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Messages - Loki_

Pages: 1 [2] 3
26
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-03-08 13:24:42 »
thanks for your work guys, i'm ready for a new run :)

27
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-03-08 13:22:32 »
Thanks for the last releases! :) Just one little "bug" with Project Edge.iro activated:



Without looks good:



Btw thanks another time for give new life to this awsome game ;)

28
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-02-09 11:25:28 »
omg. hope the release of last 3 masterpieces won't take too long..don't know if i can resist a lot  :P awsome works really. thanks :)

29
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-01-17 01:18:13 »
 :-o :-o ;D

30
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-01-01 16:12:51 »
what a quality. happy new year jusete, thanks for all works you did is this 2019. and obs happy new year to all ff vii addicted guys ;)

31
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-12-26 15:23:17 »
Amazing as usual!

32
Link seems broken, anyone could reupload it please? thanks

33
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-12-18 19:38:14 »
Or just unpack Satsuki's Iro file and merge all with Final Fantasy VII HD Field Scenes Database pack into "D:\Games\steamapps\common\FINAL FANTASY VII\mods\Textures\field" (or into whatever path you have installed the game). Btw md1_1 in not released yet i think.

34
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-12-16 21:26:58 »
md1_1 finished!!!

It´s going to take a while to start the next one as I´m really busy with the las preparations for the big day and with work. I´ll probably come back on Decembre or maybe January so that will give some time to Shampignon to finish the backgrounds xD.
Thanks guys!

As  the time of rendering and load of work on my computer is too much, I started to use a rendering farm service to have the renders in less time. As obvious, they are charging me some money for the service and unfortunately I can´t afford that so I´ve opened an account to top-up the service when needed. If you can contribute to the project any donation will be appreciate. Thanks for your support!

 :-o :-o can't wait to try this in game. Awsome really.

35
yeahhh! Grazie mille Caledor! Sto scaricando :D In future would be great if you manage to make this compatible with others graphical mods all around here in the forum, btw thanks a lot for all the work you put in this! ;)

36
Awsome news! Just one question, the final version will be compatible with the Enhanced Stock UI (1.0)?

37
I'm waiting only this to start a new run after about 20 years I did my firts one on psx in english. Great work, thanks for doing and share this :)

38
This is insane! Thanks a lot :) hope you continue with this textures improving :D


Nice work man!I already rework on magics textures and magics models effects but i’m not satisfied for ice magic if you can make a good render this can be really good!

You can see a part of my work on my YouTube channel

https://m.youtube.com/channel/UC6PMOMCsZPshYHHICiSaWAQ

Mate any chance to share your magics textures and magics models effects? Would be great.. thx and Happy New Year to all!

39
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2016-01-04 15:52:01 »
Hi guys any news about others models release (Guard hound, ecc..) ? Thanks ;)

40
Nice!  :) yeah i saw the thread about your HEROES project and looks amazing, the thing is that for the moment i want to re-play the game with "default" story..without any Sephirot mod, because i play the game with Sadnest italian translation patch and I suppose both things are not compatible. Would be great if you could release a part just the models improvement for default game (ntsc US version off course  ;D) cuz all looks really great.. meanwhile i'm using yours "Better Models" and Cloud Mako Eyes" patch on my psp eboot and all work like a charm. Thanks a lot  ;)

41
Mate do you still plan to release this along with the the Buster Sword patch for Ntsc US version too? :)

42
Releases / Re: cmh175 Release Thread
« on: 2014-04-14 21:20:10 »
ok nice news, thanks for answer  :)

43
Releases / Re: cmh175 Release Thread
« on: 2014-04-14 18:26:26 »
Dio's model is the one included in Unshaded-Models-1.63, employee model if from bootleg, suppose is a prp model don't know. My quote is from Bootleg's configurator thread, first page http://forums.qhimm.com/?topic=12008.0.. I only tryed to follow PitBrat fix instructions. I think the "incompatible" files are gbaa.P (Cloud's Bike Model and Dio's Model) and eaaa.p (Cloud's bike model and employee n2's model). When i import Cloud's bike model those 2 field models looks like this:





instead if a reimport gajc and dzgf models againt cloud's bike model looks like this

http://www.imagebam.com/image/beadeb320811710

As searching i found that explanation in Bootleg's therad i thought the cause could be your model was based on TA original one. I'm not using reunion, only Bootleg with some models (Kaldarasha's, yours's ecc) added "manually" with lgp tools.

44
Releases / Re: cmh175 Release Thread
« on: 2014-04-14 16:56:24 »
cmh175 first of all thanks for your great models, right now i'm using all of what you posted here in my game  ;D. Just have some issues with Cloud Bike model, is already known that origianl TA Cloud Model broke Dio and Employee n 2 field models as PitBrat wrote here

Spoiler: show
Quote
Cloud - Bike Fix Fixed
TOOL: Kimera
NOTE: Allows the Bike Fix to work with the Dio Field Model
WARNING: EAAA.P and GBAA.P in the 'Cloud - Bike Fix' folder are bad files.
WARNING: EAAA.P breaks the Employee 2 model-- DZGF.HRC.  Do NOT copy EAAA.P.
WARNING: GBAA.P breaks the Dio model-- GACJ.HRC.  Do NOT copy GBAA.P.
WARNING: Do NOT copy these files from the 'Cloud - Bike Fix' folder: EAAA.P and GBAA.P
WARNING: Do NOT replace C:\temp\char\GBAA.P and C:\temp\char\EAAA.P
    In the 'Cloud - Bike fix' folder:
        Rename the file 'gbaa.P' to 'gbaa1.P'
        Rename the file 'eaaa.P' to 'eaaa1.P'
        Rename the file 'ibaa.P' to 'ibaa1.P'
        Rename the file 'hbaa.rsd' to 'hbaa1.rsd'
    Open 'brib.hrc' in Notepad and make the following change:
        l_foot
        l_tibia
        9.4201
        1 hbaa1       
    Copy and replace the files in the 'Cloud - Bike Fix' folder  into C:\temp\char\
    Run .\tools\Kimera\Kimera.exe
    In Kimera Open C:\temp\char\brib.hrc
        Click on the funny looking left leg of the model.  Selected Bone l_tibia-l_femur
        Click on 'Remove Part From The Bone'
        Click on 'Add Part To The Bone'
        Select the file C:\temp\char\GBAA1.P
        Click on the funny looking butt of the model. Selected Bone hip-up_bane
        Click on 'Remove Part From The Bone'
        Click on 'Add Part To The Bone'
        Select the file C:\temp\char\EAAA1.P
        Save and replace the model to C:\temp\char\BRIB.HRC
            Click YES to combine P Bones into 1 file
    Open C:\temp\char\hbaa.rsd in Notepad
    Change 'ibaa.P' to 'ibaa1.P' for all three occurences
    Save and replace 'hbaa.rsd'




So i tryed my self to fix it but i still have some problems with hands and feets.



 So please can you check yourself the cloud bike model to make it compatible with others ones? I uploaded separated models here (cloud one is your default, not the one i tryed to edit). https://mega.co.nz/#!YJQCwDaA!GjAVQI7QbjjTcuuXBBpcvgbyvEddWn9Xa9jvPz8jufU. Thanks in advance :)

45
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2014-04-14 13:04:18 »
Guys there are some graphic glitches with grimmy's upscaled textures, e.g here (black squares around rock parts)





The textures that give this problem are energy00_00.png and energy00_03.png into C:\Games\FF7\mods\Bootleg\Magic\ff7\data\battle\special\hado, without them looks like this (pixelled rock parts)




I tryed myself to give a shot http://www.imagebam.com/image/e6daaf320761440 with PS for remove the "black" backgound as grimmy sayed in his thead but stil not looks good (white lines)




Anyone please could give me a feed about how fix the textures correctly?  :-)

46
Releases / Re: New FFVII Intro FMVs
« on: 2014-04-07 14:49:06 »
thanks for answer! You're right there are severals eidos logos video which i can chose the one i like.  :) About opening video right now i'm using your version, best quality so far.. only little thing (for my tatste) is that i think it would be perfect without the "retro twist transition", so i would to know if maybe you have a "cleaning" version without it. It would be great so far :)

47
Releases / Re: New FFVII Intro FMVs
« on: 2014-04-07 12:13:50 »
thanks so far for intro videos, Great quality  ;) But  can you reupload eidoslogo video please? AND a request, is there any chance to have the opening video without the "retro twist transition"?  :)

48
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2014-04-02 12:31:59 »
Sorry for noob question maybe, but Is there any correct procedure for replace music with custom tracks using bootleg? My procedure was ff music.exe > Config > files > double click every track and select new track from my custom music folder on my desktop. But in game i have some issues.. or background music is not loaded at all, or tracks are loaded simultaneus (background song with battle song, ecc). What i want to do is use "Fantasy VII OST Symphonic Remaster" from Captain Eric.

And Little ot question as usual  ;D is this battle scene ever released?

49
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2014-04-01 11:45:47 »
sorry didnt see the thread  ;D thanks mate

50
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2014-04-01 10:16:19 »
Please anyone could reupload last version of kimera? All links sems down. Thanks in advance  :)

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