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Messages - Borde

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351
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2007-08-06 10:26:32 »
Thanks for the support guys.
Zack Fair:
   *with the player characters the animations look like there missing a bone on all but the first two animations(haven't tested Red yet or Vincents transforms) while the NPCs are working perfectly: Are you talking about the field models or the battle models? Anyway, I'll check it.
   *It appears to be drawing the back faces as well as the front on battle models but only the faces that are facing you directly: In the general model view, face culling is activated so back faces shouldn't be rendered at all. I did it this way because that's how they should look in-game.
  *Cant open models that the animations have been messed with in a hex editor(this may have been intended for reliability): Nop, I added no check for this. If you can hand me one of those animations and tell me what you changed I'll check it.

   Suggestions
       *Allow it to create Primitives/Splines: That would be relativly easy (at least for pimitives, I don't know how Splines work), the problem would be the interface. I don't know how to implement it in a simple way.
       *Allow it to open multiple files at once in model editor so you can combine them:I don't understand this point.
       *Make it so that you can select the vertices's to color: You are right, I should add something like this.
       *Allow editing of the Battle Animations: I could do it in a relativly easy way storing them completly decompressed (don't know how much would the files weight). The problem is that I can't even decode the animations correctly right now, so you be working on an unacurate base.

Great Sephiroth: Did it close with no error message? Do you remember which files did you open?

By the way, I've detected some very anoying bugs with the palletized mode, so I'm going to release a bugfix.

352
Don't know if this will solve any of your problems guys (as I don't understand what's wrong exacly), but you could try the new version Kimera I released today. Hope it helps.

353
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2007-08-03 09:58:40 »
Well, I know I broke my promise but I had a good reason: my server was down.
Now here you have the new version of Kimera. I hope this one gives you all less headaches. I added summons and battle animations support and made several bugfixes. This release should be more stable.
Have fun.

354
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2007-08-01 18:16:26 »
That sounds strange Great Sephiroth. It only happens with the battle models or it also happens with field models? If it happens no matter what, I supose it must be a drivers releated problem.

By the way, I'm releasing anew version of Kimera tomorrow. I promise. I've delayed it way too much.

355
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2007-07-16 13:40:43 »
Very nice job slayersnext! Maybe they need some fine tunning, but it's an excelent start.

356
Yes, I tried writting my own version of the code. I like to understand what I'm doing and besides, Visual Basic imposes some restrictions to port easily some C code.
But were are those examples you talk about? I only found the position for the first frame of Cloud's first animation. Are there any decoded rotations or something? That would be useful.

EDIT: I asked ficedula and he confirmed me that the algorith from L.Spiro and Qhimm is right. I supose we all should start learning to code :-P

357
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2007-07-12 10:05:43 »
Although I also prefer SD models it's obvious it isn't a very popular idea. Anyway, there is a good reason to keep models SD: animations. The animations were made to fit on SD models and they become problematic when used with proportioned model.

358
Yeah, most likely.
Well, thanks for answering Cyberman. I supose it's time to knock at ficdeula's door. I don't think I'll get any response, but asking is free...

359
Troubleshooting / Re: FF7 modding psx iso request
« on: 2007-07-11 14:44:14 »
Hello Lance89.
Sorry to disapoint you but most of the things you are asking for are either too hard of plain imposible. Let's see:
-9999 Limit Beraker: I supose this is the most feasible one, althought it implies some PSX ASM hacking which isn't easy by any means.
-Hi Resolution Cloud: I think this should be relatively easy if it wasn't for the fact that the FF7 disk structure doesn't follow the ISO standard and thus I don't think you can simply change some filenames. Besides, I've heard that the PSX already had a hard time rendering this model in the final battle and there isn't even any background there.
-High resolution FVII: This can't be done because the PSX doesn't suport such a hi resolution.
-NPC reconstruction: The structure of the disk is an evident problem here. You can't add or change too much a file and expect the game to keep working. Besides, it looks like the graphics engine itself is much more picky than that of the PC version. And even if all these problems disapeared, I don't think the PSX could handle fluidly some of our models.
-Sephirot patch (I supose that's what you mean): The same as avobe.

360
Hello everyone.
I've been trying to use the algorithm suggested by L.Spiro and Qhimm (the same one that's currently referenced on the wiki) to decode FF7 Battle Animations and I can't seem to get anywhere. I can't even get to read the correct possition of the character for any frame but the 1st (obviously) and second one. So it's clear that I'm not even reading at the right offsets.
My cuestion is, does this algorithm really work? I know Mirex tried to use it and failed. Has anyone else tried?
Thanks.

361
Releases / Re: [Release] NPC Reconstruction Project
« on: 2007-07-04 12:56:45 »
Well Changeling, I understand your point. But you must take care that this project is way too big. We will finish it, but you can't expect us to keep an unified style through the whole project. As ice_cold513 we aren't anywhere close to finishing and, even when we finish the last model, we will have to update the older ones. Our main goal is to have a patch with all the model upgraded (somewhat). After that's done, we will see what we do.

PD: Boarde?! Awwww... I'm not a boar! :-P

362
Completely Unrelated / Re: Anime is like watching an RPG
« on: 2007-06-30 21:04:46 »
For the anime movies, I think Ghibli Studio are the best. Castle in the Sky, Pricess Mononoke, The valley of the wind... all of them are great. Personally I didn't like Spirited Away and more than likely I wouldn't like the Howls Moving Castle either, but that's just because they are not my kind. I can recongnise they great though.
The grave of the fireflies and Barefoot Gen also are great movies, althought really depressing (specially the first one).
As for Evangelion, Ghost in the Shell or Knoking on the heaven's door (Cowboy bebop), yeah, they are fine, but I wouldn't class them as great.

363
Releases / Re: NPC Reconstruction Project
« on: 2007-06-29 17:08:02 »
You shouldn't worry about the points where Cloud holds his sword zamuz, that's a different model. Anyway, personally I'd have the sword removed, but it looks like most people like it that way so that's not going to happen.

364
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2007-06-25 18:41:40 »
I see. Well, some more X-files to investigate.
It's time to start working again after the exams.

365
Releases / Re: NPC Reconstruction Project
« on: 2007-06-25 15:07:53 »
I don't think you have to go stormmedia. Yes, some people doesn't like your job, but you can see there is also a lot of people here who wants to see more of it. If you like doing models, I'd suggest you to stick with your tests.

366
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2007-06-23 07:32:22 »
Oh, no, I just meant that some models don't look at all like the original ones.

367
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2007-06-22 23:37:35 »
Very nice job slayersnext, but I think you've taken a bit too many liberties for some models. Maybe I'm too purist.

368
Completely Unrelated / Re: so heres a question
« on: 2007-06-20 12:00:00 »
Another idea would be to put your HD in another notebook and install from there. If you are lucky, you should be able to boot that system on your notebook in the safe mode and then install your drivers.

369
Archive / Re: Shadow Model problem
« on: 2007-06-16 08:39:22 »
The file should start this way: 01 00 00 00 01 00 00 00 01 00 00 00
Try pasting this over the first 12 bytes of the P file of Shadow's head.

370
Archive / Re: Shadow Model problem
« on: 2007-06-15 22:49:04 »
That looks quiet strange. It's not just that there are no textures, the vertex coloring is turned off (no lighting is applied). Maybe the vertex color flag got turned off somehow (although I can't see how that could be). Open the p file with an Hex editor and look at offset 8. If the long that starts at that position is set to 0, set it to 1.

371
Releases / Re: NPC Reconstruction Project
« on: 2007-06-15 08:29:57 »
Nop, it's not mandatory. Anyway, 1.02 is strongly recomended for everything.

372
Troubleshooting / Re: Problems with SceneReader
« on: 2007-06-14 21:53:56 »
Try with CDMage, for example. Import the file over the old one.

373
Releases / Re: NPC Reconstruction Project
« on: 2007-06-13 22:00:00 »
Well it looks like your char.lgp got corrupted. That's caused because of a little big problem some people has using LGPTools. Most of the times, this problem is releated to your regional Settings. Try changing them to English and then try again.

374
Releases / Re: NPC Reconstruction Project
« on: 2007-06-13 17:08:27 »
Nop.
Just remove your char.lgp, the folder where you extracted it's contents and get a fresh unmodified copy of char.lgp from your disks. Then try again.

375
Releases / Re: NPC Reconstruction Project
« on: 2007-06-12 09:36:27 »
1337_grim, that's not possible, specially because that file just doesn't exist on the original version. You'd better remove both char.lgp and the folder where you extracted it, get a clean (completly unchanged) char.lgp from you disk, extract it's contents and try again.
By the way, this version check is absurd. It should be removed in the next version.

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