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Topics - BloodShot

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Releases / [FF7PC] HD Battle Scenes (2013-09-02)
« on: 2013-09-03 02:41:08 »

First Pack:

Pack 1

Second Pack:

Pack 2

The second pack includes 9 battle scenes in total - 8 new ones and 1 updated from the original pack.

Forest (around temple of the ancients and the alternate version)
Cargo Freighter
Ice Cave
Reactor (Under Sector 4 plate)
Bloody Shinra HQ

Both packs total 19 scenes

Troubleshooting / Character Pyramid Cursor model?
« on: 2013-09-02 04:29:15 »
So as the title says, I'm looking for the model location of that 3D pyramid that hovers over selected character's heads

I made a replacement for it but I've had no luck finding it, people have suggested it might be in the magic.lgp or the test pyramids in the battle.lgp, but I've went through and replaced all the test pyramids with no success, and I've not found it sifting through the models in the magic.lgp either.

Releases / [FF7PC] Tifa Model (2013-08-27)
« on: 2013-08-28 01:22:44 »


.IRO VERSION -courtesy of cmh175

Included in the LGP version are the battle model and field converted models. Repack your battle and char.lgp with the archive files.


Graphical / [WIP] Tifa
« on: 2013-08-13 08:08:03 »
Hey guys, I took a break from making the battle scenes, and I've been working on something the past couple of days that's gotten fairly far along, and I'm quite proud of it (this is something I've been wanting to do for a while but only now am I confident enough to do it). Just wanted to let you guys know that I'm still working on the scenes, the second pack is pretty far along.

I have to go to bed but for now, I'll post a piece of the model let you anyone who's on guess what it is and what model it's from.

I'll post what I have so far of the actual model when I get back tomorrow.

Graphical / [WIP] HD battle scene pack
« on: 2013-08-01 04:41:37 »
Following the motorball release, I've decided to redo other battle scenes in the game in higher resolutions because in my opinion, a low detail model fits better on a decent background then a high detail model does on a low-res one.

So far I have done Midgar Slums, Highway (from the MB revamp), the Sector 7 pillar control tower and stairs, Mythril Caves and both Shinra HQ battle scenes.

I plan on doing a couple more before I release a download


First pack Release

Releases / [FF7PC] Motorball Revamp (2013-07-30)
« on: 2013-07-30 21:14:56 »

This mod is a remodel of the Motorball boss, as well as a hires retexture of the battle scene you fight in.

Download package comes with
- Motorball model for battle and bike minigame
- LGP and PNG versions of the battle scene
- 7thwrapper version

Installation instructions included in the readme


I will probably be doing more hd battle scenes in the future, already started on the pillar scene for the reno bossfight

Graphical / [WIP]Motorball - RELEASED
« on: 2013-07-24 02:43:23 » < Release


I haven't done anything FF related in a while, so to brush up on my modelling, I decided to tackle the motorball.

In a perfect world I would love to UV map and texture it once I'm done too, but realistically I still have trouble with UVs so that might not happen soon.

Troubleshooting / Laptop issue - Progressively worse FPS
« on: 2013-07-23 07:09:01 »
So I installed FF7 on my laptop again, since its worked fine on it before. Set up the custom driver and everything was fine for a little while.

Now though, whenever I load up my save - every time I play it starts off running fine, but whenever a transition happens like fading to a new area or opening the menu - my FPS gets worse every time to the point where it becomes unplayable.

At first I thought it was the menu overhaul project I installed, so I uninstalled it to no effect. It also didn't do this the first time I played with it either.

It really makes no sense to me as it was just working fine and now all of a sudden it runs like shit after doing anything in the game.

This is on a 965 express chipset if that matters, it has issues with OpenGL programs but typically old opengl games and FF7 usually work perfectly fine.

For any fans of the MechWarrior universe out there,

MECHWARRIOR LIVING LEGENDS, has released their final update, 0.7.0. As of today, no more development will continue due to legal threats by the current MechWarrior IP rights holders, the MechWarrior Online team, Piranha Games. The development team for MWLL, Wandering Samurai, has been disbanded.

MWLL won the 2009 ModDB Mod of the Year (and multiplayer mod of the year), 2010 and 2011 ModDB Honorable Mention, and were in the top 5 2007 and 2008 Most Anticipated Mod(s).

Full post and downloads:

There is a bit of good news, in addition to the release of 0.7.0 - MechWarrior Living Legends should be compatible with the free Crysis Wars demo. Some servers will allow demo players, but some will not allow them to join. So this means you can download the Crysis Wars trial/demo, and play MWLL online for free on those servers

I'm pretty upset at this, as a person who liked MWLL and was looking forward to MWO after it had some time to improve, I could care less about MWO now.

And unfortunately, the dev team even got a license from Microsoft to make MW:LL, so Piranha basically capitalized on how MWLL got a lot more people interested in the Mechwarrior franchise, made a game, and then shut them down to prevent competition. I mean this stuff has happened before obviously, but it's worse when something with so much effort and attention to community feedback gets closed right there, for a game that is arguably almost the same game but with way less polish and features.

Oh well, at least they are allowed to release their finalized stuff, but all the features nearing completion, like the Mech Lab, will never see the light of day.

'He left me a biggest cash-cow in the industry. Fuck that loser.'

It was clear to most Diablo fans that the D3 dev team didn't like to take criticism and generally didn't give a shit about actual Diablo fans, but this just solidifies that, as well as makes me extremely happy

General Discussion / FF7 overview - This game are sick
« on: 2012-08-20 23:43:11 »

An interesting article I found talking about many aspects of FF7 and, while biased, is pretty well fleshed out and proves to be an interesting read, even if I don't agree with everything in it.

The world section and after is the most positive points he notes about the game, and I think the most interesting parts to read, although the whole thing (so far) is pretty interesting

It's part of a bigger article overviewing every single game

But I don't think I can stomach all THAT text, but you are free to if you haven't seen this before and like long reads.

Releases / [FF7PC] FF7 Re-animated (Public Alpha 0.1)
« on: 2012-08-01 06:13:55 »

Current Status: Released! Public Alpha 0.1


General Info:
Demonstration video:

0.1 consists of all NPC and main character's idle anims, minus Cait Sith (I felt it didn't fit him, but I might add them in if enough people would like to see them), General fixes for cloud (crazy animations), and a new walk and run.

Final Fantasy VII Re-Animated is a project that aims to tweak and modify many of the animations in the game to bring it to more modern standards, as well as fix problems from the game that were not noticeable before we could introduce custom models, such as awkward standing animations, disjointed running animations and other general animations that did not have problems with the low-poly SD characters, thanks to their low fidelity - as well as adding idle animations that reduce the lifeless "puppet" look of the characters.


There are many animation files in this game, perhaps too many to count - and to edit an animation you need to physically find the one you are looking for, and then edit the animation frame-by-frame, which both can be a daunting task, especially one of the larger animations, which have upwards of 30+ frames. I'm working on making a list of associated animations that go with each character, but it's very empty right now as I've been focusing on fixing the animations I can find. If you would like to help, see the FAQ section below for details, as well as the warning for if you want to help.





Q: How long did this take?
A: I can't give you a definitive answer, but so far, editing just one of the longer animations alone took around 4-5 hours, and I've done a lot more than just one over the course of the week, so ball-park it :)

Q: Can I help?
A: Most definitely. There are a number of ways you can help, such as editing animations I haven't touched, or creating a list of animations and what each of them are, and what characters they apply to (Ilfana can aid in this, but I can't seem to get it to work) Recommended programs to use are either Kimera 0.93, or Kimera 0.96b, since the latest version works well for field and battle this time around, and is a little more stable, and has an interpolate option to make smoother animations (I used that to create idle animations)

WARNING 1: ALWAYS back the animation before you edit it, so you have the original. Otherwise, not only do you risk having to reinstall if you want the old one, but now if you dramatically fuck up the one you are working on you are permanently stuck with a broken animation. And with the amount of frames some of them have, that is not very encouraging.

WARNING 2:Kimera 96's interpolate option is good, but if you need to use it, make sure you do not EVER use it until you are completely done editing an animation. If you don't, and try to highlight a piece to modify after you've interpolated, it WILL crash Kimera 96 EVERY TIME. The reason for this seems to be that kimera's animation fields don't allow for decimals, only integers - but interpolating animations obviously, causes some of those in-between values to become decimals - so when you highlight it to work on it, the rotation value will be a number that technically cannot be there and will cause a crash. The only workaround for this right now is to interpolate the animation, save, and open the model in Kimera 93 and continue work from there, until it's fixed. (EDIT: 93 still has crashes with it as well, though not as often for some reason)

Q: Can battle animations be edited?
A:  Yep. I haven't done much of them yet, but you can do things like add more frames to change the speed of the animation, or even add new poses or transitions if you so desire, using the bone rotation and root translation options in kimera.

Q: I don't like animation A/needs tweaking/looks weird, can you change it?
A: Of course! As long as you provide valid criticism and I have the free-time, I will most definitely look into it. Plus, nothings stopping you if you want to take a crack at it ;)

Q: I've made a list of some animations and what they do/who they are associated with, where should I put it?
A: You can either post it directly in this thread, or PM me, and I'll add it to my list

Q: Can I be an internal tester?
A: Nope, because a public version has already been released.

A: To put it bluntly, unless you own dissidia and want to figure out how to put stuff into your own game, no. Sorry.

Completely Unrelated / The Dark Knight Rises
« on: 2012-07-28 04:03:17 »
Anybody see this yet? I saw it today, and before I liked nolans batman films about the same as Tim burton's with michael keaton, but after seeing Rises I've become a nolan fan all the way. I loved almost everything about it, and the plot was great and had me emotionally invested, as well as the fact that it went in directions I totally did not expect.

Graphical / [WIP] Tifa's weapons
« on: 2012-07-17 23:36:29 »
I'm working on new models for Tifa's weapons, in no particular order

This is what I have so far

Tiger's Fang/Mythril Claw:

God's hand/Master fist:

General Discussion / FF7 actually coming to steam?
« on: 2012-06-22 00:28:23 »


I don't know wtf those booster things are about though.

Sorry if this is the same as the old discussion from a while back, I wasn't sure


Completely Unrelated / Black Mesa coming Sept 14
« on: 2012-06-11 19:50:47 »
Anybody who follows black mesa in any way, shape or form, knows they haven't had any new or significant media in a while, and would also know from the devs that upon preparation for release, when the mod was close enough to being finished that they could confidently give a release date and have no trouble making it, they would forgo the blackout and start releasing different types of media over the course of a couple of weeks to prepare for the mod's release.

They just started it:

Thank you all so much, it's really great to have your support! With your help we have now kicked off our social-media campaign towards our first release! You can expect more updates from us in the near future. Today we are sharing this fantastic batch of screenshots that really gives you the first glimpse into the gameplay of Black Mesa. This is just the beginning. We have more in store for you in the near future! Hold on to your lab coats!

Here is comparisons between HL1 and BM

For those who don't know, BM is a mod for any source-based game (it's free, all you need to do is install source SDK base which is free with a steam account) that re-imagines the original Half-Life game for if it were made with current tech.

Completely Unrelated / Max Payne 3
« on: 2012-06-04 07:19:07 »
Anybody get it yet? I got it 2 hours before release on Steam, and it's pretty awesome.

I wish it had a fucked up dream sequence like the first game, and it could've been a little darker, but the story was still really good, and it's actually well optimized for PC

Here's some videos

Max Payne 3 - Official PC launch trailer

Max Payne 3 Multiplayer - North Favela Deatchmatch

And some screens:

It also has a multiplayer classic character pack with chars from Max Payne 1 and 2, if you pre-ordered it (which apparently buying it 2 hours before release count's for, in my case) with the dumb looking MP1 face :)

Was watching this right now, figured I'd share it here

General Discussion / Portable FF7 PC?
« on: 2012-03-30 19:20:23 »
I want to get FF7 to work off a flash drive, does anyone have a working method for doing this? I remember there were instructions posted here a while ago but I followed them and couldn't get it to work.

Completely Unrelated / Show off your latest work
« on: 2012-03-30 17:25:46 »
Making this thread since I've seen it in other forums and it's a nice, quick way to just show off what your currently doing, could be FF7 related or not

I'm using CryEngine3 to make a nighttime skybox for one of my maps in the vein of Unreal and how they did them:

Completely Unrelated / Marvel's The Avengers trailer
« on: 2011-10-13 22:46:01 »
Trailer for the avengers movie, coming May of 2012:

Also NiN ftw.

Completely Unrelated / Steve Jobs is dead
« on: 2011-10-06 07:04:29 »
I didn't actually believe it until I looked it up and saw it wasn't my friend trolling.,2817,2394212,00.asp#fbid=JjxMldSK1nh

Damn. I could care less for Macs, but he was an awesome guy and iPods and the other shit were still pretty cool.

Troubleshooting / Need help for a friend
« on: 2011-07-28 19:23:38 »
Hey guys, I normally wouldn't need help with this, but It's my friend, and I can't come to him physically to help him so I've been telling him what to do, but we have a problem.

My friend wanted to play FF7 for a long time, and I finally got him settled on the PC version after I showed him the mods that are available for it, so he got it, and I've been trying to help him set it up.

We got all the packs and mods and stuff set up right
Problem is, once he gets ingame, Everything is all white and he has no sound. I would have posted this in Aali's driver help sticky, but I'm not sure if it has to do with this or not.

He has vista, which I'm sure is his problem, because vista caused stuff not to work right for me, but I completely forgot how I fixed it, and I have win 7 now, which I had no problems with FF7. Any help would be appreciated. My guess would be that even though he got it set up with FF7Config for the custom driver, it still isn't using it, because the enhanced field BGs require Aali's driver - but again I don't know.

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