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Messages - Kaldarasha

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2351
Releases / Re: Improved and added unshaded characters
« on: 2013-01-18 09:49:57 »
It was only for testing purpose so don't take it seriously.

Genesis0.1.rar

But be aware, in the corrent state these files are, they will conflict with a Sephiroth model (BABB) and a head from a NPC Field model.
I have no futher plans with that model. Normally I would put much more effort to it, but it is enough for getting a slight idea of how he could like.
Maybe it could become in handy for someone, who plans to make a mod with him. I really would like to see a better Crisis Core... :D

2352
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-01-18 07:12:27 »


Why didn't I figured out earlier? Gradients! The full head is visible, if transparency is on. Is there a possibility to build in a feature to set gradients?
Maybe that is, what the engine needs to use transparancy.

2353
Releases / Re: Improved and added unshaded characters
« on: 2013-01-17 17:41:14 »
I don't know. From what I can see PRP models using modified parts of some battle models.
I guess the blend information isn't  overwritten in these models.

2354
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-01-17 16:35:52 »
Which Hardcore mod are you using? Normally is there no bossfight, so scene.bin is possibly not updated. :-\

2355
Releases / Re: Unshaded characters
« on: 2013-01-17 16:09:10 »
At this point, this topic is more than just unshaded characters. This is now unshaded characters, Adult APZ Cloud, and missing NPCs; and maybe the topic header should be changed to reflect the improved itinerary?

I only want to share my added and tweaked models of Young Cloud and Zack, because there are necessary for my (real) project. And now it's end up like this...  :)
I had this thought too, but I decided not to do this. Why? Because 'Adult APZ Cloud' isn't part of this project and I will take him down if wihteraven say it's OK and take it to his thread. I only share him here because I don't want open another 'APZ Cloud XYZ' and whiteraven hasn't answered to my request. The missing NPC's will be in UMI and/or bootleg anyway. Beside I believe that most of the user don't know how to work with lgp tools and using the UMI instead ( to my shame  :oops: I must say that I work with Highwind. I tried ulgp pretty often but everytime with the same result -You are to stupid to use me! Ha Ha haaaa-.) Maybe I called it 'Improved and added characters', that is more how this is worked out.

2356
Releases / Re: Unshaded characters transparanzy problem
« on: 2013-01-17 15:34:01 »
Well, I tested around with diffrent settings in Kimera, but with no effort. The only thing I could say is following:
- The default models work with transparency (we knew this already), if I colore a polygon of the model,
  this polygon will be invisible if the model is forced to blend.
- If I use the prelight function of kimera, the model is invisible.
  --> that means any colore change in kimera make the model invisible if transparency is added.

I suggest that we have three possible solution to get rid of these problem. The first is making script changes (much work with much testing).
The second would be forcing Ali's driver to put all lights on for scenes with transparency and only for the models which should be transparent (maybe by a dll - if it even is possible).
The third would be a better kimera, which put the missing light or blend information back to the models.

Edit

I tested Kimera093 and it spot a bit more light on it. If I colore a vertex/polygon then,clicking on apply, the polygon color disappear while the vertex color is still visible. I think Kimera does not set the new colore information to the polygon. (In makouReaktor the ambient shader has two RGB columns for the shading. Maybe one is for vertex and the other for polygon...  ???)

2357
Releases / Re: Unshaded characters
« on: 2013-01-17 14:05:29 »
Yes Mr. Dolphin is done. HVJF actually too but I named him ADDA1 because I didn't know if there is an extra model for him or not.

2358
Releases / Re: Unshaded characters
« on: 2013-01-17 12:18:32 »
Here is the pack with Ester, the Wutai man and the both snow town models.

Newmodels.rar
It's not really finished. The file names correspond not to the default, but they should work as there are without problems. I will fix it if I find the time.

2359
Releases / Re: Unshaded characters
« on: 2013-01-17 11:28:52 »


It is as I thought. There is some light shading (I guess ambient is the opposite of light). By the way the main script runs only if no other script is running. I tested it. But maybe ambient works better than light...   :?

2360
Releases / Re: Unshaded characters
« on: 2013-01-17 07:54:09 »
Don't know. I havn't test it with PRP models.

2361
Releases / Re: Unshaded characters
« on: 2013-01-17 07:15:01 »
From my german reworked project the flevel has contain this already.

2362
Releases / Re: Unshaded characters
« on: 2013-01-17 07:10:54 »
You mean that? ;D

Quote
Are you talking about transparent parts of models during cut scenes?
That is an issue related to the model and is not easily fixed without rebuilding the whole model.

Not true. It is possible to fix it through script editing. In kuro_8 you can see that Sepehy is for a short moment visible...
To make it short, if you calling after the blend shader a light shader they are visible.


You see after blend are two light shaders. The first set the type of light the second will activate the light.


The only values which should set. The rest are zero!



I think it is the best to copy them from Sephiroth (cefi) but you must make sure that the first light shader has no '1' set, I guess there are for fade in/out.



I hope that this is any help for you. ;)

Edit
It's not a perfect solution. If the game calls another shader, the light goes off. But for the moment I think it's the best solution.

2363
Releases / Re: Unshaded characters
« on: 2013-01-17 06:53:13 »
The Chocobo sage and the Chocobo on worldmap ( this one is easy to replace, I wonder why nobody has done this).

FBGE - Cait Sith as reporter - the head is flying in the front of the body.
AKEE - Highwind crew - an animation forces this guy to stand on his tiptoe.


I have made a backpack version of every model.

2364
Releases / Re: Unshaded characters
« on: 2013-01-16 16:34:17 »
You should also check if the models need bone corrections. Pricilla for example need some adjustments.

2365
Releases / Re: Unshaded characters
« on: 2013-01-16 15:25:23 »


Does somebody know why the mouth is diffrent? I use the same head as the default model - I think it is OK . In fact I see these  :-o faces pretty often, is that porting problem from psx to pc?

Quote
Very good.

http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters

How complete is this list and is there another anywhere?


Thank you DLPB. These list is very usefull. ;D
From what i could see it's complete.

Edit:
Damn it! I must update the main characters. There are models I hadn't done.

2366
Releases / Re: Unshaded characters
« on: 2013-01-16 12:47:48 »
Number two is ready. :)


Still three to do...



2367
Releases / Re: Unshaded characters
« on: 2013-01-15 21:00:37 »
Ester, two in Snow Town, one in Wutai and one in the shinra building - maybe more, but that the one I could remember.

2368
I guess window.bin seems to be missing or is corrupt.

2369
Releases / Re: Unshaded characters
« on: 2013-01-15 20:13:22 »
First of the undone models is ready


Still four to do.

2370
Quote
Are you talking about transparent parts of models during cut scenes?
That is an issue related to the model and is not easily fixed without rebuilding the whole model.

Not true. It is possible to fix it through script editing. In kuro_8 you can see that Sepehy is for a short moment visible...
To make it short, if you calling after the blend shader a light shader they are visible.


You see after blend are two light shaders. The first set the type of light the second will activate the light.


The only values which should set. The rest are zero!



I think it is the best to copy them from Sephiroth (cefi) but you must make sure that the first light shader has no '1' set, I guess there are for fade in/out.



I hope that this is any help for you. ;)

Edit
It's not a perfect solution if the game call another shader the light goes off. But for the I think it's the best solution.

2371
Releases / Re: [REL] FF7 Unified Model Installer
« on: 2013-01-15 12:20:34 »
What? :-o  That means I must hurry up with the undone models. I starting it immediately!

2372
Releases / Re: Unshaded characters
« on: 2013-01-15 10:35:14 »
By the way BIG Thanks to everyone who was in charged of doing the field models, you guys had done a very good job and has given me realy good resource and of course Borde for his Kimera.

2373
Releases / Re: Unshaded characters
« on: 2013-01-15 10:20:41 »
This has nothing to do with my project, however I got no answer from whiteraven. Until he has not given his OK to take this to his threat, I will release it here. And here is the tweaked version of
whiteraven's APZ Cloud revision.


Kaldy's WR-APZCloud.rar


I changed the head mesh so that he looks older.

2374
Releases / Re: Unshaded characters
« on: 2013-01-15 10:00:53 »
Major update of the main character is ready. ;D
Contains:
- Cloud 2.0, (in blue and black) he looks now more like in the FMVs
- Tifa ,two versions: one created by me, and the one of Squallff8
- Aerith, (only some fixes)
- Barret, in normal outfit (I fixed the missing texture) and Dynesized
- Red XIII
- Cait Sith, now with legs!
- Cid
- Yuffie, brighter skin color
- Vincent, hope that I fixed a color missmatch of his cape, sometimes changing vertex color does not change the polygon color
- + the different versions of each character (except Red XIII as human and Cloud Wheelchair)
Every character has now fingers.

2375
Releases / Re: [REL] Menu Overhaul Project
« on: 2013-01-15 06:05:03 »
You need a untouched english flevel.lgp. No modifications, no other languages.

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