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Messages - qmodder

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101
Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-05-10 12:04:08 »
As I thought: if you don't have a walkmesh, you can hardly retrieve camera data. And as you said, since there's no "seamless transition to a field scene involved" or overlay of character, I can do it however I want.
Anyway, we'll all be looking forward to you being able to join the workforce :)

Oh, by the way, back to the video: I've manually reconstructed another camera path based on this initial motion tracking (by taking the camera position and target every 10 frames and make spline interpolation), with the idea of accomplishing:
a/ a smoother path to avoid jumps from frame to frame
b/ being able to make a 60 fps video (although I'm dreading having to render 1200 frames at 1920 x 1080  :-\  )

I just need to learn the very basics of Blender's animation interface, for now I am not able to fine tune the camera speed along its path (at the moment it moves at constant speed on its path, which isn't quite the case of the original video). Once I can do that, the camera will be ready to roll.

I can help with the FMV rendering at 1920x1080 :)  Also, does the Cycles renderer have a network rendering component because it would be nice to be able to do the rendering in batches over a network, kinda like LightWave's ScreamerNet and ScreamerNet II

102
Announcements and site development / Re: Forum upgrade
« on: 2015-05-07 19:38:55 »
Nice I was looking for the pictures

103
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 18:17:37 »
Ive tried to get to RVAA with PrC but by putting numbers in the box the closest i could get is 01CF which gives RVDA how do I convert the letters to numbers? same with EHAA and SCAA

104
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 13:37:47 »
The models I was looking for was Barret Aeris and Dyne

105
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 20:33:08 »
The model I'm looking for isn't fought as an enemy in the original game so I couldn't find it by looking at other scenes

106
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 19:31:55 »
How do I find out the model ID for a certain enemy I'm looking for?  I mean the AAAA or AABB models, is there a list?

107
That video shows there's a walkmesh for that field too, I wonder where he made that.  However there don't seem to be instructions on how to add fields :(
On the other side, he could have replaced a current field background with Palmer program and added links to it behind the snake and to the Mythril mines with Makou Reactor

108
 I was
Grimmy and Jusete have done this already.
http://forums.qhimm.com/index.php?topic=15964.msg224548#msg224548
I assume the game has some unassigned slots.

Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.
I mean completely new fields with my own 3d model renders as backgrounds and their own walk meshes.  So far i have only found relative info on ff8/9.

109
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-03 18:40:11 »
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking

110
Announcements and site development / Re: Forum upgrade
« on: 2015-05-03 16:53:24 »
In the wiki the images are missing for me, any way to fix that?

111
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-03 07:51:05 »
How did you set up the custom battles?  Like the battle with Vincent in the basement  ProudClod?  Then how do you call your custom battle from ingame?  Proud Clods battle numbers and Makou Reactors battle numbers don't match up

Also, its all battle spells that cause Aali driver to lock up, so I reverted to the original Direct3D Accelerated mode where crashes happen rarely.

112
I was wondering if its possible to define new fields with Makou Reactor?  If yes then how do you add new fields into it and if no what are the limitations? ff7.exe won't recognize them?

113
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-02 17:00:46 »
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up

114
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 19:15:37 »
Graphics card is RemoteFX vGPU running Direct3D hardware accelerated with the nvidia Riva 1.02 patch.
Not running Aali driver since it uses OpelGL and OpenGL isn't supported by RemoteFX

115
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 12:54:44 »
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles

116
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-29 19:27:35 »
There seems to be a random issue with battles in NT, randomly and rarely the game simply crashes after a battle (and even more rare before)
Here's what a crash looks like:
 

117
Q-Gears / Re: QGears team needs more people!
« on: 2015-04-26 13:18:09 »
To see how to change fields/walkmeshes/scripts/models look in the data/ directory, you will find scripts and stuff to get you started.  LUA files are the scripts
And for authoring tools any will do as long as you can convert to ogre.

118
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 12:32:20 »
There seems to be an issue with the Forgotten Capital area at the end of disc 1.  After you sleep and it turns to night time when you try to enter the giant seashell then continue the game soft locks, the screen goes black while changing fields and the music is still playing in the background but the new field never loads.

119
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-25 14:41:02 »
It works!  Updating with the latest main installer must have fixed it.
Other than that bug, it has been a great mod with the bosses being much more strategy based with weakness/strengths.  Another part I liked was X-ATM scorpion and how he appears throughout the game. :D

120
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-25 13:07:27 »
Main installer with no other mods installed
(I did install the hotfixes that were available like Gongaga Turks HP fix)

121
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-25 12:57:42 »
Ive run into a problem with the dragon fight in Temple of the Ancients area.  After X-ATM Scorpion appears and you finish the fight the game crashes while loading the field you were in for no apparent reason.  It says something about progtam tried to reference memory x at 00000000x0 "The memory could not be read.
Have tried multiple times and it crashes every time

122
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-04-06 07:43:23 »
The tools suggested would work against many of requirements of the game's content.

123
Team Avalanche / Re: Midgar City Information
« on: 2015-02-19 19:50:23 »
Added reactors.  Also, I have noticed that in the sector 7 pillar collapse the different angles are different models, the main part of te pillar and plate release system is the identical, little bits and pieces differ across scenes.

124
Q-Gears / Re: Ogre3d version change
« on: 2015-02-19 19:08:19 »
I think the current render system is fine, I don't think we should change.
I still support the idea of a software renderer (could be a fallback) so we don't have to worry about OpenGL versions or graphics cards again.  Also, more and more people are logging into their computers remotely (Terminal Services) and can't use hardware acceleration or OpenGL/DirectX and must use a software renderering solution.

125
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 23:27:22 »
No they aren't  :(  But will be once I figure out how to export from Blender to OGRE 3D (Its the 3D Engine we use).  If anyone knows any good exporter tools from blender to OGRE 3D (Not .scene!) that actually work in Blender 2.73, I'm all ears. OGRE 3D format is a .mesh, .material and a .png with the textures.

Anyways I added the basic textures, now gotta remake that background in 3D!  :D


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