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Messages - cmh175

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76
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-17 12:57:05 »
Hey thats looking pretty nice, really liking the silhouette there.

I don't understand the part about needing to get into the millions of polys to hand paint the model though, if you're painting straight onto the 3d model in Zbrush using UV's then yeah your subdivisions need to be pretty high, but if you're just painting the UVS in photoshop then your polycount doesn't matter its only your UVS that matter.

Are you Uv mapping straight in zbrush too? Or do you start in Maya/3dsmax and then import into zbrush to sculpt in your real details?

I do personally think 10k is way too high for that model, but if it runs fine in game, and animates well, then theres not really any difference what the polycount is.

Polypaint in zBrush requires roughly a million polygons, per piece. That's pretty much why it's superior to using photoshop and other applications for textures. The game doesn't seem too concerned with the poly count as long as it's within 100k and 4k textures or less. As this is pretty much the same with current game models that's pretty acceptable. Wolfman and I have been working on refining an upscaling and sculpting process in zBrush to dramatically increase detail to the original models. I'm not sure about Wolf's Jenova, but my models low poly subdivisions are roughly 45-52k.   

77
Hello everyone. All the new completed work looks stunning. Thanks so much to Aali and Dan and Tifa and Kaldarasha and all the people who have worked so hard on all of these mods.

Concerning the Popup error messages:
Has anyone been able to find the tool from Bootleg that removes them? Sorry if this has been specifically addressed elsewhere, I've been searching for a while and this was the best I could locate. <3

Hey man long time no see. I've been looking into this off and on too, still haven't seen anything about removing the popups yet. It's odd it was removed from the driver since the popups are only really helpful for modders troubleshooting new work.

78
Graphical / Re: [WIP] Hojo Lifeform
« on: 2015-03-12 13:06:53 »
lol wow, your rude response isn't very encouraging for artists and modders to post their work here. I didn't expect such negativity from a staff member. Also, 3d art is clearly about detail. If we aren't here to add more detail to the game than what the hell are we doing here? Kind of negates the whole point to the Graphical Mods forum doesn't it? 

79
I wanted to check out a few of the animation files after installing R03b with the 60 fps mod, and noticed a lot of animation files are missing. OFDA - RTDA are missing. I noticed in the direct download for the mod the animations are there. I installed with a mostly fresh installation, only had R02 installed.

80
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-24 14:31:51 »
Google drive tends to work pretty well. Otherwise the others I use are Mediafire and Mega. Mega works best in Asia and that whole region, but can be slower in the UK and the US.

81
Releases / Re: [FF7PC] Tifa Model (2013-08-27)
« on: 2015-01-13 22:07:04 »
I don't have a copy. You can download the 7H version and unzip it with 7thHeaven and just pull it out. The files inside are labeled by lgp (world_us.lgp in this case).

82
Releases / Re: [FF7PC] Tifa Model (2013-08-27)
« on: 2015-01-12 23:34:38 »
does anyone have a world converted version for this model i would really like too have it


I cant attest to the lgp version, but I did a world model before making the 7H version of the mod for Bloodshot.

83
Releases / Re: [FF7PC] Red Werewolf
« on: 2015-01-06 00:05:47 »
Yes, bc otherwise the game will crash when you use any of Red XIII's limit breaks. Other than the necessary files nothing is changed so itll play the same way. Since you're overwriting core game files the 7H version is recommended.

84
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2014-11-26 19:48:07 »
Let me know when you're ready for the model overhaul project. Personally I prefer 3d mouths and eyes though, it just depends on the subdivision level and texture detail. I'm having trouble with subdividing FF7 models in ZBrush, I think it's the number of Ngons. Parts of the model deteriorate and break into pieces. I think I have an idea to fix the issue though so I can bump up the geometry for HD polypainting. Once I get it working I'll send you an update so you can see what I'm thinking. Could work pretty well for your project if I can perfect the workflow.

85
Releases / Re: [WIP] WereXIII
« on: 2014-11-17 23:44:34 »
That's actually a good idea and will ultimately save storage space for everyone since both versions use the same gameplay mod files and everything with just different models.

86
It actually doesn't seem too bad all in all. I'm annoyed the install size is so massive, and nothing for the Japanese videos are labeled so removing them will be difficult, but otherwise it looks pretty good. Granted this is with the downsampling and custom resolution settings with the GeDoSaTo modding tool. People have mentioned issues with the controls but they must mostly be with the pc controls, controllers works just fine. To exit the game you have to go to the main menu and hit esc on the keyboard however, but otherwise I haven't found any issues. The game supposedly runs at 60 fps, but it seems closer to it's original 30 fps from the consoles. It runs smoothly though so I don't really care, and I have a few ideas to boost the frame rate a bit more anyway. This was just a technical test, I skipped all the videos and everything and went straight to the opening fights and ran around the first level a bit. Otherwise I haven't played the game so I cant say much about the dub or anything.   

87
The movies and the voices are duplicated, so there's one for English and one for Japanese. They could have just let you download the English one and get the Japanese one as a free DLC, but no...

Deleting the Japanese FMV's would save 19.8 GB.

Good to know thanks man. That's an easy 20 GB I can free up. Agreed, this really should have been a dlc option.

88
I don't think the series is going to pick up. Some how I missed that this four year old game is 60gb and only plays at 720p. Why the hell is this game so big!? I'm installing Middle Earth Shadows of Mordor now with the 4k HD pack and even that is almost half as big. This will just end up as a one and done game, not likely to keep installed nor redownload for a foreseeable future.

89
Completely Unrelated / Re: Windows 10 REVEALED
« on: 2014-10-02 01:06:51 »
Interesting, so they really just skipped 9 huh. Either way I'm just glad they're making the Metro interface, which is basically just a rip of the Xbox UI, optional and putting the start menu back. I was able to mod a few things in Win 8 to remove a lot of that crap and add the start menu, but it's still a real pain and I hate whenever I have to use it. I'm more interested in DirectX 12. 

90
This can only be done with 7H. Actually I think it already has with the Final Heaven Catalog.

91
Hi everyone,

I wanted to know if once this mod Reunion (R02) is released will it be fully compatible with 7th Heaven mods that current exist, 7thHeaven Mod Tutorial, I know there are some issues with mini games fixes if we use both (R01), but besides that I dunno if bugs exist during the game.  I am asking this because what I really wanted to do was to somehow make a .iro package of the Reunion modified files and load into 7th Heaven, there i could configure everything in one go  :wink:

I think this mod is one of the best mods I have ever seen here in qhimm, congrats on doing a superb work during all these years, I can't imagine the amount of time you all have put into this, it's really an amazing mod! I will be sure to donate once the promised day comes :D

The current version of the Reunion works fine on 7H so R02 shouldn't have any problems. 

92
I love strawberries!



lol nice. Agreed, the Final Heaven catalog is very impressive and a big step forward for the forum. I cant even imagine the work that went into assembling it.

93
THIS shortleaf pine DOESN't forget-me-notING WORK!!!

I have reinstalled the game and removed the folders...

But the ferning 7th Heaven says the mods are still installed when i run the catalog, wich they are not....

How can i make the 7th Heaven understand that i have removed the fuschiaing mods.......!!!!????

I'm getting mad at the program because it's strawberry.

Cool your jets, guys. We don't disallow swearing here, but keep in mind that nobody's getting paid for this. Swearing at people because their stuff doesn't work as well as it might isn't productive and won't be tolerated. We're not looking for flames, here. ~Covarr


Edit: Can i download the whole catalog from somewhere else? Because the 7th Heaven says i have the mods installed but the folder is empty.

I can't download the mods throught the catalog because of this.

Indeed, calm down. It may not seem like it, but this is generally a user error thing. Deleting the mod from your library folder does NOT delete it from 7H. So it'll still try to read them if you have them activated or try to configure them, and crash. The settings and stuff are saved else where, so if you're having trouble with 7H and just try deleting and reinstalling that doesn't always work. Go to C:\users\(your username)\AppData\Roaming and delete the 7thWorkshop folder. That will completely remove all 7H settings and default everything.

Otherwise no, most of these mods aren't available for 7H else where. A lot of work went into the Final Heaven catalog and it's been tested quite a bit, so if it's not working chances are it's something you did, not EQ2Alyza or the mod file itself. If it's not to your liking feel free to download the manual install folders and compile your own .iro's.

~Also looking at your previous posts this is your first post in about a year, and your first time asking for help with 7H. That's quite an overreaction having not tried asking for help troubleshooting this.

94
Honestly I don't see cloud gaming becoming a real thing, not in two years at least. More like 5-10. I actually built a 3d Cloud Server for testing with my company using the Nvidia Grid K1 card. Pass through from the hardware to the virtual desktops works well enough, I was able to run Maya 2015 pretty well. When trying to play Portal 1 though it crashes within five minutes. There's two issues with this concept. The first is shared hardware. Unless they're planning to dedicate a single gpu per vdi you're going to be sharing a multi core gpu with other users, likely 4-5 at most. If you're using basic 3d applications (like Mine Sweeper or Windows Aero) you're ok, but if you launch something like Borderlands performance will tank to single digit frame rates before it eventually crashes. The hardware just isn't anywhere near where it needs to be to pull this off, and when it is it'll make a GTX Titan look like a bargain priced novice card. Adding the price for a single server capable of handling this (mine was roughly $5k-$7k, not sure I don't handle billing lol) you're looking at nearly $10k in hardware alone, not to mention vmware licensing and paying someone to actually assemble this (mine took roughly 30 hours total for it to actually work without using a virtualized video driver, and using pass through with the Nvidia driver). The real issue is internet speeds. 3d Cloud Server or just remote access to a gaming rig either way an SSL VPN connection has to cross over the internet. My server at our data center has a 1 gbps connection, I forget the speed at my office but it's certainly faster than anything you'll find at the average home. Performance still lags, so even when the gpu was clocking 60fps I was only actually seeing like 5. Playing Super Street Fighter 4 it seemed liked the characters just teleported everywhere lol. It's a cool idea but I say it's a gimmick, it's not likely to be both profitable and cost effective for business or gamers.

95
Releases / Re: [FF7PC] Red Werewolf
« on: 2014-09-18 13:11:21 »
Congrats!

Just a small note on the installation. I would use the Import button to put it into 7H, rather than manually placing it into the 7H Library folder. In my tests, this will cause the ID tag to display in front of the mod name and it's confusing to new users what that mess of letters and numbers mean.

I'll add this to the catalog this week :)

Is that something new with the recent versions of 7H? I've always just pasted iro's into the library. Importing them just seems to make a copy of it in the library for you (which is nice for those who aren't as familiar with it) but it takes longer, particularly for larger mods. I haven't really seen a difference, other than the imported mods have a serial number or something added to the name inside the library folder. Either way I'd say the best install method will be the catalog so you just have to hit download to install it, and updates can be applied automatically.

96
I don't recall much of a discussion on this topic around Team Avalanche forum, to be honest. Maybe we barely brushed the subject as we contemplated the possibility to run the game at 60 fps (SpooX testing FMVs in Junon). I think there are more knowledgeable people outside TA when it comes to animations.

It was mentioned in passing mostly, just the idea of being able to edit the animations outside of kimera. Aali and Borde discussed it a bit though. I think it was on Timu Sumisu's new Vincent model thread. This was also like a year ago.

~Found it. The conversation started here -> http://forums.qhimm.com/index.php?topic=14461.msg203301#msg203301

97
Releases / Re: [FF7PC] Red Werewolf
« on: 2014-09-16 23:37:21 »
That's great thanks man, that's exactly what the werewolf needs. Particular scenes were Red XIII plays a big part and uses animations other than the norm (walk, run, and idle) have been checked and edited but to really perfect the mod it'll need a full play through. So if you guys see anything odd post the issue and where in the game you saw it.

98
This would actually be an incredible tool, almost on par with the kimera even. The animations could use plenty of work to smooth them out and make them more realistic, but other than fixing ground height and stuff they're a nightmare to edit. Granted kimera wasn't really designed with that in mind. There was a bit of talk about this in the Team Avalanche forum but I'm not sure which thread it was.

99
Releases / Re: [FF7PC] Red Werewolf
« on: 2014-09-16 23:09:55 »
Played through a few more scenes outside of our testing scope, looking good man. Glad to see this finally completed.

100
Releases / Re: [REL] Red Werewolf
« on: 2014-09-13 18:32:13 »
Nobody mentioned anything to me about changing the kernel. I update the scene.bin and kernel quite regularly to fix issues or add new stuff. A second kernel where changes have to be transferred across each time isn't something I'm wild about (unless you can patch limit breaks on their own in 7H? How would that work for synching the scene.bin?) I'm also not sure what you mean by including patches with the gameplay mod files either; does that mean making direct alterations to the NT Mod's core files rather than the werewolf mod being it's own separate patch that's applied higher up in the load order, handing down the three field files and char.lgp/battle.lgp files? Not sure what you mean by 'no-one has to pick and choose'.

Crap, I had not thought about the NT mod still being in development. The other gameplay mods seem to be in their final state. Editing the limit breaks was tiring and frustrating since we couldn't figure out how to make a hex file after editing the limits in the ff7.exe. So I lost patience and did them in walmarket which is a lot easier. The problem is I cant seem to export a single file that the game can read that changes just Red XIII's limits, it has to be a whole kernel. So the compatibility patch has the vanilla kernel with the limit break changes patched and I did the same for every other kernel in the gameplay iro. Otherwise the Red Werewolf would just overwrite gameplay mods in 7H or direct installs.

The scene.bin isn't touched by the Red Werewolf so it's not included. In 7H the Red Werewolf is placed above the gameplay mod so the compatible kernel's are used, but everything else is used from the gameplay iro. Models, entire flevels, scene.bins, none of that is included and still required from the original mods. At this point the only other alternative is the mod released with the kernel patch file I did that'll require being manually added to the installed kernel. This also means that the gameplay mod cant be installed through 7H, not without being unzipped and patched first. Changing Red XIII into a werewolf is almost on the same level as reviving Aeris.   

If you update the mod regularly how is the gameplay iro kept up to date? Patching the mod with the Werewolf changes just requires us to download the new kernel, apply kernel patch, and rezip the new Werewolf iro. It'll be included in the Qhimm catalog too so updates will be automatically downloaded and installed so no one has to manually update. Updates can be managed every/every other week fairly easily since it's a five minute process.

~Actually I did come up with an alternative if the gameplay compatibility patch doesn't seem acceptable. Though it relieves heavily on someone volunteering to create the hex file for the new limits. It'll leave the kernel alone. Animation changes how ever require type 1 chunk files in 7H, so it'll change script and model settings. Dialogue wont be effected. The necessary scenes are Hojo's Lab when Red XIII attacks Hojo, meeting President Shinra in his office, and Greeting Rufus in Junon before getting on the cargo ship. I doubt gameplay mods have any script edits for these scenes, so this is the best alternative that doesn't' involve any files from other mods.

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