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Messages - philman

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51
this need a tutorial because can be huge.(i will prepare and post here later)

The new graphics driver works great for me so i think don't make sense continue converting .png to work in battle.lgp when battle scenes be continued.That's why i will prepare a tutorial for users later,just give me some time.

52
If you don't download the battle scenes in png (for both FeliX Leonhart and magochocobo)you don't need worry about this,the mod will work perfectly.

If you download and installed,you need make the move process for this mod work.

53
Releases / Re: [WIP/REL] Project Blackfan
« on: 2011-07-10 22:41:53 »
torrent stoped in 44% because don't have seeds,you really seeded this? :|

PS: i will not download this in megaupload or in parts in mediafire because my internet speed is horrible,of course i download the torrent because i can pause and continue later without any problems.

54
General Discussion / Re: Brazil FF7
« on: 2011-07-03 16:44:57 »
Bosola i send you a pm with the info of the translater.

was so easily to find the mod. 8)

55
General Discussion / Re: Brazil FF7
« on: 2011-07-03 03:39:24 »
philman this is a call for you ;D
You're right vgr ;D

Welcome to the forums Guilkwe.

But why are you showing this?i mean i like the idea of make a portuguese translated FF7 text,but here on the forums i haven't find or see many brazilian people,anyway i just say welcome (again)

Portuguese: Você está certo vgr ;D

Bem vindo ao forum Guilkwe.

Mas porquê você está mostrando isso?digo eu gosto da ideia de traduzir o texto de FF7 para português,mas aqui no forum eu não achei ou vi muitos brasileiros,de qualquer maneira eu digo bem vindo (de novo)

PS: i just talk in portuguese because Guilkwe is a newbie,i don't will talk portuguese so much because google translator is there for some help.

56
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-06-30 03:42:37 »
great i can use 9999 break patch again,i hope the next release be the last,you should worked so much.

EDIT: id*ot question Sorry DLPB for make you read it.

57
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-06-29 02:46:16 »
ok,but i say this problem was solved when i put 1.02 US Patch again.

http://imageshack.us/photo/my-images/714/menuoverhaul1.png/

sub menus (2 and 3)

http://imageshack.us/photo/my-images/692/menuoverhaul2.png/

58
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-06-29 01:45:11 »
DLPB i find a issue when i installed this mod,all worked fine but 2 sub menus from status menu disappeared and when i go to a battle,FF7 crashed.Looks like the problem happened because 9999 break patch,i put the original 1.02 US Patch without changes and status menu worked and i was able to have battles again.

Hint: put the original 1.02 US Patch and install Menu Overhaul again and try see issues guys,i mean,maybe the problem i find can happen because some patches (9999 break patch for example),i don't know if this problem i found is just because 9999 break patch but at least is solved,i thought more people will find it. :(

Good work on menu overhaul DLPB  ;)

59
Why we need PNG texture on battle while converted it to LGP, i'm removed it and now do i copy it again?
No,now graphics driver is updated,the battle scenes will be loaded of png's in modpath,the process is telling to move or remove the png's and cache of your modpath,with that the mod will work on the new version of graphics driver.

60
I have used this version,good work Aali,i don't have shaders problem anymore and black bar is removed in battle and when playing movies.

but when i updated graphics driver to 0.7.11b the songs are playing directly from midi.lgp,somebody have any idea how to fix it to use with FF7 music?

EDIT: Sorry,i remember i should remove the # in ff7_opengl.cfg to music work,problem fixed.

61
Well,Aali have updated graphics driver,it works good for me,if you guys have updated your graphics driver and are interested in use this mod to have a good load speed in battle scenes here the process.

go to your modpath and move battle folder to a separated folder in your pc,after go to cache folder and rename battle folder to battle (cache),now move to the same folder of battle with scene enhacement png's,and enjoy.  8)

62
Hello Qhimm users!

Well with a bit of patience i was able to turn Felix Leonhart and magochocobo battle scenes to work in Aali's Custom Graphics 0.7.8 (i think can work with down versions too!)

To install,just decompile battle.lgp using lgp tools or highwind,and put all files what is in the folder inside the rar for Felix Leonhart battle scenes inside the folder of your battle.lgp files,recompile put again in data/battle and enjoy.

for magochocobo battle scenes i splitted the scenes (da chao,ancient city,nibelheim mansion,etc.) in folders so you need go inside each folder in the rar and put in the battle.lgp files

To recompile is better use lgp unlgp program (recompiled in 10-15 minutes with battle scenes)

Felix Leonhart Battle Scenes

magochocobo Battle Scenes

I'm having problems to upload screenshots so i just have these.









PS: Make backup of Nibelheim Mansion before put in the files of battle.lgp,this scene have a texture problem sometimes.

Thanks:kela51 for upload these screenshots for me,Roxas for your support and of course Felix Leonhart and magochocobo for the good work on Battle Scene Enhacement.

63
Solved Problems / Re: Field Model Issues
« on: 2011-05-02 05:12:53 »
(all programs i mean here you can search by google or here in qhimm forums)

download biturn program make by mirex or img2tex,search the .tex file of the weapon and convert to bmp.

with biturn convert the weapon model (ck-cz are weapon of battle models) to .3ds file.

download PCreator and open the .3ds file of the weapon,click in view and UV coords,tick flip Y option,now click in open bitmap and put the bmp file you converted of .tex file.

click in option and tick texture files and battle model OR field model.

Finally click in Texture ID,something should appear with number 0,change to the number you want in kimera (models can have 10 textures,so see how amount of textures,cloud model have,if have textures 0 and 1 so the weapon model need have texture number 2 because 0 and 1 already is in use)

click in save as,put the name you want if is field .p file,add the weapon in kimera make the changes like resize repositions,put the texture and done.

64
Solved Problems / Re: Field Model Issues
« on: 2011-05-01 21:23:08 »
Roxas,i think go-kyo no converted the weapon by use PCreator,i think go-kyo converted by use just kimera and converted the weapon battle model to field model and added in the hrc.

In that case go-kyo try add the same weapon texture more 2 or 3 times,you can put 10 textures for model.

65
it's very good in my opinion  ;D

but...what will happen to barrier bars? or the intention it's remove barrier bar too?(with this will look more FFX but the people don't will know when barrier and mbarrier is gone  :()

66
wow my battle.lgp have more than 200 mb and i never have this error.Maybe you make something wrong when install your cloud mod.(be sure all files have the correct name)

67
Good  ;)

now if you want you can fix minimum details like foot and after fix animation holes (if you still don't make it)

68
i don't want be mad but cloud head is reversed or is your intention leave the head how is in the images?

if i'm right this happen because biturn.The program mirror the head when you convert some head to 3ds.

so when you finish you need click 2 times in the p part and click in mirror horizontally.

69
Archive / Re: [WIP] Ruby Weapon Retexture Project
« on: 2011-02-06 14:45:12 »
i try retexture to original but looks don't will work (because you can see one texture in one vertice and a diferent texture in other vertice so looks crazy  :-\)

kudistos.It much bright for your eyes or texture make you confused because it have Black Details?

70
Archive / [WIP] Ruby Weapon Retexture Project
« on: 2011-02-05 23:01:18 »
Hello guys!

i am making a retexture of ruby weapon.




in game screenshots.




71
if you want convert field to battle you need resize to 400 and see the battle model (field files are smaller) sometimes you need move other parts of battle model to find the field file (remember to put texture after you complete)

72
i don't know if is possible in fullscreen but if you use 1024x768 resolution the black bar don't will appear anymore.(i need test in other resolutions)

1024x768 resolution + fullscreen = no (good results because black bar don't appear)

i don't have much time but after i will test other resolutions both desktop and fullscreen to see if black bar will appear or no. :-)

73
General Discussion / Re: contact kula wende?
« on: 2011-01-22 17:10:10 »
i still don't know why some people talk about him in this forum.Just because want a ilegal mod and him post screenshots in site and one download link making people crazy for have it.

74
FF7 Tools / Re: [HELP] Kimera: How export/import textures.
« on: 2011-01-04 14:49:58 »
you know Pcreator have a problem with UV?you need flip UV in all models you import to your ff7 you need flip UV (tick Y) maybe this is your problem if you still don't know that.

75
FF7 Tools / Re: [HELP] Kimera: How export/import textures.
« on: 2010-12-30 03:31:45 »
see,this can be 2 problems.Or is UV Map (when you create this weapon model you certified the weapon texture is right? )

or the problem can be the back color,(i see is yellow probably need be black or white to fix,you can see this in custom models.You can see the back color is black and don't have any problems when you texture some part in kimera )

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