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Messages - Kaldarasha

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Releases / Re: German FFVII Reworked BETA
« on: 2013-03-23 21:01:40 »
New update with some fixes and additions. I have create a new char.lgp, because with the UMI I got many unused stuff which made the file unnecessary huge.
The models are PRP and and Squallff8 plus my own created models (currently 1.40).
If you don't use the FF7 Game Converter (BETA) please change flevel.lgp to gflevel.lgp.

Releases / Re: Improved and added unshaded characters
« on: 2013-03-23 20:00:00 »
Here is a small update:
Dio, Jonny and the ShinRa-Manager are added. FXCC is deleted in Barrets folder.

Troubleshooting / Re: Bootleg bugs and feedback
« on: 2013-03-23 15:40:06 »
I'm looking forward to it.  ;D
A standard is a great idea, this way we could provide models to bootleg directly and the users don't have to wait for the next release of bootleg to have the latest mods.
This could make bootleg to a more dynamic installer.

Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-03-23 15:17:51 »
If the field texts are english, you could change gflevel.lgp to flevel.lgp ( in ...Data/Field/) but this will undo any changes done by overhauls like Nightmare7 or the Hardcore mod.
Alternative you could use my german overhaul.
It changes the texts into (hopefully) better german and does many more. I will update it later today the current version (02) has some bugs.

General Discussion / Re: Help to make the FF movie real!
« on: 2013-03-05 18:21:34 »
And this is how it would look like. :-D

General Discussion / Re: Help to make the FF movie real!
« on: 2013-03-05 16:23:22 »
And every new course for only a few $. :evil:

Releases / Re: Improved and added unshaded characters
« on: 2013-03-01 04:31:24 »
I'll look into it. Use the FXCC.a in BNGD - Dyne folder. I had    accidentally a (corrupt) FXCC.a in Barrets folder. It's deleted
now, thanks for the report.

Is it only me or dosen't work Spell Check anymore?

Troubleshooting / Re: Yuffie doesn't... fight
« on: 2013-02-28 13:50:50 »
If you only want to change a model, use the direct mode off Ali's driver. It works like it's described in the ff7opengl.cfg.
At the moment I'm using many models this way without any harm to the game, but maybe I play not long enough.

Graphical / Re: Creating New Enemy Models
« on: 2013-02-27 20:39:11 »
Kimera, Bitrun, P-creator and this: battle_database.txt.
I guess Kimera is the first tool you should look in. It will help you to understand the behavior of FF7 model structur.
You will need Bitrun to export the .p-Files to a .3ds-format and p-creator to export back a .3ds-file to a .p-file.
The list may help you to find the right models you wish to edit.

FF7 Tools / Re: [1.5.1] Makou Reactor - a FF7 field editor
« on: 2013-02-22 19:27:54 »
Is it possible that you create a 'Mass Export fields' and a 'Mass Import fields' same powerful as the
'Export current field' and 'Import current field'? I manly need this function to patch the model loader of the english flevel.lgp with my tweaked one from my german flevel.lgp. It would be a pain to do it manual for every field. My second reason is to make my german flevel.lgp workable with toughscript again.

OK, what is the special trick to use this under Windows7 64bit. I tried different versions of ulgp and it's ever the same.
A cmd window is opening and then it closed immediately. I'm sure that I need some strange .dlls in my SysWOW64 folder, but I have no idea which.

"It's a game developer's dream," he says.
Please, no! I have enough of there dreaming. It's time to wake up and do some serious (Final Fantasy) games.

Releases / Re: Improved and added unshaded characters
« on: 2013-02-20 12:49:10 »
Finally finished Zack. (Ha, ha, ha, it sounds like Final Fantasy Zack  ;D)

Shera is done and Barret has gotten new boots. I have to do some changes to the red Shin-Ra guards and after this I will upload an update,
because there is some testing stuff to do and I think that I wont do any models for one or two days, we will see...

what about a ciac.hrc the b;ack guy is missing^^
Use Grimmy's version of him. It's a nice model compared to others.

Grimmy or Bloodshot are the ones you need to contact about the animation, and possibly pitbrat.

It's not that I don't know how to do it, it's more the way how to manipulate the animation in Kimera.
It is really time consumption. I will do fixes if they go quick. However it would be nice if some else could work on the animations, they really needs fixing.

Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-02-20 11:36:52 »
There is only one install CD. Do you have mounted the install CD or the game CD1?

Completely Unrelated / Re: Dead Space 3
« on: 2013-02-20 06:12:43 »
I just recently finished Dead Space 3 and it is absolutely fantastic. It's not so much a jump scare game any more. Its evolved into a survival horror/action game with a great story.

Seems to happend to any game series in which EA is involved. First creating a very good and innovative game. But after it has making its name,
any following game of it has simply more action in it (it's proved concept which not only EA uses), instead of working out the the great ideas of the original game.
Dragon Age: Origin and Dragon Age 2 are a good examples for this 'improving' method.


Releases / Re: Improved and added unshaded characters
« on: 2013-02-17 21:09:07 »
2. His legs aren't thinner, I simply forgot to make them bigger after I stretched them. Good that you
   spot this out. I'm not happy with his boots, I need a different solution for them.
4. and 6. Animation isn't really my field, I would do if could. There are many to fix like Yuffie's running
    animation (she uses the wrong arm to shield) or Red XIII thinking pose with these crossed arms.
    But it is really unhandy to do animations in Kimera.
    What is ASAP? Haven't seen an animation like that.
5. and 6. I have to redo the Shin-Ra once again. I'm not happy with them anymore and and for
    Wedge I will do something different.
7. I could use one off Vincents weapons for this... But, I'm allready far away from the battel models,
    so changing the weapon would make them more different. I have some plans of using them in
    battle, however I haven't test if I could use these models in battel. I guess they will look buggy with
    transpiration and blinking effects such as Regen. 

Releases / Re: Improved and added unshaded characters
« on: 2013-02-17 05:37:23 »
I had made a copy of the list in Exel for personnel use.
That reminds me, that I want to put it in the package.

Releases / Re: Improved and added unshaded characters
« on: 2013-02-17 05:27:10 »
 :o We are back again! But many is missing...  :(
Here the the next Model update.
I had done the Shin-Ra soldiers.  EDEA is also done.

Sounds great! ;D
I'm working on my german mod again too. Actually I want do some refinements to Sephiroth but I think that I should wait until someone could bring in more light in this transparency issue. :cry:

Couldn't we work this now out with DLPB's Tools. I had a short look in to it and it looks promising.

I have no idea what causes the HI counter to get messed up. Like I said, nothing in the game should touch that variable. ever.
The megalixir glitch I think I figured out. There was a gamemoment check containing a label jump before the check that would disable the item ran. so it never ran the check I put in.

I have sometime the feeling that MakouReaktor is doing some strange things to the 'jump to byte/label'. I have seen strange flat models and frozen scenes caused by missleaded jumps. Possible that it is caused by switching from 1.4 to 1.5. I'm not hundred percent sure, if this is or was a mistake by me, but there was no reason to alter the jumps...
I only mention this to spot out: if something strange is happening, you should first check that every jump is correct and the labels are on their propper place.

I have seen this page in a blender tutorial maybe it is usefull for you.

Releases / Re: Improved and added unshaded characters
« on: 2013-01-18 22:46:58 »
Fairly quickly Reproduce?  >:( It's like presenting a new super game and then saying "Programme it yourself, if you want it! You have the tools already."
Well doesn't matter, I started to study blender anyway, so I will do my own resource - guess for this I will make a new topic some day.

It's my first own created model. I hope that I will learn quickly and could do some models by my own. We will see...

Releases / Re: Improved and added unshaded characters
« on: 2013-01-18 19:03:34 »
How many mods does this guy have? :-o I saw many pics of his doing with many really good ideas, but never seen stuff he has released. It would be good to have more resources of model parts for character creation.

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