a more powerful attack.

It's true that is completely unnecessary. But it is some kind of an extra visual feedback, may be some kind of extra love.
I had done it in German, even with the knowledge that only two or three percent would read it, but I hope those who read it will think ''Nice, he even think on that.''.

2314
Releases / Re: Improved and added unshaded characters
« on: 2013-04-08 13:07:14 »
@ProtoX
I played a scene (the church) with a different flevel (I guess it's MO patched) to check Reno, but his animations looks fine. So I need to know in which scene Reno goes crazy and if a mod is installed which alters the flevel. It is possible that the model has wrong (why ever) connected animations in the model loader. With MakouReactor you could open the flevel.lgp and check the field models for yourself, too.

2315
Gameplay / Re: [REL] ProtoX's Spell And Item Name Patch
« on: 2013-04-08 10:43:12 »
Yeah X-Cure is even better. Anyway I'd changed the the cure effect to the full group in the  past, but it had crashed my game after using the spell (this was on a very low end machine with an on board graphic, but for more compatibility I changed it back and added only a regen effect in my mod). So next question. Do you change the description what a spell does, too? Like 'Attack with a weak fire spell' for Fire and 'Attack with a strong fire spell' for Firaga.

2316
Gameplay / Re: [REL] ProtoX's Spell And Item Name Patch
« on: 2013-04-07 23:29:01 »
How about Mega Cure instead of Full Cure?

2317
Releases / Re: Improved and added unshaded characters
« on: 2013-04-07 23:21:08 »
Just 1 small thing... Johnny is how it is spelled :)

 :o  Johnny says thanks!

JOHNNY "FFVII"
by *ObstinateMelon

I have marked me the models. So I will do some of them with a higher priority, but for the moment I will finish first the wall market models.

I've got a pretty simple solution for this problem; all you need to do is save MMMO.HRC (it still has the ponytail, right?) over the existing AODD.HRC, and all of his animations will be fixed. Note that DHAF.HRC must not have the ponytail bone, because that would break his animations in the Gongaga Jungle event.

I guess AODD.hrc has a problem. I opened a default flevel.lgp with MakouReactor and saw that the head part use a wrong head model.

I will see that I fix it soon.

2318
These scenes have some problems, too.
Midgar Sector 8 - md8_52
Weapon store off the wall markt - mkt_w

2319
Releases / Re: Improved and added unshaded characters
« on: 2013-03-31 15:16:49 »
Please do. I had a look into it, but I can't recreate your problem. In kimera he looks fine. Well to be honest I had switched the models in my flevel to mmmo.hrc.
At the time I changed it I thought... wait I guess I knew the problem the mmmo.hrc skelton has a bone extra - the pony tail - the other .hrc files are based on that. I look for it and post later an update with a fix. :-[

2320
Releases / Re: Improved and added unshaded characters
« on: 2013-03-31 10:54:49 »
Ok, because my update of the first post has vanished during the server crash, I'm not bounded to my plans of the way I want update my project.
I have decided to do it step by step, that means I will update the models how I see them while I playing. I'm currently at the Wall market, so every model which is there gets an update. This has two advantages: first is that I don't have to search for a savefile to check if the model I created looks good;
second is that NPC are more often seen as supporting characters. However at the current state of my project the most important supporting characters are done.
The next release will also contain bloodshots animation. I have correct the Y-coordinates to they default one, so the characters doesn't moving up and down between the animation.

2321
Not impressive, really. FFX has two models of each character one normal and one high res. It looks like that they replace the normal one with the high res and put some better textures on them (no normal mapping?). They didn't even do a true shadow calculation. I really believe that this will be only an texture update.
And for this I wouldn't pay again. That means there is on exception: if they would make a true Blitzball minigame in a way like FIFA, Ice Hockey, Basketball or what ever, not that crap what they has designed (Blitz; German; means bolt, flash or lightning).

2322
It does the same as the 'New to Old patch'. But it allows other languages to work with the english FF7.exe (1.02). However you will loose any of the new (and most sensless) features of the rerelease.
The game will render in OpenGl2 (Ali's driver) instead of DirectX9, the change is not visible. The bad sideeffect is that the new musik system will not work, which means you have to use 'FF7 Music' instead of.

2323
There is also a games converter tool which has the same function. Look at this.

2324
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-03-24 16:39:50 »
My mod has to be installed at last. But be carefull, the mod uses special field models, any field models which are installed by bootleg will replaced with my selection.
However the battle models are untouched.


2325
Releases / Re: German FFVII Reworked BETA
« on: 2013-03-23 21:01:40 »
New update with some fixes and additions. I have create a new char.lgp, because with the UMI I got many unused stuff which made the file unnecessary huge.
The models are PRP and and Squallff8 plus my own created models (currently 1.40).
If you don't use the FF7 Game Converter (BETA) please change flevel.lgp to gflevel.lgp.

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