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Messages - markul

Pages: 1 [2] 3 4 5 6 7 ... 9
26
Releases / Re: G-Bike style new model
« on: 2023-07-15 12:22:38 »
Dont worry, im Spanish , if i dont understand well what you say or you dont understand what i say, its good to ask  xD
Well i prepared you 2 files:
IRO for 7th Heaven: https://www.mediafire.com/file/3hxskn94selc5o2/GBIKE_Models_Mod.iro/file
Model Installer(Non 7th Heaven): https://www.mediafire.com/file/8gc9vwalb640bkz/FF7_Model_Installer.rar/file

With the .iro you have all the folder and configs prepared. If you decompile the .IRO with the 7th Heaven, you can see all the folders and the configuration file, so you can modify and add more models ,always you want.

The Model Installer, is something that i did some years ago for my own model mod, i simplidied the program, it should work on steam versions of the game(tested on windows 7), there is a configuration in the program to let you select the folder of the FF7 where is installed ,by default is the folder of the Steam FF7.There is a compatibility options for NT 1.5 and 2.0, by default the installation is for FF7 vanilla . When you want to upload your models to the game , only need to push the button of the menu ,and wait until the process finish.
I dont know if it works in the japanese PC version(never saw the files or folder structure), i tried to buy it in the past, but the web of Square Enix dont let you pay with non japanese credit cards xD
The program let you add more models ,if you add some configurations and some files, iy you want to use the program and add more models i could explain you how to do it.

I made a quick test with both files ,and should work.



EDIT: Also, i put your model of Cloud to modify the model of Cloud in the final battle with Sephiroth. Let me know when you download the files to remove them:/


27
Releases / Re: G-Bike style new model
« on: 2023-07-13 20:23:30 »
thank you!
I want many people to enjoy it, so I want to upload it in various formats.
I live in Japan, so I can't play 7th heaven in Japanese, but I had it installed on my PC quite some time ago.
Aaaaah, i see. Its weird that until today there is no Japanese compatibility  :( .
When I tried to create an iro format file and introduced it earlier, Cloud was reflected, but Tifa and Yuffie were not reflected... :-\
Hmm, I'll try a few different things, but it's an area I'm not good at... :'(
I'll try to do my best
Reflected? Like the model was inverted?Weird.
Well if you want i can prepare you an .IRO ,and always you want you can extract the files and modify them every time you want to add more models.
Also , maybe i can help you with an installer for non 7th heaven FF7. If i have time i will share something for that.

28
Releases / Re: G-Bike style new model
« on: 2023-07-08 17:52:50 »
Tifa and yuffie models , seems to be also very good. I see a lot of work in the models.
Mmmm i think that if there is not too many models loaded at the same time, its not going to be a problem ,probably.If the models are only for the batlles i dont think that the game could slow down. This is something that other modders that work a lot with models could help you (like Kaldarasha or Ninostyle).

One advice, not about the models ,but about how you are sharing the files of the  mod. Think that users are lazy xD so if you can give them a fast way to install your models more people will use it.
 You have alternatives like use programs that let you create installers (for example to put your battle.lgp modified directly in the folder of FF7)  or create your own installer(if you have prgramming knowledge),decompiling the battle.lgp insert your models and compile it again, also you can pack the mod in .IRO format, but with that the models can only be use it in 7th Heaven, and i dont think that you want that....or is it?

In any case, its a great work, keep going like that ;)

29
I personally like the Water Altar(Forgotten Capital) backgrounds.Looks pretty and misterious also .
If you want to have the backgrounds images, you can use Makou Reactor to extract them as an image from your ff7 game. https://forums.qhimm.com/index.php?topic=9658.0

30
Releases / Re: G-Bike style new model
« on: 2023-07-07 09:25:48 »
Oh, looks very much like the avatar image! Good work! How many characters have you been able to create in this style??

31
Releases / Re: FF7 create new fields
« on: 2023-07-07 09:18:34 »
Hi! How is the project going? anything to show for curious people? ::)

32
hello guys, does anyone having an issue when you modified the ff7.exe app and when run the game with mods on 7th heaven and anything you modified does not take effect in game, it backs to original unmodified state. so i wonder how to get the modified data works with other mods running on 7th heaven? any help would be appriciate, thanks.
You cant use your own ff7.exe in 7th Heaven. To use your changes in your mod ,you must create a text file(in your mod folder ,must be inside a folder called hext) and put every hexadecimal change you want in FF7.EXE (not the ff7.exe file but the ff7.exe program process,  when the game is executed, the hex address are different).

Example [Hex Address = Changed Value]:

..\ff7.exe

919970 = A0
919971 = 31
919972 = 55
919973 = 49
919974 = 45
919975 = 52




33
Releases / Re: [FF7 PC] Mod Des-Enlace
« on: 2023-06-18 07:04:40 »
20 images has been made  ;D
Now, lets see if i can find someone that can make a new design for the background of the minigame. 

34
Releases / Re: [FF7 PC] Mod Des-Enlace (ESP/ENG)
« on: 2023-04-21 14:44:53 »
This image just makes me so happy :)

I hope this can be the first of many :D


Edit: 20/20 cards :D . Im not going to show more, the next new images i want them to be a surprise :)


35
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2023-04-12 17:01:48 »
How can i fix this? i have that issue only with ESUI.

Unbenannt" border="0
Probably related to this.

I see that in the textboxs  when the dialogue makes scroll happens this. Not enough scroll, so the last line dont show correctly :/


I was testing and seems to be related to this hex values .
{field dialog text block scroll amount (refresh dialog)
632CD7 = 
{field dialog text block scroll amount (refresh dialog)
632CEC =

36
Releases / Re: [FF7] Recreation: WhiteBG2
« on: 2023-04-09 09:47:28 »
Hello!

The mediafire link seems to no longer work, is there any way to get the file?
Hi.
Sure, i probably deleted it to make space . But i will reupload it.
Here: https://www.mediafire.com/file/qibft13kt9s7gb3/WHITEBG2.rar/file
This file is different, has 60 fps animations and is compatible with model mods.


37
Its very interesting the new background editor. Now i see why the background of the  "lastmap" field is broken .I cant wait to start to experiment with this  :P .

Thanks a lot for the update  ,this adds new possibilities  for the modders :D

38
Catalogs / Re: [FF7]Markul Catalog (Spanish-English Mods)
« on: 2023-03-04 11:14:08 »
Added a mod that includes animations in 60 FPS for New Threat 1.5


39
Releases / Re: [FF7 PC] Mod Des-Enlace (ESP/ENG)
« on: 2023-01-29 07:42:26 »
are you making a triple triad minigame for FF7??
Trying, at least .Now i am with the AI,thats not a problem, but there is something like a limit size editing field/map, if i reach to that limit .... its a fail.

Edit:
For now ,all good. I made the structure of the AI, it needs some details , but now the code check the cards and the possibilities, to assign every card in the chosen spot.Next , the rules and the "flip"animation with the color change of the cards.


Edit 2:  8-) https://www.youtube.com/watch?v=UnzN4bhpJVU&ab_channel=Markul

40
Releases / Re: [FF7 PC]Mod Des-Enlace
« on: 2023-01-25 20:14:05 »
Reusing things from the other minigame, i started to make this. For the final expansion of the mod story.



nice to see an eng version :) giving it a try thnx from some of vods have watched looks like a fun mod
Thanks , at least with that demo i have been able to give the english community something to play :)


41
FF7Voice / Re: [FF7][Tsunamods] Echo-S Voice Mod
« on: 2023-01-03 05:40:31 »
Well would ya look at this!

https://youtu.be/GdKKj8dbZ90

Echo-S has a release date!
Well done!
Congratulations on finally finish the project!  :o

42
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-12-20 20:45:18 »
I been able to prepare 2 more.
The map 4 was a pain, it takes me so much time to find a good config position of the camera that fits in the background :'( but in the end i made it(I would have liked to do it with camera zoom and automatic camera scrolling while the player moves... but this was my best result :-( ).

Map 3
Spoiler: show


Map 4
Spoiler: show


One advice if someone wants to try this also... the FF9 triangles of the walkmesh are grouped in "walkpaths" , and every walkpath has his own coordinates position, so when you are going to put the triangles in ff7, you must increase the coordinates of the triangles with the coordinates of the walkpaths.

43
Releases / Re: [FF7 PC]Saint Fantasy : Selection Model Mod
« on: 2022-12-06 13:49:06 »
New version 2.1 changes:
-4 new models for  Tifa, Red, Barret and Cid
-New personalization for Red(Dolls)
-1 New Eye texture (Deneh)
-More compatibility with 60 fps and other model mods (Ninostyle)





44
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-11-29 18:09:41 »
(even though they kept some part of it, like 4096 being the unit).
Now that you mention that...i remebered that in a pdf with specific details of ff7 files, mentioned something about that,4096 its the length of the vector.  I was thinking if that could mean also that every distance from point 0 to Axis1 or axis2 or axis3 could it be 4096 , and it is, i checked other camera axis from ff7 maps and the distances are always 4096(or 4095 sometimes).
So for example , in the Outside map:
4096 -14 -32   = 4096.148923   OK
0 3451 -1763 = 3875.25096   KO
35 1645 3697 = 4046.610804 KO (but near)
 I tried with other combinations and changing signs, but its the same more or less.


i checked also the coordinates of the other map and happens the same, ,with many combinations,its like some values are missing.   Could be like you say, maybe in FF9 it works different,but maybe if i could make some adjustments in some values to reach the 4096 value , maybe it works, i guess i must try that at least.

Edit: Definitely, the coordinates doesnt work in the same way as ff7 :(

45
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-11-26 13:24:14 »
Hmmmm i had no lucky with the Entrance map, i tried with many combinations, but nope, i only got crashes and ...strange/spooky results.



Im gonna try with the Outside map, maybe comparing results between them i could see something more.
Thanks for the data!

EDIT:Nothing , maybe there are other parameters that affect the coordinates? Well, for now i will continue with the old way ...

46
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-11-25 14:09:57 »
Wow, impressive :)
I can surely provide the camera matrix of each map, but I never really figured out how that matrix should be interpreted (the things I tested back then were always a bit off). Or if you need other kind of informations, feel free to ask. I never used the FF7 modding tools myself, except 7th Heaven as a player.
Thank you!Yeah, i think that soon or later i will pass to your thread of Hades Workshop, with some questions   :roll:   
If you are able to extract that data of the camera that could be great!(and a less problem for me  :_D ). For now i can do a camera config similar ,but not the same(at least is playable ).
I dont really understand very well how that works, i learn by try and error, but this is how i think it works (in ff7, but as i see in Deling and your tool, its seems that more or less they work in the same way) :


The data of the camera has 4 coordinates (xyz). The first three of them I THINK that the game use it to create something like a 3d cube (i think this affect to the scale of the models, because when i tested things, some of my results are that the appearance of Cloud looks like a piece of paper O_o) .The 4th coordinate, its used to position the camera inside that cube.


47
WIP / FF7 + FF9 Field Maps
« on: 2022-11-24 19:03:14 »
I made many maps from FF8 to FF7 , so i was thinking of trying  the same with the FF9 maps. I saw that there is a tool similar to Makou Reactor and Deling: Hades Workshop.  Has a lot of things and info from FF9 game...also walkmesh! :D (Great work, Tirlititi!).
So in Deling the process was easy, basically ,i copied the info and made some little adjustments, choosing the right map to copy it, but now its not so easy... of course without the info of every triangle coordinates of the maps, i couldnt do anything....but for these maps i dont have info of the camera coordinates  of the map and the info of the  triangle ID linked of every triangle....
But i think its possible migrate some maps, im going to try to recreate the ice caves, could be interesting....(besides, now i have a "very fast" method to create the triangles of the walkmesh in Makou Reactor  8)  )
Tools : Palmer , Makou Reactor and Hades Workshop

Map1
Spoiler: show


Map2
Spoiler: show


Map 3
Spoiler: show


Map 4
Spoiler: show


48
Releases / Re: [FF7 PC]Mod Des-Enlace
« on: 2022-11-19 19:38:27 »
I may regret this :/
English Version Demo: https://www.mediafire.com/file/itxvaa06hmmy0vf/Mod_Des-Enlace_English_DEMO_.rar/file
EDIT : New update to add a compatibility with the new Ninostyle mods (Looks like he adds new enemy models (not OG) and  his files overwrite others , doesnt matter the order )

49
Releases / Re: [FF7 PC]Mod Des-Enlace
« on: 2022-11-12 16:09:08 »



50
General Discussion / Re: Some Sephiroth questions
« on: 2022-11-04 20:35:10 »
It is not "past of Cloud". It is Zack's past which Cloud tells as his own.
oh ,really?! oh, wow! Every day learning something new about this game O_o

I call a restriction that there are specific conditions for Sephiroth, to avoid the player do specific things during the "past of Cloud" with him .

This message its specific for him, that means that there is a condition if (Clouds Past And Sephiroth)  then Print();break;.
So the .exe could have some more conditions for that temporary character.

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