sorry, maybe i'm really dense, but the originals of what :? Let me know, i would love to have a bit of help with this(especially the mountians, I'm very inexperienced at making rock textures). Also, these are all preliminary textures, with the final versions being polished a it more. I'm also working at 512x512 for the largest textures, since 1024x1024 really doesn't make any impact over these, other than the total filesize of the image.
lee
But with your mod, plus this one pyrozen is doing, that is a lot of 1024x1024 textures. And if Aali is planning to preload all of these into a memory cache, that's going to eat up a lot of RAM that not everyone has...sorry, maybe i'm really dense, but the originals of what :? Let me know, i would love to have a bit of help with this(especially the mountians, I'm very inexperienced at making rock textures). Also, these are all preliminary textures, with the final versions being polished a it more. I'm also working at 512x512 for the largest textures, since 1024x1024 really doesn't make any impact over these, other than the total filesize of the image.
lee
1024 might not be too bad of an idea since many people run at more then 2x the original image(640x480) it better to downscale then upscale in my opinion
the RAM requirement for FF7 is only 32MB, with TA (team Avalanche)'s entire GUI overhaul it's only 4 more MB to cache data in. i figure by now every PC has AT LEAST 512MB of RAM. but anything running Vista is at least 1GB so i don't think RAM usage would be to bad.
80% of new PC's have 4GB of RAM now, and the other 20% has 3GB. so i don't think a RAM increase would matter much.
Amazing grass textures though
Not really. Im sure if we redid all the assets in the game to a 1024x1024 texture map we wouldnt even come close to scratching 512MB512Mb is all well and good, but remember, the OS uses some of that, as do other programs constantly running in the background. These worldmap textures are so small and never seen up close, that 512x512 texture is more than enough
I tend to just make everything big and downscale it after to the desired size.
And aali could also put a flag in his config file to downscale textures for memory limited computers
That is cool, but the grass texture looks like one of those carpets that cover the whole floor. Don't know what they are called. Did you find out how to extract the world map model, or models?
Hmm i didn't take video memory into account, Again i wouldn't really have an issue with that, BUT i know that most people don't have top of the line video cards here.. So then we should try and not make it anymore then 128MB. since i believe that or 256 is average
That is cool, but the grass texture looks like one of those carpets that cover the whole floor. Don't know what they are called. Did you find out how to extract the world map model, or models?
the grass needs less definition, it looks like there is a noise filter on it now. You need something like hair/lengths for strands of grass (the scale of the world map makes no sense).i originally had a grass texture that had what your talking about, but the game randomly flips around the textures on the world map. This produces some very nasty "seams" in textures that are vaery visable, and the only way i could get rid of it was to add some noise to make it less noticable. look at the stock world map, it's basically a bunch of big blocks that resemble terrain :D I see why square went with that type now, because the non-tiling nature of the world map requires noise, otherwise it looks like a bunch of puzzle pieces.
as to the color, add some yellow to it, to make a lighter color, cuz as stated, its too green.
Too strong colours, If I would be you I would download some seamless grass and dirt textures that looks realistic. Yeah realistic, because they are a bit too toony atm. But it's a improvement, you need to modify every town too, and the beaches. They got the old textures...
I agree with Timu, more yellow, grass that green only exist in american backyards and on golf courts :p
just a lil side project i was testing....
(http://img.photobucket.com/albums/v220/pyrozen/Image1-4.jpg)
it all lines up for the most part, though the northern continent is wayyyy off on a few spots. Still, it's enough to help you find your way around.
lee
Just to keep in mind... The FF7 world isn't one of happiness and lollipops. It's mostly about death and and being let down. Very rarely is something WONDERFUL and YIPPEE HURRAY happening.
Toned down, more dull, colors would be suitable.
I'm not talking about only using grays and browns, but don't make the water bright blue and the grass bright green, it just doesn't fit with the game's mood.
IMHO
just a lil side project i was testing....
(http://img.photobucket.com/albums/v220/pyrozen/Image1-4.jpg)
it all lines up for the most part, though the northern continent is wayyyy off on a few spots. Still, it's enough to help you find your way around.
lee
I was planning on rediong the map for my 2d overhail. Do you wish to contribute this?
PYROZEN can you tell me how you replace your textures using Aali driver texture injection
(http://img199.imageshack.us/img199/9969/74869534.th.png) (http://www.postimage.org/image.php?v=Pq1XycDS)
[img=http://img199.imageshack.us/img199/9969/74869534.th.png] (http://www.postimage.org/image.php?v=Pq1XycDS)
<a href="http://www.postimage.org/image.php?v=Pq1XycDS" target="_blank"><img src="http://img199.imageshack.us/img199/9969/74869534.th.png" border="0" alt="Free image hosting powered by PostImage.org" />[/url]
http://www.postimage.org/image.php?v=Pq1XycDS
Is this where its supposed to go? Or am i doing it wrong and putting it in the wrong place
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been it was black and my app log said this about the texture
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one
the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black. Everything after the pallete info is "00", so it makes it super easy to add your EXT call. Also, you don't break the EULA by distributing the original content, making your mods completely legal. Though i doubt square will come knocking if you were to distribute the originals. For this mod i have created 7 custom TEX of various sizes that work for everything in the game.
lee
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content
you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;) Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip
there's 7 of them in there. They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them. I've already placed the EXT call in the files, you just have to specify your texture name. I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals. Hope it helps!
lee
all textures on the world map will be replaced in time. I'll release something usable once the following are finished:
Grass*
Mud
Beaches
Snow
Bottom of towns
which will still leave:
Mountains and transition textures
snow mountain
rivers
ocean deep/shallow
underwater areas
The underwater areas will be last, if i decide to even do them. Such a small portion of the game is spent down there it hardly seems worth the effort. I will probably end up doing it at some point, just for completion sake.
;ee
when i release it i will package only the replaced textures so you can use LGP tools to repack the changed ones without altering anything else you might have done to the world_us.lgp. Installation will be similar to the way the 2D overhaul works, with a patch.bat that does everything for you.
On a side note, this project is now a part of the Team Avalanche 2D Overhaul. Hopefully in the future we can have a full-featured, all-in-one installer that does everything in one download!
lee
Sweet! So, is this thread going to go bye-bye and all of its future updates will head directly to Team Avanlanche's?when i release it i will package only the replaced textures so you can use LGP tools to repack the changed ones without altering anything else you might have done to the world_us.lgp. Installation will be similar to the way the 2D overhaul works, with a patch.bat that does everything for you.
On a side note, this project is now a part of the Team Avalanche 2D Overhaul. Hopefully in the future we can have a full-featured, all-in-one installer that does everything in one download!
lee
Glad to have you aboard :-D
Awesome Pyrozen can't wait...
Uhmm...Can I ask you an off topic question?
Who is pyrozen? and who is lee? :|
I'm going to have to agree with KM's guess. But i've no idea who or what is Pyrozen lol. :lol:Awesome Pyrozen can't wait...
Uhmm...Can I ask you an off topic question?
Who is pyrozen? and who is lee? :|
I'm going to guess that Lee is Pyrozen's real name :-P
the sand could use a bit more noise, in the monochromatic ranges, some darker speckles n some lighter onesexactly what i was thinking as well. Right now i have a good base texture that i can use for the deserts and beaches. I gotta be very judical in the use of noise though, these already start to look very "static-y" from a distance due to the way the engine renders the world map. So long as i can find a happy medium it should be alright. The original sand i came up with looked great in the editor, but it was too complicated for the game to handle and it just tiled horribly. too many light/dark areas are very noticable once the game applies them to the world.
Its already quite grainy if ya ask me.... :lol:
(http://img.photobucket.com/albums/v220/pyrozen/Untitled.jpg)my original texture looked very similar to this one, and it generated a very noisy pattern ingame. the directional nature of it also made for some areas that stood out very noticably, since they went the opposite direction from the texture surrounding them. I agree that it could look better, but i'm very limited in what i can and can't do with these textures. I would love more detail as well, but it simply doesn't work well without blurring them down.
The transition texture has more texture than the sand. The desert has sand dunes all over. That can be seen from the sky. So maybe you could generate a cloud texture, that would simulate sand dunes?
(http://farm2.static.flickr.com/1364/1344500293_fd1e040ab9_o.jpg)
I love the transition from grass to sand.. that looks great!
(http://img.photobucket.com/albums/v220/pyrozen/Untitled.jpg)
a small shot of the progress on the sand. It's still a bit noisy but it fits nicely with my grass texture. I've still got to do the animated portion, but i have a good idea of what i want to happen there. Hopefully it looks good in the end.
Also, to explain my name the best i can:
I wanted a unique handle that i knew no one would ever think of(i hate that). Basically fire/pyro=chaos and zen=peace. Though costa07's is pretty good too, i never actually though about it that hard. Anyways, I soley owned the name for about 13 years and never saw anyone else have the name.... that is until i found these a-holes....
http://www.pyrozen.com/
bastards even stole my domain! I have no idea if they saw me and took the name.... but i have my suspicions.... bastards
lee
Is it only me, or has that desert increased a bit in size. It looks much bigger. But it looks awesome as well!! :-D
it might be a hair larger than before, but not much more than that. I added the strands of sand to make it seem more natural, and it also makes it seem a bit larger as well.
I also just finished the gound under the golden saucer, it looks much better now.
sounds good. I'll have to get all my TEX files together, i havn't really been keeping track of what i have and havn't used. There were also a few TEXs that looked so similar it didn't make sense to have 2 textures, so they both use the same one. I have to figure out how many times i did that :roll:
I ALSO have to go back and redo all of my TEX files since i want the entire world map reconstruction project (now called WMRP) to be located in one folder in /textures, with the various sub-directories underneath it. Will make things much easier to use once more people get the hang of texture injection. We don't want people releasing mods that just dump PNGs into our /textures folder now do we :-D
lee
I'm currently working on some of the 3d models for the world map, when they're done they should be backed in with the texture upgrades! (if thats okay with you, its all under the avalanche name)
I'm currently working on some of the 3d models for the world map, when they're done they should be backed in with the texture upgrades! (if thats okay with you, its all under the avalanche name)
3D models? I take it that you mean things like the Weapons, the vehicles, the rocket etc.?
Is anyone doing the towns ATM? I think they would be the only things left...
SO now team avalanche everything overhaul lol :-P
i completely agree, i won't touch the towns. As i stated before though, please don't alter the gound beneath them since i can match shadows, etc... to whatever you create to replace the originals. If your deadset on changing the ground, i can PM you my base grass/dirt textures so we can mantain continuity between them and what I have finshed so far.I don't think changing the actual world map model is possible, as we discussed earlier in this thread. this means most of the houses (Squares with pyramids on top) won't be modifiable anyway.
lee
I think I could do it (should have a closer look to the format), but if someone wants to do it instead, that's less troubles for me :-P
palmer is just for 2d field backgrounds, i assume he uses photoshop shop, and i don't believe he resizes any textures. they are all hand made, right pyrozen?i resize the originals by x8 ajd use them as a template to build my new images. Everything i've created so far has been 100% created by me, no prefrab texture pulled from the internet. I use GiMP for most of my work, and PS for some more delicate work. Sucks that my PS trial is over in a week though :P
palmer is just for 2d field backgrounds, i assume he uses photoshop shop, and i don't believe he resizes any textures. they are all hand made, right pyrozen?i resize the originals by x8 ajd use them as a template to build my new images. Everything i've created so far has been 100% created by me, no prefrab texture pulled from the internet. I use GiMP for most of my work, and PS for some more delicate work. Sucks that my PS trial is over in a week though :P
yea post screens wip or ingame asap, that n good to post that your gonna work on something even before you start, incase someone else tries.
I would like to mention there is a typo in the thread name :P I didnt know there was a team avalance
small update, i've finished the sand and dirt completely. I have one grass texture i need to ever so slightly tweak and that will be finished as well. My next objective is the beaches, then snow, then mountains. I still need to do the forests, but they are easy and will be completed as i feel like it :)
lee
As awesome as this mod looks (and it does look frigging amazing) I have to wonder how much of a slow down this mod will create.
It might not even be noticeable if each texture is relatively small (I'm not sure of their resolution or the logistics of how much this will effect smoothness of gameplay).
pyrozen, I assume since you're creating and testing this mod you'd hold the answers to my worries. What say you?
small update, the beaches are much harder than i anticipated. Apparently the texturing system works differently on the barch and it's much harder to anticipate how the game will "randomly" place the textures. I'm getting alot of alignment errors, and i almost need to do the water before the beaches since the both textures overlap.to be honest, i think if borde made a tool like that, it would be less about changing the world's geometry, and more about changing towns and places etc so they dont look like boxes with pyramids on top coloured blue. textures are by far enough for the ground, the sky and the land, i think.
As far as chaning the geometry, Borde said he might be able to work something up to view and modify the worldmap, but it's not a priority. I honestly think a totally retextured map would be plenty to transform the game, but in the future someone may rework the entire thing. The drawback is that if you rework the world map, you will have to retexture the entire thing AGAIN. That's a job i won't be applying for :D
lee
is that the actual resolution? jeez its small
@ Kudistos Megistos:
Considering the first post screenshots the worldmap itself (as pyrozen posted) is already changed, isn't it?
dont make this an absolute i'm on a computer with a really bad screen, and the images seem dark, but i'd say add a slight bit of gaussian blur between the sand n the grass.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-8.jpg)Nice. Absolutely nice. :-)
preliminary shot of Cosmos canyon. looks kinda wierd because everything turns red in that area. 3 more texture to go and all the canyon textures will be finished.
lee
I'll do a vector trace in the next couple days, no worries.awesome, i know your good at working with them already so I'm exctited to see what you come up with.
yeah, the tropical forests aren't finsihed, and the northern continent hasn't even been touched yet. I've still got alot of work to do, the alpha doesn't even really qualify as a releases in my mind. It was just a work-in-progress release for people who wanted to see it in action. Still lots to do, and many half-finished things to finalize.
lee
edit* one scary thing i've noticed, the alpha is already 16.6MB. I sudder to think what the filesize will be for the final release. Probably upwards of 50MB. Not much in todays world of fast internet, but still...
(http://img.photobucket.com/albums/v220/pyrozen/Image1-9.jpg)
I certainly can't wait for the actual patcher release! Hopefully that is some time soon. :-)
Awesome work, now if we can perhaps beg Timu to make a new Highwind :-D
Awesome work, now if we can perhaps beg Timu to make a new Highwind :-D
hmmm... That's something I might try my hand at.
At any rate, Can't wait for a proper release of this, looks epic.
The only thing, i think, is it just looks a little....plain?
i dunno. perhaps a better way of explaining it is that it looks like a "perfect" world, i.e it's all too....clean? Just looking at those mountains, it looks like they're maintained by some guy every day, same with the deserts. not complaining, however, i'd still use it any day :D it's just a little criticism.
Awesome work, now if we can perhaps beg Timu to make a new Highwind :-Dfunny you should say that, the original Highwind looks like an odd flying triangle within the retextured world. I've hunted a bit for the textures but havn't found them yet. Even a basic reskin with darker, more metallic textures would do it some justice until someone gets around to making a remodeled version.
Awesome work, now if we can perhaps beg Timu to make a new Highwind :-Dfunny you should say that, the original Highwind looks like an odd flying triangle within the retextured world. I've hunted a bit for the textures but havn't found them yet. Even a basic reskin with darker, more metallic textures would do it some justice until someone gets around to making a remodeled version.
lee
Ill look and see what i can find when i get home. If i remember correctly highwind doesnt have any textures.You may be right, but I'm pretty sure it's possible to give any 3d model a texture. If nothing else, the Highwind texture from the bonus disc could always be mapped to the original model.... I don't think that is against the rules?
I think my idea applies more for the grass, which needs lil bits of stuff in it, the snow looks good! - questions, whats with the line in the sky? :P Also are you redoing meteor or did you already and my eyes suck?I've started eyeballing the grass, it's inline for a retouch but i'd like to get more original textures before i start back tracking. The line in the sky was me replacing the clouds, but it can't be done correctly unless Aali enables alpha channels for the PNGs. The default clouds are at kinda 60% opacity through the engine, and i was experimenting with some generic clouds. I meant to put the original back but i got sidetracked for about a month ;) and i havn't even touched meteor yet, that's not even on the radar right now.
apparently the snow covered mountains use the same random textue application technique as the beaches, so this is gonna ge a helluva job to do..... stupid squeenix and their overly complicated world generation tech
lee
the problem is the fading on the snowy bits... snow isn't transparent anyway, so give it hard edges and it'll immediately be easier to work with.I'll give it a go and see how it looks. That's actually how the original texture is done anyway.
Looks good. I haven't tested this, but are the textures seamless? You should at least try to make those snowy mountain textures seamless.the textures on the worldmap don't tile uniformly, so simply making them seamless doesn't do anything. Most textures are divided into 4 sectors, and the game picks and flips the quadrants around. Not sure why they did it that way, probably to cut down on visable tiling due to the superlow resolution on their stock textures. It causes the opposite effect on hi-res textures though, so i guess they never planned on geeks revisiting their work 10 years later.
we'd probably just remake the entire map from scratch :P it'd be much faster hehe.dont you even say that! at least let me finish before it become obsolete!
My suggestion:
Copy the shapes of the brown edges on the original texture... Rescale it to the new size, and draw, on a new layer, the same shapes, but don't follow the exact pixel corners. Follow the implied edges freehand. (if something looks like it should be round, make it round.) But don't use any blur.
we'd probably just remake the entire map from scratch :P it'd be much faster hehe.dont you even say that! at least let me finish before it become obsolete!
Ah, that looks *much* better :-D
I'm very pleased to see how this is coming along. Usually, people make big plans for big mods but never follow through with them; it would seem that this is not the case for Team Avalanche :-)
Wow, that looks great! Whats left now? Jungle and water?
here's a quicky release of some more content. it contains everything in the 0.1a, plus cosmos canyon and the northern continent. Some files may be missing, if they are i apologize. Alot of things oin the northern continent need to be straightened out, but this is basically how it's gonna look in the end. This contains basically everything i have completed up to this point.
This is just a teaser, so don't bother telling me "X" isn't finished ;)
WMRP v0.2a (http://www.mediafire.com/file/dliamrqvggy/WMRP-v02a.zip)
lee
I can't believe you havnt finished "X"!!
I can't believe you havnt finished "X"!!
I promise i will finish X when i return, have fun in the cold chumps. I've a drink with an umbrella in it waiting for me next to the beach :D
On a serious note, nothern continent is finished except for the cliffs around the ancient city, nothern crater "crater" and a few odd sea walls that didn't change with all the others. Pics in a minute....
*edit*
mountains are complete, so are 90% of the sea walls. Looks pretty sweet, but i gotta find a few errent textures that aren't grouped correctly with the others.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-17.jpg)
Lee
hell no!
I leave tomarrow around 3pm, so consider this my last communication until i return! Don't burn down the forums while I'm away ;)
lee
Lookin great. i can't wait till this is complete. it will look beautiful :-DSame here. Everything in this project is looking absolutely beautiful. :-D
hell no!
I leave tomarrow around 3pm, so consider this my last communication until i return! Don't burn down the forums while I'm away ;)
lee
I'll try to keep surprises to a minimum
Besides..... interwebs are what I DO on vacation... seriously. I went on a 7 day cruise and had to bring my wifi "tools" with me to keep my interwebs....(though they did cut out a lot)
Pyrozen with the new graphics driver you need to make some of your png's 32bit. They are 24bit only.gotcha, i just realized a newer version was released. This will be the first thing i do before proceeding with new textures. Hopefully i can do a few tomarrow night, otherwise it'll happen this weekend.
Pyrozen with the new graphics driver you need to make some of your png's 32bit. They are 24bit only.gotcha, i just realized a newer version was released. This will be the first thing i do before proceeding with new textures. Hopefully i can do a few tomarrow night, otherwise it'll happen this weekend.
lee
I have a preview of a world map (first draft):
(http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview.jpg)
That's 3x the size of the default map, although the original is 8x larger (2048 x 2048 = 1728 x 1344). I realised the default map is inaccurate with regards to the northern continent; it's positioned slightly too high, so I had to do some continental shifting.
There's also a second version containing the crater and waterfall on the eastern continent.
gongaga doesnt have a dot T.T
they look fantastic!
here's a shot of the large map in-game:
(http://img.photobucket.com/albums/v220/pyrozen/Image1-18.jpg)
great job on these, they will be included in the next release of WMRP. Alternatively, you could ask sl1982 to include them in the
2DO project if you prefer. Only difference is they may be released sooner in the 2DO project.
Lee
(http://img.photobucket.com/albums/v220/pyrozen/Image1-19.jpg)
i'm really liking this one. Might be possible to add alpha transparency to it to make the edges look tattered.
If you're going to try to make it look like a real map, why not add a border of sorts, rather than just a plain rectangle? Because it's clear that there's a bit of depth, and the shading would imply that you're looking at the map from a slight angle, not perfectly straight on, so it's unrealistic that it'd have edges that align so neatly with the pixels on the screen.
Is there any way to tweak the level of transparency without cracking opening the kernel? That map looks like it'd be better if it were a hair more opaque.
Awesome work man, I can't wait for the next release :)
Awesome work man, I can't wait for the next release :)
Yes you can :-P
lookin good, hows it going ingame?
(http://img.photobucket.com/albums/v220/pyrozen/Image1-25.jpg)
i messed with the colors a bit and added a bit more bumpiness. Looks pretty good, i still need to tweak it a bit more, but after that i'm gonna shift the colors and apply it to the rest of the forests.
Just wondered if you got a chance to use my last forest texture.
i know it was probably asked earlier but what files does the installer (the actual installer, not manual) edit, i'd like to know so i can back them up before trying this, just in case my computer pulls a stunt :P
i know it was probably asked earlier but what files does the installer (the actual installer, not manual) edit, i'd like to know so i can back them up before trying this, just in case my computer pulls a stunt :P
There is an uninstall option, so the installer automatically backs up the files it overwrites (in a folder called Backup Files).
That said, I always keep a backup of my whole data folder, just copy and paste it, takes 2 seconds.
ok, i just had another extremely weird crash, but i don't think its continuousethat should have nothing to do with the team avalanche mod. We have not modified the battle system in any way, all we have done is exchanged lowres graphics for higher resolution ones. I would double check any other mnods you may have installed, especially the multi-mod pack thats available in game tweaking.
anyway, i just used the graphic overhaul and am going to give some of my own feedback
first off, everything is beautiful, i only have two slight issues, the font change is a little hard to take in, and, i dunno if its just on my own computer, but on the health and limit bars,the back and the bar itself are to close a color, so me, being colorblinde, having trouble telling how close i am to limit and such, anyway, its still great and well thought up, good job guys
-EDIT-
ok, just had something weird but funny happen, dunno if this has to do with this release but i haven't had it happen before installing so..
anyway, you all know the fight at fort condor for the huge materia, where if you let the enemy reach you then you gotta fight this weak little boss right? well, i just reached that fight and someone..... unexpected, replaced that boss
Ultamite WEAPON O.o but he left after a single attack so... YAY, free fight, no exp though TT.TT, anyway, thought i should let you guys know, later dudes
ok, i just had another extremely weird crash, but i don't think its continuousethat should have nothing to do with the team avalanche mod. We have not modified the battle system in any way, all we have done is exchanged lowres graphics for higher resolution ones. I would double check any other mnods you may have installed, especially the multi-mod pack thats available in game tweaking.
anyway, i just used the graphic overhaul and am going to give some of my own feedback
first off, everything is beautiful, i only have two slight issues, the font change is a little hard to take in, and, i dunno if its just on my own computer, but on the health and limit bars,the back and the bar itself are to close a color, so me, being colorblinde, having trouble telling how close i am to limit and such, anyway, its still great and well thought up, good job guys
-EDIT-
ok, just had something weird but funny happen, dunno if this has to do with this release but i haven't had it happen before installing so..
anyway, you all know the fight at fort condor for the huge materia, where if you let the enemy reach you then you gotta fight this weak little boss right? well, i just reached that fight and someone..... unexpected, replaced that boss
Ultamite WEAPON O.o but he left after a single attack so... YAY, free fight, no exp though TT.TT, anyway, thought i should let you guys know, later dudes
Lee
oh great.. okay then.. :-Dyes, the only things missing from the WMRP will be:
will it include grimmy's towns patch?? :-D
that would be great! :-D
now you get me excited.. when will be the estimated time of release?
so that i will have an idea when will i download it.. :-D
New release out. Go get you some.
http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629 (http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629)
Go get you some.
New release out. Go get you some.
http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629 (http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629)
weh? is that true? im downloading it right now..
not the updated wmrp?
doesn't have grimmy's town patch?
doesn't have the diamond patch??
WHY? :-(
but hence, im just really want to try this project! :-D
Find the latest releases from Team Avalanche here :Okay, should I download it now or should I wait? I'll wait until my artwork's on the installer screen ;P
The newest releases are encapsulated in an installer. Select the options you wish to install and it will do all the hard work for you. Enjoy!
High Res (works best with higher resolution gaming)
http://www.megaupload.com/?d=JVRKVAQM Beta 9 (High Res)
Low Res (Will give better results with lower resolutions, eg. 1280x800)
http://www.megaupload.com/?d=K36YU2ZF Beta 9 (Low Res)
are the colored icons part of this release??
i totally forgot those.. :-D
Did you guys fix the bugs? is it safe to re download ??
Run the installer a second time selecting only the WMRP. Make sure that the Diamond Weapon field model is deselected.
pyrozen is leaving WMRP so how will this project continue ? :'(
that is really up to some interpid individual.Okay so where is the version with improved lakes and ocean too? Or hasnt it been released yet?
I have providedall the tools necessary, and will be available to help, but my contributions will be minimal otherwise. I may work on a texture hereand there, but at this point the damn thing is over 75% finished anyways.
lee
it is the newest version, but the rivers are not included. They wern't quite up to par with every thing else, and i think alberto has since disappeared. I can dig them up from my hd if your interested in the rivers.
Hi all!
I've been very busy and have hardly had time to post anything. Pyrozen explicame How's the project.
House got robbed and a bunch of people died...weak...
Problems with the asus?
I am hoping so. I just bought one.
I am hoping so. I just bought one.
Good news! (http://www.techradar.com/news/mobile-computing/laptops/asus-and-toshiba-make-most-reliable-laptops-651331)
Unfortunately, I have an HP :'(
Problems with the asus?no, i assume the computer is working flawlessly for whomever has it now. I'm getting another Asus though, but it sucks because the one i got for a steal of a price. Im gonna have to pay almost $200 more for basically the same thing.
Problems with the asus?no, i assume the computer is working flawlessly for whomever has it now. I'm getting another Asus though, but it sucks because the one i got for a steal of a price. Im gonna have to pay almost $200 more for basically the same thing.
Well in case anyone has the idea to update Meteor on the world map, here's what it looks like
(http://i42.tinypic.com/11h44fk.jpg)
Excuse the map plz.
If anyone has better suggestions I'm all ears.
can you pm me the original meteor textures? I'll have a whack at em.I decided I didn't need to back it up, so I no longer have it. But if you check Grimmy's post in WMRP (it's 1 page back). His WMRP Add On has it in there.
edit
Raised the contrast
(http://i39.tinypic.com/91mnig.jpg)
im surprised no one has taken a stab at the clouds yet. I had good looking set on my laptop before it was swiped... they were very "wispy" and it actually had a dramatic impact on how the world map looked. It was almost a bigger impact that redoing all of the other textures!
I like it, but I don't think it really looks like a meteor, More like just the energy waves.I wanted to keep all of its pieces surrounding it, but I can't quite make it look right. It also looks like it's entered the atmosphere...which is horrible. I think I give up, lol
(http://content.screencast.com/users/NeoCS/folders/Jing/media/348a747c-0fa6-4315-a501-0347c62ea35a/2010-04-18_1835.png)
I gave up!. I thought grimmy was going to finish or has already finished texturing? If not I'd love to take a whack at the sky...
not sure if grim is still working on this or not
to a damned macintosh
just put linux on the mac and problem solved :)i would've already done it, but its a loner from my mom.
just put linux on the mac and problem solved :)i would've already done it, but its a loner from my mom.
Can someone explain why apple tried so hard to be different by getting rid of the right mouse button? Not only is it a pointless "improvment", but i have to press CTRL to make a right-mouse click, so NO TIME WAS SAVED BY GETTING RID OF THE RIGHT MOUSE BUTTON BECAUSE I STILL HAD TO PRESS ANOTHER BUTTON. if anything, it makes it LESS intuitive to use. Sorry, just had to vent a little.
lee
i would've already done it, but its a loner from my mom.