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Messages - orichalcon

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101
FAQs and Tutorials / Re: Field/Battle/World.lgp list
« on: 2020-11-21 20:43:12 »
https://docs.google.com/spreadsheets/d/1OnCCU0OfV4khZ5eDOyBv-TADnWmvxGnqM3BV-KRqf7g/pub?gid=4#

thanks for posting that, its already helped me out immensely

in fact, i saved that entire database to my hard drive... not risking it going down, haha

102
Releases / Re: [FF7PC] Dual-Font UI
« on: 2020-11-13 18:43:42 »
DFUI for Reunion just got majorly updated.  This version I was able to work with DLPB to get a few hex codes to iron out the remaining major faults.
The Reunion version (DFUI-R) doesnt have the amount of options the .iro has, this is because of reunion's menu enhancement.  But the pro's of
menu enhancement is DFUI-R has a button mod and better battle alignments that the .iro lacks.

major changes
     -this mod comes with new avatars, i personally edited the upscaled avatars from remako for transparency (with crisper lines that have been done in the past)
          https://cdn.discordapp.com/attachments/724440792126586950/775305612850364416/unknown.png
          https://cdn.discordapp.com/attachments/749506432130351114/777039541713764372/FF7_EN_2020-11-13_23-15-12.png

     -completely revamped the gauge colors:
          https://cdn.discordapp.com/attachments/726956405407481917/776865842499551252/FF7_EN_2020-11-13_10-12-38.png
          (also take a look at gauge_colors.txt in the hext folder, values are neatly labeled so you can edit them yourself! if you screw something up a backup file is there!)


     -centered battle headers:
          https://cdn.discordapp.com/attachments/749506432130351114/776891077684625428/FF7_EN_2020-11-13_13-25-52.png

     -xbox buttons to go along with the PS buttons:  Thanks Agravaile!
          https://cdn.discordapp.com/attachments/726956405407481917/776881627572731904/FF7_EN_2020-11-13_12-48-28.png

     -new translation patch
          now UI mod can be used without new translation if you desire to turn it off and play for whatever reason, just view new_translation.txt in the Hext folder for instructions

and of course countless minor alignment fixes, links in original post



HAPPY GAMING!

103
So if there is anyone there that's waiting for me to finish this

*raises hand*

i have several complete music packs downloaded, and your incomplete one, and i've made a custom music folder by choosing what tracks i like best

and my custom music folder STILL has more tracks from your mod than any other, thanks dude



i have found its virtually impossible to force yourself into modding like a chore, cuz deep down you know its not something that NEEDS to get done

so dont worry, be happy  :lol:


when i come home from a stressful event and i know i'm gonna play some FF7, i still go straight to the chocobo farm and listen to your chocobo track while i kill my sobriety and ease my own stress with that relaxing af track  :-P

104
Releases / Re: [FF7PC] SYW "ArkTsukiVock" (v4) for Reunion
« on: 2020-11-04 18:22:38 »
updated original post with link

this is a v2 of SYW4 for Reunion, the .png images have been (losslessly) compressed so that they are about 15% smaller in file size and load in-game about 30-40% faster!


*NOTE if you are already using .dds textures in 7h, and dont plan on using Reunion, there is no need to download this... please read the original post

105
Releases / Re: [FF7PC] Remako 1.0 for Reunion
« on: 2020-11-04 18:19:19 »
this is a v2 of Remako 1.0 for Reunion, the .png images have been (losslessly) compressed so that they are about 15% smaller in file size and load in-game about 30-40% faster!

updated original post with link

106
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-11-03 03:37:46 »
This texture below bug me too. I'm not sure if it's supposed to be wood planks/box or if it's a metal beam ?

that texture cracks me up

being a construction worker i can say with almost certainty that's supposed to be wood

metal beams aren't solid, if it was metal it would be a hollow box (or 3 sided) or an I-beam

107
Releases / [FF7PC] World Map Stuff
« on: 2020-10-31 17:41:45 »
.iros download link - https://drive.google.com/file/d/1v3TwTuab0fdcMN-CVaMqa3R_NRT425CX/view?usp=sharing
.dds files only for manual installation (combines the world map and animations) - https://drive.google.com/file/d/1io3_Bm-Iv_zyeeL-i_hTsZ8lA8rRATM-/view?usp=sharing

for The Reunion version get it along with any other mods for it in our discord channel ( https://discord.gg/ZgATfHM ) or on the website (click the globe under my avatar)

so I edited a few textures that either i thought i could improve, were glitched, or were straight up missing in Felix Leonhart's World Map (original thread: https://forums.qhimm.com/index.php?topic=11542.0)  This is the world map used in The Reunion mod.


before/after screenshots (before shots come first)




Dont lie, you want YOUR Chocobo Ranch to look like THIS... don't you?  :-P
























This one was very challenging, it reuses a very skinny texture a million times for the base so my course of action was to make a texture that hides tiling the best, rather than make the best mountains i could




















and last one is improved shadows

108
when kuja and black mages get off the hilda garde 2 at kuja's hideout, the scene has zorn/thorn problems

https://cdn.discordapp.com/attachments/749506432130351114/769428464812949534/FINAL_FANTASY_IX_2020-10-22_01-34-09.mp4

109
found a widescreen issue (dagger, beatrix, and later Steiner can all be seen off-screen)

https://cdn.discordapp.com/attachments/749506432130351114/765026538075717682/FF9_2020-10-11_20-31-41.png



110
Here are the mods I have enabled which aren't out of the norm. Animations is already set to 0:15FPS so that isn't the cause of my headache with this setup.

regardless, you can confirm you have completely turned the animations mod off and the same thing happened?

if it does, the next step is to turn ALL the mods off and try to see if it works


if it launches but crashes when the game becomes responsive, its almost certainly a mod compatibility issue

111
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-11 19:39:39 »
The difference is really noticeable when you switch between 1 and 3.

absolutely, nicely done, the lips and hair are best of both worlds now

the first image REALLY looks like a plastic barbie doll in comparison

also thanks to eqprog and zakkura as well, its neat to see results in real-time on here

112
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-11 17:41:34 »

I hope people like the newer face, if for some reason people prefer the old face, let me know.
I'd like to hear opinions.


i like yours better than the original

the lips you've made less ducky, but lost that dark/black space between the lips that makes them look more 3d
(i guess the lips are more firmly pressed together in yours)

also i do like how you can see more individual strands of hair in the original, even though it covers her eyes more

that being said, i'd probably move on, its a definite improvement as is - i just like to give my complete thoughts on it as it may help, better to have it and not need it than need it and not have it


great job on the hair color - in your post a few posts up, they made her hair color so light brown i probably wouldnt have realized it was supposed to be aerith without the game saying so, but your fix is perfect there

113
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-11 17:02:07 »
personally, i like 'coffee shop' better, although i can see its less true to the original

cafe shop seems like a mistranslation, sounds weird because cafe implies shop already

could also just drop the word 'shop' and it would sound better

114
Graphical / Re: epsxe filtering + some reshade effects
« on: 2020-10-10 00:17:29 »

115
General Discussion / Re: Questions about FF9?.
« on: 2020-10-07 02:12:10 »
Shoot, you’re right. I rewrote that answer three times and didn’t pay enough attention to the final wording. :P

completely agree this thread is more of a gamefaqs thing

but to add one more thing - i had to look up what all those moves did at one time as well (boost, odin's sword, and eidolon)

the game gives redundant crap in the help menu instead of just explaining what these things do, lol

me: what does boost do?
ff9: it boosts...
me: thanks brah

116
Hello, the archive of Moguri Mod is impossible to open and unpack. I have downloaded the it 3 times(5GB each time) and the rar results always "damaged or in an unknown format. There is a problem with the source of download?

its a .zip file, not a .rar

try 7zip and unpack

7zip: https://www.7-zip.org/download.html

117
General Discussion / Re: Questions about FF9?.
« on: 2020-10-06 00:40:17 »
2. What does "Eidolon" Trance do?
   -Dagger has damaging summons while Eiko has the support summons. Dagger's summons have two animations; A long animation where the Eidolon appears and does some fancy motions and a short animation where only the damaging effects appear. The first time you summon an Eidolon it's long, after that there's a larger chance for playing the shorter one. Eidolon guarantees the longer animation.

you're thinking of boost

Eidolon makes the eidolon you summon continue to attack at 1/2 power until dagger's trance ends

also should be noted that the shorter animation is only 2/3 the power of the full animation, so longer animation does more damage

118
i posted earlier that scaled battle ui was working with 8.2.1.2, i was wrong, it was working with 8.2.0.0 but not latest version after all, those two versions came out pretty close to each other i think and really threw me off... but anyway

adding an additional world map texture to my gripe list: the bulk of the deserts

https://cdn.discordapp.com/attachments/749506432130351114/762425700225253397/FF9_2020-09-30_21-17-32.png

the forests and look amazing, the grasslands look good, can see some tiling but i wouldnt expect all that to be fixed, but the desert just looks blurred/faded compared to the rest of the textures on the outer continent, just the way (to me) the mountains did on the mist continent


edit: here is a better screenshot of the differences in quality between features

https://cdn.discordapp.com/attachments/749506432130351114/762431531456790548/FF9_2020-10-04_16-48-00.png

the qu marsh and surrounding area looks freakin' sick!
by contrast the desert area almost looks unmodded


edit2: for me, the tinkling scene was messed up
https://cdn.discordapp.com/attachments/749506432130351114/762495020334186546/FINAL_FANTASY_IX_-_Map__1607_Loc__358_Name__Mdn._Sari_Open_Area_2020-10-04_20-50-32.mp4

119
Really? It says on the site that it's currently not working.

Scaled Battle UI: "SX-looking battle interface | Needs an update from TehMighty

Seems it doesn't work for some people here as well.

https://www.nexusmods.com/finalfantasy9/mods/11?tab=posts

i think that link is old, i've downloaded the newest version from here and scaled battle UI is 100% working, i can post some screens if you'd like

https://sites.google.com/view/moguri-mod/install

120
Any status update on the scaled battle ui? Steam update broke it right?

nah it works again, its built-in to moguri now

121
https://cdn.discordapp.com/attachments/749506432130351114/758527460374609980/FINAL_FANTASY_IX_-_Map__955_Loc__359_Name__Gargan_Roo_Last_Stop_2020-09-23_21-41-02.mp4

the gargant trolley scrolling is a bit off, idk if the fog can be extended across the whole x-axis or not

edit: and the fog keeps the scrolling effect even after the party gets off the trolley and the background stops scrolling

https://cdn.discordapp.com/attachments/749506432130351114/758532273628381194/FINAL_FANTASY_IX_-_Map__955_Loc__359_Name__Gargan_Roo_Last_Stop_2020-09-23_22-35-04.mp4

i thought it was just a widescreen issue, but seems to persist even without widescreen when i hit alt+space

122
Releases / [FF7PC] Remako 1.0 for Reunion
« on: 2020-09-23 01:47:35 »
This is CaptRobau's mod ( http://forums.qhimm.com/index.php?topic=18573.0 ) arranged in the folder structure that Reunion uses,
so you can just drag one folder on top of another, and be done!  Comes with instructions to install, as well as fully uninstall, if needed.

     *note that users should not use this .zip file with 7th Heaven mod manager, click the link above


I did no work on this mod other than arrange files to be loaded with Reunion, and write a readme.


downloads:
    https://www.amazon.com/clouddrive/share/b6mbLdJ1PLzRFFxIkv8KGEY7aQXCBKICkEN8mqDobA5


support in this thread is for Reunion users trying to install this .zip file in Reunion

if the mod is loading correctly, and you have a question about how something looks, or see a visual bug with the mod, you should post in this thread:
http://forums.qhimm.com/index.php?topic=18573.0


123
got around to checking the official site, and see the offset issue was already fixed when i posted it... sorry about that, thought i had the newest version

but anyway, i installed 8.2.1.2 on top of 8.2.0.0. without uninstalling either the game or mod and to my surprise it worked, put the p0data2 that you posted back in and the offset is gone

made it through cleyra and i remember in the last moguri i played cleyra was just rife with bugs and glitches in the scrolling sky, with widescreen, and also some of the upscaled textures (bound to happen with all the flora)

and almost every bit of it has been fixed! went from being the least improved scenes to being the most improved, i felt the tears that undoubtedly fell during this overhaul, incredible work!


out of 100 gamers playing, 100 are impressed

orichalcon is quite impressed

124
Releases / Re: [FF7PC] Dual-Font UI
« on: 2020-09-19 03:26:02 »
updated the original post

very large update again:  the configurable .iro with (almost) everything i've done

so in this .iro there are 6 options, 2 sets of fonts (fonts A and B, or C and D) with 3 borders each

i made an additional stock-sized border that there are no screenshots of, it is stockborder2


i fixed the cursors, but am still in the process of fine-tuning the capital letters and punctuation of fonts C and D the way i've already done with A and B
(but fonts C and D are supposed to be wild and crazy, so its less of a deal)

also i suck at making .iros, and the consequence of that is this mod is way larger than it needs to be, as i continue to add new options i'll be forced to use proper methods, but its fine for now

big things being worked on:
     already have a set of great looking xbox buttons provided by Agravaile
     dark font/light colored border versions
     battle UI alignment
       
     and much more being planned... including more fonts



125
So do we know if the 60fps mod is being worked on so it will eventually be compatible with 2.2? It's quite literally the last piece of the puzzle I need before starting a new playthrough. Just curious. By the way 2.2 is just absolutely excellent! All I wanted was a fix to the crashing issues but it does so much more. :-D

60fps battles is actually working quite well and still being worked on in reunion (regular 60fps works great but the interpolated option needs work)

to be fair, there are a few things and mods that work in 7h and dont in reunion, so there isnt really any option where you can have any mod and do whatever you want, though

but if 60fps battles is real high on your list of mods you want to play with, you should absolutely give it a shot (you can have both pointed at the same installation)

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