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Messages - itoikenza

Pages: 1 [2]
26
well, that's the end of that! i guess i won't pursue, but thanks for the info, man! i was really hoping to see reeve in noesis, but it's too much, i'd have to do. i love hex editors and all, but i hoped it was as easy as viewing a .LZS

27
i wanna extract reeve's field model. to preview in Noesis. http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91

28
hey Tirlititi, one more thing while i'm at it! how is it moves are instantly available without being learnable? can that be changed?

29
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2014-07-17 00:18:40 »
whenever i save a mod as hws. i get this strange oddity, it gives the following weapon status attacks as follows.
for example: if i choose "all bad" i get "confuse+blind+mini+slow" when i reimport.

all bad= confuse+blind+mini+slow
bad breath= venom
confuse+blind+mini+slow= gradual petrify
petrify+gradual petrify= virus
vemon+poison= zombie
Death= defend
doom= regen+autolife
zombie= trouble
trouble= auto-life
blind= heat
silence= freeze
virus= bad breath
venom= shell+protect
petrify= doom
gradual petrify= vanish
mini= ko+zombie+petrify+virus
freeze= petrify
heat= death
sleep= poison
slow= stop
poison= slow
stop= sleep
beserk= all good + stop
confuse= float
all good + stop= blind
shell+ protect= beserk
regen+autolife= confuse
defend= reflect
reflect= mini
vanish= silence
protect= haste
shell= protect
float= shell
haste= all bad
regen= petrify+gradual petrify
Auto-life= venom + poison
ko+zombie+petrify+virus= ko
ko= regen

30
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2014-07-15 13:21:32 »
Tirlititi, is the change/defend able to fully edit now? i wanna make "change" a custom movelist called "killer" with desc. "Kills and Heals"

31
Releases / Re: Re: Final Fantasy VIII mods
« on: 2014-01-31 15:41:24 »
3 words...
control odin/gilgamesh

32
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-11-13 15:45:10 »
Tirlititi: don't forget my request, please. the change and defend editing, remember i wanted to change "change" into any choice movelist?

33
This one disappeared from my post:

i think Squareenix is trying to make us sick of anything ff7 related, & at the same time being arrogant as heck about it, knowing that us ff7 fans will never get tired of wanting a full fledged remake...

34
1. Current room music used for all regular battles.

2. Dark Serge, Garai, Guillot, Fargo, Radius, Taurusoid
doppelganger Crash/Glitch free.

**i would be satisfied with just 1 & 2 but, heck i'm ambitious/crazy**

3. Add ability of any char. Can perform z-slash as slash without hang.

4. These playable char.(Norris,Mel,Steena) added to doppelganger list...

5. These starting equip effects to
all doppelganger enemies.(Energizer Suit, white brooch, moonglasses, Dreamer's Sarong)

6.All 3 can be transformed via doppelganger at the same time without duplicate error.

7.Remove duplicate weapon stuck in head glitch,
happens when a character comes out of doppelganger.

8. Any char. can equip/move any element to anywhere.

9.Add equip of Dario's masamune to Radius, Fargo, Steena,
Leena.

10. Start New Game with all tech's/element's/equips in inventory.

11. Playable Char. Starting Stats/Grid/Equips modifier tool/app.

12. All elements have infinite use.

*crazy*: Now the Hardest one...
Add Gi, Lu, Che Delilas & Songi(second form),to doppelganger.
from Legend of Legaia.

*one more (hard one), for good measure*
Any single tech done by anyone doesn't cause any glitches to their model during execution...

edit: 5 & 11, somewhat done. By myself...

35
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-25 21:17:29 »
Tirlititi is it possible to replace "Change" into any other command list instead?

here's what i tried, but nothing worked...
also the only reason i linked the "itoikenza" command list, is because it won't let me add moves otherwise...

36
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-18 01:19:36 »
Great, thanks for the effort man. looking forward to the custom file export feature.

37
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2013-08-06 23:21:49 »
Saves and PPF exportation work properly,

can it open saved ppf's? i would love that...

38
you know that immune status script doesnt protect in battle square.. I disabled it but immune to magic script still negates resist/regen. Also i cant seem to duplicate the results i had years ago of fighting with seph in battle square via joker gs codes!? one more, what do i disable to have vincent controllable after his transformations? just his main?

39
thanks. does pre battle script determine seph's invincibility?

40
oh?! yes!! it's a major glitch when i edit available in phs for vincent. his name says seph. and has his equips. seph doesn't even show up in battle. but thats ok if there's a patch/ppf that'll turn that slot into a controllable vanilla seph. with invincibility and inf. mp and all...

41
thanks for the reply but i dont have a clue of how to edit the music using makou!? but can you/someone help with the following... is there a patch to make flashback sephiroth controllable and useable in that slot that has vincent's pic?...
The slot that black chocobo mistakenly gives instead of real vincent?

42
i made three .bin's from my hard copy of ff7 using magic iso. now i tried to repack the LIMTMENU.MNU into it but magic corrupted the thing. what prog. can i use to rebuild safely?   

Edit: i was able to rebuild successfully with cdmage... On to other limit break matters... Is it possible to edit via libre to have supernova's animation id and camera id's for All Creation? Please provide em'


http://forums.qhimm.com/index.php?topic=12062.0
kirkham7 successfully edited a command materia to have limit. Could you please tell me how (preferably master command's "throw" if too hard then just all instances of "throw" now if all instances are too hard then just the specific command value). Was it done via hex editor. Can you also tell me how to edit the starting equipped materia to have this one + others for all characters?

EDIT: still havent done this but i wanna ask something else about in battle music. could it be made to be the same as dungeon/overworld.

43

seems like somebody already got the 3d models!

44
i didn't know 3ds had that feature! you are talking about 3ds right? and not mesh?

edit: i tried that and it just put the whole .png on the screen section or messed up(out of place) on his skin!
also i get "matlib" not found what the hell is that!?

45
assets_textures_cloudff7acdiss_00 not found
assets_textures_cloudff7acdiss_01 not found
assets_textures_cloudff7acdiss_02 not found

3ds is acting retarded by not seeing the .png textures for cloudff7ac.obj i made from mesh2drm!
Somebody tell what i'm doing wrong! can the 3ds 2010 bible help any?...

46
Archive / Re: Buster Sword
« on: 2009-01-23 18:34:21 »
Well you open the 0007.ffb with FFX viewer then rip it with 3D Ripper Dx to obj or 3dr. Then open up the model with 3d max or blender.

 3D Ripper Dx is not working in vista! What do i do to make it work! the only other option is for xp only!!!

47
Completely Unrelated / Re: How old is everyone? v2
« on: 2009-01-21 21:57:37 »
I'll be 29 in march!!!

48
I hope it comes out for psp!!! My favourite moment was the first time I saw Omnislash!!! Loved the Hi-poly count cloud!!!

49
Archive / Re: Buster Sword
« on: 2009-01-21 19:11:33 »
What are the exact digits of the buster sword? "0007.ffb" is this the first 4 or last 4 digits?

Edit: never mind!!! I found it using ffxdumper.exe!!!

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