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Messages - markul

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126
Im testing with spanish language ,first problem that i have is that i cant import .IRO mods O_o
I cant select the file to import , and if i push "Aceptar" or "Ok" the program return me an error message because i didnt select a .iro file :/


EDIT: In English language ,it doesnt happen

127
General Discussion / Re: [FF7] Recreation : Trap
« on: 2020-06-13 14:28:17 »
Ok here is the map.Its not perfect but.... :P
Its based on the map hyou5_4  and i used this tools : Palmer(Aali)  and Makou Reactor(myst6re)
https://www.mediafire.com/file/ie1m198m7knf902/Markul_Trap_field.rar/file


128
General Discussion / Re: [FF7] Recreation : Trap
« on: 2020-06-07 07:53:49 »
Oh, so the bit in the middle has a cave? I just through it was a rock. Wonder what was in there?
Well its just mi interpretation of the map,of course this "cave" could be only a shadow of the rock and also this could be just a simple rock,but for me, looks like an 2000 years old geological stratum xD .

129
General Discussion / [FF7] Recreation : Trap
« on: 2020-06-06 15:57:12 »
My version of the map  Trap.(Field and flevel files).

Its based on the map hyou5_4  and i used this tools : Palmer(Aali)  and Makou Reactor(myst6re)

https://youtu.be/oHFZvJp9BWk

https://www.mediafire.com/file/ie1m198m7knf902/Markul_Trap_field.rar/file





130
I'm currently working on the next version of Makou Reactor, with many fixes and new features. Do someone managed to export Walkmesh to obj or collada formats?

Here is the current WIP changelog:

New features:
 - Add/remove field maps (+ show missing maps from the LGP archive)
 
Oh! Nice!So, now its posible to add more maps in the index?? :O

131
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-01 17:27:47 »


What I'm looking for now is any further suggestions for options. The way scripts work in this game is that field scripts are unique to each field screen, meaning there is no centralised script for Save Points on field screens. That means it takes a lot of time to spread a change to every Save Point in the game, given that there's quite a few of them. So if you have any ideas/suggestions for extra options to be added to this menu then now's the time to make them. I'll be implementing the new save point script across all of 2.0's fields in a couple of day's time.
You have prepared the jump point to Mr Smile in the save points,so maybe you can use that to make in that map all the scripts you need for the Extended Menu like for example , the square button makes the jump,initialy the background is set to black and there is no music(or yes) then the menu options appear, and if the user want to go to the rank up screen, only need to show the background ,activate the music ,and execute the script. Its just an idea


132
Releases / Re: [FF7 PC] Next Fantasy I Mod
« on: 2020-05-31 20:19:06 »
New English version with the last changes of the Spanish version O_o
https://www.mediafire.com/file/kotxqsl14w0x7aq/Next_Fantasy_Mod_ENG.rar/file

Im gonna try to create a version compatible with NT mod,because i dont like play with the original gameplay xD
(i suppose that i only need to put the scene.bin and kernel, adding my enemies , and it should work  ....at least until NT update with more enemies :P )

133
Releases / Re: [FF7 PC] Next Fantasy I Mod
« on: 2020-05-30 20:45:54 »
New version


Spanish:https://www.mediafire.com/file/mnmz4xdsxlvqmwk/Next_Fantasy_Mod_ESP.rar/file
Im working in the english version .


-All the FF8 maps are added as new maps in the flevel,the only map modified in the flevel is games_2

-New Animation Battle for Seifer/Vincent

-New Map:Im still working in the content but the map is accesible and also the NPC


-Team party following Cloud



-Field Models



-Some maps has fix in the structure


134
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-05-29 11:34:54 »
Wow, awesome!. O_O
Magic in .png format


135
Releases / Re: [FF7 PC] Next Fantasy I Mod
« on: 2020-05-27 16:51:26 »
New map o_O



And i found a solution to the bad animations of Seifer :D



Once i finished the scripts in this map , and fix some things, im gonna try to do a test to see if the changes that i made will let me play without problems the original history of the game with the mod activated. Right now,only 1 map has modifications from the original flevel(Gold Saucer Games Room), the rest are new maps.

136
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-05-24 17:13:06 »
Is that the Trap field I spy on the TV?
Oh, yes. Originally,  the TV in this rooms showed other fields of the game(like cosmo canyon) so i thought that it could be more interesting to see something 'new'

137
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-05-24 12:11:08 »
Mod Updated.
I changed some npc animations  and the maps Onna3 and Onna6 has the correct image instead the original, with some modif.


138
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-22 16:22:26 »
Hi Sega! One suggest ,for the  optional end bosses, what do you think about put  some custom music in that battles
Spoiler: show
Like Zack, or Shinryu and Omega,  in the same way that Ozma
. Now that you start to put specific things in .IRO version  ...why stop now ?? xD

139
Troubleshooting / Re: Need Help with my new FMV
« on: 2020-05-06 12:04:23 »
Create new cinematics? you mean use different movie files instead replace that already exist?I dont  think so.
But you  can replace the movie files and if u use 7th Heaven i think its posible to change ingame movie files just changing some Variable,in theory  :/

Well,if you didnt modify anything in flevel scripts, for what i know, the cinematics have some camera scripts, i think if your new intro has the same duration of the original, the models should be appear, also that intro has some scripts in the flevel that check every frame of the cinematic to do X things.
So, if you want a perfect intro with the zoom models and all, you will need that your intro has the same duration and frames that the original intro....in theory :/


140
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-05-02 07:36:38 »
That’s di the trick! Thanks, by the way I‘be noticed that the two side room are a lot more pixelated compared to the main one.
I’ve try to upscale PNGs by using AI Topaz but it’s give me a lot of lines artifacts, and ideas?
Thats because initially i used the 3 maps edited like onna1,but when i recreated the other 2 maps to the update,it seems that i take the original maps instead of the ones that i edited.I will fix it for next update.

141
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-04-30 06:00:05 »
I have manually connected onna_1 by using Makou Reactor, but now when Cloud entry into Honey Been Inn it’s remains stuck in place, everything else works well.
Any helps?

142
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-04-29 09:59:38 »
Would be possible just to unpack the IRO and use for it Reunion, perhaps?
I dont know how it works Reunion, cant say it if could be possible or not, and thats why i said to DLPB that if he want ,he can use the mod to integrate it in Reunion, ask him xD

143
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-04-28 20:10:02 »
Markul can you please share your modded flevel file instead of chunk ones? I need to install they without using 7 Heaven.
TNX.
Sorry ,but ...
Spoiler: show

144
7th Heaven / Re: 7th Heaven :Translate ff7.exe text?
« on: 2020-04-28 12:32:38 »
You can't import an exe file, but you can make an hext file that changes temporarily the original exe. In the end the result is the same.
¿? Its not the same result, you cant import the .exe, hext its the only thing that let you modify the .exe of the 7th heaven when you import the mod. how it could be the same result if it dont work?
Anyway, im already get all the hexadecimal Strings  translateds and working in my mod.

145
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-27 19:57:09 »
Jajaja the new costumes are great xD Good addition O_o
Edit: and Django? D:

146
7th Heaven / Re: 7th Heaven :Translate ff7.exe text?
« on: 2020-04-27 19:53:48 »
Wouldn't be easier to use TouphScript?
¿?  TouphScript changes the text in a .exe file, but you cant import a .exe file in 7th heaven with your mod.

147
7th Heaven / Re: 7th Heaven :Translate ff7.exe text?
« on: 2020-04-26 08:55:28 »
Possible with hext, but it took me a while to know why it didnt change where i specified xD

148
7th Heaven / 7th Heaven :Translate ff7.exe text?
« on: 2020-04-22 13:37:33 »
Hi
My question its if is posible, in some way, translate the texts of the .exe in the 7th heaven with a mod? . I tried with hex edit(i dont really know so much about this but i tested it in many ways :/ ) but i dont get any change :(, the only thing that i can do its translate the ff7.exe ,rename it and change the .exe setting in 7H.... but that only provoque other problems O_o

Thanks  ;D

edit: i think i see the problem...not as easy as i thinking(and not expected it was easy thing :/ )

149
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2020-04-22 06:07:15 »
Tiene muy buena pinta.Ya se ve que has estado ocupado. ¡Has logrado arreglar las capas de los mapas D:!

150
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-04-14 12:04:35 »
Congratulations, this is a great job
Thanks ! :)
Thanks! I'll have a look at adding to what you've done when I get time.  For now, just having them back in the game is a start.

One thing, the music in palmer scene its not "comical",i changed it, to make the map compatible with NT , but the music is imported into the map if you want to changed it

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