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Messages - Otokoshi

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476
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-14 16:48:33 »
I was thinking a new thread should be dedicated to the NPC project.  Borde or ice_cold513 could start it and maybe use the model list mirex supplied in this thread http://forums.qhimm.com/viewtopic.php?t=4774  .  Then they could update the post showing what NPCs have been created or are currently being worked on.  Others could post which ones they will work on and so on.  Just thought this could get more people involved in the project and lighten the load for Borde and ice_cold513  :D

477
I have a 9800XT and everything works fine for me.  Maybe its the display driver, or the FSAA or AF settings in the display properties.  I created a specific profile for FF7 and all is well.

478
Archive / Item modification request
« on: 2005-10-13 15:44:15 »
No it would not.  All Emperorsteele is suggesting is changing the models that are displayed.  The models are all that is found in the lgp archive.  The game has a separate database that has the statistics of all the weapons, in the database it has the weapons stats linked with the model in the lgp.  By keeping all of the original model names the same in the lgp archive, the database will still link up where you get the weapon, its stats, etc.  Lgp tells the game how it is displayed.  If you replace all of clouds weapon models with the same model (example buster sword) you're gonna always have what looks like the buster sword.  I swapped out Cloud's ultimate weapon model with the buster sword.  At the end I got what looks like the buster sword, but definitley has better stats.

479
cosmocanyon does make a good point.  I saw someone mention on another post about using the open source 3d engine "Ogre"  I do lack the professional programming expertise of others on this forum, so I would like to hear their opinions.  Could we build an up to date graphics engine for FF7, then incorportate the original game resources (battle system, animations, etc.) into it?  Similar projects I have seen on these forums mentioned it's just a matter of hacking the rest of the file formats from FF7.  I figured a new or updated graphics engine would make some people's lives easier (The SaiNt) rather than having to rewrite code for a very aged engine to provide us these great patches.  Could something like what cosmocanyon suggested be done?

480
Archive / Combination of Patches Problem...
« on: 2005-10-13 12:44:44 »
Isn't that the patch that just switches the Sephiroth and Cloud models so you play as Sephiroth and fight Cloud? Sorry, never tried the patch.  I assume if that is all you want to do then just install the reunion patch as normal and switch the names of the key models.  I don't know them off the top of my head, but I know that reunion or borde would know.  If you are feeling adventurous you could use one of the model viewing programs found in the forums, preview the files, and switch the names yourself and repackage the lgp files.  Thats not a bad idea though to update that little mini mod with the newer hi-res models. :D

481
Archive / FF7Music - mixing MP3s and PSFs?
« on: 2005-10-13 12:00:45 »
Well I have achieved FF7 audio nirvana!  I converted all the psf files from the playstation pack to wav files using winamp.  Then just converted the wav to mp3 using exact audio copy with the lame encoder.  Just made a new profile under FF7music that has Advent Children tracks, some remixes from ocremix.org, and the rest are high quality mp3s of the ps originals.  I got a tip to mute the midi output so none would leak through.  It has never been an issue, but hey I no longer here those ugly midi files.  Another tip, if you make uber l33t quality mp3s you might want to turn the master volume down a little in FF7music.  I have found they could get a little loud and drown out the sound effects, especially when fighting.  This time around FF7 is a lot different.  Updated hi-res graphics and high quality surround sound, it sure beats the 640x480 mode and two speaker midi output it ran when I first played it many years ago. :)

482
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-13 01:28:18 »
the download links are down for the NPC v.03 patch and that makes me sad  :(

483
Archive / FF7Music - mixing MP3s and PSFs?
« on: 2005-10-12 18:39:32 »
Darn.  I'm in the same situation as TerakRall.  I got some songs from the Advent Children soundtrack to work, but I got to choose either mp3 or psf.  Is there any program to convert either format mp3 to psf or vice versa so I could achieve final fantasy audio bliss? :D


Update

Yup I think I found the answer to my own question  :D
go here  http://www.neillcorlett.com/psf/faq.html
It's the answer to question 13, just use good ol' Winamp.  And it's in the same location for winamp 5.

484
Scripting and Reverse Engineering / Fractal interpolation
« on: 2005-10-12 16:36:27 »
Quote
'interpolation', which is actually the wrong terminology and perhaps the author should be kicked for it


Yikes! I hope you are referring to the author to the link Alhexx supplied, and not the one who started this whole silly discussion...me :lol:  Thats not the first place I have seen it mentioned as fractal interpolation, but as you said, it is not the correct terminology and I apologize.  Checked wikipedia and it's almost the same definition posted by Cyberman.  Once again your knowledge has me falling backwards in awe  :D  I swear this forum has the most knowledgable community behind these games!  Most gamming fan forums I have seen have morons who release NEW SKIN PACKS or Def Leopard MUSIC ADDONS and are hailed as heroes.  Very impressed with all of the effort towards various projects and just helping others out!

485
Scripting and Reverse Engineering / Fractal interpolation
« on: 2005-10-10 22:57:31 »
Well you just shattered my dreams....THANKS! j/k :D  I hope to hear from The SaiNt soon about his progress on this interpolation.  It's very facinating to me.  Let alone all the great work put into the Hi-Res mod, he along with Reunion and countless others on these forums seem to have the midas touch to modding.

486
Scripting and Reverse Engineering / Fractal interpolation
« on: 2005-10-10 22:19:54 »
My understanding is that FF7 engine uses pixel doubling for the fmv and nearest neighbor interpolation for the background images.  If you could implement fractal interpolation would you have to heavily modify the engine to accomplish this?      :z  ZZzzzZZZ (dreaming you miraculously found a way to use fractals)

487
Archive / FF7 - Reactor RELOADED Project
« on: 2005-10-10 22:06:55 »
Awesome work Elentor!  Battle areas look great! :D  If we could just form a couple dedicated mod teams together.  We have - 1)battle field conversion 2)high resolution 3)new music 4)hi res cloud patch 5)misc patches, mini game patch etc.  The NPC patch is already in the works and I'm a big fan of it.  Now we just need 1)Elentor's awesome battle area updates 2)Hi-res 2D background images 3)32bit support 4)anything else (updated fmv, whatever) and this would be an amazing, completley fan created, remake.  I'm very impressed and excited by Elentor's work and good luck with the project.  If I could lend a hand let me know.

488
Scripting and Reverse Engineering / Fractal interpolation
« on: 2005-10-10 21:21:28 »
Thanks for your interest in my previous post Alhexx.  And thanks Cyberman for such an in depth explanation.  That is a great link that shows the different characteristics of interpolation by the way.  I remember The SaiNt mentioning using bilinear interpolation for his project anyway.  I am assuming that would be much easier to produce/process since bicubic interpolation is available on my Photoshop CS.  Just curious to how this could be implemented?

489
I absoulutly agree Kiggles! I think I have been spoiled with the high resolution of pc gaming.  When I try and go back and play some ps or n64 classics, I get a headache with all the low res garbage.  Well, that's why the pc rules.

490
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-10 20:53:52 »
Awesome! Thanks again for your help.  Troubleshooted like you said and worked backward with the ficadula dll.  Turns out 1.10 works great.  Just played ff7 with updated tracks from the Advent Children sound track.  Two words, absolutly amazing!  I really see great promise in this NPC project.  My understanding is the field models are NOT lighted its just the textures that are shaded then applied to the model.  If that is the case, I think I could be of some help skinning the new models once they figure out the correct model proportions.  A great job with the project so far.

491
Archive / Getting FF7Music running
« on: 2005-10-10 20:40:36 »
Thanks for the tutorial, especially the troubleshooting guide!  You and emperorsteele's help got my ff7 running with updated tracks from the advent children soundtrack! Thanks! :D

492
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-09 18:56:57 »
Hmm I have ficadula dll 1.51a apparently, is there a link to this 1.15 dll? Thanks for your help emperorsteele, I've been a fan of your site for a long time now.  Well if you guys with the npc project could put a brief tutorial or pm me some basics, I think we could get this project rolling quick.  The more the better right?  :D  I just tried out the npc v.03 and its great.  Just that they all seem smaller and are not shaded the same as the battle models are.  I'm guessing that is just a scaling issue.  Anyways thanks a lot, great job, and good luck with the project.

493
Hi I got probably a stupid and noob question for The SaiNt.  What type of interpolation would you think would be best for the background images?  I think you mentioned bilinear interpolation earlier.  Just wondering because fractal interpolation would make any FF7 fans dreams come true  :D  But I'm not an expert programmer, just a photoshop 3ds max junkie, so if that is impossible to do then just briefly insult my programming intelligence or the obvious lack of it  :lol:  Anyways just want to be another of many to praise your great work you have done.  Looking forward to the 32bit and interpolation updates, but even without it, you've improved this classic by leaps and bounds!

494
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-09 17:00:26 »
The work all of you are doing for this classic is amazing!  I've dl the hi-resolution patch, the field model conversion, and the hi-res cloud patch.  They have all worked together perfectly.  The only one giving me trouble is the cetra music patch.  I recieve an error code and cant run the game once that is installed.  Any suggestions would be apprecitated, I have the original first edition with the not so handy tri fold design  :D  I was really wondering if there was any way that I could help out in this NPC conversion project?  I have a lot of experience in photoshop and I'm just getting into 3ds max.  Please let me know because these latest mod developments are the most exciting thing to happen to the ff7 pc in years.  It's like playing your favorite game again for the first time.  Thanks again everyone for all of your hard work.  :D

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