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Messages - DEFIANT

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General Discussion / Re: [PSX] Buster Sword mod
« on: 2021-04-23 03:34:09 »
there was a chibi mod of this a long time ago 2012... but i cant seem to find it.

im trying to edit the psx mod Retranslation R06g...but wallmarket crashes with this error

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.WMCommon.FF7Names(Byte[] NameArray, Byte NameIndex)
   at WallMarket.Form1.Load_Attack_Desc(String KERNEL10)
   at WallMarket.Form1.Open_KERNEL(Char kernel)
   at WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at WallMarket.Form1.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
    Assembly Version:
    Win32 Version: 2.0.50727.9151 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    Assembly Version:
    Win32 Version:
    CodeBase: file:///D:/Games/%23Mods/final%20fantasy%207/tools/WallMarket145/WallMarket.exe
    Assembly Version:
    Win32 Version: 8.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/
    Assembly Version:
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/
    Assembly Version:
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/
    Assembly Version:
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/
    Assembly Version:
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/
    Assembly Version:
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

    < jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Yes the iro's...I haven't modded this game since 2012 and wanted to play through it again...A lot has changed since then and I'm playing catch up trying to figure out what the best mods are for the best experience. I'll give the AIO a shot and see what happens.

EDIT: OK the AIO works as it should. But I'm going to continue to use 7th heaven as I have other iro's I'm using.

using your fmv mods...during the opening when the train pulls into the station...the guards dont show up until the video do i fix that?

What mod pack do I need to get to have this style...I was here long long ago and remember there was mod that could do this? Now i cant seem to remember where its at and things have changed. Thats the default original style chibis i believe by the way.

Archive / Re: [WIP] Bootleg Mods Pack
« on: 2012-10-05 04:45:49 »
Wow, I am refraining myself here, but I do have one thing to say. The way someone is perceived should have nothing to do with whether they are male or female.
It was a joke, I always joke, personality flaw/benefit, you decide. You should feel comfortable that I feel comfortable to joke around, [male or female]. No sexism was implied or inferred. I however, apologize, if unfortunately, you saw it as such.

Archive / Re: [WIP] Bootleg Mods Pack
« on: 2012-10-04 20:43:15 »
Because girls are overly [crazy] redundant, but look at this way this, we have a back up in case the other goes down. Thank you.

Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-04 00:38:15 »
C:\Games\Final Fantasy 7\movies

This is the location I use for the original FF7 not the re-release.

Graphical / Re: FF7 Edits - New Opening
« on: 2012-10-04 00:21:32 »
You stole my idea!!! Thief! Crook!

I like it.

It's funny, the things that turned you off, were actually some of the things that drew me in haha. Good job. It seem we've started a revolution of intros. Keep up the great job.

Graphical / Re: New Opening
« on: 2012-09-29 19:13:49 »
The problem with mixing FMVs is that some of them clearly show him riding on top of the train, while the in-game FMV clearly shows him riding inside the train. Creates a nice little continuity error when you put them together.
Where exactly in the official opening does it show Cloud riding in the train? I've been over it several times and didn't see it. To me it looks like Cloud dismounts from above as if he was riding on top of the train. Correct me if I'm wrong but that's how I've interrupted it ever since it came out in1997.
EDIT: NO worries. I thought I missed something. =]

Honestly I feel like the dynamic wipe you have right at very end with this one, (the shrink/stretch) to make the transition is a bit more jarring then if it was just a hard cut between the two screens. Just my first impression though. I think a hard cut when the screens looked as similar as possible would be the best way, though the red guys will just "pop" on screen. There was something always cool about seeing the field models already standing there as you zoomed in on them.
I too prefer the hard cut from video to game. I can suspend disbelief with the popup enemies so that part really doesn't bother me. I was curious to see if I could lesson the sudden popup.

I tried to leave them in by reducing the FPS to 15, but they shake and move when descending and I'm not skilled enough to alter the parameters of the guards [when-location]. So I compromised, the end result you see before you.

I'll keep at it, see if I can come up something else...but I'm satisfied [for myself] in what I've made.

Graphical / Re: New Opening
« on: 2012-09-28 23:26:56 »
Try this on for size then...

I'll work on the logo soon.

Gameplay / Re: Level 99 break?
« on: 2012-09-28 15:03:04 »
Damn, I went through and doubled all the enemies HP/MP trying to make myself a harder FF7. I thought it might be a good challenge plus it seemed like a easy hard mod. That explains the lack of such a mod for FF7.

With the above statements, I'm curious to know which enemies/monsters are [ai broken]? Meaning they're not living up to their full potential. Is there a list any where? Some documentation on it? I would much rather try to change them.

The hard mods that exist change too much of the items, armor and weapons for my taste. I would prefer a simple hard mod that changed just enemies behavior that, like was mentioned before, made you think. Everything else would be left intact.

Graphical / Re: New Opening
« on: 2012-09-27 17:02:02 »
Thank you.

Graphical / Re: New Opening
« on: 2012-09-26 21:39:09 »
If you give me the name of the video in question, I can see if I can whip something up for you. If you want that is.

Graphical / Re: New Opening
« on: 2012-09-26 20:29:03 »
It's good but I can physically see where he spliced and cut in video.

In the beginning as it pans out from under the arch, it suddenly goes black...

after cloud on the train , the video is darker...

and again during the descent towards the end of the video, darker image and noticeable switch...

And the fade back to the static image, before cloud jumps off the train, is a darker image as well..

Don't get me wrong it's all well and good but those defects actually led me to do this. I have a keen eye towards those things as well a whole mess of OCD.

And before it's pointed out, I know mine changes in mid stream from real to cartoon. But I did it in what I thought would be a nice transition. I might focus my attention on the one I pointed out to datapack.

And about the missing logo, It doesn't need to be there. We all now what game where playing, right?

Graphical / Re: New Opening
« on: 2012-09-26 14:32:17 »
Maybe, but I do not want the ps3 technical demo. I prefer the crisis core intro. I haven't found a high enough resolution of said demo. But if I do, I will attempt a merge of the crisis core intro and the demo exit.

I have figured out my problem and made a new video. It works rather well and will release it shortly.

I had to add some dead space to buff the video to match the exact time with the original. But they still shimmy a little, so I'm fine tuning it today to see if I can make it better.

It's a go!! Please tell me what you think. Is this worthy enough?

@Datapack...something like this?:
Here is the download for that as well...suffers from being out of alignment at the end...working on it...maybe I can fix?:

Graphical / New Opening
« on: 2012-09-25 22:34:36 »
It's a merge of Crisis Core ending/beginning of FF7 spliced with a transition into normal opening video.

I made a new opening and I'm having some problems with it.

1] I can't figure out how to show the opening in full screen. I fills the top 2/3 of the screen with a black bar along the bottom.

2] How do I get the red guards to not bounce around as the camera zooms in?

Here is my gentle it's my first video edit. It's as done as I can get it. Unless anyone can help me fix the moving guards I'm stuck with this.

EDIT:I resized it to 1280x960 and this centered the movie. I also got he guards to show up EDIT:[15fps] when it's zooming in but now they move out of location until the video completely stops. It's like they bounce around.

@Datapack...something like this?:
Here is the download for that as well...suffers from being out of alignment at the end...working on it...maybe I can fix?:

Gameplay / Re: How to double all enemy hp and mp?
« on: 2012-09-22 22:47:36 »
I see ... thanks. I was also looking into this as well. I was hoping it could be done globally on a mass scale. Oh well. [rolls up sleeves] This is going to take awhile. OY!

EDIT: Little trick I found: If I use enemy manipulator first "only doubling hp/mp" where I can. I can then use proud clod to edit scenes 157 and below [the one that don't get edited] saving me some time from doing them all. And that's how I think out side the cube.

Gameplay / How to double all enemy hp and mp?
« on: 2012-09-22 22:04:13 »
I was going to use enemy manipulator to do this but it seems that option is greyed out. I can only change hp/mp after scene 158 for normal enemies. Boss hp/mp seems to open and usable.

Has something to do about not repacking right? I curious how I would go about doing this to all enemies/monsters/bosses in the game?

Thank you, what I was thinking as well. Just needed reaffirmation.

I too am also looking for the best option for field textures.

Releases / Re: [REL] APZ Cloud (Re-Release FINAL)
« on: 2012-09-20 14:40:31 »
No worries, glad I could help.

Releases / Re: [REL] APZ Cloud (Re-Release FINAL)
« on: 2012-09-19 20:57:52 »
I just want the sword :)
EDIT: Link removed by request of omega res novae/squall8cloud7. Look to already supplied links and content in this forum. It's all there.

Releases / Re: [REL] APZ Cloud (Re-Release FINAL)
« on: 2012-09-19 20:42:34 »
So are you wanting just the sword, or are you trying to use this model and the sword does not appear? I'm lost.

Releases / Re: [REL] APZ Cloud (Re-Release FINAL)
« on: 2012-09-19 19:57:30 »
That didnt work for me, i dont see the hilt or the sword...
Where did you get those files? That sword in question I extracted from these models:

I've been using those since I showed up here. If the sword appears all white, you need to use Beta PCreator v0.85b and follow the instructions for apzbustertexid5 Change rtaa and siaa both to 10.

Code: [Select]
open pcreator
click options
click battle model
click file
click open battle hrc
go into the folder where the model is saved and open the hrc in this case there are two hrcs because cloud uses two battle models in the game. the hrc files are RTAA and SIAA
open rtaa
a window will pop up that says "set the number of battle textures please enter a positive integer" type 10
click ok
repeat the last couple steps for siaa
your done you can close pcreator

Mind you I'm not sure what the hell I'm even doing with the change, but it works. Maybe some else, more knowledgeable then I, provide you with a more technical explanation as to why.

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