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Messages - Lubis

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1
Graphical / Re: [WIP] Tifa
« on: 2013-08-22 22:23:54 »
I still think her face looks a little too long, or too big, probably too long.  I agree with what LeonheartGR said on the first page, about reducing that distance a little bit on her cheekbone area.  The face just looks odd right now, not Tifa-like I guess.

But the model overall looks great in game!  That screen shot you posted looks great, the joints look awesome.  A big problem I see with other Tifa models is that her joints look very unnatural, especially her knees.  But her joints look so good on yours!

2
Graphical / Re: Sephiroth/Nanaki models
« on: 2012-09-13 14:50:35 »
Good luck finding anything better than Kela51's model.. it's the only HD model I've seen of RedXIII, and it is amazing, it's the best character model I've ever seen.  It looks so great in game and in battle.

3
FF8 is so much better than FF7!  I'm so glad it is FINALLY getting some love.  I hope soon we can actually have some mods for it, because there are nearly an endless number of them for FF7, but hardly any for FF8.  FF8 needs more love, it is a better quality game.

4
Releases / Re: New RedXIII model
« on: 2012-06-28 14:11:36 »
This is awesome!  Definitely the best character model that has ever been released by far.  More work like this needs to be done!

I have noticed a minor problem.  I just got to the part where you get to Costa Del Sol for the first time after crossing the ocean.  For some reason, the part when the kids are playing ball with Red, and you can kick the ball at him, he is invisible there.  You can't even see him.  I dunno if that's something with my settings, but he's just not there for some reason.  I've played with some mods before and gotten to that part, and he was there, so I dunno.

5
This might be a dumb question.  But if you bought FF7 off of Steam and installed it, would you even be able to mod it like you can with a copy of the original PC version?

I'm sure the process would be a little different in any case.

6
Yep, that seems to have done the trick!  Somehow the sound got changed to nothing rather than any of my devices.  Changed it back and looks like it's working like normal again.

Thanks!

7
So, I used the bootleg installer about a week ago on my laptop, and the game was working perfectly fine.  The game would open up, every mod was working.  I played for a few days, had a save file going and everything.

Then, since yesterday, for some reason the game won't launch anymore.  It looks like the game tries to start up, I see the cmd prompt open, the screen turns black, then after about a second it goes straight back to the desktop.  At first it wasn't doing this, but then I saw something about the OpenGL problem, and check the app.log because of an indirect path.

Well, I've tried updating my graphics card drivers, my laptop says it has both intel(r) hd graphics, and nvidia.  I did the nvidia, not sure how to do the intel one tbh.  but that didn't make any difference.  So, I tried just rerunning the bootleg installer, and that also didn't  make any difference.  It just went back to how it started, where it looks like the game tries to launch, then just goes back to the desktop.

Before I reran the bootleg installer to redo all the mods, the app.log did say like a PBO error.  Now the app.log shows:

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics 2.1.0 - Build 8.15.10.2182
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...



IDK what the issue is, because it was working perfectly fine for a few days.  Any help would be amazing!


8
Releases / Re: New RedXIII model
« on: 2012-06-08 00:56:38 »
I'd just like to say that this looks really awesome.  I've always imagined that RedXIII looks well.. brighter Red as well.  I don't think it's too bright at all after watching that Youtube video, just makes him look more fierce, I like that.

I would also use this as well if it was released.

9
Team Avalanche / Re: File repository
« on: 2012-06-03 22:41:34 »
Figured since this thread is stickied it might be ok to post in here, even though it's been like a year.

Is the final version section still available to download stuff from?  I've come back every day the past week, and I keep getting an internal server error when I try to open the link.  I've downloaded other stuff on the site from google docs, so I dunno.

10
Troubleshooting / Mod Path Folder question
« on: 2012-05-31 22:34:55 »
I posted this in a different thread a couple days ago, but figured I'd make a topic in a more appropriate place so I can get an answer   :) 

I have mod_path set to avalanche in my opengl config.  Changed it from none to avalanche.  Then I downloaded the latest avalanche mods.  But after the download, I noticed that my mods folder turned out like this:



It looks like the world and battle folders for the textures were added outside the avalanche folder, which is my modpath.  Do I need to move the world and battle folders inside the avalanche folder for those to work properly?  Or can they also work like they are now.  I was under the impression that all the folders needed to be in the modpath folder(meaning inside the avalanche folder), but I didn't know for sure.  Meaning, it needs to be like mods/avalanche/world and mods/avalanche/battle ?

Thanks in advance for any response!  Might be a dumb question, but I want to make sure it will work properly!

11
^ Thanks for the help. 

I do have a quick question after installing the avalanche mods, I've basically followed all your instructions but want to make sure all the battle and world texture mods will work.  After installing my mods folder looks like this:



It looks like the world and battle folders for the textures were added outside the avalanche folder, which is my modpath.  Do I need to move the world and battle folders inside the avalanche folder for those to work properly?  Or can they also work like they are now.  I was under the impression that all the folders needed to be in the modpath folder, but I didn't know for sure.  Meaning, it needs to be like mods/avalanche/world and mods/avalanche/battle ?

Again thanks for the work you put in on this thread, and thanks in advance for any response!

12
Graphical / Re: sl1982's Field Enhancement
« on: 2011-06-18 07:56:54 »
Ok, i'm kinda a newb at modding games, so I have no clue what I'm doing wrong.  In my config file, I had the' mod_path = none'  showing up in my file.  So, I've also downloaded all the files from this and extracted them inside the mods folder.  I've never downloaded anything related to that "avalanche" (ie mod_path = avalanche) so I don't have those mods either, I just really wanna get these to work.  So I extracted them in the mods folder, and I put 'mod_path = mods' in my config file, but I'm still not seeing any improvements to the game.  It seems like there should be some sub folder in the mod folder, but i'm not really sure.  I'll copy what is in my file, and hopefully someone can help me get this working.  Remember, I extracted all the files I downloaded from here straight into the mods folder, so maybe that was a mistake but I don't know.

# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = off

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

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