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Messages - markul

Pages: [1] 2 3 4 5
1
Hi! ;)
0- PC (7th Heaven)
1-Now, a little of all (models, flevel,kernel,battle,texts,backgrounds,etc)
2-Makou Reactor ,Kimera and Proud Clod , are the tools that i use more ,right now.
3-Mmmmm With Makou Reactor i dont have problems. Proud Clod   the only problem that has ,for me, its the script editor, its too easy that the program has an error exception and lose my last changes :( . Kimera has his limitations but for the things that i do, i dont have many problems with it.
4- Hmmm. For example: when i make new field models(to add it in char.lgp), i must rename all the files manually, to others that dont exist in char.lgp ,and edit the text of that files to put the new name of the files. A tool that can made this automatic, for me, it would be very useful :_D

2
WIP / Re: [WIP]Mod Des-Enlace (Un-Link)
« on: 2021-10-02 11:45:30 »
First version of the mod in November.
That is the time when we must embrace the chaos .

3
It's very interesting and you are very creative. Thanks for bringing up cool stuff!

I don't know if you are aware, there is another interesting fact here: https://youtu.be/XgAegfFuRmk
Oh yeah, and also the same guy ,XeroKynos, discovered two interesting background animations in the North Cave,i remember it. All these hidden things are really interesting.Like for example, in the Rocket Town, it has a layer with the Meteor but it was never used O_o

4
General Discussion / Limited Maps (Ghost Hotel and Pilar)
« on: 2021-08-09 20:11:05 »
Hi! Some maps , in this game, still have many content that i think still was not explored at 100%
For example in the Pilar map its perfectly posible to expand the map  without problems with the background, and in the case of the Ghost Hotel ,the second floor has a walkmesh and the doors have animations to use it  :O

https://www.youtube.com/watch?v=AJ1I7q2PZzE


5
WIP / Re: [WIP]Mod Des-Enlace (Un-Link)
« on: 2021-07-23 21:22:21 »
Some more  images :)






6
General Discussion / Re: FF7 - True Honey Bee Inn
« on: 2021-06-28 13:05:47 »
 Great job [email protected] and Cloudiar!The layers error was the most frustrating problem with that process!
This is the only map left  to recreate , i think xD

7
Thanks, I'll check that out. I'm sure there's one included in 7H that I can use.  :)

How do you ID a variable's hex address?
Searching and calculating xD
In my case,the first time ,i  saw the vars that already use 7th heaven in the file .var and i searched one of them with makou reactor (for example a key item) . With that, you can calculate the hex address of previous or next vars .
Like the example that i give you,  the var 1:95 is the Hex address "0xDC093B"  and the next variable (1:96) is "0xDC093C".


EDIT: Dont use the variable  1:95 from Aeris ,it seems that this var is used for timer  xD


8
Hi,
If you want to check other vars (not included in 7th heaven) u need to identify them with hex address.
Something like this in .xml:
#This checks  var 1-95 to change between 2 folders

<Conditional Folder="Transforma\Aeris\Armadura" ActiveWhen="gameplay = 1" >
      <RuntimeVar Var="Byte:0xDC093B" Values="1" />
   </Conditional>
   <Conditional Folder="Transforma\Aeris\Angel" ActiveWhen="gameplay = 1" >
      <RuntimeVar Var="Byte:0xDC093B" Values="2" />
   </Conditional>

#This checks var 1-96  to change between 2 folders
<Conditional Folder="Transforma\Barret\Armadura" ActiveWhen="gameplay = 1" >
      <RuntimeVar Var="Byte:0xDC093C" Values="1" />
   </Conditional>
   <Conditional Folder="Transforma\Barret\ArmaduraUltima" ActiveWhen="gameplay = 1" >
      <RuntimeVar Var="Byte:0xDC093C" Values="2" />
   </Conditional>

If you go to the 7th heaven folder, in 7th heaven.var, you can check all the variables that 7th heaven already declared , and what are his hex address.

EDIT: Dont use the variable from Aeris ,it seems that this var is used for timer  xD

9
WIP / Re: [WIP]Mod Des-Enlace (Un-Link)
« on: 2021-06-05 16:22:05 »

10
WIP / Re: [WIP]Gameplay Mod : Project Seven
« on: 2021-05-01 20:15:00 »
What made you call it "Project S" btw? I just hope that it doesn't get confusing with "Project Echo-S" too.
Make one or the other hard to find on Google
S. its  Seven(my seventh project/mod), i liked the abreviation because  S. could make reference to Project Sephiroth also and many things .But its not the final name.Im still dont know how to call it, thats the last thing that i will do . If this its gonna be a problem i change it, no problem

11
WIP / Re: [WIP]Gameplay Mod : Project Seven
« on: 2021-05-01 19:51:05 »
I'll do it ,Thanks . Noooo! dont try it! its a nightmare! xD

12
WIP / [WIP]Mod Des-Enlace (Un-Link)
« on: 2021-05-01 19:29:59 »

Hi people,
Six months back , i started to work in a new gameplay mod.
Its a good point to share what is the content, but im still have some months of work.
The mod is in Spanish , but,  because the english comunity allows me to do this kind of things with all of his amazing tools, when the mod is finished ,  i will share some things from the mod.

DEMO: https://www.mediafire.com/file/02zbkb9q0su3dyz/Mod_Des-Enlace.rar/file
Edit: I publish some new things for the mod in my YT channel: https://www.youtube.com/watch?v=u5gJsAqiQhI&ab_channel=MisterMarkul
Images :)
*This is the Special Credits Map*


















List of changes:
1-New Location: West Corel
2-Mogured System (Postman xD)
3-Collectionable Image Gallery System(with comments /information)
4-System to combine and create some items(Elixir, Megalixir,etc.)
5-Dynamic  Switch Custom Models Ingame(from Saint Fantasy Mod)
6-Dynamic Switch Music Ingame
7-New Avatars(From Before Crisis)
8-Stats changed: Weapons,Armours ,Enemies, Materia and characters (i think im not gonna change the level curve)
9-Rebeerth Mod(Japanese Honeey bee inn): With more fixes
10-New chocobo minigame in Gold Saucer
11- Special Credits Map
(a little detail to recognize the work of the creators of the tools that i used in this mod )
12-Trivial minigame (questions about the compilation FF7)
13-Source System
14-Unused content from original game
15-3 types of challenges in Gold Saucer
16- New Spanish Retranslation from 0
17-New Dungeon: Volcan Gaia (5 maps)
18- Reused original maps from the game to expand the world, and many new maps
19-New custom events + Bosses
20- *Posible postgame, after the final fight, (Some stories from :On the way to Smile ) *
22-*Posible Day/night system (for now i dont like the transition,its too fast :( )*
23-New Character + new story


This project applies all what i learned from this forum since i started with the translation of New Threat mod .

I want to give thanks to this guys O_o

Makou Reactor := myst6re  "Your tool its awesome, you made an impressive work, thank you very much :) "
Kimera := Borde "Thanks for this model editor, i found, in the creation of models, a good entertainment,  in all of my mods O_o
Deiling := myst6re "Thanks again xD with Deiling i could create many new maps based in FF8"
Palmer := Aali "Thanks Aali, with your program ,prepare the background of the maps its really easy(even to me :/ )
Proud Clod  & Wall Market:= NFITC1 "Wow...just wow, thank you so much,your tools and the Makou Reactor, i think are the Triforce of FF7 modding O_o)"
Fix Loop := Dlpb "Thanks DLPB , your programm to add loops to the music its very good  ;)"
Ulgp := luksy/Aali "Thanks to both of you, this program its really great, i think i pass hours checked the extracted files from the game O_o"
Materia Keeper := Sega Chief "Thanks Chief , for this tool,change the Materia stats with this its really easy. Also, thanks for let me translate your mod ,thanks to you i found a good hobby with all of this . Anything you need, tell me.



13
Great! Thanks for the update myst6re  :)

14
Releases / Re: [FF7 PC]Menu Avatar: Before Crisis
« on: 2021-04-04 21:28:55 »
It's interesting, thanks. We are working on a Before Crisis FF7 project: http://forums.qhimm.com/index.php?topic=19983.75

BTW I have a compendium linked over there, here you can find a collection of all BC avatars: https://drive.google.com/drive/mobile/folders/1HLTLNRVYMv2eBQDbF4c9EIrs3K4YblQx?usp=sharing

My tow cents: Red, Vincent and Tifa "Borders" next to the hair are a bit visible (not precise transparency)
Thank you! Its a cool project, i never played that game ,i hope that you could finish it to play it O_o

Oh, I made some changes to "clean" the images


Those are beautiful! Well done mate!
Thanks! Yeah, the art style of the BC pictures are really good.

15
Releases / Re: [FF7] Recreation: WhiteBG2
« on: 2021-04-03 18:55:50 »
Great addition! Thank you so much!

The volcano map is a new one? Reminds me of FF8. That would make sense/would be nice to add it in Wutai since Wutai it's a volcano area!
Thanks! :)
Yeah  , that maps are from ff8, the cave of fire.
You are right, i didnt think in that cave. It has more sense to put that maps in Wutai, hmmm but i must think where to connect the original Cave of DaChao :/

16
Releases / [FF7] Recreation: WhiteBG2
« on: 2021-04-02 20:49:46 »
Hi, recently  i recreated the sequence of the map whiteBG2 from the Japanese version of the game.
If anyone want to use it , i put a link with the resources :) (I think there is no need to use 7th Heaven , it could work in  the FF7 Steam version also)
https://www.mediafire.com/file/h3s9fl2l5b7nr0l/Secuencia_WhiteBG2.rar/file



Here a video of the map sequence working : https://www.youtube.com/watch?v=Nc1xBQq_qfE


Same as this map, i shared my recreation of the "trap" map,if anyone is interested
http://forums.qhimm.com/index.php?topic=20019.msg279654#msg279654

Tools:Kimera(Borde) for the animations and models , MakouReactor(myst6re ) for the flevel  changes.

EDIT : Maybe in the future i will make a little change to the models, i think i can make it better O_o

17
Releases / [FF7 PC]Menu Avatar: Before Crisis
« on: 2021-03-25 10:39:12 »
Hi people  ;D
Im working in a mod and i created this simple set of avatars,  from Before Crisis, to include in that mod. But i was thinking that it could be good to share it  as an independent mod also . So here is:

https://www.nexusmods.com/finalfantasy7/mods/31


18
Releases / Re: FF7 create new fields
« on: 2021-03-23 23:51:03 »
Awesome!

19
Gameplay / Re: [FF7PC] (Spanish) New Threat Mod(V1.5)
« on: 2021-01-17 07:20:56 »
Hola me gustaría saber cómo hago para poner el mod en español.. He descargado el 2.0.

Gracias^^
Buenas
La 2.0 no está traducida ,solo está traducida la anterior versión 1.5.
Por si quieres usar la 1.5 ,con descargar el link que pongo aquí e importarlo en el 7th heaven ya podrás usarlo.
 (https://www.mediafire.com/file/syuzi2fgoslo6hk/New_Threat_2020_%252817-12-2020%2529.rar/file ).

Un saludo

20
Gameplay / Re: [FF7PC] (Spanish) New Threat Mod(V1.5)
« on: 2020-12-17 17:37:53 »
Hi! the mod was working really good, but when i arrived to Rocket city,later that cloud and cid escape in the tiny bronco i have a problem. When appears the dialogue to explain how it works the Tiny Bronco, the text appears cut off and i cannot follow. Someone can help me? Thanks
Sorry ,i didnt see the message  :'(

Ups. Must be the change that i made to the world map translations
Try this version(with this version, world map mods dont work):    https://www.mediafire.com/file/syuzi2fgoslo6hk/New_Threat_2020_%252817-12-2020%2529.rar/file

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-28 09:29:22 »

Yeah I disabled the 3-party battle in that so those 3 iterations should be free; however, I realised recently that I had the Bizarro scenes named wrong in the scene.bin (invisible to player, was for my reference that I named the unused enemy slot next to each one). 2.0 has the correct naming order so refer to that before removing Bizarro scenes.
Nice, in that case i can recycle it. But well in the case of 2.0 it seems that you use some of that slots(i think),and i dont want to change any battle from NT,so im gonna check better what slots i can use O_o
Thanks

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-23 19:33:17 »
Hi Sega! 8)
Congratulations for the 2.0  ;)
One quick question. Do you remember if your 1.5 NT has the Bizarro Sephiroth battle, with 3 teams,   active?
I want to prepare a mod(old) to make it compatible with NT, making as a complement to it( NT as required mod), and the 9 slots of Bizarro are the only that i need to make it(in my translation i had that battle disabled for problems and i think that in your version maybe you disabled too)
I also was thinking in make it for 2.0 but i think that the scene.bin its full xD

Thanks ;)

23
Gameplay / Re: [FF7PC] (Spanish) New Threat Mod(V1.5)
« on: 2020-11-16 17:53:50 »
Last update to the traduction:
http://www.mediafire.com/file/4ffs8xo5kcwk9ad/New+Threat+2020+(16-11-2020).rar/file
After i finished arrange mode , i fixed some things .Im not going to test anymore so the only updates that im gonna made are from the users reports O_o

I dont know if im gonna translate the NT2.0 (I made this translation because i wanted to play this mod in spanish xD) but in that case Sega Chief must revalidate my permisson to do it xD

Thanks

24
Troubleshooting / Re: Cant start FF7 via 7. Heaven
« on: 2020-11-08 09:38:08 »
noone?
well ,maybe no one can understand the log in german , try to change the language of 7theaven  to see if also the log change the language and post it, maybe someone can understand it and help you  ;).

25
Hi
Here i have created a program that let the user install some model personalizations into his Final Fantasy 7(No need 7th Heaven).The program use the lgp tool of Aali to compress the files(Great tool thanks for share it :)) .
Also the program lets anyone to prepare his own personalizations(i will prepare a guide ).

Program: https://www.nexusmods.com/finalfantasy7/mods/27?tab=files
https://www.youtube.com/watch?v=4D9rkSK303Q&feature=youtu.be

Personalize your characters, check that the FF7 folder is correct  ,and launch the menu button : "Procesos" ->" Cargar Seleccion"....it should work xD
There are also a compatibility options for New Threat mod :)





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