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Messages - Kaldarasha

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I think it is more possible, that textures are unaffected by the light on the PSX to keep the stress on the hardware small. On PC they just didn't cared about this behavior and they probably didn't knew of it.

The light on PSX is backed on the models (to save computing time and memory) and the yxz calculation is different. The values don't seem to be displayed correctly on PC compared to PSX. You can see the wrong behavior on the worldmap on some 3D models like towns.

That's super impressive work!

When you are done with it, I have a few ideas which could need your magic hands.

The light layer effect could be probably better simulated through shaders. TrueOdin has implemented a way to allow upscaled textures to be compatible with the games fading technique but in certain situations it just kills performance. Aali himself said a long time ago that this has to be solved through shaders.

Blending of 3D models could need a different look. Currently the game makes all faces transparent, so you see the whole meshes. I think that it would look better in any situation (when summoning, in the temple of the ancients) if only what you see gets transparent.

Reflections and refraction of surfaces. This would be just a tiny nice detail. Reflections would be seen on the floor in Shinra HQ. It would need a mask to define which part is reflective and which not. Maybe an extra image for the mask? Similar would be refraction effects. Maybe the elevator in Shinra HQ, but for sure the glass like thing in the Forgotten City in the screen before you meet Aerith and the broken glass dome over her.

Emission on magic effects. This could be particular hard to get it working correctly. I could imangine that a condition to determine if an effect emits light, could be if an effect has some transparency or not. Another solution could be to make it for external textures only and having a flag on them (like an _EXY_ in the name, where XY would be a number between 1 and 100 and setting the strength of the emission).

That are just some ideas and I hope you pick some up.

Btw. do you know if skinned meshes are possible through shaders?

In other news someone is working on light with a new approach with amazing results.

Its wild that Ive never noticed this before, nor have a heard any mention of it anywhere, but there it is, impossible to miss now that I see it.  ???

I have brought this up some years ago on the reunion thread. The problem is a bit difficult. The main problem is probably a difference in displaying coordinations. The PSX has some strange logic and doesn't follow the usual xyz. Though the PSX does also bake the light on the models and I can't say in what position it does that. On PC the light is applied in real time on the model.

Support / Re: Ripping the FFVII Battle Models
« on: 2021-02-05 13:19:29 »
It also breaks field models. There is nothing you can do to avoid it.

Is that in magic.lgp? Because I don't see that file.
It's a loose file in the battle folder.

Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-01-21 23:16:51 »
FFNx, but it must be a problem of the DX11 driver of it, because I have seen issues with Barret's flash effect on the ground, when he shoots, before I installed your mod. Which, by the way, is the best thing after Aali released his driver 8.1. Really, it is even before Iros made 7H, TrueOdin started with FFNx or QuantumPencil started SisterRay.

FF7 Tools / Re: [PC] Text editor - touphScript (v1.4.0)
« on: 2021-01-20 08:49:36 »
Added the files and made my settings. Still doesn't work.

It's in magic.lgp, no wait I guess these are loose tex files in battle. But textures aren't there as a complete texture and is cut into pieces.

Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-01-19 05:15:36 »
Finally, the fix a waited for a long long time. Will this only effect shadows or also other SFX which have the same behavior? As example: Aerith last limit isn't correctly displayed.

Another question from my side we have these filthy light shader problem in the field when they are upscaled. True Odin had a solution for it, but this solution literally explode the size of any upscale mod and some fields have a heavy performance issue. Aali (the original creator of this custom driver) said that it needs a shader based solution. Would be cool if you could look into it.


Problem under DX11 when the cursor has multiple targets.

Troubleshooting / Re: Texture mapping problem
« on: 2020-09-10 12:08:17 »
You can paint the vertex color. Though, this is pretty risky, because it can effect the uv coords and deform the look of the texture. That's however only true when the texture is directly applied to the mesh and doesn't have its own.
Why not coloring it through the field script like the chocobos?

Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-04-21 17:42:23 »
700 or so

A bit more than 600 don't forget there are a few doubled scenes like the nibleheim flashback.

Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-04-15 22:32:51 »
One of the first I did.

Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-04-04 21:03:22 »
Found an issue with resized characters which use custom models which I haven't added in the release.

Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-04-04 14:52:38 »
Okay instead of playing Witcher this evening I fixing stuff and releasing some mods. So I hope I get this paste bin stuff to work.

Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-03-29 12:06:10 »
To both questions. Dynamic Weapons use extra functions of 7h, so it's 7h specific. Same counts for the rezised models.

Can't you implement a direct way to read from the translated files? It's easier to test for me. The biggest problem if you translate English -> German is the spacing. I need to look if I use the correct German word or if I should use the English word as kind of an 'anglizismen'.

I can do the translation to German.

7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-03-07 08:55:54 »
You can test xinput plus. But I have to test it with the new 2.0 version myself.

The head mesh has to be exported in to separate groups. When I import a model I export in blender the full head mesh, then I delete every face of it except of the textured faces and export the remaining faces (left eye, right eye and mouth) too. If you go the long but safe way you also have to convert the object files to 3ds files for pcreator. In pCreator you have to open the full head mesh first then you must add the remaining faces for the texture. Add only to the added faces the bmp for the uv.

Just use any other working texture. It's not important which one you use.

You can convert the models with bitrun to an obj file and load it in Blender or 3DMax

The rescue Priscilla minigame should have a hold button script. Maybe it can be used for the select + cancel buttons combo. Btw. I have made a script for a fast travel between the chocobo race and the farm, which you can use if you have a gold ticket.

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