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Messages - Tom

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151
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-25 12:57:42 »
Ive run into a problem with the dragon fight in Temple of the Ancients area.  After X-ATM Scorpion appears and you finish the fight the game crashes while loading the field you were in for no apparent reason.  It says something about progtam tried to reference memory x at 00000000x0 "The memory could not be read.
Have tried multiple times and it crashes every time

152
It is rendered but its ingame.  Because I couldn't get a walkmesh to adapt exactly ill have to make a new walkmesh.  Thats why there are no characters or walkmesh grid available.

153
I have been testing out some new HD fields (nrthmk) and they work perfectly.
Also been playing with the dialogue implementation


154
Q-Gears / Re: How about moving to UNREAL 4.X?
« on: 2015-04-06 07:43:23 »
For such a simple game such as FF7 that all it needs is basic GL rendering UNITY and UNREAL is overkill.  We (probably) wont ever use any physics functions dynamic lighting or water simulation.   Also there are licensing issues with UNITY and UNREAL that could shutdown the project (ala chrono trigger resurrection).  The current OGRE system is expandable enough to do more than enough of what FF games need.

That's why UNITY and UNREAL are not going to happen any time soon with Q-Gears.

155
Downloaded and fired it up.  4rth alpha talking bombing mission works great :)  Amazing work with the dialogues, nice to see the text appears gradually one lettter at a time.

156
Team Avalanche / Re: Midgar City Information
« on: 2015-02-19 19:50:23 »
Added reactors.  Also, I have noticed that in the sector 7 pillar collapse the different angles are different models, the main part of te pillar and plate release system is the identical, little bits and pieces differ across scenes.

157
Have you sent/uploaded your changes so we can start adding some content?  This is just what we need to make some custom content.

158
Q-Gears / Re: Ogre3d version change
« on: 2015-02-19 19:08:19 »
I think the current render system is fine, I don't think we should change.
I still support the idea of a software renderer (could be a fallback) so we don't have to worry about OpenGL versions or graphics cards again.  Also, more and more people are logging into their computers remotely (Terminal Services) and can't use hardware acceleration or OpenGL/DirectX and must use a software renderering solution.

159
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 23:27:22 »
No they aren't  :(  But will be once I figure out how to export from Blender to OGRE 3D (Its the 3D Engine we use).  If anyone knows any good exporter tools from blender to OGRE 3D (Not .scene!) that actually work in Blender 2.73, I'm all ears. OGRE 3D format is a .mesh, .material and a .png with the textures.

Anyways I added the basic textures, now gotta remake that background in 3D!  :D


160
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 21:07:14 »
The battle scene is very different but here is the reconstruction I did a while ago of it:

Also had some more fun with the models  :D
Character Models

Heli Gunner's Firing Line attack animation:


I probably going to add the reactors to Midgar next... going to have fun with the Spin tool  :wink:

161
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 18:35:38 »
I was making the model since its used in plenty of other scenes as well as Shinra Building infront, President Shinra Office, North Mako Reactor, South Mako Reactor, Sector 7 Pillar Bombing, Climbing the "Golden wire of hope" and is used as a background in the Hundred Gunner / Heli Gunner battle

162
Team Avalanche / Re: Midgar City Information
« on: 2015-02-12 19:11:30 »
Ive been making the city so I can place the Shinra Building Outside Elevator (eleout) and render the background since without the city its black:


Normally this field overlooks the Sector 4 Reactor and the plates neighboring it.

163
Team Avalanche / Re: Midgar City Information
« on: 2015-02-12 16:03:15 »
50 meter pillars!


Also here is my current plate design:


Not sure why but it looks a bit wrong to me.  Have any ideas what the issue is?  Bad scaling?

Im trying to build it in a way that if you place all the outdoors scenes on it, they would fit without problems and look good

164
Team Avalanche / Midgar City Information
« on: 2015-02-12 07:19:45 »
I have been looking around for information about the characteristics of Midgar but haven't found much.  From ingame text, we know that the plate is 50meters from the ground but what is the radius of the plate? 100m? 1km?  Also what is the "Thickness" of the pizza? I was guessing 7.5m based on the North Mako Reactor bridge but can't be sure.  And also are there any good reference images available? 
I am trying to properly scale my North Mako Reactor Bridge to fit nicely into a real scale Midgar then "Spin" it for the other 7 sectors

Any information would be helpful   :D

165
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-09 17:56:13 »
I was wondering if we could generate that information from blender in the same way we render different layers of the image so certain tiles are behind others

166
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-07 08:10:38 »
The way I generate the tiled images is by combining the layers in Palmer, then "Write modpath textures". It's not something you get straight out of Blender.
I think that KnifeTheSky77 meant about removing the constraints from how backgrounds are currently tiled, and have full control over what layers can be displayed and where. My current work on finalizing my fields has shown how much limiting that can be.

I know you can do it in Palmer but you need an XML file that has the texture coordinates so it can "untile" it and display it properly.
The XML looks like this and I was wondering if you could auto generate it


<background2d image="maps/ffvii/field/startmap.png" position="0.0115064 -0.301172 10.3248" orientation="0.999969 0.00701926 0.000122074 0.00256355" fov="30.7098" range="-3072 -3072 3072 3072" clip="960 720">
    <tile destination="-480 -384" width="48" height="48" uv="0 0 0.0625 0.0625" depth="999" blending="alpha" />
    <tile destination="-432 -384" width="48" height="48" uv="0.0625 0 0.125 0.0625" depth="999" blending="alpha" />
    <tile destination="-384 -384" width="48" height="48" uv="0 0.0625 0.0625 0.125" depth="999" blending="alpha" />
    <tile destination="-336 -384" width="48" height="48" uv="0.0625 0.0625 0.125 0.125" depth="999" blending="alpha" />
    <tile destination="-288 -384" width="48" height="48" uv="0.125 0 0.1875 0.0625" depth="999" blending="alpha" />
    <tile destination="-240 -384" width="48" height="48" uv="0.1875 0 0.25 0.0625" depth="999" blending="alpha" />
    <tile destination="-192 -384" width="48" height="48" uv="0.125 0.0625 0.1875 0.125" depth="999" blending="alpha" />
    <tile destination="-144 -384" width="48" height="48" uv="0.1875 0.0625 0.25 0.125" depth="999" blending="alpha" />
    <tile destination="-96 -384" width="48" height="48" uv="0.25 0 0.3125 0.0625" depth="999" blending="alpha" />
    <tile destination="-48 -384" width="48" height="48" uv="0.3125 0 0.375 0.0625" depth="999" blending="alpha" />
    <tile destination="0 -384" width="48" height="48" uv="0.25 0.0625 0.3125 0.125" depth="999" blending="alpha" />
    <tile destination="48 -384" width="48" height="48" uv="0.3125 0.0625 0.375 0.125" depth="999" blending="alpha" />
    <tile destination="96 -384" width="48" height="48" uv="0.375 0 0.4375 0.0625" depth="999" blending="alpha" />

167
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-06 19:16:26 »
You can do it right now. I export it as tiles just because it's easier for me. I can export whole background as one image. Problem is that some tiles in ffvii has dynamic depth which is controlled from script. So I don't see any benifits from creating whole image. Better thing will be create an editor that allows set depth and tiles more naturally. Edit xml is pain in ass )

Can you export from blender in tiles? Im really looking for a way to do this?  And also generate the XML from the depth info?

168
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-31 19:46:33 »
Fixed camera angle, bridge size, bridge scale, railing scale and added the part of the plate where the bridge connects to!


EDIT1: update: Added more objects on the plates, pipes, junction boxes etc stuff you usually find around reactors.



EDIT2: Progress!  Added nicer lighting, 90 degree pipe turns, pipe junction boxes, cableboxes and more Shinra objects and made the Sector 8 plate a bit thicker so its closer to the original.
Quick full size render with plenty of samples:


169
Thanks to SpooX for the logo  :D

Made the text brighter like it is in the original:

170
About the letters, I think if we can find a bitmap of the kanjis we can import that and draw a 2D shape over them with the add verticle ctrl click tool then extrude from the 2D shape to get the 3D effect and shadows the original letters had

171
Save slot Menu added!


Update: Font debug menu, debug menu and more rooms! Also, I'm making a high(er) res font from a low res render of Verdana so we can achieve the FF7 look, with the lines on the C and the jagged edges on the letters.  Also reworked the digits!


And heres the debug menu Select'o'Thing you always wanted :)



Akari have you added the countdown timer?

172
4K should be fine never had problems with 4 or 8K

173
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-29 16:01:22 »
Thanks for the tutorial!
I have added some better geometry to the bridge because bridges aren't perfectly square :)


Is there any way to get the original camera data for this scene so I can render from where the camera in FF7 renders from?

174
Added new fields into the game! Currently I only know how to do it with single layer backgrounds, so no walking behind objects  :D

Here is what I have been working on:




The field is 1920 x 1080 so HighRes backgrounds are compatible and functional!


175
It is using a "Sun" light but its rather far away

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