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Messages - Lein

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51
Support / Re: Final Fantasy 9 mods: UI/Backgrounds/Cheats
« on: 2017-05-27 20:39:59 »
I'm not sure if it's standalone or if you need to first install memoria, whatever memoria is because I have trouble installing it. Anyone know how to get these mods to work, I found that if you run the game in 800x600 resolution the character models blend quite well into the background, it's when you're at higher resolutions that the characters stand out.

However it would be really nice to have smaller menus in battle and a changed font, also is there some fix for the audio, it sounds slightly compressed. I think it's odd that a ff game that has been out for more than a year on pc and you'll find some obscure thread hidden away on the steam forum for how to fix the menus and font. I thought at this point someone would have turned this android port into a real ps1-PC port.

Disable cheats would also be nice, like I noticed you can just shut the game off and it saves automatically. It's like they tried to make a super friendly port for people who just want to rush through the game.

52
Support / Re: Final Fantasy 9 mods: UI/Backgrounds/Cheats
« on: 2017-05-27 16:52:44 »
I found this:

Replace Font
http://steamcommunity.com/groups/ff-modding/discussions/13/1290690926876650747/

Scaled UI
http://steamcommunity.com/groups/ff-modding/discussions/13/1290690926876650747/

To install these two fixes do you have to just put them in the game folder and hit the patcher and the font and ui will be updated?

53
Support / Final Fantasy 9 mods: UI/Backgrounds/Cheats
« on: 2017-05-27 12:13:56 »
I got the pc port and was immediately struck by some things that even make the original on an emulator look better. The UI is way too big in battle, it looks really bad, when you approach NPCs icons appear above them to indicate you can talk to them, it's just an ugly distraction imo, how to disable it? The characters are way too sharp and don't look like they fit into the pixelated backgrounds and the cheat option in the config menu is just retarded.

Is there something akin to a patch for these things? I found some guy who had put a filter on all the FF9 backgrounds, I'm not sure how it looks ingame if it's an improvement or not so possible the character/background thing is fixed already. Is there some mod for the battle UI? and lastly is there some way to disable cheats. I have looked at both this forum and the steam forum and even on google and there are 30 pages long threads discussing how to mod it and somewhere in there you might find a link or two.

Anyone who got the links for the fixes? I would really appreciate it.

54
It would be bad if they removed the world map and turned it into a FFX style game where you'll just select what location to go to by airship.

55
General Discussion / Re: FF7 Remake general thread
« on: 2016-05-25 22:26:58 »
It looks to be a mixture between FFXII and crisis core. You'll probably have an action battle system similar to crisis core and your team will be AI controlled then you'll be able to switch to them at any time. Also I got a Mass Effect vibe when I saw Cloud walking through narrow spaces. I guess it'll be a mixture of:

Crisis Core
Final Fantasy XII
Mass Effect

I hope they keep the world map and try to relax the camera a bit. Less Michael Bay more Akira Kurosawa. I'm not a huge fan of the look of the characters, Barret's sun glasses look unnecessary and Cloud's muscly arm look odd. I know a thing or two about anatomy and the muscles are too defined.

56
General Discussion / Re: Replaying FF7
« on: 2016-05-25 22:18:36 »
I don't think I can use that translation mod since while I have the US version of the game the size of the discs doesn't seem to match.

57
General Discussion / Replaying FF7
« on: 2016-05-25 21:22:37 »
After finally having played crisis core I got an urge to replay the old ff7 game. I have a playstation rom and wonder if there are any mods that you guys would recommend one to install on the playstation version of ff7. There are so much stuff on this site that I don't know what to download, how could i enhance the ff7 experience. Is there a mod that references crisis core, because that would be cool.

58
Team Avalanche / Re: Monster Remodels!
« on: 2016-04-26 21:28:33 »
Don't want to be rude but those models look like 20 min of work.

59
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-16 22:48:41 »
It would allow you to create some really amazing mods though, replace models, redo backgrounds, import better music, script new scenes?

60
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2016-04-16 18:45:18 »
Quote
So... They used Unity3D
What does this mean, does it mean that maybe it would be possible to open up the game with the unity engine? :-o

61
Something that my little brother would appreciate would be a much harder version of ff9. That's something I think you guys should start working on, harder bosses and enemies.

62
Yes tiff doesn't seem to have any layers when you open it up in phtoshop. Might be a problem in the future if you'll ever make it possible for people to reimport pictures. But I doubt anyone will ever do that, you can't make the backgrounds higher resolution anyway. I'm trying to recreate the pre rendered effect in another engine and I thought I'd use one of the backgrounds from ff9, if I could export a character model from the game and it's animations too. I could basically recreate a scene exactly as it is from ff9. It's not a big deal, but if you want it to work you could maybe make it work somehow. ;)

63
This looks like a really nice program, I can't seem to open the bin file though. Daemon tools won't mount it so I wouldn't know how to "extract" the IMG file either. How do you get to the img file?

EDIT: Just download CDmage, then select the cue and after that the iso file. Right click the IMG file and extract it.

64
Ok Hades related question, when I try to export the field backgrounds, I want to keep the layers but when I export the background it seems to only export half of the background. Shouldn't there be many tiff files that you could layer in photoshop.

65
Can the frustrum size be animated in blender, or do you have to animate the camera with scripts. Can the frustrum size track an object through the viewport. I want to try to recreate one of the pre rendered backgrounds in the blender game engine. Do you have the code or would it be difficult to type out?

We could use this as our background, since you can walk under that bridge it'll really sell the effect. Let me know if you could do the code, then I'll start recreating the walkmesh in sketchup and create an updated final fantasy character to run around in the scene. Because we're in a modern engine the character will be able to cast shadows, if you're interested let me know.

By the way I appreciate the explanation.

66
But if not all of the walkmesh is seen in the camera view and you run to the right, the background image is scrolling but the walkmesh remains static or is it the walkmesh that moves around while the character is being static. Because when you reach the edge of the camera view and the walkmesh goes beyond the camera view, how are you suppose to see the character if he walks off camera. The walkmesh and the characters would have to "scroll" with the background picture no? I'm no doubt missing something.

67
The rendered scene that would be moved around by the width and height offset parameteres would consist of several layers of background, also the "walk mesh" and the character would be in perspective, but how would those move around as the textures on the planes are panning around. I think this is by far the most difficult thing to do, harder than creating a battle system. No doubt they didn't use planes like in the image below when they made the FF games, they had figured out some easy pipeline for creating these backgrounds.

Something as simple as:
1. Setup camera
2. Place objects.
3. Render out scene.
4. Create walkmesh.
5. Send the stuff away to someone else who would put them into the game within 2 min with a few clicks.

There are other 3d objects in the scene other than the player too. I think creating those pre rendered backgrounds might be harder than a battle system. A static camera is easy, an animated camera that is lined up with the perspective of all the 3d elements in the scene, mind boggling. Good luck on your mods. ;)

68
Even on the PS4 today it would be difficult to achieve as much detail as is in this scene for example.

Rendered scenes today can look fairly realistic, look at this for example, digitally created.

Compare the two above to what the playstation 4 can do.

The thing with pre rendered backgrounds is that they don't even have to be rendered, they could be photos.

Creating the pictures isn't hard, even animating parts of it isn't hard. I could easily make the branches in the photo above wave or have it rain or simulate a river. If the camera is static it wouldn't even be so hard creating a walkmesh and have a character run through the picture, you would have to know the lens the camera used but it could all be done fairly easily. For perfect accuracy you would ideally have to put out two paralell lines in the photo so you can figure out the perspective lines and where the vanishing points are.

The problem is understanding how the pictures are layered on top of each other and how the cameras are panning through the picture. As far as I know there is no engine that does this automatically today, what would be even more interesting than being able to rip out models and put them into the game again would be someone implementing a pre rendered background feature in unity or unreal or some other engine. This Hades program could maybe give hints on how to program such a feature?

69
Yes I'm just an amateur, programming isn't my thing. I prefer creating stuff, so all this is really nothing I can comment on. But still I think it's a very nice tool you've made, mostly because you can see how they made the backgrounds, something I would be very interested in knowing. The elements that are being animated in the backgrounds seem to act like gifs. I don't understand the technical stuff of how the they made the backgrounds work.

As far as I understand it to not mess up the perspective on the backgrounds the camera is static and it's the background textures on the plane that is being animated as the character moves around? But what about the collison mesh, it's so confusing anyone who knows how they made that prerendered stuff work? I think it might be a lost art, unlimited detail in a background is something that with the higher resolution that games can be run in today could look really neat.

70
This is very cool, love that you can edit the battle scene models. Will you make it possible to export and edit the character models too in the future? I was looking at the backgrounds and noticed some of them have animations, how exactly do these animations work. Are tiles being animated? I really wish I knew how they made those pre rendered backgrounds, it's so neat to be able to put unlimited amount of detail into an enviroment like that, I have tried to replicate it in various programs and it always ends up being a major hassle.

But looking at the backgrounds in this editor confuses me, anyone know how these work Textures on planes?

EDIT: I tried to add a sign to the first battle scene, when you fight the fat man. Exported the textures and the obj file then imported it into blender and added the sign, I edit one of the textures and applied that texture to the sign. Reimported it but it seemed to not work, is it even possible to edit the battle scene models/textures?

It broke, I see the parts of the texture is from my custom made texture but the uv's are messed up. I had a custom model but it seems to not have been loaded. I don't understand what the palettes are for, also there are so many texture slots, could anyone who understand how the scene editor works make a small video tutorial showing the process of replacing or editing the battle maps?

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