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Messages - BlitzNCS

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101
Yes, and I had turned off UAC as well. At least I'm pretty sure.

102
You may be wrong.
Strange, how come I had to do it then? I definately did because I remember; it was only a few days ago.

103
First off you have to acquire a 3D modelling suite and become reasonably good with it. I wouldn't recommend trying to jump right into modelling without knowing first knowing quite a lot about 3D modelling and how it works.

You have two choices, either go down the free route and get Blender, or
if you have a lot of money at your disposal, get 3DSMax. I personally prefer this program, although a lot of others much prefer Blender.

After you know your way around the program enough, search around here for modelling tutorials. There is an excellent one by Timu Simisu, which I can't seem to find at the moment, but it's around here somewhere.
When you learn how to accurately make a model that meets the standards of TA or any other graphic update projects around here (I don't think there are any others, actually), then you can create and contribute models you've made.

Also, this almost definately isn't Tech-related, so post in the appropriate section next time.

104
Remember that if you're running a 64 bit version of windows, you have to download a very old version of Aali's driver to get the 64bit registry key .reg file and run it - I don't think the modified FF7config will actually set 64 bit registries since the game is stored in a different place in the registry.

I may be wrong, but I forgot to do this when installing everything on my new PC and it took me a few minutes to work out what went wrong.

105
Completely Unrelated / Re: Apology
« on: 2011-02-26 21:20:07 »
lol

106
Completely Unrelated / Re: Apology
« on: 2011-02-26 17:46:27 »
Can't we all just get along?
*shot*

107
Archive / Re: [WIP] Ruby Weapon Retexture Project
« on: 2011-02-06 15:13:46 »
It's because there's no shading on the texture, meaning there's little to no realistic value whatsoever. It almost looks as if you've made a box with a radial gradient of red and black with Photoshop or Fireworks or something, and just slapped them on top of a UV map you spent a really small amount of time thinking about.

I suggest you have a look at someone like millenia's work (He's made more than enough tutorials on how to texture) and make sure you've spent enough time in your 3D suite to know which pixels of each texture sheet are assigned to which parts of the different model parts (this is more than likely going to require you to make your own UV map).
That way, you can work out where to draw certain details like Shadows and highlights, as well as more creative things like scratches and damage.

108
Dragon Ball Z Kai
Actually, it's just Dragonball Kai for some reason  ;)
*hit*

To be honest though, although I haven't ever watched DBK, I don't think I'd prefer it to the original.

It's probably just a nostalgia thing, but some of the filler parts are part of the experience of it all.  For new watchers though, I probably agree that cutting parts out etc. is ok.
I still think they should have re-animated it like how they did the intro though ;D

109
General Discussion / Re: Final Fantasy XIII-2
« on: 2011-01-25 22:46:35 »
FFX had a decent story with tons of character development and 1 of the greatest endings I have seen in games.  The game succeeded on an emotional level. 

I don't see how it is in question that FFX had a good story.

I completely agree here.

To be honest, I think when they started messing with the traditional aspects of FF games, particularly the way battles work and the battle menu, SE took a massive risk.

FFX was an 'updated' (improved or not, it's your own opinion) version of previous FF games in the way it worked and played. They took what they already had and changed it slightly. Made sense, really. New console, new era.
XII on the other hand, was entirely and utterly different. Completely free 3D fields and a completely different battle system removed it's 'Final Fantasy' status altogether, I think.

110
General Discussion / Re: Dissidia Duodecim
« on: 2011-01-23 15:52:02 »
It says I can't see any of the characters we haven't seen yet there. Also, Chaos looks like he's playable, in more than one form :P

111
General Discussion / Re: Dissidia Duodecim
« on: 2011-01-23 14:59:21 »
Maybe you can customise assist characters seperately though, i.e how they work, what abilities you want them to perform and what they have equipped. I don't think we should jump to conclusions too soon :P

112
General Discussion / Re: Dissidia - GMO Repmapping
« on: 2011-01-23 11:57:17 »
terrible retextures.

Oh, Thanks  :roll:
It was only supposed to be a test to see if I could do it,  anyway. It wasn't supposed to be groundbreaking.

113
General Discussion / Re: Dissidia Duodecim
« on: 2011-01-22 23:23:57 »
Was to be expected though, they did the same thing to the tunes they tried to 'update' in the first game. 'Fighting Further' or whatever it's called from FF7 was just annoying to listen to, IIRC. (Haven't played it in a while)

General ProTip: If it ain't broke, don't fix it.

Although, maybe SE does have some sense left in them. If they'd remade FF7 with 'remade' music like this, I would have snapped my disc before completing it. Probably. Gladly, that hasn't happened (yet)

114
General Discussion / Re: Dissidia - GMO Repmapping
« on: 2011-01-22 22:58:58 »
I don't think Model editing is possible without actually learning how to convert to the Dissidia GMO format perfectly, however,  I have gotten texture modifying to work before.

Don't know what I can tell you without getting in trouble, but the Dissidia 'GMO' model format contains the 'GIM' Texture format, which is the standard PSP format. What I also know is, there are two different GIM converters you can find on the internet. They are both the same program, but they are different versions. The newer one will allow you to convert from a workable format to a special type of GIM I dubbed "SGIM" for my own reference, and the older version of the program, which is slightly more hard to find, will convert from "SGIM" to a 'GIM' format you can then hex-edit into a GMO file with the right tools. of course, textures will need to be kept the same filesize or smaller to keep the model size the same.

...I think the program is called GIMCONV.

I experimented with Cloud once, trying to wrap Crisis Core textures around his Dissidia model. I warn you, if you try this, don't try to mod any animated textures, it doesn't work like you'd think it would D: (as you can see in the screenshots)

http://i182.photobucket.com/albums/x74/beefpwnage/CloudView.jpg
http://i182.photobucket.com/albums/x74/beefpwnage/Fight1.jpg

TL;DR:
If your hearts are set on creating entirely new GMOs readable by the game itself, I suggest you google Rich Whitehouse's website, check out the GMO format specs, and try to write some code to convert .dae format models you might have into readable GMOs. I can see it being somewhat possible, but you may have to make sure data needed by the game such as model name and bone names as well as collision data etc. are all correct.
Anyway, I'd be hugely interested in the taking on of a feat like this, and seeing as (at least the 3D side of) the GMO format is perfectly compatible with Dissidia Duodecim, it would definately be a worthwhile goal to work at!

115
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-22 14:12:03 »
If you zoom in close enough, it's actually a c, the logo behind it just makes it look like there's a line there. I think.

116
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-22 14:00:22 »
Very interesting stuff guys, thank you :D

Also, how recently did part 5 go up? I'm like 90% sure I've read the exact same thing with the exact same wording a while ago.

EDIT: No, wait, maybe I'm thinking of the prerelease shots page. Ignore me :P

117
General Discussion / Re: Final Fantasy XIII-2
« on: 2011-01-18 15:08:36 »
Trailers:
FF XIII-2
http://www.youtube.com/watch?v=idFwMWONzbk

FF Versus XIII
http://www.youtube.com/watch?v=idkV0iaH0pA

Haven't really watched the XIII-2 one yet as I haven't completed XIII, butI must say, I do like the look of Versus.

118
Team Avalanche / Re: So.... whats happening?
« on: 2011-01-16 16:58:35 »
Updated it slightly, Millenia never actually created anything on the wedge texture as far as I'm aware, he did give me pointers however.

119
General Discussion / Re: Final Fantasy XIII-2
« on: 2011-01-15 20:32:34 »
You basically go in a straight line from one map to another, like in FF13. I dont remember all of it but it was
go through area 10 -> reach area 11 -> reach area 12 -> reach area 13
and so on. some stuff like the silent plains had the extra cave with yojimbo but thats about it. The actual story is as linear as a goddamn arrow.
But that's not true at all, most field maps I can think of have several entrances/exits, and many even have lots of routes in the same map. Obviously the plot dictates that you have to go to specific places one after the other, but half of my memory of FFX involves running around a towns going to different places. Granted, it's not as free-roaming as the PSX FF's were, but linear is definately not a word I'd use to describe it. Guess I'm on my own here though

120
General Discussion / Re: Final Fantasy XIII-2
« on: 2011-01-14 13:59:44 »
so was FFX, and nobody complains about that.
Everyone on this whole damn forum complains about X, which I think is a shame because personally I don't see anything wrong with it at all, and I certainly don't see how it's linear in any sense of the word.

121
General Discussion / Re: Dissidia Duodecim
« on: 2010-12-15 19:12:51 »
MUST THEY FURTHER DESECRATE CLOUD AND SQUALL'S IMAGES!?
Next they'll make cloud wear a skin-tight lycra body suit and one of those spiky collars DDD:

Like how Ultimecia has an Edea costume though :P

122
General Discussion / Re: Dissidia Duodecim
« on: 2010-12-08 18:34:15 »
The world map is actually a replacement for the 'board' style gameplay from Dissidia, apparently. You can explore it all 'n' everything. Also, the map itself is actually a modified version of FFI's world map, which is interesting.

123
Completely Unrelated / Re: I want pudding!
« on: 2010-11-30 23:06:46 »
:-o what the hell happened to /b/

124
Team Avalanche / Re: GUI v2.0
« on: 2010-11-10 17:19:50 »
While we're on the subject of complete accuracy, I might as well show off something else I did.

The Avatar for Cloud always seemed off in the TA patch, and that's because it was, slightly.

Original (Upscaled w/fractals):
http://i182.photobucket.com/albums/x74/beefpwnage/cloud_00f.png

TA Avatar:
http://i182.photobucket.com/albums/x74/beefpwnage/cloud_00x.png


So I did a little editing in photoshop to get it right. I know I'm nitpicking here, but why the hell not? :P
http://i182.photobucket.com/albums/x74/beefpwnage/cloud_00.png

I'm not sure if it's the case with the other characters, I haven't checked, because I haven't noticed.

125
Team Avalanche / Re: GUI v2.0
« on: 2010-11-09 20:45:59 »
Yeah, actually, I don't think my menu changed when I installed the latest GUI, I just didn't say anything because I thought I was going crazy.

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