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Messages - mirex

Pages: 1 ... 4 5 6 7 8 [9] 10 11 12 13 14 ... 43
201
Scripting and Reverse Engineering / How does it work?
« on: 2005-06-16 09:46:44 »
Quote from: Any suggestions?
Any suggestions?

Yes, look around the forums. I think that there is already a tool that can change all texts in the game. There is also a document gears.pdf by Halkun(TM:) which describes ff7 data. (anyone has it mirrored somewhere ?)

202
Completely Unrelated / In other news... (monkeys)
« on: 2005-06-15 08:12:28 »
Quote
You can doubt it as much as you want.

Can I doubt it too ?

203
Completely Unrelated / In other news... (monkeys)
« on: 2005-06-14 08:51:13 »
Welcome back Jari.

204
FF7 Tools / FF7 models to 3ds Max
« on: 2005-06-08 12:10:27 »
Please try to load some ASE models so we can see if it works.

Yeah problem is that he does not have MAX7 so he only recompiled it and he has no means of trying it. Uh oh.

205
FF7 Tools / FF7 models to 3ds Max
« on: 2005-06-06 19:39:19 »
Okay i'm waiting for your comments.

206
Archive / Voodoo or TNT?
« on: 2005-06-06 08:46:28 »
I have old P200MMX with s3-trio graphic card and Voodoo2 16MB (or 12MB?) accelerator, with W95 and in the good old days FF7 was running on it smoothly. Sometimes fps has dropped for a moment but other than that it was running great.

207
FF7 Tools / FF7 models to 3ds Max
« on: 2005-06-05 17:58:47 »
You know what ? He did ! But its not tested at all, you have to try if it works.
http://mirex.mypage.sk/FILES/asciiimp_max7.rar

208
One guy called Simon Engledew has recompiled ASE plugin for 3ds Max 6, can someone give it a try if it works ?

Its here: http://mirex.mypage.sk/FILES/asciiimp_max6.rar

I also asked him if he can recompile it for 3ds Max 7, but he haven't replied yet ...

209
FF7 Tools / FF7 models to 3ds Max
« on: 2005-06-05 10:50:15 »
One guy called Simon Engledew has recompiled ASE plugin for 3ds Max 6, can you give it a try ?

http://mirex.mypage.sk/FILES/asciiimp_max6.rar

I also asked him if he can recompile it for 3ds Max 7, lets see if he can do it.

210
Archive / editing sephiroths limit break
« on: 2005-06-02 13:18:43 »
xspudx: i'd say that reading all the threads in Tech related forum would be a good start. When you finish reading them (that could be somewhere around 14th february 2006, there is alot of info inthere) then you could see if it is possible or if its not, or if you should create new tool for FF7 and stuff... just try to get more info for yourself. Info is here on boards in the Tech Related thread.

211
Archive / leviathan trouble
« on: 2005-06-02 13:07:53 »
Well yes you can somehow 'Edit' animations in the Leviathan - you can move character bones. But these changes are saved only in Leviathan, and you cannot bring them to game.
You can activate this edit feature by typing 'Show controls' in the Creature info box and pressing Enter, as Reunion mentioned. You can find this out if you read 'whatsnew.txt' which is next to Leviathan.exe

Summary is that any game editing of FF7 through Leviathan is NOT possible.

212
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2005-06-01 08:31:08 »
Works for me, small problem is that the downloaded file has extension .htm . But when I renamed it to .rar it worked allright.
Too bad I don't have any .P files here to test it.

213
Archive / leviathan trouble
« on: 2005-06-01 08:22:56 »
here:
http://mirex.mypage.sk/index.php?selected=1

Also sometimes it says that file is invalid if you use older version of WinRar ... so try to download new one.

214
Scripting and Reverse Engineering / Import ASE into Max7
« on: 2005-05-15 21:55:50 »
3DS is not capable of point texture coords, only of vertex texture coords. ( One vertex can have only one texture coordinate, even if its needed that each polygon sharing this vertex should have different texcoord at this point )   That is reason why textures are stretched and nothing can be done with it. ASE on the other hand supports point texture coords, thats why it works. (it also supports vertex paint btw)

Though, I don't know about any other ASE importers, only about the one mentioned in the FF7 -> Max forum.... i'd suggest to find some Max tech forums, maybe some guy there could re-compile the ase importer script for use with Max7, i dunno ...

If you find any, let us know ...

215
Nope, none found ... :(
Maybe seph3d has some of your work, from time that you were art-fighting ? But he is not visiting forums lately.

216
Hi ShinRa, long time no see !
If you can provide precise filenames, I could run a filesearch on my old HDD, maybe there is some of them hidden in temps of the disc.

217
Nope, FF8 PAK files are completly different from Quake PAK files, so Dragon Unpacker wont help you probably.

You can use my tool Unmass to unpack ff8 pak's, but I dont know any tool for re-packing though.

218
I myself have no idea what are you talking about, but try looking here into Gears document: http://the-afterm.ath.cx/gears/  if it will be online ;)

219
Troubleshooting / Biturn
« on: 2005-04-15 06:59:42 »
Abiko_Tatsukani:
- I pointed out the rules only in point 1, and then I tried to help in point 2.
- Why do I support only PC version ? Question is why do you want to play with PS version when everyone supports PC version ? I have PC version. PS is too expensive for me to buy, and PC is better for me than PS. You cannot program on PS.
- Hmm I think that Cyb is working on his software (it was called something like TV, im not sure), and I'm working on my software, whats your problem with it ? As far as I know PS animations were not decoded yet, so they cannot be supported in Biturn. I know Biturn sucks in many ways, but its also good in many ways, realize it and shut up.

220
Hmm .. what kind of math do you use to calculate it ? Is it something OpenGl ? 2d or 3d ?

In this case (2d) you could do it by calculating intersection of the half-line(vector) of view (A) with line segment of one of sides of the bounding box (B). In case they intersect the box is absolutely in the view. You have to decide how many box sides do you have to intersect.


I would post a simple c++ code for it, but I dont have my sourcecodes here :( So I tried googling, and here is some math to the intersecting: http://astronomy.swin.edu.au/~pbourke/geometry/lineline2d/

Ehm and sorry for my math english.

221
Hmmm im not sure if I understand correctly .. but some simple math should do it. Try to draw your problem and post a pic.

222
Troubleshooting / Biturn
« on: 2005-04-13 08:56:08 »
1) forum rules say you should not ressurrect old topics, but start a new one instead.
2) you cannot do anything, PS support is just so-so ... biturn could not load PS animations ... so till now it works ok only with PC models. You can do one thing, you can animate them by yourself to get them into proper position. Use your modelling program.

223
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-04 09:04:15 »
Quote from: Reunion
Sorry, but that probably made no sense to anyone and it really does not matter.

It does make sense, don't worry.
Great work ! Anyho I don't have anything against playing FF7 in old-way, so its nothing for me :).

224
Archive / FF7: Battle Problems, Help!
« on: 2005-03-22 11:21:29 »
Quote
it says insufficient swap space

Maybe you have a harddisk full, it could be good idea to free some space.

225
Archive / where to find Unmassw Version 8.0?
« on: 2005-03-22 11:14:26 »
SeiferAlmasy: Give WinRar a chance, and download it. Link to it is at the same page as the Unmass (in the bottom). Rar is quite better than Zip. It has better compression (although not much), its easier to use, it supports more formats (zip too !).

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