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Messages - Kyo13

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26
Thanks Shankifer ! I was asking myself about my little problem on the leg if it was due to the ratio ?! Legs lenght ? But I'm pretty sure there is nothing to do with arms ratio lol (Maybe I'm wrong :/). Well, I think I will consider correcting the ratio, because too many poeple are talking about it... and I will see the result (backing-up my actual model ^^).

For the lags ingame, I have forget to tell : this is only Fraps concern ! The game is not lagging without it. Sometimes I succes to saturate my PC, but god thanks, FF7 is fluid :P (i7 950; 6Gb DDR3 / HD5870 1Gb; Velociraptor) ... I was pretty surprised by the lags caused by Fraps ! oO

EDIT : I had fun, doing an APZ Field Cloud, using Ghina's Field version and doing it on the real Cloud Skeleton (Ghina is using Zack Skeleton, for using Cloud skeleton, I have merged the chest and the weapon on one part... legs oriented too), making his feet too, but seems like I have reversed the leather on his shoulder :/ Well I like it as it lol I didn't make a topic for it, I didn't ask as well, I doubt I can share it ! Well as allways many thanks to original authors !


Not only the AAAA HRC file... actually 3 of them, add AFIE and BHFF ^^ Not finished, still others Cloud field models to be done...

EDIT : Oh yes, as you can see on my vid, no bug concerning eyes animation on my field models (excuse me, but most of them still have !), I have to thanks the different authors of the best models, those models helped me understand how to fix that. The APZ field Cloud on my vid is not my port, this is Ghina's version. I have done it yesterday !

27
Thanks again,

msifreakster, I understand what you said, and what others said concerning the lenght of legs and/or arms, but like I've said, concerning the legs lenght, I've used the parts of the legs from the battle model and rescaled it (I mean conserving ratio. Example if I remove 10 on X scaling, then I remove 10 too on Y and Z scaling). This is the way I have determinated legs lenght in fact, and think it should be good.

Concerning the arms, I do not have do this. So I agree maybe for some poeple this must be a ratio problem, but I keep on looking the model and find it nice as it :/

Maybe I need to see an ophthalmologist, but I prefer to keep the legs and arms ratio as it :/

Anyway, This is not a criticism, and I thanks all of you for your comments ! Starting by Obesebear, showing me big mistakes on my model.

28
Thanks ff7maniac ! But it's not as cool as it, due to the leg problem :/ Well not really bad I agree.

Anyway, I have done something else, making a HQ weapon was great, but keeping canons (the six canons of the weapon) that were not cylindrical was not really great :/ So....

Here is a pic of the old and the new HQ weapon...



Not perfect, but better ^^

29
I meant the author is planning to do some modifications with this model.
Wow this model is better than the old one. keep up your great job =)

Oh yeah I've read that Timu want to make an update of Barret, but if I'm right, it was a little time ago.... but now I see what you mean ! In fact I find the actual Barret really nice (I mean Timu and Millenia have allready made a great work on it for me), so I convert it ^^ I will see in time if Timu update it ! :)

Thanks to all for your comments !

Livesey I was asking myself if the legs were not too long now, I was hoping Obsebear's advice for this, but not for the moment :/

In fact, I have imported the legs from battle model and rescaled it, so I've used the lenght of the original legs. Let's test it and see...

In my way to make a vid ingame (there still one problem, I don't success to resolve :( )

Screen : (probelm is the left leg, right on the screen, the down part is not really in right place I think, but I don't success to do better :( ) :


Just give me the time to make a vid, upload it, and its ok ! :) (I have to make the changes for the parachute field model, and two arms field model too).

I have made another short vid, showing (briefly) the HQ AM Canon in battle. Will upload it after the field. Like I've said about the problem on the left leg (on the right on Kimera), we can see it ingame :( (well, I know the problem, so I only see that ! lol).

Again thanks to all for your comments, and to those you give me advices to make it better !

EDIT : I've down the resolution to 720p for the vid, 1080p was a way too big in term of size (MB) for the vid ^^ (I have to say, I made my conversion on a 32" HD TV with 720p resolution and 1080p ingame, don't have any LCD monitor anymore, so understand that I see defects in big ! Hard to be really satisfied of the port on that condition)
Normal Barret Field Vid & AM Canon Battle Vid

Please watch it and let me know your opinion ! :)

Again I would like to share, but I can't without permission ! Maybe I can release the HQ AM Canon (field and battle, only the second part, the down one, the weapon so, not the part on the arm) because it wasn't made, but I've used Millenia's texture... Maybe I can contact him via his website to know if I can release the AM Canon (don't know when he will come here...).

30
Thanks AlbusJC :) But I didn't really understand what you mean when you tell you are waiting for the complete model of Barret for doing the conversion to field ?! The model is complete.... For the weapon I will share with pleasure, like the field model !

Obesebear, I was really proud of my first converted model....  first when I've see your answer I was a little upset, then I chcked it..... wow ! No way you were absolutely right !!!

In fact like I've said, i've used the Megaten's field model, and did not resized the legs (or others parts). In fact I've realized  that the legs was really badly oriented, because you can see at the texture's color, the front was on the back, etc....

So now, I'm not really proud anymore, but I've started fixing the problems taking your advices under consideration. So here is a little WIP screen. ... Oh thanks to you too ^^

Be sure it will be fixed by the night, and for sure, you will have the vid of it in game (using FRAPS, right ?!) :)

So, see you later !

The old one, with the WIP, to compare :


31
Releases / Re: [Project] Mike's custom models
« on: 2012-01-07 07:53:21 »
Wow, a post not dead of Mike ? Was here yesterday !?
Man sorry, I just post to thank you ! First I've seen your videos on the net and was very upset...
Then I've found your tutorials (and others, you know all of them ^^). To be honest I only use your Phoenix from this post, but really appreciate your work, and wish to make my own, what I would never be able to do without peoples like you and theirs tutorials !
Many thanks again man, and keep up the good work ^^

PS : Damn I have to learn how you do extremity of members (like the Aerith's head here), like APZ did Cloud's arms, really great for animation ! But how the hell did you that without messing with the UV coords ? (well Ok I may edit them with 3DS Max :/).... In fact forget... I know how, thans again XD

32
Hi everyone,

EDIT : I make an edit on top but it's volontary because my message is a block !

So, because I received authorization from Timu Sumisu for releasing my converted HQ Barret field (can been seen on that topic), I edited topic's title. As a beginner, I'm doing my best to have valuable models, but I know it's not perfect, so please, be indulgent (as for my english, because I'm french ^^)

I have to thanks many poeple for this field model :
- Original Model : Timu Sumisu & Millenia
- Converted Field Model : Megaten (his model helped me at first, understanding and doing it)
- Model Fix : Obesebear (pointing legs lenght problem, I done my best to resolve), Grimmy (helped me on improving my model on my last left leg problem)

Of course without them, and many more, I couldn't do it. So many thanks to all of them and others FF7 modders who motivated me by their mods.

Well, I have labelled it with my nick, without forgetting original authors (as you'll see, RAR file is named T&M for Timu sumisu and Millenia. Sorry it's a way shorter ^^ Readme file give credits to them too... and for those you don't know how to use it, it's on the readme too (NOTE : you will need HQ Barret Battle model by Timu Sumisu & Millenia in order to have battle model of weapon ingame ! Shared texture !)

Now here links :


As I said, it's not perfect, some said there's still a legs/arms ratio problem, I tried to fix it but result wasn't good enough for me, so feel free to do what you want with it, BUT don't forget to credit ORIGINAL authors, I mean NOT me !

OLD TOPIC : I'm back since my first contact with this forum and modding FF7. I've used time to understand and did what others wishes (and I don't doubt, what others have done), converting HQ Barret battle to field.

I have to thanks too many people for that.... to start, Borde, Mirex, and all of those who make it possible ! Without their programs this will be hard....  Many thanks to those who helped me understanding FF7 modding, no private message, I've found tutorials by Trish (Mike Strife) and cie... Not really appreciated in the community by their models import, but well, they know how to do it... so thanks to them, they have learned me more than one trick by their tutorials !

I have to thanks Megaten too, because I've used his field model to redone the original Barret, some who knows modding, will see, I haven't only modified the texture...

I would like to add to anyone who love FF7 like I love FF7, who would like to do their modd too, just be VERY patient, it need time, a lot of time, you know, is forging that one becomes blacksmith... Now I have my first working model, and believe me, this is the start ^^

Now, I will not release the model for the moment, need to have a validation by Timu and/or Millenia and Megaten to release it (I think it's normal !).

I am waiting for an answer for releasing it or not... I know I'm not the only one who was searching for the original T&M Barret for field.

A little view :


Have a nice day ! :) One again, many thanks to all of them who make it possible !

EDIT : Fully tested models (Barret normal, Barret with parachute and Barret with two arms) without glitches or bug (modders know what I'm talking about...)

PS : Yeah he have a HQ AM Canon... it takes me so little time to do this... I didn''t understand why anybody have done this weapon.... the texture by Millenia was for the full weapon.... But I agree, it could be better, just my first shot, ported to battle too...

33
Thanks Timu ! But right Vgr, I've make an error :/ (And you know that too Timu, but it seems you haven't seen it :P ... Vgr, maybe there's another way to notice that ?! lol)

In my desire to simplify the task to Arsirus UK, I told him to use directly mods folder. And indeed, a subfolder must be specified ... I thought it would work well. I've tested it ... and right, using "modpatch = mods" does need another "mods" subfolder into the "mods" folder :/ ...  I use myself "Avalanche" as subfolder ... but hey I wanted to simplify ... (bad idea)

So if I use again the same example :

If you use on your config file (The only thing you need to specify on the  ff7_opengl.cfg file ! Not the complete path !) :
modpath = mods

Then the correct mod path must be (I mean "physically" on HDD) :
C:\Program Files\Square Soft, Inc.\Final Fantasy VII\mods\mods\

And not (as I've told before) :
C:\Program Files\Square Soft, Inc.\Final Fantasy VII\mods\

So the result must be (Complete path is only to understand the result on HDD ...) :
C:\Program Files\Square Soft, Inc.\Final Fantasy VII\mods\mods\Battle\
C:\Program Files\Square Soft, Inc.\Final Fantasy VII\mods\mods\World\

So there was a little mistake and I'm sorry for that ... but right this does need a subfolder :/

PS : When I was saying "the subdirectories doesn't need to be specified" I was talking about "Battle", "World" folders, etc ...

PS2 : I used bold characters to explain what folder is indicates. As stated Vgr (and like most here know) just replace the (bold) "mods" on my example, by whatever you want ... I hope this time everything is clear to understand ?! (I'm talking to Arsirus UK of course ! ^^)

34
 :-D It's not really difficult ...

Arsirus UK :

Just make that folder as modpath :  C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\

So on the config file : modpath = mods

Then you extract files on that folder so you will have :

C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\Battle\
C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\World\

And the game will found the files. The subdirectories doesn't need to be specified ...

35
... PNG files are going into /Final Fantasy VII/mods/avalanche/battle/

Then your cfg file need to have modpath = avalanche

This is the most common case. Many of people are using Team Avalanche's mods, so the folder Avalanche is already used by many of us. If you are not using Team Avalanche's mods and don't have the Avalanche folder, then you can give any name to this folder, like you want, but you need to write it on the cfg file like I've said before. But don't forget, under this folder you need to have battle folder (with PNG files inside).

36
Graphical / Re: Mago chocobo Battle Scene Enhancement
« on: 2011-04-11 10:56:11 »
Thanks you Vgr255 but I have solve the problem :

- First intalling the Team Avalanche's Graphical Overhaul Beta9 then the Team Avalanche's GUI 2.0.5 (I found one named 2.0.7 but I assume it's 2.0.5).

And I have now accented characters (when I'm using the mods patch !).  But you make me curious ^^ Just editing the kernel2.bin can resove this problem too ? I think I will look at it ... just to see ^^ Thanks again  anyway ! :)

37
Graphical / Re: Mago chocobo Battle Scene Enhancement
« on: 2011-04-11 00:42:13 »
Obesebear is right.

I have some files changed directly in the LGP files, but some are on the mods directory. As you can see I use a French version, and without files on the mods directory, I don't have accented characters.

On the screens take care about the battle scene not the battle menu.

38
Graphical / Re: Mago chocobo Battle Scene Enhancement
« on: 2011-04-08 13:56:54 »
For the final battle it's only the vortex and not the battle scene ... but maybe I can do it ...

I've misunderstand your question, so I have made some screens (lol) :

 

I'll post it later sorry.

39
Thanks again FL ! (For Grassland battle scene this time) :)

40
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2011-04-04 12:59:00 »
There is another thread from Pyrozen, talking about the battle scenes enhancement : http://forums.qhimm.com/index.php?topic=11036.0

But as far as I know, only Felix has released his work. On that current thread you can save images like OPAC / OPAD and use them on the game, but I only have complete battle scenes from Felix. (And some others by MagoChocobo but I prefer Felix's works ^^).

Well using Felix's mod and MagoChocobo's mod is about 19 battle scenes (89 or 90 to complete) so we have to be patient. The project has started a moment ago, so it's a good thing to already have some of the battle scenes :)

41
Well, finally I've tested your enhancement yarLson. I have to agree ... I prefer your enhancement because of the grain (on Sl1982's enhancement). Great work ! Now I'm waiting for the complete release :P Good luck !

42
I was for waiting the complete release ... but seeing screens just make me want to try the new world map now ^^ Thanks again Felix Leonhart, amazing as usual !

43
Graphical / Re: sl1982's Field Enhancement
« on: 2011-03-31 11:49:37 »
So I think, you will have to try converting file to BMP 8bits using Fireworks or something like that (Fireworks have a really good progressive conversion, the result should be great). Then converting again BMP to PNG ?!

When I've started trying to make mods for FFVII (battle characters), then first I've found tutorials using 8Bits textures. First the tutorial was using Fireworks to do a 8Bits BMP, then converting to  TEX. Maybe doing the same thing converting to PNG ? Then I've seen that we can use 24Bits textures by now ... I've installed fireworks only for his good ability converting to 8Bits, now it's useless for me, but what you said make me think about it ^^

So maybe this is the way to do what you are talking about ?!

44
Archive / Re: [WIP] The Highwind
« on: 2011-03-31 11:42:29 »
Do I need glasses or you submarine isn't the original one too ?! Seems better than mine (original) XD

Did I overlooked a mod ?! oO

45
Releases / Re: [V0.35 Released] Field Upscale Project
« on: 2011-03-31 11:38:48 »
@Timber :

Allright, I will try PNGMonster (with some other PNG files to see the software). If I can help you gaining time for the next files ! :)

PS : I don't even waiting for a thanks, nor a credit, I just want to thanks the modders scene for all you are all doing (that I can't do !) So if I can help, I would be happy ! :)

46
Archive / Re: [WIP] The Highwind
« on: 2011-03-30 17:52:06 »
One word : Cool ! Thanks again, to you and all modders ! Good luck !

47
Releases / Re: [V0.35 Released] Field Upscale Project
« on: 2011-03-30 17:39:34 »
Oh you have an i7 processor too ?! ^^ I have one (950) but I don't know how you are doing to compress. For the next release, if I can help compressing files (if you explain me how to do) I can maybe helps to gain time ! :)

Edit : I mean if the compression is automated (by configuring options of a software by example). Thing that I can do in the same condition :) If it' not automated then I agree, it will be a waste of time :S (Because my result would not be like yours).

If I've understand you are using PNGMonster with 24bits PNGs. But you were talking about 32bits PNGs too (on yarLson's files) so what ? Using Fireworks to convert 32bits to 24birts first ? Then compressing with PNGMonster ? Well ... if you need help next time, just tell me.

48
btw i already have Meteor done, so you needn`t spend time on that

Yes the meteor by Timu Sumisu is really great (surprising ?! I don't think so :P), but I think Felix_Leonheart did not see his comment earlier ^^ Seems like Timu Sumisu was proposing his meteor on this comment ... good idea ! No ? :P I don't really think that it's need any modification, men just remember the original one ^^

49
Releases / Re: [V0.35 Released] Field Upscale Project
« on: 2011-03-30 08:59:25 »
Euh Timber ... I wasn't interrested by your compression ... because I have big HDDs ... but euh I wasn't now I am XD

Really the result is the same ! If we can gain place without lose quality so why not ?! Thanks for your helps !

EDIT : My torrent now have a ratio of 7.047 (8.82Go uploaded) but there still one leecher ... and only two seeders (me included). So I will wait until this leecher has finished and I will stop it by now. That's allways the problem with torrent ... 10 completed, 2 seeders :S

50
Releases / Re: [V0.35 Released] Field Upscale Project
« on: 2011-03-29 23:12:42 »
I'm currently having a ratio of 5.330 on your torrent (6.68Go uploaded ^^). I have it running since you've released it. I think I will stop it tomorrow, but I can reseed whenever its necessary :)

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