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Messages - Grimmy

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151
I'm totally stoked about your willingness to share, and think there are some good materials for use in that mod. For example...



I think the materia could be edited to fit the huge materia. The moogle is really cool, but I'm unsure how the doll would look animated to be a real moogle.

I wish more people had that kind of willingness to share their works. So many people make FFVII related models and textures for school projects and other personal reasons, but are totally unwilling to share it with the world. There are at least 3 high res midgar models, and a great Cloud and Sephiroth floating out there that are completely custom but the creators have chosen to lock them away in their personal collections. We also end up with people who start a project and make great progress, but burn out on FFVII modding and don't leave their projects as a WIP for someone else to finish. That's how we ended up with so many awesome WIP pics but very few people, if any, will ever get to have those mods in game.

152
Releases / Re: [Beta]FF7 Unified Model Installer
« on: 2012-01-29 17:18:20 »
what happened to the "enhanced quality" sephiroth and cloud model for battle, field?  These were taken from the end battle with sephiroth.

It's the Cloud battle model is there just under the Bloodshot's models.

I'll be testing throughout the day to find errors. I'll just edit this post. So far the Field and WM look pretty good. Yuffies weapons are all white in battle, so the **aa tex id needs to be set properly. I've tried all three of the mike's phoenixes and none of them appear changed in game. There are a few tex id issues for other battle models. Basically the **aa files have been set to a tex id of 10 and they should be set lower, but those tex id issues will not cause any visual game play problems.

That seems to be all. Everything else seems to install with no problems. Great job. Makes a difficult process totally painless.

153
Him, Borde, Stormmedia, SquallFF8, and Grimmy are the ones I know off the top of my head.  Could be wrong about Storm media though

I'd add Angebleu to that list. Stormmedia was part of the original prp group with ice_cold513 and Borde. The rest of us came along after the fact to try and get it finished up. Squallff8 did all the heavy lifting though. We all owe him a great deal of thanks for the countless hours he spent over the past few years finishing up the prp project.

154
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2011-04-05 13:13:01 »
Great job Bear. I was just about to put mine on the repo when I saw yours. I never got the base to animate properly, but yours moves flawlessly.

155
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2011-04-03 05:13:01 »
I have the save point some where just gotta dig it up. Thought I put it on the repo, but guess I forgot that one. It'll be on there in a few days if I find it.

156
Graphical / Re: [WIP] New Highwind
« on: 2010-08-31 14:39:54 »
That is going to be really great. I'll volunteer to put it through the paces for you.

157
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-08-25 20:26:25 »
Since this Battle scene is used in the field prior to the battle we could use it to generate a new flevel scene as well. Then It would match up perfectly.

158
That is the cause of the issue. Millenia's swords all use one texture rtad and the sword models all have a texture id of 1. The cloud your using has rtac and rtad so you need to change the sword textures to rtae and all the sword models texture ids need to be set to 2 in pcreator, or just use APZ's cloud then add Millenia's Swords.

159
Releases / Re: [WIP] Mike's custom models
« on: 2010-08-08 01:13:29 »
Great job on these Mike. I really like the Aeris Weapons.

160
Releases / Re: Highwind
« on: 2010-08-05 22:21:45 »
Thanks for that Costa. I just might be able to do something cool with that.

Old Boss, just click on Costa's name then click on show posts. You'll find pics that way.

161
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-16 20:45:53 »
All the TA models use the original skeletons, so there will be no clipping.

162
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-16 15:11:11 »
Missing from the repo source model, so missing entirely. I mentioned it to Timu yesterday during the conversion.

163
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-16 03:10:49 »
Ha, some randoM white text here. No seriously though do you know what piece caused the error?

164
As for the WMRP add on you need to put the test folder into the WMRP folder. That's all don't go moving the pngs around. You also need to extract the world_**.lgp add the new .tex files and then recompile the word_**.lgp. The new pngs cannot load without the modified tex files.

The Diamond issue probably has to do with the texture ids. You can set the battle hrc textures in pcreator(should be 3 ot 4 but I cannot remember which). You will have to set the wm model textures manually by changing the .rsd files to point at the proper textures and the .hrc to point at the proper .rsd files. I have no idea why that happened, but my guess is that you are either using a non us version or some other non standard ffvii pc version of the game.

165
Team Avalanche / Re: File repository
« on: 2010-07-14 15:49:46 »
Links are swapped. Not a big deal. Great way to get it all organized.

166
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-10 01:07:25 »

I know quoting images is a no no, but I wanted to help get this back on topic. I really think this is fantastic work. 100x better than the original IMO. It throws the lacking battle models into sharp relief. I hope we see much more of this from you pyrozen.

167
Troubleshooting / Re: Black characters and weapons
« on: 2010-07-04 15:43:46 »
I think you should start by opening those Battle HRCs in Pcreator and check the texture IDs. Looks like they have been set to 1. Barret should be set to 2 and I think that cloud should be set to 10.

168
Many patches since then have been released that include the lgp file. A great example is the prp. That being said I still think it would be better to release it as individual files with a good read me.

169
Completely Unrelated / Re: What?
« on: 2010-06-18 21:47:07 »
Nevermind I found 'em.

170
Completely Unrelated / Re: How old are you all?
« on: 2010-06-11 01:04:29 »
I'm 31. I bought VII the day it came out and have been obsessed ever since.

171
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2010-05-27 23:32:03 »
Here is a link to .93 it's the version I've had the most luck with.
http://www.mediafire.com/?5dxz8favmq6dpa0

172
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2010-05-27 00:14:02 »
Well, Borde, I notice you haven't been on since March, but in case you do decide to stop by again, you should know that when a "add part to bone" is done, it messes up the UV map of the piece being added

Not just moves it, or flips it.  But completely destroys it. 

You can avoid a slew of issues by using .093 it is the last bug free release. You loose a bunch of the new features, but at least it's stable.

173
Releases / Replacement FMVs for FFVII
« on: 2010-05-21 00:16:25 »
I used flash to edit my vids, but would suggest any new people to use adobe premiere. As far as freeware I use vdub but it's not all that good.

174
Releases / Final Fantasy VII Aeris patch, born again
« on: 2010-05-21 00:02:23 »
I think you should use the Aerith's ghost scene in the return to the church to trigger her return to the party. IMO it's the most logical place to find her and explain why she has returned.

175
not sure if grim is still working on this or not

I'm not working on this anymore. So I hope someone takes up the rest of the outstanding textures.

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