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Messages - Grimmy

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126
FF7 Tools / Re: 7thHeaven
« on: 2013-08-15 12:47:46 »
The textures method was replaced by mod path  We used to have to modify the .tex in an lgp to point to an external texture to use and put it in that folder. Now mod path does it automatically. No support for this should be added as it was a complicated mess back then and anything new will use mod path.  The original World Map project used this method.

127
Graphical / Re: [WIP] Tifa
« on: 2013-08-13 23:10:43 »
Wow. That is so damn impressive. For a wip teaser it is absolutely amazing.

128
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-08-11 14:59:54 »
Compute ground height is best used only on battle model HRCs'. Most field animations are used by multiple field HRCs' so computing the ground height to match an animation to one model model will result in other models that are floating or sunken on the field. Of course you could always rename all the modified animations to an unused .a spot and then assign them to the model in every flevel the model appears. Giving the model it's own set of unique animation that are unused by an other field HRC, but this would be very time consuming for very little reward.

129
Releases / Re: Grimmy's Models
« on: 2012-09-06 22:31:38 »
My topic so I will Necro it to say that I am returning... just gotta play some catch up to master anything new. Watch my blog for an update soon.

130
General Discussion / Re: breaking down to p format problem
« on: 2012-04-17 03:22:49 »
Well Looking at your "head with joined meshes.3ds" I can tell you that the meshes aren't truly joined. In blender I would select each of those objects and hit ctrl+j, then click yes when prompted to join selected meshes. However you could also select the three meshes and export them at the same time. If you are using blender you can export a 3ds file, but it will have no uvs. I export as obj then import that into wings3d and export a 3ds. That 3ds will have the proper uvs. You can also use biturn to convert the obj to 3ds, but this can cause some uv map corruption.

131
why dont people use lgp tools anymore ive never had a problem with it.

lgp tools works fine for most lgps. However it cannot extract the magic.lgp into its proper folder structure or rebuild a good magic.lgp. Just use it to extract and recompile your magic.lgp and give it a try. Tons of animations are broken and the game will freeze. Aali's lgp\unlgp also fixes other issues that lgp tools has with the other lgp files as well. So since lgp\unlgp is superior to lgp tools it should be the only tool you use.

132
Graphical / Re: Costa07's Models
« on: 2012-04-12 12:22:01 »
All the different colors of chocobos use that same with model. The game overlays the color on the model making it the correct color. So when you use a textured model it needs to use a mostly white grey scale texture to appear colored on the world map.

133
General Discussion / Re: breaking down to p format problem
« on: 2012-04-11 23:28:15 »
So I found a strange thing testing 24 bit bmps in pcreator. Yep they sure do work, never tested that before. But a 32 bit gives me that error message If it is the first bmp i try and apply. However if I apply a 8 or 24 bit first then I can open and apply a 32 bit. Strange.

I also suggest joining all meshes as bear described. It makes further modding much simpler when every piece of the p file has the same tex id.


134
Releases / Re: Grimmy's Models
« on: 2012-04-11 00:52:46 »
I'd prefer to keep things on my blog separate from here.

Here's a shot of what I'm working on now.


It's my first custom mesh. I referenced both the original and idk models during mesh creation. I will be using the Gold Saucers flevel image to texture it the same as I did with Diamond weapon. The texture is just slapped on there for the screenshot. 

Edit: Well It's gonna be awhile before I release that Gold Saucer. I have lost it and will have to recreate it.

135
General Discussion / Re: breaking down to p format problem
« on: 2012-04-11 00:26:40 »
Pcreator can only open 8bit bmp files. Just save your 24bit into an 8bit for that step. Then convert the original 24bit to a tex file using img2tex for use in kimera.

136
Releases / Re: Costa07's Models
« on: 2012-04-06 23:43:14 »
Didn't think that zip would get released without some clean up. Ignore all folders except All Highwinds. It has all three needed models in that one folder. The other folders were used during construction. Anyway you copy-paste it into your World_** should work just fine though. I'm interested to see some in game screen caps.

137
Graphical / Re: Costa07's Models
« on: 2012-04-02 23:22:11 »
I'll be available to import any models if you need.

138
General Discussion / Physical Final Fantasy Collections
« on: 2012-04-02 01:26:44 »
So here is my physical Final Fantasy collection.

Better Quality pic
http://i689.photobucket.com/albums/vv252/grimmy307/ffcollection2.jpg
It's not complete at all, but wanted to share. I'm missing a real copy of 4, but will get another soon. I put my psp in there since that's where my CC lives. Hope a few of you decide to share your collections. FF only, no Kingdom Hearts etc. as filler.

139
Graphical / Re: Costa07's Models
« on: 2012-04-01 22:26:35 »
It's absolutely an improvement. I love the darker richer, more detailed look of it. Remember to do the second version also, so they can both be available.

140
General Discussion / Re: FFVII multiplayer mod
« on: 2012-03-28 02:57:26 »
I remember seeing that JA FF7 mod but I didn't realize that was multiplayer. How does that work?

Well you install JKA and all the mods from that link. Then sign on to the server (midgar v3.0 by ff7online is the name off the top of my head) and run around and kill people. There are always at least 4 bots, so if no one is online the bots are there to kick your ass. Not sure about the original style cloud. I don't think so, just AC style.

141
General Discussion / Re: FFVII multiplayer mod
« on: 2012-03-27 03:22:48 »
This is a little beside the point, but for those wanting a quick fix now for FFVII as a multiplayer game there are a few options.

The Midgar Mod for JKA is an excellent online multiplayer hack and slash style game.
http://www.ff7online.net/category/midgar-v3-0/
You will find me online playing this from time to time. It is hosted by FF7online so I do thank them for that.

The most excellent Avalanche game by our former member Mr. Adults also supports multiplayer, but i don't think it is online. At least not in anyway I've ever experienced.
http://www.ff7online.net/category/avalanche/

A MMORG style of FFVII could be done as a mod to the original game or by redoing it in any other engine. The real problem is how are you gonna pay for it.

142
Releases / Re: Grimmy's Models
« on: 2012-03-24 01:07:11 »
Will we be able to use your Cloud with the dirty buster sword?


You can always use any combination of swords with any cloud model. You may have to use biturn to convert swords back to 3ds and pcreator to reset the texture id and make it a p file again so it will work with what ever model you are using, but that's half the fun of modding and a great way to learn the tools.

143
Releases / Re: Grimmy's Models
« on: 2012-03-14 02:36:20 »
Updated the Joker and Death Dealer models to use the new card textures by JordieBo and free to use tarot cards.





The spell versions of these where included in my Upscaled Magic Textures http://forums.qhimm.com/index.php?topic=12836.0, so now the battle models will match those new magic textures. Link updated on first post.

144
Releases / Re: Upscaled Magic Textures
« on: 2012-02-22 01:26:59 »
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/Brizad_00.png, failed

This shouldn't happen since there is no brizad.tex in an original magic.lgp. You are most likely using the kela51 models so it is being told by the brizad.rsd to look for the brizad.tex, but I'm not sure. A fix would be to convert Kela's brizad tex to png, and name it Brizad_00.png then place it in that location. I may include that in the fixes just so others don't get the same issue.


INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/HVSHOT_01.png, falling back to palette 0


That is from the TA magic textures. I was unaware it had a second palette, so I didn't add one. It will load the one I included when it does the falling back on palette 0 I think. Or yes just copy paste the HVSHOT_00.png and rename it HVSHOT_01.png.

Keep reporting any issues and I will put together a fixes pack soon.

145
Glad to see you guys starting to collaborate. I did some playing around with this mod and it has some things we definitely need to get into ffvii PC. Here is a rough render of one of the floors. I didn't line it up perfectly, but you get the drift.



If one of the more experienced modelers doesn't convert the floors I will at some point.

I also wanted the nif and dds files to be easier for everyone to use no matter what software they us so i converted all the elements in this mod to obj and jpg. Here you go.

http://www.mediafire.com/?54l7ilxenhn0865
http://www.mediafire.com/?4a130tfrsz39qs9

Most of the textures should load right up in Blender. At least they do for me.

146
Releases / Re: Upscaled Magic Textures
« on: 2012-02-20 20:48:09 »
Great work Grimmy, Do you mind if i ask what program/s you used to do these ?


I used omega to convert all the tex files to bmps. It was annoying because some of the original tex files have up to 30 palettes. Then I opened the bmps in photoshop un-indexed the color palettes, resized, filtered and saved as png. It was a simple process, but doing it 2600 times was really boring.

147
Releases / [FF7PC] Grimmy's Models and Textures etc.
« on: 2012-02-20 20:30:08 »
My main FFVII mods releases.

Full World Map Re-Texture
Includes Felix wmp beta, 59 additional textures Ste41k, Full worldmap by ff7remastered, original WMRP by pyrozen, plus My towns and personal tweaks.


http://www.mediafire.com/download/1ta6qq449m1q0zy/World.7z

https://drive.google.com/file/d/0B7M9_-82mYREclltdGRTeHJTeUE/view?usp=share_link&resourcekey=0-WDwHWsXYmh03DhcavLGwjQ



HQ Disc Change w/ New Start Screen and Avatars

http://www.mediafire.com/download/2ude8qctzrp27g2/New_disc_menu.7z

New Huge Materia.
 Modified from Mako Dawn mod.

http://www.mediafire.com/?1w6akfzz75bsy89

Diamond Weapon Model:

http://forums.qhimm.com/index.php?topic=9184.msg123240#msg123240

Joker, Death Dealer with new cards




http://www.mediafire.com/?h4vili93h6gi3c2

Upscaled Magic Textures

http://forums.qhimm.com/index.php?topic=12836.0

Towns by Grimmy



http://forums.qhimm.com/index.php?topic=9321.0

Replacement FMVs for FFVII

http://forums.qhimm.com/index.php?topic=8414.0

Elmyra and Marlene in Kalm

http://www.mediafire.com/download/hxd75b6xyl533o5/elmin2_2

Bike Game Textures



http://www.mediafire.com/download/4f7x657j40t66s9/high.7z

Jessie - Bombing Mission





http://www.mediafire.com/download/i509agwawf813z5/Jessie+mod.7z

Chocobo Mini Game HD Textures(English)



http://www.mediafire.com/download/7dusxg3yo38gk6b/Chocobo+HD.7z
Original French Version
http://forums.qhimm.com/index.php?topic=16378.msg232653#new

Coaster Mini Game HD Textures



http://www.mediafire.com/download/efxy11qjbzjr409/coaster.7z

Play as Shinra Party Swap





https://mega.nz/#!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU

My Youtube - FF7 vids
http://www.youtube.com/user/grimmy307

148
Releases / Re: Upscaled Magic Textures
« on: 2012-02-20 20:24:28 »
You're way over complicating things. Sounds like you have your modpath folder named bootleg. So just copy the entire contents of the data folder and place them into your bootleg folder. It just come down to what you named your modpath folder. Mine is named Data to more closely follow the original folder and lgp format, but it doesn't matter what that folder is called. You could have titled it bananas, and as long as the config file tells the driver to look at the bananas folder for external pngs and they are properly organized they will load.

My modpath address is C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\data
Sounds like yours is C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\bootleg

149
Releases / Re: Replacement FMVs for FFVII
« on: 2012-02-19 23:47:30 »
I've been planning to redo my older mods like that one to use higher resolution images in modpath. After doing that it would make it easy for you to mix and match it with the other modpath prelude so you could have pics and names.

150
Releases / [FF7PC-98] Upscaled Magic Textures (2012-02-19)
« on: 2012-02-19 23:44:19 »
What is it?

Every magic texture and all of its' palettes have been converted to png, renamed, up scaled and filtered to work in Modpath.

What does it do?

It turns this (original textures)



Into this (up scaled textures)



Does it contain anything else?

Yes, all the original Team Avalanche magic textures have been placed into the proper modpath locations. I also Included Ices by Kela and the new cards by JordieBo. A new set of Tarot cards have also been included. I did not include The comet and dice textures since they were of no use to me.

Where can I get it?

Here

http://www.mediafire.com/?l36slfdst26e38b
http://www.mediafire.com/?3718bcsbi67qhp8
http://www.mediafire.com/?c3zdxpuub7jqz1b
http://www.mediafire.com/?3u3g5bo63qljk0m
http://www.mediafire.com/?nwo1i7p0jvsapz4
http://www.mediafire.com/?kkw598c1lwrty65

How do I install it?

I'm horrible at giving tech support, but I named my modpath Data to more closely follow the original LGP format. So either name your modpath Data and put the contents into that folder, or just copy the contents into your current modpath.

Are there any known problems?


The main issue you will encounter is on grey scale textures. For some reason if the original texture was in grey scale the mod path method doesn't properly remove the black that should appear transparent. The result is a black square around the magic spell. The way to fix this problem is to identify the offending texture. open the png in an image editor and delete the black leaving a transparent area. If you guys pm me or post up what textures are having this problem I'll put together a fix pack for them.

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