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Messages - cloudiar

Pages: 1 2 3 [4] 5 6 7 8 9
76
Very nice myst4re, in older (1.8.0/1.8.1) is stable, but fail import and cread new map, is not enable? (never run original file).

You have documentation of opcodes savemap access? its really run?

THANKS for all.

77
Troubleshooting / Re: Texture mapping problem
« on: 2020-09-19 15:35:41 »
Thanks,  the colour filter only affect all card (maybe use this for states), the solution its add alternative colour in back card!

Have other problem, for add bonus +1 or -1, in this case can add the atribute in game with window, but need 9 windows for this case...really hard question :(

78
Releases / Re: FF7 create new fields
« on: 2020-09-10 17:28:06 »
Really fantastic job!!!! 

Mithril mine need more...and its is good :)

I send mp to you, have private question.

Thanks for all!

79
Troubleshooting / Texture mapping problem
« on: 2020-08-30 22:23:32 »
Hi all  ;)

I am trying to create triple triad in ff7, but I have a major problem, making the cards differ from the opponent's (color)

Is there a way to paint only a piece of the model?

I have tried chunk card without texture, but any filter or palette change affects everything.

Maybe solution can be done using the "change state eyes" module, and put here if the card is yours or the opponent's

The problem is that it does not work, it does not show the other texture, it only shows the original texture, the card does not have "bones", it is only a simple 3d model, unique texture.

Any ideas?

Some help or documentation would be great. Thanks  :)

80
The feature I mentioned could be used to create card games, for example triple triad (ff8)

True, 7hv could be used to load another 16 models, but something more difficult I doubt.

I want add new card card game, but have one big problem, when you select the cards they have to come out in the game.

The field id should show only your four chosen cards, and your opponent's four.

The choice is between 50 cards for example, or 100, I really do not see possible that 7hv can load the selection, do you have any idea?

Researching in makou reactor I discovered that it is possible to load npc via script (free group), and in the list of models you can load add 20 or more (maybe 255).

Then maybe module to load model ID in a local variable, so that it looks for the corresponding npc, same limitation but quantity expansion!

I think this can improve any mod, I think the operation where ff8 with triple triad should be similar, if it is possible to do this it would be to expand limitations of ff7.

I saw some of your videos, good job, I also want to make a new walkmesh in icicles (unused map), but your mod looks pretty good ;)

Question for myst4re, how load de values of savemap in local var?? (dlpb module)

I dont know how write this info in local var, exist some documentation?

Thanks grimmy and myst4re

81
So is it technically possible?
This is great, I think this feature can be huge, I hope you don't forget, if you need any proof, I'm available for you, okay?

But maybe one day if I can, I promise that I will, if for any reason some of this brings me money, or I have enough, I hope to give you a contribution

I will not steal any more time, when the game ends I want to dedicate my most precious work to you, the auction without love, it is practically the brightest, that you know that very brilliant things are also thanks to you.

Thanks :)

PS: If you need debugging mode to test, I have a great job, if I can help you with something, please contact me privately.

82
Myst4re, you know my problems with makou, but I will try to continue my project with this new version.

I will inform you if I find errors.

Does 1.8.0 fix problems with layers? (I mean unused field, also some problems loading these, they give error).

Another thing, did you forget my question about "load npc ID with variable"? (would allow loading more than 16 different npc)
I think this function could be great , I hope you will try in the future, if possible, the quality of all mods will increase.

You already know that I have a special mention for you in my project, you have the best utility of the FF7 that exists (although I also recognize fabulous work with programs like wallmarket or proudclod).

Congratulations, your program will be final soon, MASTER!

83
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2020-05-02 00:51:07 »
Very advanced, but not finished.

Also I will need help for english translation.

84
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2020-04-26 19:57:01 »
Thanks jusete, and I wait your trailer hahahah :)

85
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2020-04-22 14:21:12 »
Welcome back dude! Holy crap, this is impressive as hell! So this is what you've been doing while you were away haha. Looks freaking awesome! Though I would probably add credits to the other people who's mods are on showcase in there.

Thanks, everyone would be listed when they play, without any doubt!  I think is not the moment yet, in this enormous work I should have listed me since the first minute, instead of doing at the end, the content is the most important thing.

If anyone have any serious ideas let me know here, it must be serious since this was a "Frankenstein" mod and now it looks more as a "Remake".

Pd: When I publish the game I will give credit to everyone, but I want to mention some programmers:

Turboss
Aali
Myst6re
DLPB
NFITC1
Vgr
Covarr
luksy
Ninostyle
etc...

Thanks to all!

86
Releases / Re: Final Fantasy VII OVA Remake (REVIVED!)
« on: 2020-04-22 03:58:26 »
I'm back, the project is very advanced, you can check in the next video!

https://youtu.be/qCnGnAmn1-4

Thanks to everyone :P


87
FRIENDS ITS RUN!!!!! HEHEHE

Like to all, thanks, I promise epic battle  :)

In this .ab file can change the animations for attack in battle? Rufus not have magic effect, dont see anything animation :/

88
Releases / Re: Final Fantasy VII OVA Remake (REVIVED!)
« on: 2016-09-11 02:10:05 »
Hi guys, I continue the job!

If finally the work 100% ofcourse want english version, thanks for your help Grimmy :)

And thanks the proposition Sega Chief, in this moment have some problem with battle, maybe you can help me :p

http://forums.qhimm.com/index.php?topic=17136.0

Bye!

89
Troubleshooting / Battle model not dissapear later death
« on: 2016-09-11 01:55:49 »
Hello guys !!

I have a very advanced battle with one serious problem, fighting has 3 different enemies, everything seems to work fine, but Rufus model does not disappear when he dies. (not possible site for helicopter)

If he dies (Rufus) maintained normal animation, not disappear with "red" effect, or other, this be a serious problem, looking all own animations, and magic animations, but none do this !!

Also try OPCODES enemies like Rufus case (Sample H0512...), but these seem to have a condition itself to disappear :(


Somebody know solution?

In any case if someone can give me information to find solution I will be very grateful.

Thanks in advanced

90
Releases / Re: Final Fantasy VII OVA Remake (REVIVED!)
« on: 2016-06-28 15:29:50 »
Honestly say, in script field huge number of events, probably any event other mod could confict with my game.

In battle only where more work is needed, and I see Sega Chief mod, is a brilliant job, maybe if he wants to help in some specific combat would be really good.

91
Releases / Re: Final Fantasy VII OVA Remake (REVIVED!)
« on: 2016-06-27 12:57:49 »
Thanks sega chief, I try :p

Existenze what? Not understand you :O

92
Releases / Re: Final Fantasy VII OVA Remake (REVIVED!)
« on: 2016-06-27 01:19:05 »
He boys!

FF7 OVA Remake back!!!

I want try finish the project :)

93
This adress change distance between cursor column 1 with 2

Code: [Select]
ff7.exe + 2CF7B7 - 83 E0 10 - and eax 10
ff7.exe + 2CF7BA - 8D 4C 01 DC - lea ecx, [eax + ECX-24]

(It seems second line support this condition also)

I try a lot time search adress associated with this, search codes with the same condition but without good result, the distance between column 3 and 4 continue failed ... maybe not exist?

In the first line to distance between control byte is "10", then a search also to this (all cursors same distance value, think that same value in all) to change, for miracle, but this value unchanged cursor around and away ... finally try looking same conditions as code, operation and (eax) and read (ecx + eax-XX), many cases, but not cursor associated with columns :(

Any suggestions? Thanks!

94
Thanks for help DLPB  :)

I Investigate this exactly, most problems solved!

But one thing ... I can not find solution, the problem is not easy to explain:

Cursor 1 Distance between X-Axis (refer to command in battle main box)
006CF7B7 - E0 83 1f - and eax, 1f

Yes, in this case you can increase distance, but this distance affects only column 1 cursor with column 2, column 3 and 4 of cursor do not apply away, the overhaul information is incomplete?

I see all overhaul documentation but did not find information on how to separate column cursor in others , I have the same problem on the regular menu, there you can also see main battle box (materia section), but not find anything, try searching via hex changing some parameters suspects, but bad result.

Also cannot find information about resizing of "change / defend" box.

I hope you understand the issue! Sorry for bad english  :-[

95
Hi to all  ;)

Go back with question, I want to change size of main window battle and position of cursor, to small expand, same case in window size of change or defend, anyone can help to find what file contain this information? Its for US version!

Thanks in advanced  :lol:

96
I want to move only the walkmesh coordinates (X,Y,Z)..to area on map below (move from cosmo canyon toward Gongaga for example), do just that may be possible.

You believe to be useful to capture (with hacking tool) the numeric coordinate value buggy (when broken in cosmo canyon) to find the value (location) in memory? Maybe value can be valid... The problem also is not knowing exactly what kind of value need to find (long / unsigned long / short?...), later I will try to  try clarify something, but be really hard work ...

Thank you very much for answers!

Edit :I see and...the leader coordinates its same of buggy, long type values...coordinates locations in worldmap can be equal?

97
I think I can "catch" this value with program, the problem is not knowing if the value of type coordinate can be negative ... (?) ... or positive (?)

You know that number can be the maximum value?
It is comparable to coordenate player?

Pd: Ochu can display coordinates buggy? Maybe in that case start comparing value in start position of "event" with your own position...can help you find finally...

Thanks

98
Forgive me, do not ask properly, decide to create topic and I think now better, you can answer here, thank you friend :)

http://forums.qhimm.com/index.php?topic=15648.0

99
Hello people!  ;D

I ask about two locations, these active event "Cosmo canyon" (buggy break) and "Zolom death" (active jump map),  not confusing please, do not want to edit tex or window boxes, I want to move the "line location", just need to know where is values for edit ​​(in hexadecimal I guess), think these values ​​are 32 bits (?) and will be difficult to assign.

Anyone know where can find these coordinates?

Thanks in advance!

100
Hello  ;)

DLPB your utility is fantastic, I apreciate  coordenate player in all moment and finally expand many options, better work friend!

Are you thinking about add the location info of the coordinates to the world map?

I have small question, you know many memory coordinates to create this utility..know where I can find location "Cosmo canyon" and "Zolom death" scene? I need move this locations, want move these coordinates via "hex", possible?

Thanks in advanced!

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