Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - refoopseman

Pages: [1]
Hey hows it going man? Its been really a long while.

Anyway I have lost all my files now so just wanna get back to play the games before trying to mod the game again.

I guess many people have already fixed the Vincent glitch 8)

this link is dead. can anyone repost link?

Releases / Re: [Project] Mike's custom models
« on: 2014-09-09 10:54:40 »
its nice to see you back mike trishty!

Releases / Re: [FF8PC-Steam] Add-on DLLs (2014-07-11)
« on: 2014-09-07 07:47:37 »
you said the hextlauncher can work with RaW too but I put the Raw.dll into the DLL_in folder and the game said it has error and RaW.dll failed to load. Perhaps I did something wrong?

Releases / Re: [REL] No Chibis in FMVs
« on: 2014-05-19 17:24:05 »
Super awesome

Thanks so much for your hard work DrLilo  :) :mrgreen:

Releases / Re: [REL] No Chibis in FMVs
« on: 2014-05-18 16:30:43 »
This project is awesome my friend! Thank you so much!

P/S: could you release the higher resolution videos? thanks!

Square Enix will release the PC version that is compatible with windows vista and 7 with a new installer, something like the Ultima Edition. They will probably change the ff7 config to add it as an option in game. Also the resolution will be increased from 640x480 to perhaps 1600x900. They will smooth out the field backgrounds and fmvs. Also fix the errors of the previous pc versions (vincent aerith death animation glitch, weapon fmv error, snowboard game frame rate). Also the file saves will be uploaded to a server so you don't have to worry about having your save files lost or corrupt. Music will be updated from midi to mp3.

My opinion is FFVII bootleg is better than this. So dont buy it when it comes out.

The same thing will happen for FF8 too.

Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-08-29 12:14:52 »
Pyrozen can you post a link to your battle arena files?


Releases / Final Fantasy VII Aeris patch, born again
« on: 2010-05-20 06:19:39 »
This is interesting but will be hard because ultima espio will have to mod pretty much most of the flevel files. Anyway Ultima how are you planning to do with the Forgotten City scenes? The one when Sephiroth kills Aeris and the scene with Bugehagen before Diamond Weapon will screw up madly if Aeris is alive. I think it will be the hardest part of this project. I don't know how to insert Aeris back into the party but I can add Aeris models into specific flevel files such as inside Highwind, Sector 8 Underground or the final Northern Cavern, if you need my help.  :)  

Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-14 18:14:17 »
If you use unlgp/lgp command by aali to create the battle.lgp it will probably not crash the game anymore.

FF7 Tools / Makou Reactor - a FF7 script editor
« on: 2010-05-14 03:10:03 »
It will be excellent to be able to view field models and be able to drag the position of the models to anywhere in the walkmesh  ;D. Having the to edit the coordinates of the models like in meteor is really a pain.
Also, can you make the scripts for save points a template? So it will be easy to add new save points  :)

Completely Unrelated / Re: Where to Start?
« on: 2010-05-14 02:59:33 »
Right after you start the 3d max program the essential skills movies window will pop up and it contains everything you want to know in user interface and creating 3d objects.

Troubleshooting / Re: Creating models
« on: 2010-05-02 23:17:01 »
If you are new, I would say you try using the free 3D programs like Blender or Wings 3D. You don't know if it is hard to use unless you try the program yourself. But I agree Maya or 3DS Max have better user interface, the only thing is that you have to pay for it. The tutorials on using the 3D programs are really easy to find. Blender has its own tutorial wiki page. I believe the tutorials of 3DS Max is even included in the program.
You should also look into picture editing programs such as Gimp and Photoshop because 3d models need textures too. Also, the FF7 programs such as Kimera, Pcreator and Image2tex.

Good luck.

Releases / Millenia's custom models
« on: 2010-04-30 04:11:05 »
what programs did you use to create the .tex file? Try using Image2tex or Pcreator to create the texture because only those work  ;)

Oh, and don't forget to use Pcreator, open the **aa file and set the number of texture files that the model is going to use  :)

Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-29 06:23:12 »
Models using the wrong vertex type are handled a bit differently, instead of complaining once when the first such model is drawn the driver will instead produce a glitch message whenever such a .p file is loaded, also printing the name of the file in question. I'm aware of the fact that this is really annoying to some people but hopefully some of these models will actually be fixed now.

Can you instead turn this into an option whether you can choose to turn on and off? Thank you very much  ;)

Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-04-28 04:36:59 »
you guys should consider posting the project on moddb, with the beta 9 installer

it is good because once the project is updated on moddb, all the other major gaming websites will also update the project, and it will greatly increase your popularity, and therefore attract more people to help

there are a lot of talented modders from that website too, plus you can also post WIPs, screenshots, videos, external links, tools etc... on that website

FF7 Tools / Makou Reactor - a FF7 script editor
« on: 2010-04-26 20:09:25 »
Hi myst6re

Can you please make a English version of the program? Also can you add a 3d objects and walkmesh view, so it is easier to figure out the x,y,z coordinates.

Thank you very much and good luck  :)

Scripting and Reverse Engineering / Re: 1:35 Soldier Quest
« on: 2010-04-25 18:19:15 »
I said so because I have done it before. Here is a picture of it I did a while ago.

The thing is, I have two problems. The first is that after you receive that 1:35 soldier, it will dissappear but if you exit the scene and revisit after, the soldier is still there. I guess it is because I need a "condition" script that the soldier will not show up after you receive it. Second problem as I mention in the previous post, I also don't know the condition script that if you have certain number of 1:35 soldiers you can talk to someone and get a reward. Since Meteor is in alpha version the scripts are in hex-editor like format and it is so confusinig to figure things out.

I think the 1:35 soldier quest is a good idea but to make it possible someone has to upgrade the program or I have to figure it through hex editing, which im not good at =\


You guys are doing great job! This is good stuff. I am looking forward to the upcoming release.

Keep up the great work.  :)

Scripting and Reverse Engineering / Re: 1:35 Soldier Quest
« on: 2010-04-25 16:28:00 »
I can add 1:35 items into any field files and the player can receive it and it will go to the item menu.

The problem is, you can have 99 1:35 soldiers in the menu but you have to hack the ff7.exe or kernel to make them usable.

I think a good idea is to have the old man in kalm who gives the master materias, add a script and he will give you something after you have collected 99 1:35 soldier, but I don't know how to do this yet.

Hey guys, actually you can view the actual 3D walkmeshes of these backgrounds by using the meteor program. However you will be very dissapointed because those walkmeshes are very poorly done, almost looks 2D. For example this is the Wutai walkmeshes. With meteor you can view the orthographic camera, perspective camera( although this may not show in all backgrounds) and field camera which is the game camera. The green square objects are coordinates of field models which will appear in the game. The top joint-2-box is the game camera. Meteor is still in alpha version so it definitely can be better. I think you guys should contact the guy synergy blades who developed this program. Maybe he will be able to export those walkmeshes into editable and importable format in google sketchup. They look horrible but you can extrude the vertices to create the temple meshes as in this background, and their positions will be almost 100% accurate. If not this can still be used as references.

Pages: [1]