Author Topic: [REL/WIP] Felix Leonhart's Enhancements  (Read 280160 times)

Roxas

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #250 on: 2011-06-21 01:37:49 »
While analising midgar found something interestin' - the mako energy cuts through a steel pipe >_<
http://img87.imageshack.us/img87/1199/midgarff7.jpg

Midgar is half done now, what's left is the tricky middle part :-P

Hm, if you need a higher-res Midgar image:

http://i.imgur.com/GM1J5.jpg (trying to remember where I found the original before I resized it a bit to fit my desktop)

FeliX Leonhart

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #251 on: 2011-06-26 20:37:28 »
Midgar....Done!


Vgr

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #252 on: 2011-06-26 21:48:45 »
OMG! AWESOME FeliX Leonhart! Keep on the good work!

Kίпg Ģµяµ

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #253 on: 2011-06-26 22:20:39 »
Finally an improved midgar :) I never really liked the way it was. I am very impressed

Timu Sumisu

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #254 on: 2011-06-26 22:55:03 »
ugh... we really need to rez that midgar up

Jaki

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #255 on: 2011-06-27 02:52:12 »
.
« Last Edit: 2014-06-19 13:27:45 by Jaki »

FeliX Leonhart

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #256 on: 2011-06-27 10:18:07 »
Beta released :P

DLPB_

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #257 on: 2011-06-27 12:26:45 »
Amazing stuff.  As usual.  The chocobo farm looks great too, so does Midgar.

Hellbringer616

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #258 on: 2011-06-27 14:04:25 »
Midgar looks awesome man, I agree with Timu however. Midgar needs to be larger. I've always thought it looked... well tiny haha

Timu Sumisu

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #259 on: 2011-06-27 14:32:35 »
the scale isnt even that bad on the WM, its just the low poly count is very... jarring, and impedes appreciation of texturework.

DLPB_

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #260 on: 2011-06-27 14:40:08 »
Midgar looks awesome man, I agree with Timu however. Midgar needs to be larger. I've always thought it looked... well tiny haha

I don't think it is supposed to be to scale or fact...  it is just for locating stuff.  I find it cute :P

Roxas

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #261 on: 2011-06-27 16:00:20 »
the scale isnt even that bad on the WM, its just the low poly count is very... jarring, and impedes appreciation of texturework.

I agree with the low poly count, but that aside this is stunning. Shame we've not found a way to "unlock" the WM mesh's secrets so we could modify it even further.

Timu Sumisu

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #262 on: 2011-06-27 21:03:44 »
i'm pretty sure we can actually, i could be totally wrong, but i know we managed to swap a model, turning the gold saucer into clouds head... .or something like that. so custom swaps shouldnt be far behind

Borde

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #263 on: 2011-06-27 22:03:59 »
If I remember corretly Aali worked on that and found out that the format itself was way too restrictive and the map poly-count could only be improved by using some kind of overlay. Could have misunderstood him, though.

About Gold Saurce, I think it was stored in an independet P file (just like the rocket) and thus it could be changed easily.

Timu Sumisu

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #264 on: 2011-06-28 00:05:34 »
yea we're talking things like buildings, which i think midgar is included with. I dont imagine we can easily change the map mesh.

Roxas

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #265 on: 2011-06-28 00:23:10 »
yea we're talking things like buildings, which i think midgar is included with. I dont imagine we can easily change the map mesh.

Sadly, Midgar is part of the WM mesh.

Here's Grimmy's list of what isn't part of that mesh: http://forums.qhimm.com/index.php?topic=9321.msg126488#msg126488
Yes it would be great if the towns were models that could be edited in blender, because then you could adjust the uv map to fit on the above towns. As it stands now these are the only models that appear on the world map.

World map .hrc list

aaa- north crater dome
aba - buggy                 
aia - junon canon
aja - white chocobo
ata - cid
bbe - cloud
bkd - fort condor phoenix
ble - ancient key
bna - Diamond weapon
bud - emerald weapon
cec - sunken gelneka
cfc - gold saucer
cgd - highwind
cid - highwind 2
cmb - midgar cannon
cnb - anceint forrest
coc - Rocket town rocket
cpc - rocket town platform
cqc - ruby weapon
ddd - sud grey
dga - sub red
dic - stone henge thing
djc - red and white striped pole
dkc - metal key of anceints
dlb - tifa
dva - tiny bronco
dyb - ultima weapon
eje - underwater mako reactor
eke - shinra boat

Everything else is a texture being applied to the world map mesh. If someone find away to edit that thing it would be fantastic.

Timu Sumisu

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #266 on: 2011-06-28 00:38:33 »
balls.

well, another way to deal with the wm is to redo the whole thing, and just pack it into someplace like kalm, and scale/move it to cover up the original... perfectly :P

BlitzNCS

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #267 on: 2011-06-28 10:20:16 »
Forgive me if I'm wrong, but didn't aali give us some map2obj / obj2map tools not too long ago?

ff7rules

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Re: [WIP] FL's Battle-Scene/World-map Enhancement
« Reply #268 on: 2011-06-28 10:46:03 »
Forgive me if I'm wrong, but didn't aali give us some map2obj / obj2map tools not too long ago?

Yes he did and it works! He said you would be abkle to even add bits to the world map with it.

TRaDeMaRKeD

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Re: [REL/WIP] FL's Battle-Scene/World-map Enhancement
« Reply #269 on: 2011-07-04 07:43:34 »
I Just register to say... THANKS, sincere Thx for your work. I'm almost speechless  :-X

FFVII simply looks so d4mn pretty after applying the big "Remix" pack and then your WM and Battlescenes.

It's a shame Square never re-released FFVII, but thanks to you, the game has truly revived  :mrgreen:

C-ya!

FeliX Leonhart

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Re: [REL/WIP] FL's Battle-Scene/World-map Enhancement
« Reply #270 on: 2011-07-04 21:41:22 »
It's not yet fully revived, there is always work to do=)

DLPB_

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Re: [REL/WIP] FL's Battle-Scene/World-map Enhancement
« Reply #271 on: 2011-07-05 16:08:42 »
Missing texture on wall of Knights of Round area. Obv there are a few of these, just making sure you know :)
« Last Edit: 2011-07-05 16:14:47 by DLPB »

cloudh09

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Re: [REL/WIP] FL's Battle-Scene/World-map Enhancement
« Reply #272 on: 2011-07-17 03:26:06 »
I download file Battle Scene enhacement lgp use.zip in #1 and I extract to a folder "Battle Scenes (lgp use)", in folder have a lot of the file... How to use the that file ??
Very sorry about my english because i am a vietnamese....
Thank!

Template

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Re: [REL/WIP] FL's Battle-Scene/World-map Enhancement
« Reply #273 on: 2011-07-17 08:34:37 »
I download file Battle Scene enhacement lgp use.zip in #1 and I extract to a folder "Battle Scenes (lgp use)", in folder have a lot of the file... How to use the that file ??
Very sorry about my english because i am a vietnamese....
Thank!

Well, I'll try to help.

First:
Do not use the "lgp" version of this mod.
Use the download links from page 1 of FL's Original Post--the one you replied to, and the one I'm replying to  ;)

Second:
Put the downloaded files into the ff7 mod path directory- this is the complicated part, if there is one
mod path is set in the ff7_opengl.cfg
mod path should be mods\avalanche or mods\DK if you are using the new Menu Overhaul.

Third: Continue to ask questions here if you need help, practicing English is hard but maybe only practice will make your English better. It is not a bother to me as this is an International community. 



StrayOff

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Re: [REL/WIP] FL's Battle-Scene/World-map Enhancement
« Reply #274 on: 2011-07-19 12:18:10 »
hey guys. i'm just up to recreate some missing world textures / fxing bugs with textures. i extracted all those world textures, shown in app.log, from world_us.lgp and converted them into .png format.

missing are:

Quote
    aad_00.png
    blb_00.png
    blc_00.png
    bridge2_00.png
    bridge_00.png
    cave2_00.png
    cave_00.png
    cave_s_00.png
    cdl_cl2_00.png
    cga_00.png
    cndlf02_00.png
    cndlf_00.png
    cndl_cl_00.png
    cne_00.png
    coa_00.png
    cpa_00.png
    cqa_00.png
    junmk_00.png
    lake_ef_00.png
    lake_fl_00.png
    mt_se2_00.png
    mt_sg04_00.png
    nivl_mt_00.png
    nivl_top_00.png
    port_00.png
    port_d_00.png
    rct_gro_00.png
    rivr_00.png
    rivstrt_00.png
    rzclf02_00.png
    sango2_00.png
    sango3_00.png
    sango4_00.png
    sango_00.png
    sdun02_00.png
    sdun_00.png
    swclf_wg_00.png

 - edited -


« Last Edit: 2011-07-19 18:53:20 by StrayOff »