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Messages - orichalcon

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51
Big fan of modding games, like Half Life and Fallout, and they have nothing of the sort. Hell Mod Organizer for New Vegas and Skyrim, don't even need admin access. They got a sweet virtual file system too.

you're being really unfair

all those games you are referencing are modern games that were actually made with modding in mind, especially fallout and skyrim


in ff7 even the simplest texture replacements will cause bugs if you dont know how the game works and what you are doing, code has to be added to make all this stuff work


shortly after skyrim was released bethesda actually released a set of modding tools to help modders mod it, these final fantasy games are the opposite - they tried to be masterpieces of their time and the source code was thrown away when the game was completed

52
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-03-20 03:01:16 »
By any chance do you have any idea on the possibility of replacing the "you are here" pointers?

map.tex or map_00.png in the world folder


fyi you can use reunion to do a full graphic trace of every file and palette the game loads (or attempts to load)

53
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-03-11 17:05:45 »
its really starting to piss me off that this is still in WIP, when some douchebag suggested this thread get moved to WIP, it was moved the very same day, now its been weeks since this has been completed and released... yet its still here

obviously, i was right that the forum isnt active enough to worry about misplaced topics

this place needs better staff


EDIT: thank you, to whoever finally moved this

54
Is there a known issue with the UI z-buffer in battles? The Guard Scorpion clips heavily through the UI as the camera swings around.

this has to do with hext code applied to the battle menu, the best way to do it is to bring the battle scene to the edge of the UI, but for some reason ffnx and reunion both take the battle scene all the way to the bottom where it can conflict with the UI

55
Remako is cancelled

It is with great sadness that I have to tell you that I have decided to cancel Remako 2.0 and cease development of the mod entirely. I am pulling the plug on this project for various reasons, which I will detail in the blog post below.

For those wondering what will happen to everything I made for the Remako 2.0 patch, please see the blog post as well.

https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html

I can understand if you are disappointed with me for cancelling Remako. For me this however, this feels like a weight off my shoulders. It's giving me more peace of mind to do the things that do give me energy.

I don't think I will be making any mods anymore. This takes a lot of energy and they need to be maintained and I'm at a point in my life that I really can't find that energy/time (which is why Remako had to be cancelled)

I will however continue to make AI upscaling/sci-fi related videos on my YouTube channel. A video is a more self-contained thing, instead of a big project like a mod, with few if any expectations from the audience. While I do have plans for a regular schedule, if I feel like daily videos one week and no videos another week I can do that if I want to. That's the freedom I need from my creative outlet right now.

Thank you for everything. Making Remako and the accompanying moment going viral is not something I will ever forget.

It would be utterly ridiculous for anyone to be disappointed in you, its your life.  Thanks for the great work!

56
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-03-01 01:48:28 »
As for my project I did not use ANY upscale method, all fonts (and UI elements) were manually redrawn from scratch and the whole project took me months and it's not even fully complete yet.

i see... i know what a monolithic task that is so i assumed it wasnt done that way - kudos
i know satsuki had a HD menu (where the font looked similar to the font in this mod) that he didnt use and thought you essentially were fixing that, i can tell everything in your UI (thats been done) is fully redrawn though - it really REALLY pops :)


this mod is also not done entirely by me like you are doing, there's quite a few Team Avalanche assets in mine - like battle text and materia menu stuff

that being said i STILL have several weeks work in this even with those huge time savers

57
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-02-28 20:59:15 »
Aavock font isn't uspcaled, it's done from scratch to be pixel perfect.
Do it from scratch also avoid the font to be too smooth.
AI upsacling is great to lots of graphics, but for writings/font, it's often too soft or not regular enough.
Another way to do it and get it sharp is to vectorise the source, but the letter don't have the same shape as in vanilla

From my first uspcaling of ff7 some years ago i found no realy good way to upscale properly original font, that's why i now use Aavock great work, it's sharp, accurate... like a genuine font but in HD (and with all chars aligned - in vanilla font, some are not) ^^

makes sense, i figured he used an upscaling as a base at least - thats what i did

all of aavock's work is indeed perfect gradients, alignment, etc

after upscaling i essentially ironed out all the edges by hand, or in some cases swapped the dialogue character to the menu or vice versa

58
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-02-28 20:39:34 »
Is this the default font upscaled?

yes it is, i have a feeling i used a very similar upscaling method as Satsuki, but Satsuki/Aavock and I have touched it up differently

59
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-02-28 19:35:03 »
i've released versions of my Vanilla Theme UI for New Threat (reunion version) and also usb's Italian translation

     new threat screenshots: https://cdn.discordapp.com/attachments/749506432130351114/814246351427993600/unknown.png
                                             https://cdn.discordapp.com/attachments/724440792126586950/814991238293094420/20210224120222_1.jpg

     italian adaptation: <taken down for now, but will eventually come back up)
                                         (the save files were made in English, so those show up in English, when saves are made in Italian translation they will be in Italian)
                                   https://cdn.discordapp.com/attachments/749506432130351114/815679529082421288/20210228141823_1.jpg


in the future translating reunion's Beacause script will be much easier, so i hope to work to get this mod adapted with more languages in the future

while doing the version for new threat i finally figured out how to fix the bar guage bugs without DLPB's menu, which i've been working on for many months, so even though the previous
post says this won't have an .iro - i am internally debating it because i've done the work now

hope you enjoy it!


also the .iro of DFUI is going to be taken down and many of its elements scrapped (like font D), so if there is anything you'd like to take a look at in there, then get it now (i plan on taking the best elements and redoing it)

60
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-02-23 23:23:00 »
I like it Ori! Crazy question: would that be possible to add alternatively some more locations on the world map?

And is it including Pagoda for Wutai and Shinra Mansion for Nibelheim?

this mod does not include pagoda or shinra mansion - i dont know how jusete did that, that requires actually editing the world map and adding that stuff whereas this mod is just textures for the vanilla world

that being said, i'm almost certain its possible because jusete showed us in this thread  ;D


61
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-02-11 07:26:05 »
before/after










everything you see in these screenshots is now released for reunion and also for 7h in .iro format (if your game is set up to use .dds, then the .dds files will be used, otherwise the .png files will be used)

the download in the original post contains this mod bundled with the world map animations that i made specifically for this map, this is the best looking 100% complete world map for FF7  :wink:


in the future Devina and I will be redoing many of the buildings (to make look like the fields), some landscape features, and anything else that needs to be improved further, we'll keep you posted!



also, can this thread get moved to releases where it belongs? thanks in advance

62
General Discussion / Re: Midgar Undiscovered
« on: 2021-02-07 16:42:18 »
this is really cool, its like you are digging up and expanding on lore of the game, and ff7 has some badass lore  ;D

63
FF7 Tools / Re: [PC] Text editor - touphScript (v1.4.0)
« on: 2021-02-06 14:36:54 »
i really don't like using this tool, at least loveless text editor is much better than this one except can't auto resize all text box with a single click, but i can still resize some text box manually, just really time consuming to resize so many in game text box as i don't have much time everyday.
i have my ff7 steam install and add every full path for the files but can't dump at all, trying this for 2 days already but failed. why can't this tough script editor just open any file like flevel.lgp file and do the proper editing, after that save and done. easy unlike this one can't seem to get it work on either old 98 pc or the newer steam version.

No FFVII installation found
Error creating spacing table
Cannot read / error reading flevel
Couldn't dump world_us: basic_ios::clear: iostream error
Couldn't dump scene: converting to scene failed, basic_ios::clear: iostream error
Couldn't dump kernel: basic_ios::clear: iostream error
Couldn't dump kernel2: basic_ios::clear: iostream error
Couldn't dump exe: basic_ios::clear: iostream error


i only need a text editor to resize every text box in game automatically and fast, since the text box are all not scaled properly with the text, some missing text or the only a few text but the text box is so big, lmao

toughscript has worked for me very recently, but anyway if you  are especially wanting to edit text boxes, new versions of makou reactor can do that ( https://github.com/myst6re/makoureactor/releases ), and also you can try BoxFF7 from http://www.ff7.live/othersoftware.html

just like toughscript, neither makou or boxff7 is extremely easy to use, so expect a bit of work and research in learning how to use them if you havent before

64
7th Heaven / Re: 7th Heaven not even starting?
« on: 2021-01-29 05:08:38 »
sorry to be the bearer of bad news, but gamepass games cant be modded (or at least very easily)

steam version is what you'll need to mod

65
Releases / Re: [FF7PC] Dual-Font UI
« on: 2021-01-25 18:38:09 »
I created a new vanilla-themed UI for Reunion, called Vanilla Theme User Interface ( https://drive.google.com/file/d/1yISuWaw3JFuDXeedx8R9aeCO4CpkNp5N/view?usp=sharing )

this UI contains 2 versions (can easily swap between the two by dragging and dropping the version you want to use, will completely overwrite the other)
     1) upscaled - literally just upscaled and cut almost everything to keep almost 100% of the vanilla UI
     2) redone - much like upscaled, but the avatars, UI bars, UI timer, and icons have been replaced with better looking stuff that tries to stay as faithful as possible


Upscaled screenshots: (these screenshots use compression, will look even better in-game)
https://cdn.discordapp.com/attachments/749506432130351114/803340473967050812/20210125130643_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803340531056246794/20210125130543_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803340573858988082/20210125130533_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803340626115428392/20210125130443_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803340664804343818/20210125130413_1.jpg

Redone screenshots: (these screenshots use compression, will look even better in-game)
https://cdn.discordapp.com/attachments/749506432130351114/803341057148321822/20210125022232_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803341189436407838/20210125021008_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803341218716844143/20210125021016_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803341376497909760/20210125124819_1.jpg
https://cdn.discordapp.com/attachments/749506432130351114/803341422577057832/20210125124759_1.jpg

This UI will not be ported to 7H or vanilla, the reason being the following projects are bringing a similar UI: (and also would be a lot of work)
https://forums.qhimm.com/index.php?topic=20331.0
https://forums.qhimm.com/index.php?topic=18573.0

so if you are wanting to use something like this without using Reunion, stay tuned to the projects above

I'm a newb at upscaling, but learned quickly and almost everything i  have learned is thanks to satsuki, as well as Zychronix and theflyingzamboni
from the Legend of Dragoon Discord, thanks fellas!

66
Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-01-25 03:16:20 »
i'm using the aali version with syw4, i noticed on snow or beach backgrounds the shadows get real fuzzy looking, happens with soft, medium, and hard shadows

https://cdn.discordapp.com/attachments/749506432130351114/803111595496177714/2021-01-24_21-42-15.mkv

(sorry for short video, you can see it long enough to see what i'm talking about though)


EDIT:  discovered that this issue is most likely from an improper installation of the mod, and not an issue with the mod itself

EDIT2: the aali version doesnt work because it uses opengl and .hlsl files need to be .glsl ?

67
Releases / Re: More Realistic World Map Animations
« on: 2021-01-21 07:14:42 »
just updated link in OP
redid from last version:
-highwind jets (overhaul in color)
-highwind over water (more subtle)
-highwind and ruby weapon force rings? (color adjusted and more subtle)
-diamond weapon splashing (more prominent)
-walking over marsh (more subtle, fixed weird animation)
-buggy breakdown (color adjusted and electric arcs emit light)
-walking on desert (no more clods of sand)
-fixed issue where this mod wouldnt work properly when ON along with SYW5+FFNx1.8.0+, is now fully compatible with ANY world map mod (both can be ON, make sure this one is on top)
-will use DDS file if you have that enabled, otherwise will use PNG


probably see a hiatus with this mod now since i'm working on other stuff


https://drive.google.com/file/d/1VnggQtLWyXzG5r5OkWkFTOBNrKGX4wmE/view?usp=sharing - SYW5 highwind/ruby weapon force, highwind jets

https://drive.google.com/file/d/134d3DRfGwYvwL9kUQVsugrfOhtouhqE-/view?usp=sharing - MRWMA highwind/ruby weapon force, highwind jets



https://cdn.discordapp.com/attachments/749506432130351114/801720717477412864/syw5buggybreakdown.mkv - SYW5 buggy breakdown

https://cdn.discordapp.com/attachments/749506432130351114/801720327214071819/oribuggybreakdown.m4v - MRWMA buggy breakdown


https://drive.google.com/file/d/1AuVEpdJt79lsVceTt-go4I2B4dNBIn9q/view?usp=sharing - longer MRWMA highwind jets

other stuff is mostly minor adjustments

68
Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-01-17 16:11:22 »
well f#$&ing done!

lots of people have been waiting for this forever, the shadows stink so bad i just have them off

edit: would it be OK if the next version of The Reunion includes your mod? full credit will be given to you, of course (if you want a different name credited thats no problem)

let me know!

69
Releases / Re: More Realistic World Map Animations
« on: 2021-01-15 17:27:40 »
Edit: thanks sl

70
http://forums.qhimm.com/index.php?topic=19660.msg273993#msg273993
that message shows how to avoid this with photoshop, then 2 posts down a post by chrysalis tells you how to avoid it in GIMP

the reason is that your image is getting saved with a white background underneath the transparency

71
Releases / Re: [FF7PC] Dual-Font UI
« on: 2021-01-06 01:17:33 »
Possible for me to just have the Xbox buttons on The Reunion?? also is it possible for Xbox One icons as well?

ironically someone else (SkyHawk) made the exact mod you are looking for, it keeps the vanilla font/UI and just replaces the buttons to XB One buttons
https://cdn.discordapp.com/attachments/726956405407481917/772532589189136434/Reunion_XBox_One.7z (this will not work in 7th Heaven mod manager)


in DFUI, PS1 and XB360 buttons are offered, but it replaces the entire UI/fonts with high resolution textures/font sheets

https://discord.gg/ZgATfHM - there is reunion's discord if you have other reunion-related questions

72
Releases / Re: [FF7PC] Dual-Font UI
« on: 2021-01-05 00:59:17 »
updated the original post with a configurable timer .iro that gives the 45 options of the timers i made (9 colors in 5 styles)

it needs to be on top of other user interface mods to work (auto sort will do this), but otherwise is fully compatible with any other mod

look in the above post for screenshots


if your driver is set to use .dds, then the .dds file will be used, otherwise the .png will load and will still work even if your installation cant use .dds

73
Releases / Re: More Realistic World Map Animations
« on: 2021-01-02 18:00:45 »
Just went through your last couple of posts and I gotta say I do tend to like the ones you've made better than remako or satsuki's.  The more transparent/subdued texture is easier on the eyes.  My one criticism would probably be the one you did for walking through the marsh, I can't see it at all.   I'm not sure how I feel about the highwind thrusters.  Seems like some orange was added in?  It almost looks like it's misfiring or something.


the marsh i absolutely got lazy on, it needs a new texture but i just left the vanilla and made it almost disappear instead of fixing it, there are a couple others i did that on that i'll work on again for sure

the diamond weapon ones are other ones i'll go over again, i really like the splashing i accomplished, but its TOO subtle now, diamond weapon is meant to make some BIG splashes there and make a scene and i took that away a bit


i really appreciate the feedback on the jets, i did indeed add orange because i wanted the tips to be orange to show the flames losing heat, but i didnt blend it well enough and i actually see the misfiring now, IMO this is the most important animation in the game so i want it to be perfect

74
Releases / Re: More Realistic World Map Animations
« on: 2021-01-02 02:45:53 »
pitting my new animations from MRWMA against satsuki's new syw5 pack:

https://drive.google.com/file/d/1z9EoTvvndYokkeLCpt_xwQm5kb5x9SpN/view?usp=sharing - diamond weapon
https://drive.google.com/file/d/1YoS7NiHGG_t6vECa9EoIPAZLB4iHgpWR/view?usp=sharing - diamond weapon

https://drive.google.com/file/d/1Wq3tDrMXOWxthBLhbIZEQrahWF82SXvi/view?usp=sharing - uw beam
https://drive.google.com/file/d/1SdegiZBCKQs0Tw_gwx9Rvo12gUscVNzG/view?usp=sharing - uw beam

https://drive.google.com/file/d/1mlFcoJbxKF10a2_4hGE8hLr14SeP1knM/view?usp=sharing - highwind jets
https://drive.google.com/file/d/1tP5XyE_amnP443Dh2Ea9XfCgAPotR9DF/view?usp=sharing - highwind jets

this is my 3rd pass through the highwind jets, the beginning of the flames are no longer squared, the edges more billowy and added texture to detoon and make the flames look more real

in addition to the above 3 effects added, small glitches in the buggy and tiny bronco animations have been fixed

all the world map effects in the game have now been edited by hand with this version, this is not to say i'm done however! there is still much room for improvement

75
How are we supposed to install this mod with Reunion?

http://forums.qhimm.com/index.php?topic=20311.0

this is the v4 mod for reunion, and reunion's graphic driver doesnt support the extra field animations from v5 at the moment

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