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Messages - SpooX

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Team Avalanche / Re: Team Avalanche looking for 2D artists
« on: 2014-07-20 16:39:42 »
... I'm not really of the people that like to be told what to do. Call it a behavioral issue! ;)

Isn't that called stubbornness?  :-P

Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-07-20 16:36:34 »
Could the 60 fps camera data be generated from the 15 fps data from a simple interpolation procedure (it just seems 60 fps is about dividing each 15 fps interval by 4 - but I'm no animation expert)?
I don't know how the moviedata is being handled by the executable, but that might be an option.

Then... I'm not sure why you would like to quadruple the data on LGP files. Is it for having 60 fps animation of the 3d field models which are overlaid on some of the movies?
The camera animation is tied into the walkmesh and thus the models rendered on top of the movie. If you have an 60fps movie and the moviedata is handled in 15fps... it will be out of sync most likely. Also if I remember correctly, some timers are linked to the frames as well.

I don't know if there has been work on playing at 60 fps in field zones.
Don't think so either. But if there is a request for 60 fps movies, this has to be done, otherwise it makes no sense.
any volunteers here?

Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-20 09:46:56 »
My suggestion would be: test it in game first before you go overboard with 4k resolutions...
before you know it we might need to do twin cam 3d glasses compatible versions... :o

Team Avalanche / Re: Team Avalanche looking for 2D artists
« on: 2014-07-20 09:42:49 »
Judging from the first reactions you got, there's not much to be expected. Thanks for trying though.
If a troll fest is all we're going to get, maybe we'll be better off with the thread deleted.

I tend to agree to remove it on steam and deviant looking at the reactions.
It feels like it's doing more harm than good...

Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-07-20 09:36:09 »
100% yes!  But maybe have 15fps as well just in case of unforeseen problems.

I might need to get back to the camera data, as the data all depicts 15 fps, so apart from exporting it I need to be able to recreate the files in 60 fps. If that succeeds it might also give us some other possibilities...
But reversing the cam data backwards is quite challenging...
I'll keep you posted on this subject.

Question though surrounding LGP files:
Can we quadrouple the data in an LGP without issue?

Q-Gears / Re: Current state.
« on: 2014-07-14 22:45:44 »
Quite slow.. we need more people :) we also need the field op code reversing to be completed.

I wouldn't call Akari slow, as it is right now pretty much all there is (at least this version) is written by him....

Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-07-14 22:41:28 »
Just out of curiosity, have you started tinkering with the camera animation to get the corresponding short FMV, like what you did in here?
Ah no, not really yet, I match moved a camera from the highres, but it's not as stable...
I was looking at my exporter if I build it in, but don't think so...was back in 2010... long time ago, have to look in the mess called source...aargh.  :roll: Now wher did I hid that...
But luckily I exported all scripts, I might check it out if there's a match and how it looks like.
I think it's
Name           Size   Frames   Time(s)   10440   261        17

One interesting question I might add here is the discussion ngoing on into making (at least) the battles into 60fps, should we up the vmf's from 15 fps to 60 fps as well?
What do you think?

Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-07-03 21:52:51 »


General Discussion / Re: FFVII DVD Resolution in 1997
« on: 2014-07-03 20:51:19 »
In fact they were already reviewed and 'released' by Shademp on the lifestream in better quality compared to the UTube ones.
Review here <--Note:external link.
I've been using the sources for reference, because there's a lot more detail in those CG's. :-)
I was under NDA untill they were released
Even the original PSX movies do have a lot more detail compared to the so called upscaled SE releases.

This is what I'm curently using for Junbin3...




now the circle is closed again :-)


Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-02 22:16:10 »
Apologies to all the followers for the very low productivity of the moment... mostly because of the world cup   :lol:  (that's about 4 hours a day I am not spending on Blender  :P ). Hopefully my modelling should get back on track in a couple of weeks.

lol, no worries, there is some breathing space untill friday...

Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-06-27 22:07:18 »
All fun apart, time for a small update here, although the finer details are hard to find.


Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-06-15 22:21:48 »
The biggest problem I see are the buildings in the center. They look very small (somehow unimportant) compared the things around of them. I currently counter check it to the original and will make some notes. The darker lighting looks correct for me, the image is usually darker on PSX. Speaking of lighting Aali's driver can't replace the light layer(s) correctly. You can replace the light, but the transparency can't be changed dynamically by the game.

I would try overall to merge the buildings with the tower and put some pipes through the roofs.

Let's have a closer look at the buildings.

Looking at the lines of the walkmesh compared to the background, it looks pretty close.
The one small difference I notice is the little shed behind the circular well (?), it is a bit taller on the right side, but should not really matter.

With regards to the lighting

As I see it, there are still some light sources missing, that would light up the whole scene a bit more here and there.

Specularity...well like you said, still a lot of textures to go  ;)

Hope this helps a bit, overall I like it growing as it is.

Hi Scrat,

Sorry for the delay on the response,

looking at your debug info:
Code: [Select]
System.IO.FileNotFoundException: Could not load file or assembly 'OpenTK, Version=, Culture=neutral, PublicKeyToken=bad199fe84eb3df4' or one of its dependencies. The system cannot find the file specified
it looks like your missing a dll "OpenTK.dll"

Which version are you using?
can you confirm that you have the following files in the folder:

and the last question, is there a logfile in the log folder?

I love challenges

Team Avalanche / Re: [HD Remake] Mideel WIP
« on: 2014-03-17 17:25:17 »
Edit: I should not post when I am drunk as a ....

ah, is that what's meant with:

Did you work on the rocks individually ...

looking very nice those bricks by the way :)


Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-03-12 19:02:18 »
Hi folks,

I wanted to start doing a bit of texturing on 5min1_1, but I could seriously use some advice/feedback.

I'm actually done with modelling most of the pipes. To be honest, it was a fest of non-Euclidian geometry and escher-style perspective, more painful than enjoyable thing to model.
Now, I would like to start texturing the floor and the walls to get a better sense of the feel of the place. However, based on the original image, I have a hard time figuring out what the walls and floors are actually made of, and what kind of textures I should assign to it.

1- very old and worn tatami-like flooring fabric
2- fabric flooring
3- fine concrete floor
4- coarse concrete floor

It's not so much about making a definite choice for one of these four options, but I'm rather looking for pointers. I tried to model the whole floor with texture 4 but it looks off somehow. If you have some ideas, I would really appreciate.  :)

For me, it feels like none of the above.

Tatami is not used here, (too expensive for the slums).
fabric, not likely, too much moist.
Concrete also looks to be out of the question.

Personally I would look more into the direction of worn-painted-plywood.
In some places it looks like the floor is curled up at the end of the plates, might be due to moist.
Also the paint is worn more at the ends of some plates.

that's my two cents. :)


Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-03-07 19:33:43 »

I would like a tone down on the highlights overall, right now it has more the feeling of polished chrome, instead of oxidated steal.
not only on the main horizontal pipe, but also the cylinder ar the back, and the reddish pipes on the right top.

Also the white of the poster feels too white, one note in CG is that there aro no absolute colors (rgb 255,255,255) best is to always keep well below that.

make it dirty, make it dirty....that's the challenge :-P

but that's just my humble opinion :)

tiny bump, details in second post...

Team Avalanche / Re: Midgar Remake
« on: 2014-03-06 13:47:31 »
Oh my oh my...
That's why it looks so familiar  :)
Wonder which app you use for modeling, we could do some exchanging...

So far from my mobile it looks good at first glance

Team Avalanche / Re: Sharing resources
« on: 2014-02-28 17:00:48 »
In the thread where SpooX has posted some pictures of his city scenes, there is one picture with a rusty metal texture. This seems to be the perfect texture for my scene. SpooX, I would really appreciate it, if you could share the texture or if you could give me some hints how do you get the result regarding this picture: Link

I think the material you mean is:

This has also some very usefull resources, note that Maxwell is using a different material setup, but you can get the maps out of there.


Team Avalanche / [HD Remake] Transports - Highwind
« on: 2014-02-25 15:33:26 »
A place to dump Highwind renders...


PS, I hope Mayo will be a bit less lonely now...  ;)

Sorry, was getting bored... ;-)


Team Avalanche / [HD Remake] Cetra Castle
« on: 2014-02-25 15:27:47 »
Close to be forgotten as it got lost during a Qhimm crash....


Team Avalanche / Re: [HD Remake] Gallery J....
« on: 2014-02-25 15:23:07 »
I'm so talented :-P :-P

Indeed you are... Love the red-purple rocks...  :)

Here's a real render...


Team Avalanche / Re: [HD Remake] Midgar Sector 8
« on: 2014-02-25 15:17:53 »
- reserved -


Team Avalanche / Re: [HD Remake] Midgar Sector 8
« on: 2014-02-25 15:17:32 »
- reserved -

Team Avalanche / [HD Remake] Midgar Sector 8
« on: 2014-02-25 15:16:49 »
Detailing out Midgar Sector 8 before any disaster.


Robson Theater

and with lights.


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