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Messages - Leet

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Sorry to necropost but as the original creator of this thread, I just wanted to apologise for not checking in on the post sooner I don't seem to get any notifications when posts are made here. Thanks for the input on this guys, I am hoping that progress is made at some point in the future so that we can someday understand how this stuff is loaded.

Thanks NFITC1. I don't seem to get any notifications when someone replies on here for some reason. I will take a look at this. Are you saying that Magic_A.TIM references magic1.p? If so is it likely that there is a stone.p file or something similar that the Stone.Tim links to?

Hi There. I don't post here very often so Please excuse me if i have posted this in the wrong area.

I am an FF7 model importer (but not the sort of stuff i can picture here unfortunately) that is trying to edit the Hades Summon. I know how to edit the cauldron and Hades character itself and also the swinging light but am having difficulty finding the pillars that surround the cauldron and the circular section of floor underneath it. There is a file in the magic.LGP called Pillar1.LMD that has a matching RSD file which looks promising but I cannot find any information on this file format, let alone open it.

Does anyone have any information that may help me get this done?

Any help would be greatly appreciated.

Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2015-12-19 09:17:56 »

Team Avalanche / Re: Monster Remodels!
« on: 2015-11-15 20:54:18 »
I find that if a single p file gets to around 50,000 polys it can cause kimera to show errors. That's only approximate though and i have sometimes been able to make it work with more but it varies greatly. I have even known a few instances where the limit is far less.

Team Avalanche / Re: Monster Remodels!
« on: 2015-11-15 20:41:21 »
Agreed Bear, these do look good. It is difficult to judge in an untextured form, but they do look incredibly smooth.

I take it you did a fresh windows 10 install EQ2? I upgraded from an older version and it left all my dll files in place.

Releases / Re: [FF7PC] Red Werewolf
« on: 2015-09-02 22:05:54 »
Hi jahiliyyah. I did my absolute best when importing the model onto the skeleton so I am glad you like the end result.

Graphical / Re: How to add new textures to the modpath?
« on: 2015-05-21 21:32:09 »
I know i may be way off here but what about placing the png in the reunion folder or the subdirectory for field assuming that you are using reunion. Its just a guess because the mod path is actually changed to mods/reunion when its installed.

I believe the information you are looking for and needing to change is in the models **ab file. So cloud is rtab.

I may as well tell you guys what im planning. I have a model of sapphire weapon that is currently game ready that uses ultimate weapons skeleton with customized animations. Its been tested in game as a replacement for ultimate but what i really want is to place a model of him on the world map and have contact trigger the fight. The proudclod side if things is taken care of and using 7 heaven will mean it wont need installing. Its just the world map side of things that will get in the way.

Thanks guys ill check this out...i must admit though hex editing is a last resort as i have great difficult understanding the byte system it uses.

Hi there this is the first topic i have ever started on qhimm so hi to everyone here. Select members already know me and what i do from another forum but for those of you who don't i am basically a model importer with little knowledge of scripting or reverse engineering the ff7 game although i am up on the the lgp system because of the many models i have already completed.

What i am trying to do is add an item to the world map so that when you make contact with it a battle commences.....the same way as it happens with ruby or ultimate weapon. I know that field information including scripting resides in the flevel.lgp but what about the world map data? Can anyone tell me where the data i am looking for is stored and more importantly is there an editor available that will allow me to add to it?

Releases / Re: [FF7PC] WereXIII (2014-11-17)
« on: 2015-01-09 19:19:00 »
You can but you will need to use the custom kernels and overwrite the game files. You will need to backup everything or it will be a nightmare to remove the mod. The werexiii mod is not compatible with all mods so double check before using the direct install method.

Releases / Re: [FF7PC] Red Werewolf
« on: 2014-11-06 05:43:44 »
Just the jaw actually lol. Ive completed everything else and its looking good.

Nice job borde......ill start using this version. In the last three months ive spent a huge amount of hours in kimera importing so a new version is always nice. Thanks for your continued commitment to this program.  :)

Releases / Re: [FF7PC] Red Werewolf
« on: 2014-09-23 21:12:50 »
I did add the legs i adjusted in to the 7th heaven iro and ran through a couple of scenes and i like it. you did a good job definitely something that everyone should try.

Releases / Re: [FF7PC] Red Werewolf
« on: 2014-09-16 23:32:59 »
Very well done to you both for getting this mammoth task finished. Im actually taking a bit of time out to play through the game so i will run this at the same time if i spot anything unusual i will let you know  :)

Releases / Re: [REL] Red Werewolf
« on: 2014-09-12 23:12:35 »
Glad to help wolfman, he does look very badass with the legs like that more werewolf and less like a man lol. its a shame that its so complicated for you but i can definitely see why it has taken so long. I struggled to keep kimera going last night due to the shear texture sizes and amounts lol. Bordes program really hates it.

Releases / Re: [REL] Red Werewolf
« on: 2014-09-04 14:17:28 »
Nice avatar there.....just to let you know when you are ready to take it on i have an aerith model in .obj format to give you a head start. I cant discuss it on qhimm but ill send you a pm instead.

Releases / Re: [REL] Red Werewolf
« on: 2014-09-03 20:19:28 »
9/12/14?.......before christmas then? Lol just kidding, well if its nearly done i will be able to catch up with you in other places soon  ;). Im still there but my stuff is not in general anymore. Good luck with completion buddy.

Releases / Re: [REL] Red Werewolf
« on: 2014-09-02 07:05:57 »
This really has turned out to be a nightmare for the two of you hasnt it. Honestly though if people really want to use the mod bad enough then they will probably go to whatever lengths neccessary to to install it. look at how much work it is to get ffvii running in itself. install the game convert and patch it, run the bootleg program select what you want. and then you have to manually extract and repack the lgp files to add models and extras lol. FF7 modding was never the simplest task so i really don't see why installing this would be treated differently. hope you manage to get it all completed at some point.....good luck.

Releases / Re: [REL] Red Werewolf
« on: 2014-08-25 15:06:52 »
This is moving along nicely i see. Cant wait until this is completed.

Releases / Re: [REL] Red Werewolf
« on: 2014-08-20 12:01:11 »
Hey wolfman.......i was just thinking i know you wanted to make the legs look like they did in your original model. I think this would be possible if you cut the lower half of the leg so that it is one piece. As long as the knee and ankle joints line up with the ends of the bone it wont matter if the rest is outside.....the only thing to watch for would be if he were to kneel down to far or lean to far back.

Releases / Re: [REL] Red Werewolf
« on: 2014-08-19 16:24:26 »
Hi wolfman....i actually use ff7 pc. I wouldnt know where to start modding the psx version lol.

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