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Messages - ff7rules

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251
I look forward to see what you guys cook up!  :wink:

Hey, so does that mean they've released their app yet so that I can rip them out myself? I'd really like to dig around these models and learn from them.

Yep they released it, and even put a .OBJ converter in there :D
Can't wait to see how this project turns out.

252
Alrighty, a download link to the tool and all of the information you need to get going is here:

http://www.richwhitehouse.com/index.php?postid=30

Unless there are terrible bugs with the tool, I'm stick-a-fork-in-it-done with this format. :) I don't intend to go find the bone orientations/animations, although if anyone else ever does, I'll probably go ahead and add support for them to my tool. Currently the exported bones are generated based on the weighting data, and since they do have the original hierarchy, they seem to be quite sufficient for posing the models.

Also, my tool does preview, but it's very barebones functionality. It's mainly intended to be a powerful exporter. If you just want to look at the game content, you should probably stick to koral's tool.

Wow thanks for this Mradults! im currently intersted in the psx version, model changing and stuff (see the replacing and adding new models thread)
I do have a question though would it be possible for you to make it so we can extract the PSX models so we can finally change them? :D Like all there data and will be just like they were when we compress them back to lzs? Also i noticed the weapons are in the middle of the model any chance of us ever been able to edit them? Thanks for this.

253
General Discussion / Re: Ultimate weapon fight - cd 3
« on: 2009-03-13 18:42:11 »
Hi guys,

Everytime I fight ultimate weapon above the cosmo canyon mountain, he flys away first time and then when i crash into him the 2nd time he stays.  My problem is I keep fighting him and he doesn't die for so long.  He is out of mp and I am just sitting there wacking him for a good like 20 - 30 minutes and hes still not dead lol.  Is this a bug for the pc version? or does he just have a lot of health? Cid does like 4k dmg, vincent does like 1k dmg and cloud does like 1k dmg with melee and they say he has 100,000 health.  So just wondering if the ultimate weapon is bugged for some people.



Sounds like a problem because Ultimate Weapon is a Piece of cake and usally dies after 2 rounds at the most. Try looking at his data with some of the tools on this site theres Hojo Scenester and sceneedit and view his HP might be a bug in it?

254
Yeah, I can't see the model converting working completely, so custom models are not a possibility just yet.

Here's the problem:
LZS -> FF7 3D -> Generic 3D (for editing) -> FF7 3D -> LZS

Well maybe in the future if bitturn can display the bones and keep the animation data and write to LZs its possible? and like you just said maybe a Pc to PSX model converter i don't know the limits of the psx though.

255
This is great! :-D
You guys are officially the first successful PSX-FF7-Modders!

I wouldn't say we are the first but i think we are definetly getting somewhere just replaced sephiroth with vincent works 100% you could play the whole game with him in battle..... if you disable his limit breaks.

256
Archive / Re: Making allies into enemies
« on: 2009-03-12 19:54:33 »
Quote
Did Cloud actually attack?

Yeah he did, i had a full party when the battle started and he eventually killed me so yeah he attacked me, i just dnt no how many times. also giving the enemy models no AI crashes the game once you hit them.

257
Archive / Re: Making allies into enemies
« on: 2009-03-12 19:09:17 »
Nice!

Were there any problems in the battle or did it work perfectly?

Sephiroth worked perfectly except i forgot to disable Rubys AI so things got abit werid lol i Reckon though if you can figure out what number animation does what its entirely possible. but cloud was a different story i hit him he fell to the floor i thought right that must be because that number animation must be for ruby been hit. So again if you can find the correct number for all these things it can work. I know right revenge = Summon animation so thats good. We can find these out by looking at the  attack Id and the animation that goes with it itll be difficult but definetly possible. Ohand cloud worked he just has no weapon, heres a screenshot

  I don't know if theres anything we can do about the weapons, but sephiroth had his so it might be possible?

258
Archive / Re: Making allies into enemies
« on: 2009-03-12 18:50:32 »
I said i never give up! and i meant it  :-D



RESULT!!!!! now im gonna try the other ones ill post how i did it when ive done that.

259
LZS Update:
I am very close. My compressed file is 625 bytes (0.94%) larger than the one you gave me (I'm using a two-pass comparison and making some things smaller). That's a compression ratio of 31.56% instead of 32.2%. This is probably small enough for this particular file (they'll each take 33 2K blocks), but for files that are on the edge of their blocks that's insufficient. I'm still working on it so don't fret.

Now I believe I have finished this. I emailed it to ff7rules (at least I think I have) about 15 hours ago, but he hasn't gotten back to me about it. Granted, that's hardly enough time for him to reliably check his email and test it. If anyone else would like a go at an LZS compressor/decompressor, send me a PM or email me.

I just got on now and saw the email lol. I haven't been on much have had to train for a boxing match so i haven't had much time i will test it now though and reply with the results thanks again man.

EDIT First 10 minutes of using it everything seems to work  :-) decompression is perfect i haven't tried compression yet though, but yeah everything seems great thanks allot!

EDIT2: WOW it works in game but there is one problem! look at the screenshots to see it



Hes petrify because of stone glare nothing to do with the mod. Speaking of mods i guess you just made one the no weapon mod :D First mod ever for the PSX version its a start ;) Anyway it all works except his victory dance but I'm guessing thats something to do with him not having a weapon to he starts to swing nothing then disappears. BUT what is really promising is again NO crashes no hangs it just loads it.

EDIT3 : AWESOME this really is getting good everything works except his limits but i think if i changed him to Vincent that wouldn't be an issue.

EDIT4: This is really getting to awesome to describe in words so ill let the screenshot do it.

Yep she works but only that stance nothing more.

260
Archive / Re: Final Fantasy VII - playing w/ controllers
« on: 2009-03-11 12:32:57 »
that is a very nice program, but unfortunately, it still doesn't help. Most of the keys will work, but it will not get the controller back to the original ps1 standard because you cannot unbind keys inside the customize controller options. this means there will always be atleast 2 or more conflicting keys at once. any idea how to fix this? when the keys conflict, the in-game ff7 setup takes priority. i can't be the only person having this problem out there. anyone else have any ideas how to fix this? im really surprised with all the modding and tweaking here, no one has a resolution for this...

All i had to do was configure it in Config menu in Final Fantasy VIIs menu, all the buttons were messed up though. Now even the joystick works :D

261
Archive / Re: Master Website
« on: 2009-03-11 12:30:18 »
Someone should make a website where you can download different models and other things final fantasy. I haven't seen a single site out there dedicated to "everything". There are lots of good models out there but they are randomly hosted on filefront or something like that. Someone make a dedicated site! Thanks.

I do think this is an awesome idea! Also theres really usefull tutorials scattered all over the place so all these in one place would be useful. However it would require a few things,

1.Permission from the makers of the mod or patch.
2.What would you use to host the site hotdog?
3.To be updated regularly

262
I changed the Cloud in the game with the one in the demo and it didn't crash or hang he was just invisible.

Weird... Maybe the models are different? Probably referencing textures that aren't there or labeled something else

Yeah it would be missing alot of animations and file size is alot smaller i just did it really to see if it even loaded the battle and it does. Just thniking if we can get this to work is there a chanceof converting pc models to work with it?

263
When I was playing around with it, nearly a year ago  :-o
i found all models use same compression, but could not be edited due to game reading disc address instead of directories.
...
Please correct me if I'm wrong.

Sorry. I wasn't ignoring you, but now I know what you're saying. You are correct. It is, for the most part, physical disc address referencing. However, it only points to the start of the file. The goal is to take the compressed file, uncompress it, edit it, then re-compress it to be smaller than or equal to the size of the original compressed file, then inject it back into the disc image. This is a working method and has been done with other files that are accessed in this way.
The trick is that the file that the compressed file begins by telling the loading process its own file length so it's not dependent on the FAT to tell how big the file is. So long as it doesn't overwrite the next physical file it can be safely injected.

Sounds about right lol, if it reads the same start of the adrdress since it only points to that the game will think its the same file even though it has  been edited? It needs to be compressed to the length only at the start of the point? if so thenit might be possible to edit the battle models after all but only small things like hair changes and attire changes nothing drastic as file size is limited. I changed the Cloud in the game with the one in the demo and it didn't crash or hang he was just invisible.

264
Awesome man nice work! So itll compress back to its orginal file once you figure all this  out?

beats me :D I'm just screwing around with it right now. ATM, I compressed the file TOO much and everything's wrong. XD

Ok cool, it sounds like your enjoying yourself while doing it lol.

265
Awesome man nice work! So itll compress back to its orginal file once you figure all this  out?

266
Archive / Re: Sephiroth patch KERNEL.BIN
« on: 2009-03-08 01:43:23 »
I just spotted this thread, skimmed through it and thought "i wonder what would happen if i changed the background the dragon battle is on". So i tried it, and it crashed the game, which i thought was werid. so i looked into it. It seems like that background is somehow connected to the field script i don't know much about field editing yet but changing the background crashes the game just like changing the thrid byte in BTMD2. I haven't tried changing the monster (Dragon)  in the battle but i might later on.

267
I wan't to know where the dialogs in battles are (like versus the first boss when Cloud says to Barret to be careful).

Its located in the Scene bud scene 82 its in the actual script of Guard Scorpion

268
Archive / Re: Making allies into enemies
« on: 2009-03-05 12:05:09 »
no problem man im gonna recount and check they are right now.

269
So the goal is to improve model poly count, while keeping it the same size to avoid addressing issues?

Wouldn't it be easier to debug the game with ePSXe and find out the memory codes for in-battle and world models and replace world models with in-battle ones using 'gameshark' ?

That sounds easy? Im pretty sure gameshark can't do that afterall its only hex editing.

270
AH that definitely explains it then lol still that could be usefull for an enemy im going to make later on. Thanks for making the LZS compression tool in the first place you have no idea how usefull its gonna be will open the door to allot more mods for the psx version thats for sure! I just watched Garlandthegreats newest video on youtube the 1 with Turquoise Weapon and noticed it changes color after the battle has started just like they grow once the battle starts so maybe it is part of the script?

271
Well you could simplify a complex one, and still make it interesting.......

Maybe, That data before was the battle formations my bad  :lol: I will keep looking though!

272
Question where are all the AIs and models for the battlers stored? Im going to try something.

273
I just put the following script in Red XIII's General Counter:

Code: [Select]
02 60 20 01 98 40 80 60 20 40 70 3B 00 93 28 45 B5 53 00 47 4F 4E 4E 41 00 42 4C 4F 57 01 01 01 FF
12 70 20 02 A0 20 90 60 02 61 A9 00 92 12 60 20 11 98 40 80 60 10 90 72 4D 00 12 60 20 11 98 40 80
02 60 20 01 98 40 80 60 01 30 90 73

I don't expect you to translate that immediately so here's what it does:

Code: [Select]
If Self.SizeMult = 32
{
   Display "He's gonna blow!!!"
   SelfTargetMask = SelfOpponent Mask
   Perform "Cosmo Memory"
   Self.SizeMult = 16
}
Else
{
   Self.SizeMult = Self.SizeMult + 1
}

So basically everytime Red XIII takes damage he grows 1/16th normal size (except it looks more like 1/32). When he reaches twice his normal size he performs Cosmo Memory. I wanted it to look like he was shooting the beam out of his mouth, but I have to find the right multiplier for that. It's probably larger like 48 or so. It did try to perform Cosmo Memory once he got that large, but it didn't look right.
I think the command 92 (Attack) has other arguments than 20 and 24. Sephiroth's has 01 and 02. This might be significant.
In any case, it's a fun new effect we've discovered. :D

That's what he posted on the first page man.

274
Why presume high quality model mods?  :-)
Can keep it low and still do some pretty cool stuff! (Monster modding!!)

Yeah but remember they have to  have same animations and everything and because of file sizes there isn't much we can change :(

275
A little while back a trailer for the English version of Final Fantasy VII: Advent Children Complete on Blu-ray surfaced on Gametrailers.com. The trailer, which actually has no English character voices, says April 16, "limited release worldwide". Seeing as the trailer looks fairly poorly made and a little fishy, we contacted Square Enix for a statement about this trailer and the prospective release date and they had the following to say:-

"The 4/16 release date is for Japan. We cannot confirm the US release date at this time."

Square Enix's PR has a hand in all its advertising, so them saying they can't confirm the release date when the date is shown in the trailer pretty much writes-off the April North American release for Advent Children Complete. Who knows what is up with that trailer.

We'll have the details on the official North American release date when Square Enix releases them.

Source: Final Fantasy Union

Wow so that trailer was a fake? and once again we get dupped i mean come on the Japanese version has english dialog so why not world wide release it! I want the ff13 demo aswell lol and knowing $E we Europeons won't get it!

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