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Messages - BloodShot

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126
That's kinda nice that they have the upscaling done in-engine, but really? MIDIs converted to OGG? I mean on one hand it's good that the game uses OGGs since we can put the original/new songs in easily without an external program - but it doesn't even make sense that they would convert the midis.

127
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-08-05 06:27:26 »
Yeah, pretty much, as I recall that scene had very heavy yellow lighting (at least it looks like the lighting).

Looks damn nice.

128
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-04 07:44:36 »
New demo showing the new Idle animation and tweaked run. (you might want to skip around, it's long)

http://www.youtube.com/watch?v=RXdYlsfH6DY

129
Completely Unrelated / Re: Metroid: Other M Director's Cut
« on: 2012-08-04 03:43:14 »
The Metroid series was probably one of the few things I ever really liked from nintendo. Unfortunately I didn't play this one.

130
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-08-04 02:53:16 »
I can't wait to see that finished and in game. As it is now it looks gorgeous. How will you do the general lighting of the entire area? Colored lights to make it look like the one in FF7, or texturework?

131
Perhaps we will see this type of stuff once Q-Gears is much farther along.

132
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-03 21:55:55 »
Hopefully the updated kimera also supports more than 117 frames for field as well, so I can test the idle anim I made for cloud (he puts his hand on his hip after a little bit)

Also I actually found a feminine walk a little while ago and was thinking about giving that to cloud when he's cross-dressed :)

133
Imagine some of the stuff they show off at gamescom as new turned out to be mods from here :P

Seriously though, if they show off any visual improvements besides a choice of resolution, I would actually be impressed. Hell even if they just did an HD UI, still shows hope for them as a company.

134
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-02 17:42:52 »
Field is 30 fps.

Really?  I could've sworn when I was interpolating everything that a few animations reached the 200's

Perhaps it's just a kimera problem then? Because 0.96 at least, refuses to write field animations that have more then 117 frames. I'll try having more with 93 and see if I get the same result.

If the field does accept 60fps animations then I could probably adapt it pretty easily.

135
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-02 17:21:17 »
After doing some testing, the limit for animation frames seems to be 117. Any higher then that and kimera fails to save the animation properly, and every frame after that will be hideously deformed.

136
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-02 06:33:46 »
Yep :)

I might do a chibi version as well, at least for the idle animations, as they would probably benefit much from having some as well, though for now the primary focus is to sort of "prepare" field for more realistic models, as well as go hand in hand with the PRP.


I'm curious, how many frames/how much time-loop do you have to work with on the standing still animation. Is it possible that we could have cloud doing something, stretching after a certain amount of time. Like in a lot of newer games if you let your characters stand they tend to do whatever they please in a sense. ( just an example) The only real concern with this if it can be done, is if it will interrupt the long speech sections where all characters stand while speech bubbles go wild.

I just mean to be constructive, The way it is, it is a huge step into bringing FF7 to the modern era of games. It's funny how a lot of details such as this are some of the defining points for modern gaming and modern playable characters as well as NPCs

Great work! :)

I'm not sure what the hard limit is, but Barret's current idle anim (which I have to redo) has 80+ frames and it works fine ingame, so we have a lot of leeway with this as far as I can tell, which is good. I was thinking about implementing idle actions in addition to the "breathing" (I was sort of inspired by what I remember from field models in FF8 doing that) but like you say, not sure if it will interrupt long speech segments. Though it's definitely possible to add, it just needs to have a lot of frames, and be way later in the anim cycle to get it to work how we want it.

I was thinking about having specific characters do certain things, such as cloud putting one arm on his hip and shifting his weight to one side, Tifa doing a stretch like her victory animation in battle, maybe Barret rubbing his gun-arm, etc.

I'll probably look into it after I finish up adding idle anims to the main cast. If we have it very late in a frame cycle I'm sure it won't be too much of a bother during cutscenes, especially if it's only something like placing a hand on a hip or stretching. Then again, It'll have to be added after I interpolate an animation (Duplicating and manually entering values for 100+ frames is a bit excessive) so until kimera can properly edit interpolated parts to a bone I'll have to be very careful how I do it. Maybe I could make a really quick animation with like 3 frames so when I interpolate it it becomes more smooth and plays at a proper speed? That would avoid the crash issue.

But much of this is just speculation for now, so I'll see how it goes first.

137
Excellent textures man, though might I suggest if you can, either space the eyes out on them a bit more, or reduce the sizes a tiny bit? I'm not sure which it is, but some of the characters look a bit off

Other then that though, excellent work! I never expected to see this kind of stuff done for FF8 as well

138
Keep in mind, this isn't Valve or ID or anything like that. This is Square-Enix we're talking about here.

It's funny thinking about it, a company like Bethesda takes their classic games on their 10th and 15th anniversary with much more content and gameplay then most games in existence and releases them for free, and square seems perfectly content with charging us for games most of us have already had at some point or another, and the actual improvements, if any will probably be minimal at best.

If they go as far as to redo the backgrounds I would literally shit my pants, and maybe even have some renewed faith in squeenix.

139
I might buy this because I'm sick of the work it takes to mod the game. My discs are also starting to get aged wear. I know ISO's would be the answer, but whatever.

I'm thinking of just buying this and be done with modding FF7 for good.

 ???

I'm sorry, but what

While your discs are in > Download and Open Daemon tools LITE > Click Make disc image.

You'd be done in less than five minutes.

140
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-01 22:47:33 »
EDIT: Also, have you tested these animations with custom models for Cloud? It's a bit of a novice question, I know; but I'm curious.

I was actually planning on testing it with APZ's cloud once he releases that again.

141
Completely Unrelated / Re: Oculus Rift
« on: 2012-08-01 21:11:21 »
Santa Newell

142
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-01 20:52:40 »
Actually, it's the other way around. The less frames you have the faster the animation will play. I've tweaked it a bit so he doesn't kick up as much so it's more of a casual run now, and I can probably finish it off by interpolating 1 or 2 frames at certain points to make it a little more natural.

143
Releases / Re: [REL] Anxious Heart
« on: 2012-08-01 16:07:24 »
Really? When I went into shinra mansion it seemed to play the long one.  :o

144
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-01 15:41:56 »
Thanks for all the input, I was definitely going for an exaggerated run when I made it, but I can definitely see that looking odd in game (in fact, it looked odd for a while for me but I got used to it)

I will probably modify it to be less pronounced for field, and have two separate versions to choose from depending on what a person wants.

Also, about the arms, that's more the field model's fault, because of how I resized the arms when I was editing them instead of the animation. It's easily fixed and would probably work better on custom models.

First post updated with more details.

145
Releases / [FF7PC] FF7 Re-animated (Public Alpha 0.1)
« on: 2012-08-01 06:13:55 »


Current Status: Released! Public Alpha 0.1

Download: http://www.mediafire.com/?6l68liain64agfc

General Info:
Demonstration video:
http://www.youtube.com/watch?v=RrnkCaqijhs

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.

Technical

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.

Examples:
Standing:


Running:


Crazy:



FAQ:

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.

Q: CAN I HAZ DISSIDIA MODULZ?
A: To put it bluntly, unless you own dissidia and want to figure out how to put stuff into your own game, no. Sorry.

146
Releases / Re: [REL] Anxious Heart
« on: 2012-08-01 04:08:15 »
I uploaded a looping ogg of the cintro track, since your release seemed to use the long track, instead of the PSX's shorter and more sinister version that's meant to set the mood in shinra mansion (and the music transition and mood shift when sephiroth says "I'm going to see mother" doesn't exist without it (http://www.youtube.com/watch?feature=player_detailpage&v=dlYQGpZlLPU#t=388s)


http://www.mediafire.com/?4ua9pzj1siu1lhl

147
Team Avalanche / Re: Midgar Remake
« on: 2012-08-01 03:58:09 »
Pretty damn awesome, could really spruce up the opening with a train like that in it.

Does your midgar model have the Shinra building as well? I would love to see a high-quality Midgar on the world map.

148
Completely Unrelated / Re: Leap Motion!
« on: 2012-08-01 03:11:26 »
Saw this, kinda reminded me of Tony Stark's computers

149
Completely Unrelated / Re: The Dark Knight Rises
« on: 2012-07-31 00:20:54 »

150
Releases / Re: Costa07's Models
« on: 2012-07-31 00:17:50 »
Yeah, I was going to change that, but it doesn't look so bad in the actual game. I'll still go in and reduce it to see how it looks.

I'll release this if Costa07 is ok with it, and I'm still working on Tifa's weapons as well, although I haven't fixed the UV issue I'm having yet.

Also, if everything goes smoothly I might have a slightly "bigger" project to show off soon, though it's unrelated to new models or textures :)

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