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Messages - Mirrorman95

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76
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-10-14 00:03:20 »
I've got a problem with the Mac version of Makou Reactor 1.6. "FF7 couldn't be launched wine". Maybe it's because I installed it with Crossover?

77
The Google Drive link from "English flevel if you downloaded the broken English Reworked I put up" is broken now. Not that I needed it, but just letting you know it needs to be reuploaded.

78
That version does look nice and all, but the only custom Cloud face that I feel can go toe-to-toe with the Crisis Core model is the one you showed here:
Couldn't you make a HQ version of Cloud with that face? That one looks more like a developed Cloud and less like a Dissidia robot.
(Unless that is the same face just at a different angle, in which case chock up my criticism to total ignorance)

79
I really hope this project is still going on. Even if the mod is not possible, I'd still want the textures to make HQ models of the characters. Is this topic really dead?

80
Doesn't TexMod come with a method to load an executable with modded textures automatically? There are plenty of mods to UE3 games like Duke Nukem Forever that require this implementation, since it's the only legal way to texture-mod UE3 games. Would that be a worthwhile solution?

81
The reduced textures look so much better than Square's, it's at least enough to make a first release for the PC version, even if this is still a WIP.
When the Birth By Sleep modding scene was active, they had a similar problem, because they couldn't replace textures or models in the game with larger ones, only with ones of lesser or equal size. For in order to insert something larger, they'd need to know how the game's LBA works (I'm pretty sure LBA means folder structure and file-hash system). I don't know if the issue with the FFVIII dat repacker is anything like this, but it's a possibility.
Anyway, a LD release wouldn't look as pretty, but at least the FF8 community could mod the characters into more than bland models with vague features.

82
But at the very least, for now, you could downsample these HQ textures to the originals' sizes and repack them into the game, right? They would still look better than Square's textures (even though they would be the same sizes), and you could still use TexMod after the fact to upsample the textures' quality in-game.

83
These mods are amazing! You, sir, are a legend. I'll have a great time porting these into the game next Friday when Finals are over.

84
Graphical / Re: Want releases?
« on: 2013-03-11 01:58:43 »
Well, as long as you're asking:
Reeve as Cait Sith, Genesis, Cissnei, CC Aerith, recruitable 1st Class Sephiroth, Type-0 Rufus, Crystal Beach Tifa, Ruby Diamond & Ultimate Soldiers, Ruby Diamond & Ultimate Cloud, Ruby Galiant Beast, Ultimate Weapon Chaos, Diamond Ruby Emerald & Ultimate Swords, Ultimate Nanaki, chainsaw, Proud Cloud, Ifalna as Aerith, and hi hi res Cloud. (I only listed mods I think you already have)

Just to be clear, I mainly care about the first five, so don't let the long list discourage you.

85
Team Avalanche / Re: Time to celebrate!
« on: 2013-03-01 15:17:40 »
Like FFVIIFreaK, I also want a release of the updated models for Jessie, Biggs, and Wedge; as well as First Ray.

86
Team Avalanche / Re: [HD Remake] Sector 6 Slums
« on: 2013-02-26 02:44:24 »
Yeah, and the Jessie, Biggs, Wedge, and 1st Ray models are amazing. I hope they release those soon. And I'm pretty sure this wouldn't be a bump if the server hadn't been down and deleted the last few weeks of posts.

87
It's nice seeing new material for this again. I'm not sure how to go about repacking the models into the game, because its never been done before.

88
Releases / Re: Improved and added unshaded characters
« on: 2013-02-22 08:51:19 »
Despite that, I found that the new midtorso section finally makes Barrett look like a normal-proportioned tough guy. Kleyon's Timu-Sumisu/Millenia Barret field model is higher quality, but it looks like he has no lower abdomen. And I think this new Shera looks great as well.

89
Releases / Re: Improved and added unshaded characters
« on: 2013-02-19 02:00:02 »
Kaldarasha, I love what you've done with the new Infantry models. Especially bipedal Red XIII, he looks amazing now! Additionally, I eagerly await the results of your Shera modifications, and hope she will return to the full release soon.

90
Support / Re: All fine except Red XIII missing texture
« on: 2013-02-19 00:49:52 »
Download this program and use this tutorial: http://forums.qhimm.com/index.php?topic=9924.0
If the Red XIII that is all white is the field model, extract char.lgp instead of battle.lgp in the tutorial. It's in the Final Fantasy VII/data/field folder.
Then download this FF7 model viewer: http://forums.qhimm.com/index.php?topic=4194.0
In Kimera, load either adda.hrc from the char folder, or rwaa from the battle folder. Click on any body part, like his head. Go to the middle-right panel and select texture options.
If the texture options box doesn't show Red XIII's texture, you will have to reinstall your Red XIII model. If you are experienced with Kimera, you can also fix him by applying the textures manually.
If the box does show Red XIII's texture, it means your graphics card isn't good enough to load that large a texture on a FF7 model. Either use the PRP Red XIII model instead, or by a new graphics card.

91
Support / Re: All fine except Red XIII missing texture
« on: 2013-02-18 18:53:36 »
Is it the file that has no texture or just the game?
If Red XIII's textures files aren't in the LGP, unpack the LGP, add the texture files to the folder, and repack the files with Aali's LGPtools.
If the files are there and the problem still occurs, then it's just an issue with the game, which usually means FF7 is trying to run on a machine with a limited amount of Graphics memory. I have a decent graphics card, so the only time this happens to me is when I try running FF7 Bootleg in Windows Parallels, which is uses simulated GPU.

92
FF7 Tools / Re: [1.5.1] Makou Reactor - a FF7 field editor
« on: 2013-02-18 16:43:29 »
To clarify, the language files are from the latest 1.5.1 Windows build. The files I copied from the Mac 1.3 build are probably cosmetic. If Makou Reactor ever updates again, I'd be fine making a new build.
Also, the char.lgp viewer works now, thanks for the instructions! Now I have a FF7 model viewer I don't need to boot from Parallels or Bootcamp to use.
A final thought; could Makou Reactor be used to re-insert the deleted scenes back into the game, like Sephiroth explaining Summon Materia at the Temple of the Ancients, if I get them flagged?

93
FF7 Tools / Re: [1.5.1] Makou Reactor - a FF7 field editor
« on: 2013-02-17 23:20:40 »
Thank you! The build worked, but it won't let me switch to English.

EDIT: I managed to fix that, too. I copied some missing files from the 1.5.1 Windows release of Makou Reactor to the new build.

I assume the fact that there is no model viewer is just an inevitable problem with the Mac version.

If anyone else wants this app, I have the finished 1.5.1 build at: http://www.mediafire.com/?9fdta5521o6kgm9

94
FF7 Tools / Re: [1.5.1] Makou Reactor - a FF7 field editor
« on: 2013-02-17 22:55:32 »
I'm trying to compile this with Qt Creator on Mac OS X 10.7.5. The only issues with it is that I've had to replace every reference to <GL/glu.h> with <OpenGL/glu.h>, it keeps giving me warnings that "This version of Mac OS X is not supported", and I'm getting a fatal error:
Quote
Undefined symbols for architecture x86_64:
  "_gzclose", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
      GZIP::compress(QByteArray const&) in GZIP.o
  "_gzopen", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
      GZIP::compress(QByteArray const&) in GZIP.o
  "_gzread", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
  "_gzwrite", referenced from:
      GZIP::compress(QByteArray const&) in GZIP.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make: *** [Makou_Reactor.app/Contents/MacOS/Makou_Reactor] Error 1
make: Leaving directory `/Users/[My Username]/Downloads/Makou_Reactor-build-desktop-Desktop_Qt_4_7_4_for_GCC__Qt_SDK__Debug'
The process "/usr/bin/make" exited with code 2.
Error while building project Makou_Reactor (target: Desktop)
When executing build step 'Make'

95
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-02-17 22:29:52 »
When are you guys going to show pictures of your Jessie, Biggs, Wedge, and First Ray models?

96
Troubleshooting / Running FFVII in WINE (Mac OS X)
« on: 2013-02-17 08:14:25 »
Hello. I am using Wine 1.5.23 to try to run the FF7 Bootleg mod on my iMac. Indeed, the game works just fine, but the audio isn't working. I know it isn't a problem with the sound driver because I tried running the 2012 version of the game in the same directory, and the sound works fine in that version, except the backgrounds aren't the Bootleg ones and I can't load my 1998 saves on the 2012 version. I'm using CoreAudio because all of Wine's other audio drivers make FF7 crash. I've tried Bootleg with Wine 1.4.1 and Crossover 12.1.1, and it produces the same result. There was one point where I could get the music to work with Crossover 11.3.1, but I could never get the SFX working. The game, sounds and all, works perfect on Bootcamp, but it takes so long to load Windows on my iMac that I'll barely play the game at all if I can't run it on my Mac OS, so I really don't want responses to this topic telling me to "just load FF7 on Bootcamp" or "just play FF7 without sound". I have Parallels, but it can only use a basic emulated graphics card so when I run Bootleg on it, most of the textures are so HD that they don't show up on the models.

Does anyone know how to get sound working on my Bootleg FF7 on my Mac OS X in Wine/Crossover/PlayOnMac?

These are my computer's specs:
Processor  2.5 GHz Intel Core i5
Memory  12 GB 1333 MHz DDR3
Graphics  AMD Radeon HD 6750M 512 MB
Software  Mac OS X Lion 10.7.5

EDIT: I figured out how to fix the music. I just needed to switch to the FF7music_wine.fgp plugin.
EDIT2: I figured out the sound problem now. I had to set the sound playback device in the third tab of FF7Config.exe to Built-in Output. I probably missed it because the exe always freezes after I test the sound on the fourth tab.

97
Releases / Re: Improved and added unshaded characters
« on: 2013-01-19 17:31:54 »
May I ask what is your part in this work?

98
Is the fact that checking it in Bootloader messes up my game indicative that I already have it installed to my game as part of Menu Overhaul?

99
Thank you, it worked! But now won't that mean I can't do more than 9999 damage at once?

100
Releases / Re: Improved and added unshaded characters
« on: 2013-01-18 22:03:22 »
He never releases any of his models, on the principle that each one doesn't take him more than 30 minutes and we could reproduce any given model he creates fairly quickly if we tried. I just posted it because this Genesis model reminded me of that one, and yours is almost is good a his, and what's better about yours is that you've actually released it, so people could use it in modding if they wanted to, if they renamed the parts.

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