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Messages - Tom

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176
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-28 16:57:17 »
Heres the blend file: http://www.mediafire.com/download/q3732u313tys9js/bridge_cycles.blend
I have everything needed setup

177
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-28 16:39:27 »
I tried applying the scaling and switched from mixing shaders to mixing colors however its still bad:


But really, I don't want to spend too much time on the materials, I want to spend more time modeling the rest of the scene that working out why this is stretching, are there any concrete materials that apply evenly automatic?

178
Made some progress, updated the OP. Does anyone here know what the Japanese characters mean and what they translate to?  I need to know what they are so I can model them

179
Team Avalanche / [HD Remake] Startmap Debug Room (Q-Gears)
« on: 2015-01-27 19:39:28 »
Since I'm making a debug room for Q-Gears I figured I might as well HD-Remake the FFVII one!
:


Version 0.2 (Fixed scaling, lighting and glossy issues): http://i.imgur.com/CB0BJha.png
Version 0.1 (Initial Render): http://i.imgur.com/3wY1qb4.png

Would be nice if you could find me a nice FFVII logo with a black/transparent background like the one in:
Thanks SpooX for the logo :D

Here is the original scene:

180
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-27 18:31:51 »
Sorry for the long absence but I was playing around with various scripts related to UV mapping.  I was trying to avoid it since its hard to extrude/scale and add more geometry once you have perfected the UV mapping but I decided its something you have to deal with and did my UV project :)


Its much better than before but its still  a bit stretched, is there anything I can do to fix that?

Here is a close-up

181
Q-Gears / Re: QGears team needs more people!
« on: 2015-01-24 14:28:15 »
We should sticky this

Also, whoever does not have an IRC client should use this link: http://webchat.esper.net/?channels=qhimm.com&nick=

(But really, you should get an IRC client, its better than web chat)

182
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-18 17:02:28 »
I'm trying to avoid UV-unwrapping because I fear it will make future changes to the bridge mesh harder.
From what I have seen from SpooX's models 3ds somehow auto fixes this, he applies a concrete material to everything without issues or having to make corrections.  Is there some way to mimic that in Blender?  The material is supposed to be a placeholder or somewhat of a standard material before I apply the real textures of the bridge that's why I went with a procedural material thinking that it would auto apply itself evenly but that is not the case.

183
Team Avalanche / North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-18 07:56:12 »
I have been making the nrthmk scene in blender for use as a simple scene for Q-Gears field, possibly a debug area.  Here is where I have gotten so far


However I am having a slight problem with materials, the materials are stretched on the side of the bridge as seen here.  I'm using a procedural Musgrave texture that should not need UV unwrapping and should simply apply everywhere like it does on the rails


I have double checked the normals and recalculated them but the textures are still stretched, here is how the wireframe and normals looks like:


Any idea on what might be causing this?

184
Are the dialogs rendered properly without the pixel bug? Currently there is a bug with the way windows are displayed explained in the images below:

Example bugged dialogue:


The bug shown up close:


The dialogs normally have rounded corners, straight lines and nicer fonts like shown here:

185
Surprise surprise :D  Cloud riding the Midgar Train
New ways to reach levels:


Cloud taking the Midnight Midgar Train


Weird to have a walkmesh on the seats!?


Akari: Have you progressed with dialogue support?

186
Installer perfected
Will install Q-Gears into Program Files (x86)\Q-GEARS\q-gears


Akari how is dialog support coming along?

187
Installer update:
Ive built the dialogues and working functions (Enough to install qgears) now working on the background images.
Startup screen:

Component selection:

Install type selection:

188
A little treat  ;)

Hopefully this weekend ill finish some more scripts but for now enjoy the room everyone loves, the debug room :D


Cloud gets ontop of the pipe in nmkin_2


And unlocks a new area!

Also Akari, hows progress on the Dialogue coming along,  its needed to finish the next fields of the bombing mission.

189
Progress progress!
100% working nmkin_2 (All scripts)
50% working nmkin_3 (Ladders)

Cloud heads deeper into the reactor with Jessie:

190
The link above is a link to some mp3s,
Does anyone have the OGGs for this?
If so then would you please upload it because all the links are dead

191
The last part of the bombing mission is the countdown clock with the purple digits :D
I finished nmkin_2 and now working on nmkin_3 and ladders.  I have the original field command documentation but its a bit outdated, what would the equivalent of climb_to_position(const float x, const float y, const float z, const int triangle_id, const ClimbMovement climb_movement) be in 0.22 qgears.  I don't see that command in the ScriptManagerBinds file.

192
EDIT: I got it all working with Ubuntu and the new build instructions at the qgears github page, go there if you are wondering how to build


Also KnifeTheSky77
It already runs as 1000 fps for me

193
Oh, I was gettting an error on compile but wasn't noticing because the compiler window automatically closed once it was finished.  When I ran it from cmd.exe heres what I got:
Code: [Select]
qgears source is in: C:\QGEARS\q-gears-code\code
building with mingw
C:\QGEARS\q-gears-code\code\QGearsMain\src\core\Entity.cpp:1:20: fatal error: En
tity.h: No such file or directory
 #include "Entity.h"
                    ^
compilation terminated.
mingw32-make[2]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/src/core/Entity.cpp.o
bj] Error 1
mingw32-make[1]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/all] Error 2
mingw32-make: *** [all] Error 2
C:\QGEARS\q-gears-code\code\QGearsMain\src\core\Entity.cpp:1:20: fatal error: En
tity.h: No such file or directory
 #include "Entity.h"
                    ^
compilation terminated.
mingw32-make[2]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/src/core/Entity.cpp.o
bj] Error 1
mingw32-make[1]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/all] Error 2
mingw32-make: *** [all] Error 2

Entity.h actually does exist in C:\QGEARS\q-gears-code\code\QGearsMain\include\core

194
We don't want/need q-gears to load the proprietary/hard to use final fantasy field format.  We want them converted to lua which is a much better system overall.  Q-Gears will be used with non final fantasy data too

195
Do you just want the q-gears.exe the compiler gives out or do you want the dll files too?  I don't know whats wrong but when I copy the q-gears I compiled to another computer it refuses to run with dll missing errors.  Works fine on my computer and the 0.21 you released works on all computers, what am I missing?

Progress on nmkin_1, its a very hard scene with complex code, 500+ lines are required to make it work.  Ive converted all the code to lua and now renaming stuff and trying to reverse what the variables do because alot of them are used in this scene

Cloud and Jessie during the bombing mission


Apparently Cloud got into some Shinra loot!


Heres a download of the entire build folder (350MB) http://www.mediafire.com/download/459z8x8zr4rkz0g/q-gears-build.zip

196
Akari, is it currently possible to easily show text on screen?  Like the dialogue ingame like: [Barret] Yo! Is this your first time in a reactor?
Actually I need the on_talk script to work, for biggs deciphering the codes on the doors when you talk to him.

197
Figured out how to add Walkmesh management, turns out it wasn't ScriptManagerCommands.h but ScriptManagerBinds.h.  Now working on nmkin_1 field and will start nmkin_2

198
nrthmk is now fully implemented, with all its scripts and functions!
Avalance runs into the reactor and Wedge ensures there is an escape route once the bomb is set!


Ill make a list at the top post showing what fields have been loaded and what has been implemented.
I have been wondering for a while if we could have a countdown function, so when you set the bomb you have 10 minutes to get out.
Does field:lock_walkmesh( 37, true ); exist? It doesnt seem to work

Also, how do I set variables?  Like for storing the position of the elevator or for the activation of certain scripts?

199
0.23 is the one with the latest commits, https://github.com/q-gears/q-gears/
It has battle 300 partially setup with the MP1 and MP2 entities
0.21 does not have any battles

200
Thanks, the elevator scene now works properly.  However since I upgraded to the newest Q-Gears I can no longer make shortcuts on the main menu that take me to fields, whenever I skip the opening scene I am unable to move in the fields. My coordinates are setup right
I have added these in the begin_menu and changed the corresponding files and all worked fine in 0.21 but in 0.23 it teleports me to the field but I am unable to move.  I get no walkmesh errors in the console and the player isn't locked, what could be causing this?
Code: [Select]
                elseif self.position == 6 then
                    load_field_map_request( "ffvii_nmkin_1", "" )
                    console( "camera_free false" )
                    console( "debug_walkmesh false" )
                    script:request_end_sync( Script.UI, "BeginMenu", "hide", 0 )
                    FFVII.MenuSettings.pause_available = true

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