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Messages - Reunion

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76
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-26 21:31:07 »
For that animation it would place marlene just above the chest-
hip bone of barret... so it looks fine to me.

http://i4.photobucket.com/albums/y112/FFVIIIReunion/db7bb0b0.jpg

77
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-19 20:56:17 »
Well yes I could as long as those crawling or ladder-climbing animations are not used by others..

I don't really feel like doing that right now though.. whats stoping you from doing them?

78
Troubleshooting / yet another cosmo canyon crash
« on: 2005-05-17 22:09:52 »
Now you can hopefully continue your journey...

http://venus.walagata.com/w/reunion/myzip.zip

79
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-15 00:38:12 »
I spent this weekend rebuilding Tifa and Barret...



80
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-12 20:42:21 »
Why yes, Mirex and Ahlexx have great descriptions on .p files hope they can help you.
http://www.alhexx.com/descriptions/ff7_p.txt
http://mirex.mypage.sk/FILES/pformat2.txt

81
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-10 00:46:02 »
you say tow?? by your picture you mean toe as in his foot yeah... dunno just try puting the files in again...

check the aaaa.hrc and make sure the
sibd.rsd and sibi.rsd are indexed on the left and right foot

looking like this..
l_foot
l_tibia
6.905876
2 AAEC SIBD

r_foot
r_tibia
6.905876
2 AAFC SIBI

also check the end of your char.lgp for the .rsd and .p files...

Behold I give you the Flower Girl!

82
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-09 20:22:03 »
OmegaWeapon could you please read the post more carefully we have been talking about the sunken roots in the animation files for the past few pages. It's no big deal though.

83
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-09 00:00:19 »
Sorry for the confusion but I didn't include any animation files in this release. As I said before some of the animation are shared and their is no way around this problem... so i can fix the animations but it only creates another problem...

same files?? they are all different accept for some of the feet they repeat because each folder is a complete model in itself...

84
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-08 17:00:03 »
I placed each model in separate folders just to keep thing apart. So no just copy the files in the folders and dump them in the char.lgp.
thank you Borde for explaining the this for them again.

OmegaWeapon what does "2 file" thing mean? are you talking about the folders also?
As far as I know an lgp can not have any folder structure anyways...

85
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-08 02:35:38 »
I can't seem to make a ffpatch that works most likely because the files not only have to be changed but added. I don't really know if a ffpatch can add files or not. So you will have to extract all the files and replace them yourselves sorry about that.

r0.2 with lighting!
Models included:
chair_sk (yes i just slammed him in it!! please fix)
clouds_sk
hei1_sk
hei2_sk
hei4_sk
n_cloud_sk
pcloud_sk
reifuku_sk
sd_hei_sk

http://venus.walagata.com/w/reunion/Reunion_-_Cloud_Hi-res_r0.2

As far as fixing the sunken roots in the animation files. It is simple enough to bring each frame up but it seems that some of the animation files are shared. So some ncp popup occasionally because they use the same animation file. I don't know any way around this problem...

86
Archive / FFVIII: Way to make the text smoother?
« on: 2005-05-04 21:33:15 »
If you are runing the game in 320x240 it will use lower res text.

87
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-03 23:40:03 »
Yes I will make a new release sometime soon but I just recently figured out how to raise the model up. So I am busy trying to bring Cloud up to where he should be. This involves changing all the animation files that cloud uses. Finding out what ones he does use is rather confusing.

To prove this to you guys I put cloud out on the wm and raised his animation frames up otherwise he would be sunk in to his knees.
http://i4.photobucket.com/albums/y112/FFVIIIReunion/49191835.jpgSee he is up where he should be!!
http://i4.photobucket.com/albums/y112/FFVIIIReunion/b3a5728d.jpg

88
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-02 22:23:53 »
I don't think that will help much. All the characters use the same blinking texture. Besides that how will textures tell me what animation files are being used? The blinking is not an animation only a change in textures. I'm talking about the model movements...

89
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-01 21:44:59 »
Well yes it is correct but it's root is set about 10 below where the new hi-res cloud need to be placed on the walkmesh. Cloud seems to use two or more animations files for his standing position.

90
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-30 18:12:08 »
hmm Cloud doesn't seem to use aafe.a for his default standing animation. Does anybody know which one he really uses?

91
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-30 00:50:29 »
The Gelnika area works fine on my pc which on xp... We probably don't want to mess with the "Walkmesh". Since it was never changed  it is going to be correct. I'll we have to is place the model higher on the walkmesh plain.

92
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-29 20:48:20 »
http://i4.photobucket.com/albums/y112/FFVIIIReunion/5c5bbab4.jpg
Can I ask why you want the low-res model?

I need some info on how the animation files work. It may help to raise the model up to were it sould be. I don't believe resizing the the model will fix anything. As far as I am concerned the the models size is very close to were it should be. Also in resizing you need to keep the aspect ratio just as you would in resizing a picture. If not your model would be "super deformed" as people call it.

93
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-27 23:22:13 »
That scene works fine for me so i don't know whats going on... Besides if the model can load in one area should it not be able to load in all areas??
Well try patching it with a fresh copy of the char.lgp if that doesn't work my new release with the lighing may help. thanks for telling me

94
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-27 00:31:14 »
Ok I plan on releasing my latest work by this weekend. I will also include the low-res Cloud model.

New Shinra uniforms...
http://i4.photobucket.com/albums/y112/FFVIIIReunion/dc5b2d21.jpg
Sephiroth!!(may not be included...first build kind of sckechy...)
http://i4.photobucket.com/albums/y112/FFVIIIReunion/d2b95d3a.jpg

95
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-22 21:14:02 »
I've fixed the lighting!!! Expect a new realese shortly.. It turned out I was indexing it wrong. Also 3ds inverts the vertices and the polygons to fix this I just had to fix the polygons but not the vertices. So thanks for all the help!

It was like this..

Now its looks like this..

96
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-19 18:49:14 »
Sorry about the broken link thats all my fault.
So anyway here is the Hi-res Cloud remember that there is no lighting yet.

http://venus.walagata.com/w/reunion/CloudHi-res.zip

97
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-19 00:27:10 »
Well of course he does, I never touched the animation files. However because the model is a different size the some of the animation positions won't match up. I'm not going to bother to fix them now.

98
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-18 20:28:23 »
Makeing everthing a flat color still would not give the models light. They would still be rather dark...

99
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-17 21:55:08 »
Since I am not a programmer I probably will never be able to get the lighting right. So I will leave it up to you guys to work on this.

Here is my first release of the hi-res Cloud model.
Problems:
No lighting!
Needs to be offset to line up with the field background
This is just for n_cloud_sk

100
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-04-16 22:49:48 »
Here is an example the start of clouds right arm.

Code: [Select]
==-> Vertice Pool <-==
----------------------

Vertex    X-Coordinate    Y-Coordinate    Z-Coordinate
------    ------------    ------------    ------------
     0       -0.045455        1.227273       -1.818182
     1        1.636364        0.954545       -0.454545
     2       -0.045455        1.681818       -1.090909
     3       -0.045455        1.227273       -4.636364
     4        0.954545        0.500000       -4.636364
     5       -0.045455        1.227273       -3.318182
     6       -1.045455        0.500000       -4.636364
     7        1.000000        0.000000       -3.318182
     8        0.954545       -0.590909       -4.636364
     9        1.090909       -0.681818       -3.318182


Code: [Select]
==-> Normals Pool <-==
----------------------

Normal    X-Coordinate    Y-Coordinate    Z-Coordinate
------    ------------    ------------    ------------
     0        0.051469        0.946591       -0.318302
     1        0.656850        0.628415       -0.416705
     2       -0.054373        0.961588       -0.269056
     3        0.005818        0.999364        0.035180
     4        0.901214        0.429040       -0.061137
     5       -0.024062        0.999493       -0.020874
     6       -0.893454        0.445372       -0.058180
     7        0.999380        0.023734       -0.025996
     8        0.887646       -0.446132       -0.114239
     9        0.909199       -0.411918       -0.060671


All of  the normals are correct but normals 7 and 8 are wrong they should be like this:
7       -0.999380       -0.023734        0.025996
8       -0.887646        0.446132        0.114239

Code: [Select]
==-> Polygon Pool <-==
----------------------

Coord    Vert1  Vert2  Vert3  Norm1  Norm2  Norm3  Edge1  Edge2  Edge3
-----    -----  -----  -----  -----  -----  -----  -----  -----  -----
    0        0      1      2      1      2      3      0      1      2
    1        3      4      5      4      5      6      3      4      5
    2        6      3      5      3      5      7      6      5      7
    3        7      8      9      8      9     10      8      9     10
    4       10      8     11      8     11     12     11     12     13
    5       12     13     14     13     14     15     14     15     16


Could somebody explain why normals 7 and 8 are wrong in this example.

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