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Messages - TheNathanParable

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-02 22:02:05 »
Will current save files work with New Threat 2.0, or will we have to start a new game? I'm not that far into the game currently and i'm more than happy to wait for 2.0 to come out.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-17 23:27:11 »
Hi, i'm sorry if this issue has already been reported. You know the part in the original game when Aeris says "This guy are sick"? Well, in NT this line has been changed to "These guy is sick" instead, when it should be "This guy is sick". This is the version of NT included in 7th Heaven's default Gameplay mod pack.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-11 22:52:25 »
I'm sorry if this has been answered already, but i'm using 7th Heaven 2.0 with the Enhanced Stock UI mod, and one of the features of that mod is graphics for gamepad button prompts.

Now, there is an additional mod (ESUI Controller Addition) that adds controller icons to game dialogue (so it'll show the icon rather than "[CANCEL]"), but it's incompatible with gameplay mods and seems to have no effect on New Threat.

Are there any plans to add such a feature into New Threat (like at save points, where it shows all those "[PAGEUP]" and "[CAMERA]" button prompts)?

4
7th Heaven / Re: How to Change Keybinds With 7th Heaven??
« on: 2019-12-21 03:20:03 »
Have you tried going into the config menu in-game to rebind the controls?

5
Troubleshooting / Re: help me make new project!
« on: 2014-11-13 16:15:40 »
I'm going to advise against converting XNA Lara models. Most (if not all) XNA Lara models are based on existing models from other games. For example, i'm pretty sure the face on that Cloud model was taken from Piers from Resident Evil 6 (i've seen a lot of XNA Lara models using Resident Evil characters as bases).

There's too many risks with XNA Lara models, so it's probably better to not bother (unless it's only for personal use, in which case go nuts).

6
The author refers to the model as a "mesh mod", which suggests to me that it is an edit of a pre-existing game model. It's an XNALara model, and mesh mods are very common in that community. The hair seems to be taken directly from the Dissidia model with some changes, while the face appears to be an edit of either a DOA or Resident Evil character.

The point is that it's based off existing copyrighted models from other games, and as such wouldn't be allowed here.

7
Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-05 23:15:06 »
Youtube Preview: http://www.youtube.com/watch?v=R7QfxSoujOg

Ok, so i've got a new version of this now. LeonhartGR inspired me with his own intro "with a retro twist" into using footage from PS3 Tech Demo. To solve the issue with "PLAYSTATION 3 TECH DEMO" appearing during the title sequence, I covered it up in the same manner Otokoshi did, with a sort of metallic bar that also contains a part of the meteor and the Japanese title.

Now, I have no idea if Otokoshi got that from an official logo or if he made it himself, so I ended up making my own using the following resources.
http://insertcredit.net/ff7/logo.htm (for the meteor logo)
http://giallo86.deviantart.com/art/free-metal-chrome-pack-styles-187441902 (for the chrome style)

I also went ahead and manually vector traced over the "FINAL FANTASY VII" to make it sharper, as the PS3 Tech Demo was a bit blurry there. I had to do it manually as the apparent font they used (Runic MT) doesn't match up exactly.

Another thing; the Crisis Core version is very blue, while the PS3 Tech Demo is very "mako green". The original FMV is also a lot warmer with more yellows, which made fading into the original train-station at the end very jarring. I ended up editing the Crisis Core and Classic segments to be more green to match the tech demo. I also added the Crisis Core car sound as it drives past Aerith, as the original audio had different timing.

Here's how it is; Classic stars, Crisis Core Aerith, fades into PS3 Midgar during zoom out, PS3 logo with new logo covering it, PS3 Midgar with Crisis Core train clips, then fade into Classic trainstation (with the original colour scheme fading in).

I'll be keeping the original version up in case anybody prefers that.

Download: https://dl.dropbox.com/u/12960659/FF7%20Edits/FF7Edits_Opening_ver2.7z

8
Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-05 13:24:57 »
Hi BishyT

Be careful opening.avi must have a length of at least 1:58.
Otherwise, the music ingame after this scene is not playing.

Don't worry, I know this already. The only thing I need help on is the actual logo, which I mentioned in my last post.

9
Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-04 18:18:58 »
I'm currently working on a new version that uses segments from the PS3 Tech Demo. I actually managed to find a 480p version here: http://www.youtube.com/watch?v=s1mmZXRjK5k

Only problem is, now I have the words "PLAYSTATION 3 TECH DEMO" plastered underneath the title. Would anyone have any recommendations on fixing this problem? It seems to be either a case of leaving it there, or covering it up somehow. Otokoshi seems to have found a rather elegant way of hiding the text ( http://forums.qhimm.com/index.php?topic=5932.0 ), though I have no idea if it's part of an official graphic or if he/she designed it themself (and the video itself is way too small to consider re-using it with their permission).

10
Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-04 00:40:31 »
Yeah, i'm not too sure what the file structure is for the original release, as I only have the re-release (where it's "data/movies").

11
Graphical / FF7 Edits - New Opening (Version 2)
« on: 2012-10-03 22:14:18 »
Update: Made a second version of the opening, see here: http://forums.qhimm.com/index.php?topic=13711.msg192462#msg192462

~~~~~Original Post Below~~~~~

Youtube Preview: http://www.youtube.com/watch?v=DmzJOsL00Jo

So i've been seeing some people do edits of the FMVs for the PC version of FF7, namely editing the intro sequence to use parts of the Crisis Core secret ending. It's a good idea, but there have always been a couple of things that put me off from using them:

1. Some of them were too different to the original. I find the part where Cloud introduces himself to be particularly out of place, especially when there is currently no other voice acting in the game.

2. The FMV has to end in exactly the same way as the original (unless you want to have a couple of tiny soldiers standing on top of your movie), and some of them don't really do the transition effectively.

So I decided to do my own attempt at it. It was produced in Adobe Premiere Pro, exported to H.264 mp4 with Adobe Media Encoder using the same bitrate settings suggested by DLPB, then changed into a avi. It starts off with the classic star sequence, then blends into the Crisis Core Aeris sequence, then back to the retro title card (when the screen flashes). From then on it's the classic FMV sequence, with Crisis Core train segments replacing original train segments. The original audio is kept in tact. My goal was to make a version that was close to the original, while having improvements wherever possible.

I've already tried it out in the modern FF7 PC release, and it works perfectly. All you need to do is paste the movie file into your "data/movies" folder, and change the name to "opening.avi" (preferably after backing up the original).

Download Link: https://dl.dropbox.com/u/12960659/FF7%20Edits/FF7Edits_opening.7z

Mod edit: https://www110.zippyshare.com/v/LTFwfP5a/file.html

12
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-18 14:50:47 »
All I did was ask a question. I didn't even know if the patch would bypass the DRM. I had a theory based off what little information I knew, and asked if I was right or wrong, and I actually turned out to be wrong. You're the only one who's making it publicly known by officially confirming that this is an actual problem (I didn't even mention your name, so I have no idea why you felt the need to do that).

Also, I don't even see why you're fussing over this. The previous patch doesn't even fully work, hence the fact that it's only version 0.2, so it's not like anyone could take advantage of it anyway. Besides, isn't it better for problems like this to be openly discussed so that other talented modders could potentially help to solve the problem?

13
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-18 11:40:23 »
Ah, so the patch won't remove the DRM then, the game will still require activation? That's probably for the best, wouldn't want to anger Squeenix now would we?

Someone actually called me an idiot over PM for asking about that publicly, but I think it's important to get that question answered now instead of later. Stops any potential copyright drama from happening.

14
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-17 22:20:11 »
If we are literally converting the new to old, wouldn't this theoretically remove the need for SecuROM?

The impression I got was that SecoROM was not tied to the game itself, but to the launcher. You can't load the game without the launcher, and you can't use the launcher without activating the game. Similar to The Sims 3; by default, you can't play the game without the launcher, and you can't use the launcher without the disc being in the drive.

Since this patch replaces the new launcher with the original launcher, one that does not require an internet connection or any activation whatsoever, couldn't this theoretically bypass the (completely unnecessary and appalling) DRM? If I remember correctly, you are not asked for your activation code until after the game has already installed.

Even if this is the case, I can't see this as being much of an issue. The SecuROM is namely there not for the game itself, but for the features provided exclusively by the new launcher (DirectX, Cloud Saves, Achievements, etc), features that are disabled when converting to the old version.

15
If it is the original software renderer, it's proof that the new version of FF7 has the ability to use multiple render modes (DirectX, and Software), meaning that Aali's OpenGL driver could still work.

16
Yeah, the SecuROM is annoying, but it could be worse. We could be forced to have a constant internet connection like the DRM Ubisoft likes to use.

I'm sure Square will learn their lesson soon enough. When Spore came out with SecuROM, it became the most pirated game of 2008. This forced EA to publicly apologise, release an activation tool for Spore, and vow never to use SecuROM ever again (a promise which they've held up so far).

Considering the fact that Square don't work in the realm of PC gaming anywhere near as much as they do console gaming, it's clear they haven't learnt the finer points of modern PC gaming yet, in particular how DRM can ruin a release.

17
Well, FMVs only exist in their upscaled form.

I'm guessing that this is some sort of postprocessing? Maybe that's what these shaders do, I still haven't been able to figure them out.

It's possible. If this is emulated, then it's certainly impressive; it looks just like the old PC version without Aali's driver.

18
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-15 17:02:44 »
Pretty much hit the nail on the head there. Until now, the PC FF7 was technically abandonware; not available in shops, and no longer officially supported. The only way to get abandoned games is to download them illegally, under the moral reasoning that it's at the least incredibly difficult, if not impossible, to get a hold of the game through legit means (in the case of FF7, the former).

This is why CD Projekt started Good Old Games.com, a website where you can easily purchase old games at fair prices, all legal. GOG has the additional benefit of being DRM free, and working closely with the various modding communities to provide ways on getting the games to work on modern systems (this usually involves using DosBox, though games such as Zork:The Grand Inquisitor and Thief do come with fan-made patches).

On the one hand, Square Enix seems to have paid attention to the modding community by adding in higher quality FMVs, .ogg support, and support for higher resolutions. Unfortunately they completely ignored GOG's example and stuffed it with a whole load of securom. =/

Oh if only this had been a GOG release and not a Square Enix exclusive release, there would be nowhere near as many headaches.

19
I have amended the original post.  But until he does support the new game (and the chances are extremely low due to a number of reasons I cannot be bothered explaining to you), the mods listed in red will NOT work.  Ever.  Your only hope is that Kranmer is allowed to convert the new game to the old.  That still isn't modding the "new" game.  It would in effect be the old game at that point, so my argument still stands.

Good luck!  8)

I am aware of at least one of the reasons. You mentioned before that the new version appears to use DirectX rendering, whereas Aali's driver works of OpenGL. This is why i'm so fascinated by the "Original Graphic Mode", which i've just posted about in the other re-release thread. If the effect is not emulated, it's possible the re-release actually supports alternative rendering modes on top of the new DirectX rendering mode.

And as for "that still isn't modding the 'new' game", at the end of the day does that really matter? The re-release, despite it's issues, is an easy and legit way of buying FF7 on the PC. If the modding community manages to overcome the obstacles set by the re-release, we will no doubt see more people coming to this community, and by extension more modders (who now have easy access to the game) contributing to this community.

Just look at Morrowind. It's an old game, but it still has a very large and active modding community. That's because it's easy to acquire Morrowind legally. FF7 PC however has always been difficult to get a hold of.

20
So I was curious to see what the "Original Graphic Mode" was about. The first thing I noticed was that with this option turned on, suddenly all of the FMV sequences looked horribly compressed, just like the original PC FMVs. Whats more, the in-game font is blurred, all shading is banded, and the resolution seems to be reset to it's default.

Click on them for full size. Normal rendering on the left, "Original Graphic Mode" on the right.











Could someone confirm if this is an emulated effect, or if this is indeed an alternative rendering mode (such as software rendering)?

21
It might not be what you want to hear but that's your own fault for buying New PC money spinner instead of obtaining the old PC which, with the new mods, is vastly superior anyway.

Enix is having a jolly old time right about now. They've fooled you again.  8)

Oh, you mean the version that's incredibly hard to get a hold of in any decent condition without paying more than what a new game costs? You're right, what was I thinking?

Being realistic is one thing, being rude and condescending is another. Also, I'm not talking about your menu project, i'm talking about Aali's driver, and you seem pretty certain here that Aali will never support the new PC version. Emphasis mine.

Menu Overhaul and Retranslation   No chance. I can't ever see me doing it even if Aali's driver supported it, which it never will anyway.  Can't see Aali working on new PC at all.   I may add in the ability for the other patches in Menu Overhaul to work with the new PC... but the new font and graphics and menu/battle interface are likely never to be supported.

I'll say again, unless you've already spoken to Aali about it and he's confirmed that he won't do any work on the new PC version, you really shouldn't spread assumptions like that as if it's a fact. Nobody has even tried yet, the re-release has been out for a grand total of nearly two days. It is way too early to be so certain about anything.

22
I don't mean to sound funny, but unless you've already spoken to Aali about this you really shouldn't speak on his behalf with such certainty. It's really not good for morale.

23
Yep, it's right here.

https://store.eu.square-enix.com/emea_uk/pc-windows-download/FINAL-FANTASY-VII.php

I would buy it, but i'd rather know if the pre-existing mods are compatible with it first.

24
Graphical / Re: FFVIII Retexturing
« on: 2011-08-03 19:01:03 »
Nice work, though that Squall does look a little feminine.

Well, Squall was based off Gackt, so it seems appropriate.

25
Apparently they are now available. Some decent screenshots of them can be found here.

http://www.sankakucomplex.com/2011/07/13/final-fantasy-vii-remake-not-quite-what-we-had-in-mind/

I like this, because the Sackboys are very similar in proportion to the original field models. Perhaps some of the modders around here could use these as a reference point (especially when it comes to modelling the hair).

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