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Messages - Marc

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251
FF7Voice / Re: FF7VOICE OPENS A PERMANENT CASTING CALL
« on: 2009-06-07 15:09:49 »
Barret definitely needs replacing, or maybe some acting lessons.  Everyone else seems to sound just fine... well.. Cloud sounds kind of strange, but I can't quite put my finger on what it is.

When you say this project is coming along slowly... just how slow are we talking?

Fairly slow.

Replacing voice actors mean their already recorded lines have to be re-done.  Especially when one of the replaced is Cloud.  But that's how fan projects go.

When there is something significant to announce, it will be but this is still going on.

252
FF7Voice / Re: whats up
« on: 2009-06-02 21:17:07 »
This is still going on.

Albeit very slowly.

253
Completely Unrelated / Re: FINAL FANTASY XIV (14) !!!
« on: 2009-06-02 21:13:36 »
Actually, from Sony's executive wording, FF14 seems like a timed exclusive.  He said something along the lines of "you'll only be able to play it on ps3 when it launches in 2010".  That screams timed exclusive to me.

Given that they have the tools to make it cross platform, it doesn't make much sense to restrict an MMO to a certain platform.  I wouldn't be surpirsed to see this one put up on PC (and maybe even 360) soon enough.

As a sidenote, I'm surprised they didn't show or mention FF versus 13 since that is an exclusive they DO have.

254
FF7Voice / Re: Ummm....
« on: 2009-05-05 21:26:41 »
This is still going on.

Albeit very slowly.

255
I'd wager all my marbles that it's because of the virtual folders vista uses.

when you're copying into any program files folder by a way other than an install software, you're actually copying to a virtual folder and not to the real folder.  The easiest fix I would suggest would be to install FF7 to a non-default location (aka not inside program files).

Also make sure its a maximum install.  I don't know if it would affect this patch or not, but it affects most so if you want to improve your game, max install is a must.

256
Going back to shaders and filters, what causes the glitches when you apply it to the whole scene ?  The fact that some layers show artifacts when rendered ?

If so, wouldn't it be possible to apply a filter/shader individually to each layer and skip the ones that show artifacts (the alpha layer comes to mind) ?  Pete's GPU drivers seem to use a similar principle for filtering and it works well for ff7 on epsxe.  I have to admit I don't recall if it improves the backgrounds at all though.

If it doesn't show, I don't know much about these things and I'm tossing (probably ridiculous!) ideas out there based on what little I do know but realistically, I think this is the closest somebody has ever been to improving the backgrounds as I doubt anybody is ever going to go through the 758 or so field files of the game to re-render them at a higher resolution!

Regardless, keep up the good work.

Its very possible to apply filters *after* the scene has been fully rendered (since it is essentially just a 2D image by then). But then you'll be filtering everything, not just the low-res field tiles.

Meaning only the 2d would be filtered ?  Or the whole scene ?  Would that help improve the backgrounds (and the whole scene while we're at it) ?

257
If you modify the backgrounds, you have to do it properly (improve the picture as a whole, then re-cut it)

Otherwise you'll get all sorts of artifacts as the different layers bleed over into each other

Even linear filtering for textures (standard feature in opengl) has to be disabled for field to look good
It's the way Square constructed the scenes.  Basically they have some sort of software Z buffering technique and assign each layer a depth. This determines the ordering of what is drawn, 3d objects inclusive. The 2d objects are not drawn in 3d but 2d but are depth sorted as stated.  So things go something like "background" which I suppose has infinite depth in this case. Then sorted 3d objects (character people etc) with sprite objects and lastly foreground objects (IE infinitely close to the camera). 

Transparent objects (alpha blend objects) also exist but they are done in the foreground depth (overlaying things). You see this in area's like the wall market.
That being said, if you want hirez tile sets they must be an integer multiple of the original tileset just like the screen needs to be as well.
I'm not sure if it's possible to use 3d objects strected and depths to give perfect alignment at various resolutions.
(render the background to a texture and paste the texture on a surface which would have the effect of something akin to wolfienstien).

The only way to make improved backgrounds is as said before they must be cut from the same template coordinates, or integer multiple, as used before.


Cyb

Going back to shaders and filters, what causes the glitches when you apply it to the whole scene ?  The fact that some layers show artifacts when rendered ?

If so, wouldn't it be possible to apply a filter/shader individually to each layer and skip the ones that show artifacts (the alpha layer comes to mind) ?  Pete's GPU drivers seem to use a similar principle for filtering and it works well for ff7 on epsxe.  I have to admit I don't recall if it improves the backgrounds at all though.

If it doesn't show, I don't know much about these things and I'm tossing (probably ridiculous!) ideas out there based on what little I do know but realistically, I think this is the closest somebody has ever been to improving the backgrounds as I doubt anybody is ever going to go through the 758 or so field files of the game to re-render them at a higher resolution!

Regardless, keep up the good work.

258
I have to say I feel this is the most exciting new project to come out lately.

This project has the potential to dramatically improve the game if it pans out like planned.

Quick question though.  Wouldn't a fairly easy way to improve the background be to send them through a HQ4x shader à la pete's ogl2 fragment programs or something ?

259
1. The ability to use save states, so I can save and load a game wherever I want, instead of save points.

That's not possible as far as I know.

2. A way to jump to practically any portion of the game, or at least a site that contains saves for every savepoint.

There's a save on the following site which contains all of the sections of the game with very strong stats :
http://www.angelfire.com/az/horf/ff7.html

3. A way to completely erase random encounters.

I'd use Jenova (found on this site, written by whimm if I recall) to add the Mastered to lower encouter rates (forgot its name) to every character to all of the saves downloaded in #2.

4. A way to start at level 99.

Jenova, again.  The saves I posted earlier are boosted though.

260
Another question then : Would it be possible to repackage your arranged tracks into the midi.lgp (or whatever the game calls it) and convert your instruments to a soundfont then ?

PS : It might show that I don't know much about midis nor soundfont!

261
Good job on these.

However you say these are based on high quality samples of the midi ?

Do you mean as in a soundfont ?  Because I was under the impression a soundfont was simply a different set of instrument samples which is what you did right ?

I'm only asking since ff7music can be somewhat picky and incompatible as The Skilster mentioned so being able to get these in game through soundfont (or gm.dls replacement) would not only solve that issue but also make them loop correctly.

Sorry if this has been asked before, but I skipped from the first to the 3rd page!

262
Q-Gears / Re: The purpose of Q-Gears
« on: 2009-03-03 17:40:44 »
If I recall correctly, it was mentioned when the change of purpose occurred that this would basically be a RPGmaker kind of program but for PSX era games instead of SNES ones.  So to create new RPG games from a set of existing content.

It also should be able to import materials from existing Square RPG's so people can have materials to make their games with.

That's pretty much the purpose I had understood at the time.

Whether or not that's current, I have no idea.

263
You should try to contact Berri (jack.o.lantern) or Tsetra.  They've intimate knowledge of the game's dialogue mechanic.

And Berri is also translating lost bits from the Japanese version.

She might be able to help you out.

264
Good trailer.

I especially like the first minute and a half and the reworked ending.

I do find the weapon attacking junon scene a bit too long and the non trailer scenes from crisis core out of place though.  And the change to the star field is a *bit* sudden also.

Overall it is a great effort and you seem to have some artistic talent.  Keep it up.

PS: The idea of using Calavera to voice some lines is just awesome.

265
Archive / Re: Guide: Ficedula's FF7Music on Vista
« on: 2009-02-26 22:09:35 »
I would guess you'd need to do a maximum install for the midi.lgp in your game folder to be used.

266
Ah great.

None of the programs I had tried from AfterDawn had worked using the Windows Codec (I do use vista so maybe that's why).

Thanks.  Again.

267
I need to find the frame info for the ff7 movies.

I usually use VirtualDubMod for these things but it doesn't read TM20 codec files as its not a directshow codec and even though I've found a way to make WMP play frame by frame, it doesn't display frame numbers which makes it kind of useless.

Doing it by time elapsed x 15 frames/second is a bit too imprecise it since some timing has to be precise.

I've done a quick search on the forums but all of the threads only speak about decoders such as ffdshow and not players who could handle the movie along with the frame info.

268
Troubleshooting / Re: FF7 Battle text
« on: 2009-02-24 21:15:08 »
It can read battle text files ?

I hadn't gathered that from the description.  Guess that means I have to start playing with it!

Thanks.

Edit : I see how you set it up.  Ingenious.  It worked like a charm although I didn't use the binding function quite yet.  I should do that in the next few days as the first scene is officially complete - pending sound editing.

269
Troubleshooting / FF7 Battle text
« on: 2009-02-24 16:20:59 »
Hey guys

I'd like to know if there's an utility to scan for all battle text quickly for ff7, namely for battle dialog (ex: guard scorpion in scene 82).

The only utility I currently know of that can do this is scene edit by M4v3r (once files are extracted with scene reader) but we need to open each scene file individually and look under each enemy under the script editor for the opcode 93 (Load String) for the argument that is the displayed text.  Going through the whole game this way would most likely take 100+ hours as each scene as over a 100 lines of code and there over 256 scene files with multiple enemies in each.

Is there another utility that could read the battle text more easily (or at least do a mass scene.bin search for occurrences of opcode 93) ?

There also are some artifacts in the text under scene edit (probably window and color codes I assume ?).

270
Even integrated GPU have no problem running the game in hardware mode.  Much less so in software mode.

It's usually a driver issue if the game doesn't work.

I suggest you try it on your current PC if you have the PC version.

271
Troubleshooting / Re: party members following cloud?
« on: 2009-02-15 19:51:00 »
This idea has some merit.

The main question here is where are the animation files stored ?  Individually for each field or in the char.lgp ?  If it's the latter as I suspect, this might be possible but might be buggy and require some collision detection programming for the extra party members to avoid them walking behind walls and through objects (or have the characters follow you but remaining on the walkmesh ?).  It also might require some new field animations for characters that never lead the party (aka everybody but cloud, cid and tifa).

272
General Discussion / Hidden members
« on: 2009-02-14 18:32:23 »
I was just wondering where the option to change active status would be.

I used to be hidden under the phpbb boards and that seems to have carried over to this one.  However, I can't find the option to change it back to normal under smf.

Legacy option ?

273
Completely Unrelated / Re: How many of us are students?
« on: 2009-02-14 14:50:01 »
I'm at computer in college so this just popped into my head ^_^

How many of you guys are students, and if so, what is it that you study and where?

I'm at Cardonald College in Glasgow (Scotland) doing an access course after 2 years of developmental full-time work. I got into Glasgow uni next year to do either Law and Psychology or Psychology. I also got accepted to neuroscience but I'm not sure about that one.

Neuroscience ?  They'd don't let just anybody into those programs.  Impressive.

As for myself, I graduated in 2005 in Business Management.

274
Archive / Re: Final Fantasy VII - Clever Hack Name Here
« on: 2009-01-20 14:02:41 »
I slightly modified Kao Megura's walkthrough for my personal use a few years ago and he does mention the clock puzzle being different.

As for him being dead, I didn't know that.  Accident ?

There are a lot of great internet contributors who have met their demise for some reason, much moreso than the death rate in the general population would seem to indicate (since major internet contributors are for the most part below their 30's).

275
"These tracks will not loop correctly in FFVII due lack of cue support in mp3"

So you can't use them in-game? :? I thought Ficedula's music thing could loop mp3s.

Oh yea, amazing stuff!

Ofcourse you can use them in-game and it will loop, but what i meant was...it will not loop like the midi.
Like the track of Opening ~ Bombing Mission, where the loop normally begins AFTER the Opening piece and now it will loop the whole mp3 and therefore you will hear the opening again :)

I hope i make sense :)

Actually, the game doesn't use the full bombing mission theme as that one is encoded in the video, only the short version (bombing mission part).  So for a use in-game, we should cut down the begining movie part (using audacity or some other software).

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