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Messages - Kaldarasha

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276
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-30 00:28:56 »
I prefer the blue one, now it looks too pale for me.

277
As long as you give credits to where they belong, I have no problems, if you share the models I (or we ;)) have made or edited. You should also check out my Steam release
http://steamcommunity.com/sharedfiles/filedetails/?id=1248483437

Sorry I drink really cheap whine and hearing (old school) dance music.
https://www.youtube.com/watch?v=g2IHfOWDrCY
https://www.youtube.com/watch?v=NNQYh-ns6Mg
https://www.youtube.com/watch?v=qtUW27MbrPo  :-P :-P :-P :-P :-P

278
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-26 12:38:01 »
That's definitely better. It looks less noisy and the other objects are better visible.

279
Maybe, maybe not. I haven't experimented with setting it to 2 in the different modules. With Aali's driver 2 results in not rendering the p-file on field. Maybe some magic files do use different values for certain effects, maybe it is used to activate some material effects, which were planed but not implemented. All I know is that the value has to be 1 and I should avoid too long file names or I got trouble with the rerelease. For Aali's driver it doesn't matter if it is 0 or 1 it will always be handled as 1. And I never knew that this value exist if we hadn't had the problems with my models in MakouReactor in the first place.

280
So far this value affects minigames and textures in battle. In the minigames the models have this strange rainbow shader effect and in battle the texture turns black.

281
I have found what is causing trouble to my minigame models for the rerelease. It turns out that the rerelease isn't as tolerant as Aali's driver and the flag in the p-files must set to 1 for vertex rendering mode. I fix this at the moment.

282
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-21 21:18:53 »
 ;D ;D ;D
I looked at the picture and saw the funny details you added and though "Hey, Jusete would be funny to see the original mo... WTF!? You already used them!"
Really, well-made.

283
http://steamcommunity.com/groups/SpecialK_Mods

His tool can dump directx11 textures. It's used for FFX moding.

284
Hopefully you find a way! Changing them to a more realistic looking level would be awesome. Though, what I would really like to see, would be a mod which changes the look of the characters depending on the equipment they wear.

Now, where I think about it, it's a shame that SE didn't use that engine to make a 'Secret of' game maker. And using this remake and the GB remake as demonstration of what can be done. This would absolutely satisfy the prize of $40. They could have made even money with the games some people would have created. Then the engine failure would have become the best engine ever.

285
What would be interesting, would be a random dungeon challenge like in Lufia II. A 100 level dungeon where you start with no equipment and level 1 and must find and fight your way through it. The treasure chests should have some random items based on the current enemy level of the area but with a chance to get a higher or lower leveled items. The enemies should be bound by the location so you can't predict which enemies you will fight. If we put in some boss and subboss fights this could become really cool. Though, while a proof of concept of this could be done with 7th Heaven already, I don't think we have all necessary tools for it yet.

286
Can't we force the ambient shader to be on and edit its values? I think it is the thing but for the script. It's not that important, but it would have made edits to the light easier. For me is the light a plus of the PC version but it hard to predict from where the light will come with only values.

287
You are welcome.

Dan can you a function to edit the lights?

288
Sorry, for the late response but it is a known error. The opengl driver can't handle the light layer in png format correctly. Even when you would replace the layer with a not upscaled version of them, the light gets broken. The only way to fix it, is to delete the files for the light layer. Usually they end with _15 (and up).

289

In the meantime, I will probably get R06 to a state that it can be released using my new approach, and then worry about the further more complicated changes for R07. 

I think that this is a good idea to do so. However, maybe you shouldn't implement the mod manager yet but focus the tool to suits the reunion itself and leaving the manager for R07 (that also give us time to test release candidates of it and giving you feedback of what we moders need). You already have implemented a good bunch of new and needed features. I mean no matter what you add, it is already awesome.

BTW. your batch file for ulgp is really helpful.

290
Sounds like a problem of your antivirus program.

291
Support / Re: A new one wants to help
« on: 2018-02-15 11:11:11 »
Alright lets do this step by step.

First open with a text editor (notepad) and set UNDO_BUFFER_CAPACITY to 1. A higher buffer let you undo more actions but it also drastically increase a crash of the program.

When you have a model you want to work on its animation loaded into Kimera, then you have to click on the show frame option button on the lower right of Kimera's interface. Now you can edit the animation to your liking.
Here are some explanations:
Root translation - this places the models into the room. You will usually see x and z set at 0 and only y with a value. It's mostly used to define the high between bottom and the hip bone (or the root). There are animations which does have values for x and z, though. These are my personal nemesis because a.) they most times very long and b.) they were probably made in the script engine Square had back then which makes it hard to change them without the proper background there are meant for. Anyway y is the most important value because it let you correct the standing through bug of the new models.
Root rotation - Similar to root translation but here you can rotate the model. It's most times used for turning animations or some freaky animations.
Bone rotation - here you can change the rotation of the bones. This is a very tricky to use, since there is no visual feed back where the axis currently are and y and z seem to change the same rotation. It's something you have to learn for yourself. For me is it still trail and error. But you can get a feeling for it.
The Propagate f. check box - one of your best friends and sometimes your worst enemy. If you check it, it will port all your changes to the next frames. This really helps a lot. Though, it can become a problem if it is accidentally checked and you want only to make changes to one frame or you make changes and forget to check it.

Here some advises for an easier work with animations:

Find key frames and erase the in between. Key frames have two types.
Type One: These frames have the maximum expression of the movement. This can be tough to find them sometimes, because some bones haven't reached their maximum, while the whole movement is going to a new direction.
Type two: These frames are the middle of the movement. They are needed to tell Kimera in the interpolation process which way the bones should take.
Edit the key frames. It's simply easier to edit a few frames and using the interpolation feature of Kimera rather than editing every single frame.
Use interpolation wisely: Interpolating is a great way to let the animation look smooth, but it can make also an animation to look a bit unnatural. As example sometimes when I deleted frames, lets say 6, I only interpolated 4 and the other two are interpolation between the last interpolated frame and the key frame (usually are these type one key frames). This slows the animation down a bit. If the slow down is to drastic I would kill the 4th and 5th of the new interpolated frames and interpolate them back in. Sounds a bit confusing but it really saves time and giving very good results.
Save often.

292
Sorry but I have to revive this thread. The links on the first post are still active, but magchocobos scenes are packed in separate folders, which is not needed extra work for the end user. Here is a link with the files in one big pack:
https://mega.nz/#!nBVyGBCb!dN3bumvI7-zLH361fcWnh4t5lm5f5vqw_SPi41ggKbQ

I upload this for my ChaOS Steam version, but since I'm not the creator of these textures I won't upload it with my models together.

293
Support / Re: A new one wants to help
« on: 2018-02-14 23:57:46 »
When I feel more healthy then I will answer your questions as good as I can. But now I feel to sick to have a clear thought.

294
Is it now possible to increase the poly size of the NPCs?

295
Well, since FFIX use unity it is probably the only game which could make use of it.

296
Troubleshooting / Re: need standalone 60fps mod
« on: 2018-02-02 17:47:10 »
I think if you donate 100s $ Dan will come with a solution for you in no time. But yes he does remove the download links much too early.

297
I do not understand why people use scan lines to get the old look. CRT TVs used a dot mask which results in a different look than a PC CRT monitor.

298
I mean use the English 1.02 exe and convert the text in it to French using touphscript.  But you'd need to rename the french program files to their english equivalents. This will be easier when my dll is released.

The gamesconverter does that already, but I think it must be updated for your new tool. Do the new dll use the same text file based instructions as your hext tool?

299
@Aali

I'm sorry, but I have to ask you if you could implement support for apng? https://en.wikipedia.org/wiki/APNG
Since this update I request is a focused on texture moding I would like to have the alpha blending from the previous version back. Even if it means that a few textures has to be adjusted for it, but it let us control the alpha blending more effectively. And I'm sure we fix the problematic textures in no time. With animated textures we could simulate the light layer for the field screens and I could create for the characters a much nicer blink effect of the eyes.

Still, I must thank you for your mod. Without it nobody would be able to play the game on PC so well.

300
Depends on, if you still use lgp files it only needs some restructures of the internal mod files. I asked Iros back then to allow 7H to modify other non FF7 own files, and he had added support for them. But there is a good chance that 7H might not work with your mod manager. We will see.

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