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Messages - Kaldarasha

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2376
Solved Problems / Re: FF7config.exe has stopped working
« on: 2013-01-14 20:02:30 »
I suspected that ...  :-)
Glad that I could help.

2377
Solved Problems / Re: FF7config.exe has stopped working
« on: 2013-01-14 19:00:12 »
But it would help to see what system you have (Hardware, OS). Stuff like that could caused by thousand of diffrent things. If you have a Systems with nVidia Optimus for example, you have to use the integrate graphic card to run the config. After that you can switch back to the nVidia graphic card.

2378
Quote
Cross-slash (sorry couldn't get a better shot)
What do mean by 'better'? :-D

Maybe the compress texture option in Ali's driver make some trouble...

2379
Releases / Re: Unshaded characters
« on: 2013-01-11 22:36:24 »
Tattoos and Tribals


Barret-RedXIII.rar

Because RedXIII took much work today I will release at last the tattooed models of Barret and RedXIII.
RedXIII has now his complete hair and all legs are adjusted (again). I tested him only in the sit and walk animation,
but I'm sure that the other animations would be fine. Nearly forgotten the sit and walk animation are tweaked too.
The 'apelike' Barret model has adjusted shoulders, I hope that will fix his 'flying arms' in some animation.

2380
Or you could copy it all from the install CD and CD1. For text you should only need flevel.lgp, kernel.bin, kernel2.bin and maybe scene.bin. The worldmap contains text too, but nothing what should bothering you.
Perhaps it would be usefull to have a 'Restore from CD' feature in bootleg. ???

2381
Of course she has her japanese name. That's what the retranslation does - better english texts which are closer to the original japan meaning - so the names are original, too. If you don't like it you could open the flevel with Loveless and make a search and replace of Marin to Marlene (Zax to Zack).

2382
If you Americans thing your translation is bad... be glad you never had to play the german version ;)

True spoken...  :'(
The names for Item, magic, etc. are handled by the both kernels (and scene.bin for the battle magic of the enemy's,  if I remember right). The field texts are not effected by these,
BUT if you do a re-translation (or other text modifications), you have to change the kernels. Because if you change an Item name in field, then you have to change the name in the kernel as well or you got to names for one Item.
For example: if you find an Item called 'BIG-FAT-TWOHANDER'1 and look then in the menu you can't find it, only 'Shortsword' is new. That's what happen if you not synchronize flevel and kernel.
1 It is only text in a window, there is no information about an item.
That's why I would love to use toughSkript, with it I could easily patch my flevel.lgp and make compatible to the default names.


To your question: a savegame works normally with any setting.
My question:
Retranslation completely unchecked? Isn't it enough to uncheck only the canon names?



2383
Releases / Re: Unshaded characters
« on: 2013-01-11 13:57:25 »
In lost_2 only the model is changed. You can't see Aerith face anyway, so it doesn't matter if she has closed eyes or not.

If I'm ready with Tifa, I will release a new pack of the main character. Barret and RedXIII are now have there tattoos.
RedXIII legs are fixed, too. (His thighs was to short.)

2384
Releases / Re: Unshaded characters
« on: 2013-01-10 20:44:45 »


That's like the models will look in game.

2385
Releases / Re: Unshaded characters
« on: 2013-01-09 22:51:42 »
We all know that Aerith looks pretty odd after Sephiroth has took her life.
I will show you how to fix that and how to integrate the new model.
First thing to do: make a backup of flevel.lgp!
Now open flevel.lgp with MakouReaktor search for ancnt3 (1).
Choose Aerith(2), open the Main script and click on Field Model graphic filter... (3)
Change the value(4) that it looks like this.

Do the same for ancnt4. That was it for her eyes and mouth.
Optional: You could copy 'Field Model graphic...' and 'Field Model blink...' and paste it in ancnt1 in Aeriths main script under GameMoment.
The Model:
Back to ancnt3 open Tools, select 'Field Models...' and after the window with the Models appears create a NEW model (it is important not to replace Aerith Model directly. I think that this has made my flevel.lgp useless at the first time while I trying this). The Model we want is 'AUFX.hrc'. Now you have load the animation off Aerith in the same order(!) as in 'AUFF.hrc'. If you ready with this, shift (using the arrows) 'AUFX.hrc' to the second place and 'AUFF.hrc' to to the last place.


Do the same for ancnt4 and blue_2. I think you could delete the unneeded 'AUFF.hrc' at the end of these process. (In lost_2 was it necessary, because Aeriths spirit appears on a tongue of the shell house and watches how Cloud engulf her body in the lake.)

I hope it helps somebody.

2386
Releases / Re: Unshaded characters
« on: 2013-01-09 21:30:59 »
Here are some fixed characters.


FIX.rar
I haven't done much to them (except the dolphin), only some resizing.

Also redone Cid.

New in Unshaded-Main-Characters1.2.rar.
I think he was a bit to colore full.

And here is slightly tweaked version of Aerith plus a new model from her without ribbon (done for her death scene as fix).


Aerith.rar


-There are all unshaded, I toggled only the lights on for pictures-

2387
Releases / Re: whitERaven Model Revisions
« on: 2013-01-08 23:46:59 »
Could I upload a tweaked version of your of APZ-Cloud revision?


I done some resizing too, he stands now on the ground.
It would be probably better to release it here instead of opening another APZ-Cloud thread.



2388
Releases / Re: Unshaded characters
« on: 2013-01-08 00:34:40 »
I made a short test on the ship and found two mistakes I had done. Rufus had the wrong hrc-File and Barret's hip was replaced by the marine outfit, I hope that I fixed it. 

2389
Releases / Re: Unshaded characters
« on: 2013-01-07 23:36:35 »



BarretCorelMarine1.1.rar

Don't know how they will look in game.

2390
Releases / Re: Unshaded characters
« on: 2013-01-07 18:38:41 »
I have to set off the post shader first.
I will do some in future, but first i have to finished the rest of Barret's models.

2391
Releases / Re: Unshaded characters
« on: 2013-01-07 16:48:14 »


This was only an experiment, but it turns out that he looks great in game.

Dynesized_Barret.rar

2392
Releases / Re: Unshaded characters
« on: 2013-01-06 14:54:37 »
The ShinRa management is ready. I put much effort to Scarlett and I'm proud to say she looks much better as before.
I have also updated Reno. His hair was not already colored.

2393
Don't be afraid I read this yesterday the first time, besides this is interpretation in the highest form which I honestly can't  and won't implement in the game. But the idea that Jenova isn't such a brainless monster as every body believe is fascinating. I giving a f*ck about what SquareEnix say, they destroy there game with purpose by senseless sequels and prequels, because there were unable to create a Final Fantasy of that quality. Well, that's my theory after reading why they don't want make a true remake.


2394
This interpretation opened my eyes. At last every who's played the game should this read ones.
The true meaning of Final Fantasy VII

I not agree with everything, but it opens a good point view.

2395
Releases / Re: Unshaded characters
« on: 2013-01-04 17:16:37 »
The next are the Shin-Ra stuff. Rufus is allready done.

2396
Troubleshooting / Re: Crash @ Fort Condor Mini Game
« on: 2013-01-04 17:09:59 »
Yep, every fix or hack only work with an english installation.
That means you don't take any advantages if you using a bootleg changed exe.
Have you tried to replace the exe after installation of bootleg with the original german exe (patched to 1.02 of course)?

2397
Releases / Re: German FFVII Reworked BETA
« on: 2013-01-04 16:10:11 »
Für jeden der nicht meine char.lgp runterladen möchte, habe ich die nötigen Modelle rausgesucht und online gestellt.
Installiert einfach meine Modelle zuerst (dafür müsst ihr euch mit Lgp-Tools nutzen) und fügt dann eure gewünschten ein.
Für den Fall das ihr den UMI benutzt:
Erst alle Modelle durch den UMI installieren, dafür braucht ihr eine unveränderte char.lgp,
dann müsst ihr die Daten aus folgenden Ordnern mit den Lgp Tool eurer Wahl einfügen und die sind: CloudWithoutSword, YCloud, YCloudSword, Zack und ZackSword.

Hier der Link zu den Modellen
Unshaded Characters

Nutzt den Cloud Zack download.

2398
Releases / Re: Unshaded characters
« on: 2013-01-04 15:47:26 »
I have released my changed models which are necessary for my German reworked project. The different Cloud models share the same p-files,
so if you change one of them, the others should change too. Same by Zack. The new models are not used by the game! They are moder recourse.
New are: Cloud without sword1,Y-Cloud, Y-Cloud holding sword, Zack (with sword on back)1, Zack holding sword.

1 I knew there not really new, but now they have their own hrc.-file.

The normal game used models are in the folders: 'Cloud' and 'ZackWithoutSword'.

2399
Releases / Re: Unshaded characters
« on: 2013-01-04 10:59:27 »
I've finished the Turks. I don't know how they will looking in game.  Reno was the only one I've tested.

I spot out some undone characters (EDEA, HPCE, HPIB, HDBB). If I get better in the redoing process, I will see what I could do for them.

2400
Troubleshooting / Re: Crash @ Fort Condor Mini Game
« on: 2013-01-03 10:14:46 »
From what I can see, you will need defiantly need an English installation.
Maybe you shouldn't use the Menu Overhaul (it changes much, but it's for English only)
Srayoff's condor wouldn't work, but you could use the Background. (If you have a 'condor' folder in your mod folder, keep it)
If you want canon names, you could look at my mod. Here

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