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Messages - Grimmy

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76
Releases / Re: Final Fantasy VII OVA Remake (REVIVED!)
« on: 2016-07-09 21:07:14 »
I will help with the english version.

77
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-06-13 21:01:27 »
I don't know how much of a grey zone it is really. A few years back I asked the most active Admin at the time if we could share background images made from renders of Crisis Core assets and I was told no, because it was against the no ripped content rule. If that has changed since it is just a render of the asset and not the actual asset that would be great. I would love confirmation one way or the other on this.

78
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-03-08 21:47:38 »
Is that a pack of Marlboro lights on the floor? Great work.

79
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-03-07 17:24:55 »
I was able to correct the jessie avatar issue by removing the configure option in the mod.xml. It just does the same as activating or deactivating the iro, so an unnecessary option. It appears that 7H was getting confused by the "active when" line above the PPV values in the conditional folder section.

80
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-02-19 02:37:39 »
Wow! That is really impressive and such a complex scene to do so quickly. It is going to look great with textures.

81
Team Avalanche / Re: Recreating scenes in 3D
« on: 2016-02-11 21:56:43 »
That is looking good. I like it.

82
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-01-27 16:15:09 »
So in order for the Runtime Variables to work and the Avatars display correctly between Jessie and Tifa, the Jessie Mod Avatar needs to be a .tex file for the menu_us.lgp folder AND all the Tifa options in Menu - Avatars and Backdrops need to be .tex files for the menu_us.lgp folder?

Yep. That should fix the avatar display issue.

83
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-01-26 22:49:05 »
As for the Jesse mod Avatar issue I might have some insight. When I was working on the mod I had all sorts of trouble getting the avatars to switch. Basically any texture you want to switch must run as a .tex file from a .lgp folder. If you have another avatar running as a png the driver will cache it and you cannot switch it. Also even with cache turned off on the driver it will load the png over the .tex. So you will have to have all the tifa avatars run as .tex. Does that help? Also what about adding the bahamut summon into the catalog. I cannot get any magic.lgp folders to load, but I am working on that. Have you gotten anything to load into 7H from a magic.lgp folder?

84
Probably. Most of my mods end up available in the 7h catalog.

85
7th Heaven / Re: Reno, what are you doing, stahp!
« on: 2016-01-14 01:17:01 »
I have seen this error before. Basically the Reno model has the wrong number of bones for the animations. That field uses Reno's dnaf.hrc which has no bones for his ponytail. But if the model author saved aodd.hrc(which has ponytail bones) as dnaf.hrc to save a few steps then you get the crazy parts mess you have pictured.

Edit - Yep I just downloaded CHAOS 7 and that is the cause of that error. the dnaf.hrc need to be rebuild on the correct skeleton.

86
After a great rest I've made another video replacement. Inspired by my good friend Wolfman's idea to use the Remake footage of Cloud jumping onto the train as a new video. I did just that. Here is a demo in lower resolution on youtube.

https://youtu.be/hyrkU1m1G54

Link on the first post

87
Try the links from the release thread.

http://forums.qhimm.com/index.php?topic=16444.0

At least the mediafire link under Combat Fields works for me.

88
I'm glad you were finally able to get it working. Sorry I couldn't be more helpful with your specific issue.

89
Literally you just said. " If I put the files into the wrong location, it looks wrong."

"But, if I put the files into the correct location it looks correct."

How can I help you? I don't understand.

90
Team Avalanche / Re: Monster Remodels!
« on: 2015-11-28 22:51:24 »
Just a few thing I know about the model size issue. The models individual p files(not the entire model) are what have a limit, but Kimera will hit the limit before FF7.exe. I think the largest I've gotten into game is about 30k verts as a p file, but I had to skip kimera(pcreator only) to get really large files into game. Large textures are much more a problem than high poly models. So, in short you can get pretty stupid with the models vert count without a performance impact, but to many 24 or 32 bit textures at sizes over 2048x2048 will create game lag.

I would like to see these models with textures.

91
OK. So, you are having issues because you are trying to look through the files and have them make sense. It will not.

What you need to do is download all six parts of the zip file and then extract the first part(I use 7zip). That will automatically extract the other parts. Now you have one folder named "data". Copy the entire folder named data into your mods folder. delete the cache folder in your mods folder. Name your mod path data and it will work.

I just redownloaded the 6 parts to make sure and the download is correct. It sound like you are trying to do something outside of the instructions that have been spelled out. Don't move files around inside of the data folder. Don't try and extract the parts of the download separately.

92
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\weapon\weapon4



93
Releases / Re: [FF7PC-98] Waifu release fulls packs
« on: 2015-10-23 21:31:40 »
Thanks for releasing all these here. I've been following along on http://ff7.fr/forum/ and have English versions of the mini games ready to go. So here they are.


English mini games

-Chocobo: (with 5way avatars & my English HD Textures)
http://www.mediafire.com/download/wt5a058bnx5hqm8/Chocobo.7z

-Bike: (includes my English HD Textures)
http://www.mediafire.com/download/4f7x657j40t66s9/high.7z

-Snowboard: ( includes the sweet HD Mountains and a few tweaks.)
http://www.mediafire.com/download/mxoronoyue6bw80/snowboard.7z

-Condor: (including StrayOff's original English HD textures)
http://www.mediafire.com/download/ed0f86nxbqmvtrs/condor.7z

I have tried my best to remember and credit the other mod authors.

94
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2015-10-18 21:21:56 »
Updated Coaster Mini Game Textures.





Link on first post.

95
Thanks for doing this.  :)

Feel free to mod it for english version (only a few file need to be done but most only need to be renamed i think)

Ok here is an update for english users.

http://www.mediafire.com/download/7dusxg3yo38gk6b/Chocobo+HD.7z

I had to change the fonts, so here are some more screenshots.





There were a few palette omissions so I added those, but they are probably not used.

96
Sorry for the slow response. It took me ages to figure out what exactly you were asking since you quoted the answer. You are making it way to complicated on yourself. Don't change or move any files or folders. Just copy/paste it exactly as it is. The file structure has to be set up exactly like that to mirror how the original magic.lgp was set up. If you want to see the original file structure just extract the magic.lgp with aali's unlgp tool and you will see those files and folders in those locations.In other words it all goes in the magic folder under your modpath. Nothing goes into the battle modpath folder.

97
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2015-04-07 14:09:18 »
Thanks for wanting to use that model chriserenity, but it is so old and outdated. I also never play tested it so it has a glitch. However it was corrected by Whiteraven and can be found here http://forums.qhimm.com/index.php?topic=13703.msg192139#msg192139 .

98
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
« on: 2014-12-28 21:36:54 »
I cannot get 7H to work on any audio files. I have made a ton of different folder structures to change the audio.dat, and any ogg in vgmstream.  I've also tried to replace individual ?.wav files in a folder named audio.dat. these are file structures that i cannot get to work

sound test/audio.fmt audio.dat
sound test/audio.fmt audio.dat/1.wav
sound test/sound/audio.fmt audio.dat
sound test/sound/audio.fmt audio.dat/1.wav
 
Music test/music/vgmstream/bat.ogg
Music test/vgmstream/bat.ogg
Music test/bat.ogg

replacement files have been tested and work independently of 7H, but are not applied using 7H over original files.

I have tested using versions 1.34, 1.35, 1.40, 1.41

I have also tested 2 iro files that are claimed to work, but not for me however. They both use the sound test/audio.fmt audio.dat format.

Here is a working Iro file for 7th Heaven as a demo:
https://mega.co.nz/#!jcV22RDC!TKG7GzYp1IIpM0v7SRnY2Yya3wz8ebPsXz6PBuYq1KY

Soundfx test iro(from Bootleg install)http://www.mediafire.com/download/zd44vodiidyexj2/sound+test.iro


This should also work, but doesn't

Music test iro(ff1 battle music looping ogg)http://www.mediafire.com/download/mc3mqalhza12adh/music+test.iro

Any help would be very appreciated.

99
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2014-12-16 23:23:26 »
Here is a mod that will allow Jessie to join your party for the bombing mission. It uses 7thHeaven's ability to change files based on variables, and as such is 7thHeaven exclusive. Some people may have trouble getting the Avatars to work, but I included a readme that will explain what your troubles are. Some pics.









Link on first post.

Video

https://www.youtube.com/watch?v=r3CScbhshLY&feature=youtu.be

100
Releases / Re: [FF7PC] Grimmy's Models, Textures etc.
« on: 2014-11-30 05:46:19 »
I did a quick set of upgraded textures for the Bike game. I thought these had been done before but I couldn't find them, so I made them.  New avatars and score boards. Looks great with all the bike game models and original Motorball by bloodshot.







Links on first post

And the links for the Condor minigame on this thead
http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308
all seem to be dead, so i have up loaded the models and Textures by strayoff.

Condor models
http://www.mediafire.com/download/31utqs4ru16ree1/condor+models.7z

Condor Textures
http://www.mediafire.com/download/ed0f86nxbqmvtrs/condor.7z

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