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Messages - xenokain

Pages: 1 2 [3]
51
Gameplay / Re: Final Fantasy IX Info
« on: 2012-10-28 21:13:47 »
I could be wrong but i thought someone mentioned the way they coded ff9 is similar to how they coded chrono cross. Part of this reasoning is they were released same year by the same rpg company. This same person was taking apart chrono cross and pointed out the insides of the game were somewhat similar (small differences here and there obviously) to ff9. If i find the link ill post it.


On another note LandonRay from insanedifficulty created a difficulty and rebalance patch for ff9. He had to know something about AI to have done such a hack/mod because he mentions "Enemy Alterations".

http://www.insanedifficulty.com/board/index.php?/forum/114-final-fantasy-ix-unleashed/

52
Graphical / Re: [WIP] Vincents Weapons
« on: 2012-10-20 03:34:25 »
nice to see vincents weapons worked on.he was my fav character when i first played

53
Releases / Re: [Project] Mike's custom models
« on: 2012-10-19 01:32:02 »
I like these models as well Mike. Glad to see another crossfire player as well. Not sure what you're doing in that new project but it looks like a new map you made?

I'm sure you are busy but when you get back id also like to see more weapons for the rest of the characters.

54
This certainly would be a cool creative idea. wish i had thought of this. by the way are there any games that even do this? like show the character portraits on screen in battle mode? i mean just rpg's by the way

you know who would be usefull as well? this guy = http://forums.qhimm.com/index.php?topic=8181.0

i know they just changed the icons of the characters on the menu but if that can be done on psx version seeing the pc version has been so broken down its def possible.the idea you have

55
This is amazing documentation. Thanks for all of this.

56
General Discussion / Modeling question
« on: 2012-09-01 03:59:49 »
Nevermind i got the answer to my question.sure helps to do you're research

57
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2012-08-29 22:57:03 »
Thanks for all you're hard work Borde.I cant wait to see the next version

58
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2012-08-24 09:10:53 »
If we cant get Apz as a model ingame at least we know whos playing the role of wolverine in the next xmen movie  ;)

59
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2012-08-21 08:03:47 »
That is an awesome looking cloud.WOW  ;)

60
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2012-08-21 01:54:40 »
The only 2 solutions to those ocx/dll files not being registered i found are to put all ocx/dll files into c:\windows\syswow64 then create a .bat file with this inside( 2 examples)

@ECHO OFF
ECHO.
regsvr32 C:\windows\SysWOW64\COMCTL32.OCX

regsvr32 C:\windows\SysWOW64\COMDLG32.OCX

ECHO.
PAUSE
CLS
EXIT


then click ur namegoeshere.bat file and it will register those files.

The alternate method is a gui program that will install ocx/dll files simply by browsing for them and clicking install/register called RegDllView v1.45.Works for 7 and xp.There may be more programs like this but i havent bothered to look.Great work on you're cloud model.

61
Nevermind i tried xp and ulgp extracts 29 files and so does lgptools so the correct number is 29.using win7 lgptools only extracted 22 files while ulgp extracted 29 so it was lgptools that gave less files on win7.ulgp is working fine.

62
I used this tool and it works great on  battle.lgp but i have the same error when it comes to repacking char.lgp.It just locks up.I'm on win7 ultimate 64 bit if that helps.

Another thing i noticed.Im trying to use squeeble 's tutorial on model conversion.I'm supposed to extract certain files which belong to the adamantoise model from gqaa-gqda.With LGP tools after extracting battle.lgp from gqaa-gqda it lists 22 files but with ulgp it lists 29 files.Which is the correct one and why is there a difference in how much was extracted?I thought ulgp was just gui on top of lgptools.squeeble's topic is long dead so i cant post there.

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