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Messages - obesebear

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176
If you secretly want to implement 360 degree movement, that'd be cool too ;)

177
The folder is right but I think the name may be wrong.  you could try rtac_t00_00.png.  I can't remember how you find out the correct names.   You could instead use your direct folder for the time being, or just convert it back to a .tex file and put it back in the battle.lgp

178
I don't know your folder structure nor your method of injecting these textures into the game.

179
Those are going to be most likely contained within their respective model.  GKAC will be the truck, IJAC will be the icicle.  You'll need to rename them to gkac.tex and ijac.tex then download image2tex to convert them to bmp files

180
This is extremely impressive!  Amazing work.

181
This seems really helpful. Thank you for doing this

183
this link is dead. can anyone repost link?
I don't have a link, but your name sure seems familiar....

Nice to see you back again. :) 
And curiously enough, your links to your Vincent fix in ancnt1 and ancnt4 are dead

184
7th Heaven / Re: VINCENT's anatomy messed up
« on: 2018-09-16 14:35:39 »
The animations in field.lgp for ancnt1 and ancnt4 for Vincent are set to use Cloud's instead.  I've searched my files and backups and the original posted fix and unfortunately can't find a backup.

185
Releases / Re: [FF7PC] Kela's magics mod
« on: 2018-09-08 13:44:37 »
I'm glad you decided to release all of your hard work.  Do you have a list of everything that's missing?

186
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-07-31 22:42:09 »
One critique, the note should say "many thanks to __ for his contributions to this project". Or "for contributing to this project"

187
Victory animations should be fine.  As far as I am aware they are within the **da file and have been interpolated.   I'm not sure what animations are used for 4xcut, but I would think they too would be in the da file, I don't remember seeing any animations files in magic.lgp besides the limit breaks.

188
Well, if literally every other animation in the game is running at a smooth 60fps except for KOTR stuttering along at 15, I'll consider that a win

189
http://www.mediafire.com/file/k99txxsjt29quy3/deathdat.a00 That's the 60fps deathdat.a00

I wonder what KOTR is doing that it won't allow interpolation...

190
I'll check deathdat.  Knights of the Round should be done, but it originally had issues with the pause buffer used to make the battle 60fps.  I thought you had fixed that?

191
If you want to implement that 360 degree field movement (or was it 255), I have no qualms immediately scanning through all of the field files and fixing the default directions.

Also, great to see you posting again, I had wondered what happened.

192
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-06-18 01:36:14 »
The textures are great and I really like all of the little easter eggs you've added in.

193
Well since you have a little time on your hands, wanna take a crack at adding 360 degree movement?

194
You might find this interesting: https://github.com/Aali132/ff7_opengl
Thanks for this. Does this mean you're done for the foreseeable future?

195
Support / Re: A new one wants to help
« on: 2018-02-14 23:56:43 »
Nothing. Right now kimera is the only program that can edit animations. And it is not an easy task

196
Weird. The player frog model should be fine. It's the others that kimera doesn't display correctly. 

197
So I'm finally getting around to testing my 60fps models, but I've found that when I add them to the battle.lgp after running reunion with the 60fps option, they're moving much too slow.  Basically it seems like reunion is telling the models to triple every animation frame, whereas I've already done that work and saved it in each models animation file.   How did you implement this?  Is it interpolating frames or just duplicating?

198
WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2018-02-09 20:24:12 »
Finally got around to trying this.  For me the correct folder was within PPSSPP program folder.  There's a folder memstick they go in.  So mine go in memstick\PSP\TEXTURES\ULUS10336.

I'm using ppsspp gold v 1.5.4

199
Very entertaining read.  Keep up the good work!

200
did your large map get substituted for the small one, or did the small one just relocate up there? Never seen that before

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