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Messages - Kaldarasha

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2426
FF7 Tools / Re: re-sized field models
« on: 2012-10-12 15:21:38 »
My my, I hope I'm finished now...
Well now I need a tool to dump all the sizes and an a way to reimplement them.

2427

i actually asked apz to put that fix into his model he said no because it gives errors.  its such a small step i wont be uploading it. changing a tex id is more of a pain and thats why i have it here. instead ill encourage people to become familiar with the tools. by the way i dont find humor in your sarcasm. (great) tools. people that dont have the nerve and time. so they can have time to play video games but not to learn something.


You missunderstood i really like these tolls! After i getting those to work on my pc I spending hours in it. Sorry for missunderstanding.
Bye the way if you play the right games you could learn many things about the world, Metal Gear for example is more reality as fiction.
Self FF7 is a caricature of our world.

2428
Well I get it to work. I'm clever enough to solve problems like this as long I got a hint what is wrong...
But what I mean is following: you have to change the the textures which should load from the model from 2 to 10. Its actually a easy step in PCreator, but on win7 many xxxxx.ocx are missing so you have to download them and find out how to install. Its time wasting if you don't plan to use these (great) tools more then once. So I asking not for me but for the peoples who don't have the nerves and time, could you please change the texture limit in rtaa from 2 to 10 and put that file it in the apzbustertexid5.zip file?

2429
Would somebody be so nice and create a prepatched vision of the bustersword patch?
Pcreator doesn't work on most win7 systems (same as kimra).
That would be nice. Thanks.

2430
No i think the Soldier taskforce was implement in a very late developing stadium to highlight up Cloud and Sephiroth more.


2431
If you have the knowledge about it: yes. But not every like me knows stuff like that.  What I want to say is, if you unsure: get the hands off. If you sure: give it to me!
But really the discussion about ripping was figth over hundred times... we shouldn't start something like that again.

But honestly the idea using moding content from other games isn't bad, maybe it helps to rework on enemy models.

2432
I think you misinterunderstood him, he's talking about ORIGINAL content, created by modders for other games that he wants to convert for FFVII. That has nothing to do with ripping.

You have to think about it. You never know if a content was ripped in first place self if the author say that he has done the stuff. Specially if they look close to original stuff.

2433
Have somebody ever realized the big bug in the storyline? No i don't mean the Phoenix feather<->Aeriths death bug, that could be easily handled by changing the death status to     unconsciousness (like in newer games),that means if someone goes down he's not dead but unconsciousness and Phoenix feather is cure this status. No, I mean Cloud! He is wearing all the time (1.st Class) Soldier uniform and nearly nobody in Shin-Ra is recognize him as such. He  has to pay entry to get in to Junon, he has to pay for using the boot and the worst of all: some stupid commander in Junon says to him he has to change his cloths.

By the way DLPB, I think changing Zack to Zax could be a wrong idea. There is another interpretation of his name. So the name Zack comes from the name Zachariah (Hebrew) and means
`Remembered by God`. On German sites I find a bit more detail `Remembered by Jahwe (or Jehovah)`. And that's what the jenova of Cloud is doing: she remembers Zack and gives Cloud his personalty. The shortform of Zachariah is Zach. I supposed Zack is a mix between Zach and Zax.

2434
Forget the thing with the screen resolution window, it was the compressed texture option which causing me trouble. :-[

2435
I've been having problems with the driver. So I've installed it on this laptop before (hp dv6, i7 3rd gen,nvidia geforce gt 650M) and I recently had to reinstall ff7 because it wouldn't start. I've completed all of the install steps for the driver, but the damn thing won't start. I'd post the APP log but its blank. Not sure why.

Ok this gets now stupid but that's how to get FF7 to work on nvidia - intelsystems:
1. change in nvidia 3D graphicsetup the used GPU to the intern unit
2. open FF7config and chose custom driver (if the intergraphic-accelerator is on its chosen automatically)
3. change the GPU back to nvidia
Now you should be able to run the game, if you have graphic problems like me open the window for changing screen resolution (its a windows window not Intel or nvidia)
and let it open!!! then run the game.  :mrgreen:
I don't  know why the last step works but it is in most cases the solution for graphicproblems of old games.

2436
FF7 Tools / Re: [1.5] Makou Reactor - a FF7 field editor
« on: 2012-09-19 15:04:17 »
Could you please implement a function to dump model size and reinsert it again?
Because I changed nearly all model sizes (Great northern crater is still to do) so they don't look so ridiculous littel and I would like to share it,
I think this would be nice way to do it. I hope that's possible...  :|

2437
I have seen a problem with the lightmaps.
They are sharper, yes, but ff7 can't handel the transparancy value (i think using black for transparancy is causing that).
There is no light animation any more.   :cry:

Example: ancnt1(etc.) all ligtrays are on.  Or snow_1 the flirring effect is gone.

2438
Counter question: have somebody of you owner of new vision ever bothered squareenix with that problem?
If I see right, the game runs now under directx9, is that the case maybe somebody should speak with the creator of enb-mods.
Maybe they could implement a shader solution, this would save space and time. Plus it would be look better.

2439
Releases / Re: [REL] Anxious Heart
« on: 2012-08-28 05:20:47 »
Hahaha... I'm sorry, my crystal ball has a scratch...

But honestly it doesn't matter who it was.
I like to have metal in this scene. It would be better to have a metal variant of crazy motorcycle because the lyrics
of the 'non-Rammstein'-FFX-opening are sub-optimal (and it is from FFX)

2440
Releases / Re: [REL] Anxious Heart
« on: 2012-08-27 04:09:20 »
Here is some inspiration stuff for the Aerith-theme, The birth of god and One winged angel

Aerith-theme: http://mp3bear.com/within-temptation-our-farewelll
Hard decision to replace one of the the most popular songs of FF7,  :'(
but it enhance the situation

The birth of god: http://mp3bear.com/within-temptation-deceiver-of-fools
It is like Aerith is still with you in the final battle

One winged angel: http://mp3bear.com/final-fantasy-7-the-ultimate-one-winged-angel-remix
(pretty sure that you will know it, but i never seen these version around here.)

I'm still searching for a good replacement  of Crazy motorcycle.
At the moment I'm using the FFX opening theme from Rammstein - looks cooler this way. 8-)

2441
You can say that loud.
But working in the script (THANKS myst6re for MakouReaktor) gave me many options for improvements.
By the way i found a possibility make the the transparent characters visible.

I used the light-shader from Sephiroth: map kuro_8; model cefi      I believe it was the first light filter block 

Field Model graphic filter - Activate blending
Wait for graphic filter
Field Model graphic filter - LIGHT ( leave all 255, and make 1 to 0)
Wait 1 frame
Field Model graphic filter - LIGHT
 



2442
The script work as it is (only:58   jump to byte 121 has to be jump to byte 125; 4 play animation... is not needed) you must create the texts for the  windows as well. Changing scripts could be dangerous. The best would be if you use a flevel.lgp file for testing and understanding what the script is doing.
This doesn't mean keep your hands from it, i actually have no experience in scripting. But with a little bit working and (much) time i understand some actions of the script.

2443
And here with PHS:

0 Deactivate the movability of the playable character
2 Disables access to the main menu
4 Play animation #1 of the field model and reset to previous state (speed=1)
7 Var[5][11] = 0 (8-bit)
11 Resizes/Repositions the window #0 (X=8, Y=8, width=138, height=89)
21 Ask Question "“Schlafe{, }schlafe …” Ausruhen Speichern PHS Vergiss es" in the window #0 (and put selected answer in Var[5][11]) first line=1, last line=4
28 If Var[5][11] == 1 (else jump to byte 99)
34   Var[15][20] = amount of item Zelt in the inventory
39   If Var[15][20] == 0 (else jump to byte 60)
45      Create window #0 (X=65, Y=10, Width=173, Height=25)
55      Displays the dialog "Du brauchst ein Zelt zum Ausruhen." in the window #0
58      Jump to byte 121
60   Fades the screen to the colour RGB(0, 0, 0) (speed=8, type=2, adjust=0)
69   Wait for fade
70   Restores full HP and MP of every available character and removing status effects
71   Wait 200 frame
74   Fades the screen to the colour RGB(0, 0, 0) (speed=12, type=1, adjust=255)
83   Wait for fade
84   Remove 1 item(s) Zelt from the inventory
89   Resizes/Repositions the window #0 (X=65, Y=10, width=173, height=25)
99 If Var[5][11] == 2 (else jump to byte 115)
105   Wait 4 frame
108   Show menu Save (parameter 0)
112   Wait 1 frame
115 If Var[5][11] == 3 (else jump to byte 125)
121   Show menu Change party (parameter 0)
125 If Var[5][11] == 4 (else jump to byte 131)
131 Activate the movability of the playable character
133 Enables access to the main menu
135 Return

2444
You have to do some extra work. The guy in the meeting-room of the highwind  has a useful script with PHS. But using tents, well i show you my mog script:

0 Deactivate the movability of the playable character
2 Disables access to the main menu
4 Play animation #1 of the field model and reset to previous state (speed=1)
7 Var[5][11] = 0 (8-bit)
11 Resizes/Repositions the window #0 (X=8, Y=8, width=138, height=73)
21 Ask Question "“Schlafe{, }schlafe …” Ausruhen Speichern Vergiss es" in the window #0 (and put             selected answer in Var[5][11]) first line=1, last line=3
28 If Var[5][11] == 1 (else jump to byte 99)
34    Var[15][20] = amount of item Zelt in the inventory
39    If Var[15][20] == 0 (else jump to byte 60)
45       Create window #0 (X=65, Y=10, Width=173, Height=25)
55       Displays the dialog "Du brauchst ein Zelt zum Ausruhen." in the window #0
58       Jump to byte 121
60    Fades the screen to the colour RGB(0, 0, 0) (speed=8, type=2, adjust=0)
69    Wait for fade
70    Restores full HP and MP of every available character and removing status effects
71    Wait 200 frame
74    Fades the screen to the colour RGB(0, 0, 0) (speed=12, type=1, adjust=255)
83    Wait for fade
84    Remove 1 item(s) Zelt from the inventory
89     Resizes/Repositions the window #0 (X=65, Y=10, width=173, height=25)
99 If Var[5][11] == 2 (else jump to byte 115)
105    Wait 4 frame
108    Show menu Save (parameter 0)
112    Wait 1 frame
115 If Var[5][11] == 3 (else jump to byte 121)
121 Activate the movability of the playable character
123 Enables access to the main menu
125 Return

2445
FF7 Tools / re-sized field models
« on: 2012-08-25 05:13:20 »
After I see an end to my project, I share to you my list of the changed model heights.

https://docs.google.com/spreadsheet/ccc?key=0AufRKTaWMInsdENDUEJlVnZwTFRGOWxqcnRFcnJoc0E&pli=1#gid=0

Actually the only thing I want to do was making the German text better, but after start rewriting I saw that I have to do many other things. So I started using Makou-Reaktor  and with it I was able to do changes in the model heights. The list is not finished and it contains not all changes I have done (the product of absence of time and laziness ). I hope some one find a way to put all the values automatically to the game, if not, well the product is worth the effort.
Before:

After:


2446
I started experimenting with mogs as save-points using the skript and text of the beholders in ancient tempel to create save-points like FF9. If you activate contact with field models it is impossible for the player to reach the save point.  Instead he will see the text with the questions.

2447
Graphical / Re: Change sword models?
« on: 2012-08-24 04:14:56 »
I have forgotten there is no readme, here the links:
 http://msdn.microsoft.com/en-us/netframework/aa569263.aspx and
 http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx
both are needed

2448
Releases / Re: apz cloud field/ apz buster with new tex id
« on: 2012-08-24 03:54:43 »
Looks good.
The only issue of APZ Cloud is his head. He looks like a boy and not like a strong man,
I think a smaller head would be better. That´s why never used the model for battle

2449
Graphical / Re: Change sword models?
« on: 2012-08-24 03:40:36 »
Install all the Links in the readme i had the same problem.

2450
Graphical / Re: Change sword models?
« on: 2012-08-23 22:39:23 »
Well actually  it would be cool to change all swords to buster alike visions.
Instead of swords maybe orbs (the to holes of the buster would be perfect for it) witch change slightly form and texture of the blade would be an interesting feature .
 
To your question: change rtck to rtcz in your battle.lgp  (of course use a copy of rtck)
I don´t  know of this change the only the weapon model never try it.

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