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226
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-30 00:43:34 »
Try running ff7config.exe. Renderer is set to custom like you have it in the app.log there, that's correct, but check the sound settings and run all tests. It looks like it crashed initializing sound but I'm just kinda taking a poke at it without much thought.
More likely you need to turn shaders off or something like that because bootleg40 is a little hot for integrated graphics chips. Even the 4000 will struggle, but you should be able to work with it.

227
Releases / Re: Improved and added unshaded characters
« on: 2013-07-29 20:59:13 »
As soon as I saw the save point from FFX I turned off the base field models with the config option, I left the game (minigame) models and world models from the base set checked :P
I coulda sworn this happened. I had a ffx save point after I installed the wrapped mod the first time... I've redone this just now and good old TA save point is back, so it doesn't look like the base set even includes a save point model. It should only be PRP + Squallff8 + Unshaded NPCs. Nearly 16,000 files... and so much smaller in .iro form. very cool.

228
there is a place in the steam folder to put save games too? maybe that would work
Yes. i really think it does but it's a little tricky. I guess I'll put it to the test rq after reinstall steam ff7. 
the path will be like
C:\Users\yournamehere\Documents\Square Enix\FINAL FANTASY VII Steam\user_youruser#\ and the saves are in there. If you mess with them before you hit the launcher it will delete them. If you slip a save in there after the launcher is already running, and then hit play, it will suck it up.

Tested. Works, Turn cloud save feature off. You can't get the cloud to pull up your edited savegames, have to play offline for that I think. Hit play in steam and get the ff7 launcher miniscreen up, turn off cloud saves, and then edit your savegames, hit play.   

229
FF7 Tools / Re: 7thWrapper
« on: 2013-07-29 20:41:01 »
If this works, then forget my request.  :-D
well???? lol

230
Releases / Re: [REL] FFVII Battle Scene Enhancements
« on: 2013-07-29 20:12:17 »
I asked Omzy about doing it. He said it would be a real bear. I dunno about the field backgrounds ever happening for lpg.

231
Graphical / Re: Fixing the field models mouth blinking
« on: 2013-07-29 15:27:20 »
Well changing the IDs is definitely fixed. But I don't get the order thing... think we have to wait like Borde said for next version when you can change group order but I'm probably missing something.

232
Gameplay / Re: Aeris Revival
« on: 2013-07-29 14:59:39 »
Bigger models in pretty much every scene as I understand it.
It fixes the transparency issues with models in the Ancient Temple, Sephiroth, Cloud, other chars as well, all were pretty badly broken there.
Any other places those characters have transparency will work now, like Cloud in the Honey Bee Inn
 emmm.... oh yah, the sword through Aeris head after her death is fixed and a model is added without the materia hairpin that the regular Unshaded model has for her death scene as well... The models hair is spread out like the vid... pretty detailed stuff. I'm trying to figure out if I can do this unshaded model without the materia hairpin (Holy) in her hair for the revival. That's what screwed up the original somehow I did it wrong. Now with 7thwrapper we could make it so her battle model changes after her death too!

233
Gameplay / Re: Aeris Revival
« on: 2013-07-29 14:12:38 »
Oh hey Ultima! Unbelievable stuff you do. I've been kinda wanting to ask you: I really want to put your Revival mod in with Kaldarasha's reworked flevel if you thought it was possible... he's gonna put out an English version soon, with all these transparency fixes done and the Aeris death scene is completely fixed (using the unshaded models he did anyway). And then the main difference is the larger character models, everyone's a little BIGGER! I think it's more like PS1 sizes but hq models :D Do you think it will be too many headaches to be worth the effort?

234
Gameplay / Re: Aeris Revival
« on: 2013-07-29 13:52:27 »
aha, that's actually encouraging news it means I was on the right track and you have the mod installed correctly.

Try these. Thanks for testing this, even though I know we both benefit. If you absolutely must have hqaerith for this, I can fix one up I'm sure.

It better frikkin work lollll. it should.

235
Gameplay / Re: Aeris Revival
« on: 2013-07-29 10:14:15 »
Hmmm, not sure if this is right... still, let me double check this. I'm gonna do what I should have done to begin with and test bootleg40 w/ Aerith revival+unshaded Aerith, which I've just redone. I'm slowly learning that it's a lot better to take the time to do the testing yourself than uploading broken stuff all the time...

236
Gameplay / Re: Aeris Revival
« on: 2013-07-29 10:02:46 »
Reuploaded Aerith Revival Model for Unshaded package. It definitely wasn't the right model... Not sure how that happened.
This one should be compatible.
To see if the mod installed correctly during bootleg there should be a bootleg.log or text file that shows that.
 

237
Gameplay / Re: Aeris Revival
« on: 2013-07-29 05:29:09 »
This is kinda a sidetrack to the problem but if I did this model correctly then I can make you one for HQ Aerith. Can you download this file, and insert it's contents into your char.lgp? Let me know if you need detailed instructions on how to do that but the basic process is outlined here.

If it works, you might want to just keep this model instead.  :-D

P.S. Don't forget to back up your original char.lgp

238
Graphical / Re: Fixing the field models mouth blinking
« on: 2013-07-29 04:40:10 »
Try this merchant and see if all 3 things we want happened:
1. They fixed this issue in the rerelease. Pretty sure they did.
2. I extracted it and saved the files correctly... I'm not very good with Kimera on field models yet.
3. The corrected model works with the old game. (I'm pretty sure it will.)

239
Graphical / Re: Fixing the field models mouth blinking
« on: 2013-07-29 02:50:23 »
Don't look at me! I bet Kimera be updated soonish tho, then you can fix it.  :-P

Edit: He came over to this thread a little after posting 97a. Clearly there will be a 98 which is what the dance was about. As to how long it'l be, idk, but probably not tomorrow. He has to change the interface a little bit. So this chibi thing isn't gonna be fixable til then, unless PitBrat fixes it another way :-D

I'm pretty sure the fixed models would be available via the rerelease vanilla char.lgp. 5way are you using bootleg? Make a list of the broken model names and I'll see what I can do. 

240
From about an hour ago:
Quote
Try this maybe?
Quote
FIX :  Everything is made of light  (FF7 + FF8)

      

ff7_opengl.cfg :  use_shaders = yes

Download these files and copy them to .\shaders\nolightmain.frag   main.vert
(overwrite? => YES)

Have you read this part?
I told you I tried on a friend's PC with Radeon 5570 still giving me exact same white texture error. And that my friend is an ATI card. You guys totally missed this part.
Sorry, I stopped reading when you said you were using an integrated graphics chip from 10 years ago.
EDIT:
Hi Kylos,

you can use two solutions:
  • ff7_opengl.cfg:  use_shaders = no
or
  • copy .\shaders\nolight\*.*   obsolete
       to  .\shaders

Apparently your only option is to turn shaders off, at the moment.
Hey PitBrat? Do you have these files anymore?

EDIT: Thanks, Komp. New links for no light fix added to FAQ

241
Try this maybe?
Quote
FIX :  Everything is made of light  (FF7 + FF8)

      

ff7_opengl.cfg :  use_shaders = yes

Download these files and copy them to .\shaders\nolightmain.frag   main.vert
(overwrite? => YES)

Have you read this part?
I told you I tried on a friend's PC with Radeon 5570 still giving me exact same white texture error. And that my friend is an ATI card. You guys totally missed this part.
Sorry, I stopped reading when you said you were using an integrated graphics chip from 10 years ago.
EDIT:
Hi Kylos,

you can use two solutions:
  • ff7_opengl.cfg:  use_shaders = no
or
  • copy .\shaders\nolight\*.*   obsolete
       to  .\shaders

Apparently your only option is to turn shaders off, at the moment.
Hey PitBrat? Do you have these files anymore?

242
I think you can trick Steam into picking up your savegame file and then get it on your cloudsave by putting the save file in the documents\Final Fantasy VII Steam\ folder after you've already had the game's launcher open.

Alternately I would think you can just turn off the cloud saving feature altogether and then be able to keep the saves from being deleted, but maybe that doesn't work.

243
Graphical / Re: Fixing the field models mouth blinking
« on: 2013-07-28 22:45:14 »

Good things are on the way!

244
Graphical / Re: [WIP]Motorball
« on: 2013-07-28 18:41:38 »
OK, now I'm down right frightened of it. I really think you should put a big smiling happy face on him.  :roll:

245
Support / Re: What's up with the Sound?!
« on: 2013-07-28 18:32:48 »
Think I'm going to use that vid for eidoslogo now. :-D

246
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-28 18:31:09 »
If you skip the opening movie, the music will not begin until after you win the first battle. Nice to actually fix something for a change. :roll:

247
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-28 16:33:44 »
There's another piece of info I want from every TS post I think, which I hadn't really considered before. Are you using Tifa's Bootleg torrent? Or are you manually downloading these mods yourself?

@Mono What version of ff7music_install are you using? I recommend v15112, Tifa's torrent includes v.15113 and it is slightly buggy. Sorry  :-[

248
FF7 Tools / Re: 7thWrapper
« on: 2013-07-28 15:19:32 »
You could edit the Run-FFVII.bat file (whatever it is, I don't have bootleg on atm) so that it didn't run ff7 at the end. Then it would load the ff7disk for you and then launch the 7thwrapper :evil:

249
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-28 15:14:33 »
Quote
I installed FF7 Game Converter from STEP 1, and the music doesn't seem to work correctly.

    Download DLPB_Tools.zip.
    Extract the "DLL_in" folder and "Mult.dll" to your game folder.
    Copy all the .dll files out of the "LOADR" folder and paste them into the "DLL_in" folder.
    Check for the line  load_library = Multi.dll  in ff7_opengl.cfg.

This one right? That's a good suggestion, sorry Alyza. :( You'd think I'd know the FAQ a bit better...

250
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-28 14:47:10 »
Theres a thread lurking around somewhere I can't find because search is down. It's fairly recent. The user had the same issue and solved it by deleting one of these 2 folders, either ficedula folder of ff7music folder has a bunch more stuff in it than the other, delete the emptyish one. Make sure ff7music is checked again in bootloader plugins tab after you do that, it may flip that switch. Try running ff7music itself from the remaining folder. There is a profile for OSTRe that you will want to make sure is selected.

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