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Messages - halkun

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226
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-12 08:03:02 »
Are you guys documenting this anywhere in particular?

Uhh, yea, guys? This is pretty cool. Can we have some documentation please? What's done/missing?

227
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-11 18:21:40 »
Wow, nice catch! Yea, They point the model towards the enemy selected and alter the battle stance a little. The animation is super-rough though. I can see why they dropped. it.

229
Yup. Sorry.

It's even worse that it was put off as an original, when in fact it was ripped and then altered to look dissimilar. Double dishonesty!


230
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 17:40:52 »
OMG Cyb! I thought you were dead! (Again) :)

231
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 13:23:44 »
http://www.youtube.com/watch?v=Gd1ydZoRSNY <--- Part 1 of 3
http://www.youtube.com/watch?v=qv0vLbCAeDE <--- Part 2 of 3
http://www.youtube.com/watch?v=2CGO3b-Su0k <--- Part 3 of 3

We should make the demo stand alone, like this. You can see it's a little rough around the edges. Who knows, it might attrace talent if they cansee we can make the demo happen.

I'm all for adding Aerith, Lavathan, and moving the level to 10. Some other things like rescuing wedge, not so much...

Maybe we can grab the kernel.bin from the demo :)

It will also mean adding other monsters

232
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 12:57:48 »
Fine...

So here is an idea

If we were to make the bombing mission a release. We should "game over" after midgar explodes...

Should we remake the original PSX demo? Throw in Aerith and lavaithan too?

233
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 12:29:50 »
I was looking at his "in work" models. I compared  the in work head with the final product. He ripped the head and moved the vertexes around to make it "different enough" I did it too when I was learning to model. None of these seen the light of day.

Oh well, he have a new cloud that we can work on and make better!

234
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 12:11:09 »
Purged...  >:(

235
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 11:20:29 »
If it's not too much trouble, can someone show me a wire frame of both heads looking froward?
As someone who does modeling... I see something curious.

236
Maybe if you ate some special characters and replaced them with blocks of graphics, yes. But the name selection screen would be... interesting.

237
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-09 19:10:24 »
Kudistos, cut it out. You are being antagonistic.

Try and hold opinions without an argument. If you are that passionate about it, you can try offering constructive criticism, or better yet,  try making something yourself as an example. It's not exactly hard to do a texture swap anymore.


238
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-06 23:47:18 »
I like it... This coming from the "art director" who whines about everything.

239
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-06 14:08:40 »
was gonna say, the floors a little high-contrasty for me. You think maybe you need to turn the brightness up on your monitor?

240
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-05 20:16:14 »
The background just needs a touch of green to match the forground.

241
nope, that was me... I screwed up

242
General Discussion / Re: Debug Room FF8 PC?/SeeD Skin
« on: 2010-07-04 15:48:49 »
I was the one who authed him... Didn't know this was a rule... Sorry :/

243
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-02 11:33:04 »
I really, really, really hate that the warning is in English.

It should in Japanese, like a stencil, with the light coming from behind. Like an (American) exit sign.


244
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-01 06:03:30 »


Here's what I'm working on, dunno if it's too good..

Still got a few things to retex, you can prolly tell which parts I've retextured

Bricks are not rounded/cobblestone enough

I know. I'm the *worst* art director :)

245
The reactors are numbed wrong... This can probably be fixed later.

246
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-06-30 14:40:46 »
Here is the offending file.
cut
It simply means "1".
Quote
壱【いち】 (num) one (used in legal documents).

Yea, I was going to say that it was a very fancy "1". You should just keep it the way it is.

One of the things that is bothering me about the road... The bricks are going in the wrong direction.

247
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-06-30 00:55:57 »
The dirt is a little noisy. You may need to fix that up.

248
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-29 13:55:02 »
original battle scene for context.

249
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-29 13:42:17 »
Maybe use that battle model combined with jeffdamann ground texture; would be the best imo.

I agree. I don't think you have actually used this scene in the game yet. If you have, you would of seen that your perspective is screwy. You have the assets  on the"floor" all messed up.

Let me explain.

The "80" that is on the ground is rather iconic. I can see why you included it in your updated scene. The problem is that it also acts as a visual device to let you know that you are fighting on a road. It also and defines the "center" of the battlefield. In your version, you put the "80" in the center of the road, but it's so far back and down, you will barely ever see it. You made it the center device for the scene, but not for the battle.

Let me show you....



What I have highlighted in yellow is the area most seen by the camera during battle. Notice that it's not in the center of the battlefield, but in a corner of it. Also notice that the camera sits about where the near "curb" is. There is no reason to draw the other "half" of the road because it's never seen.

The pipes in the back break up the ground visually so that the camera sweep during the "fanfare" animation doesn't focus on flat boring road.

Keep in mind, during the battles that this scene uses, you have next to no magic and the camera does not sweep very far. The camera does not pan at all when you make a physical attack which is 90% of the commands you make here.

There's more to this scene than just a model.

You need to bump the "80" to where the old one used to be. Also put the green cobblestone back, it's the same texture used in the field files.

250
Wow, first I didn't know I had mod powers in here...

Second. Not too keen on advertising on the board. I Know it's off topic, but let's keep the money exchanges to a minimum here for liability purposes.

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