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Messages - Rurounin

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General Discussion / Re: Replaying FF7
« on: 2016-06-09 07:05:07 »
It's worth buying the game again for the retranslation alone if you ask me, i haven't played it for many years but i did play through it some 10+ times on the Playstation and basically did everything, more than once.

But playing it with the retranslation is like playing it for the first time again, finally playing it how it was meant to be like, never have to wonder what they actually meant and actually appreciate the writing rather than going though the paces ignoring most of it like the last 8 playthroughs.

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Team Avalanche / Re: Lighting
« on: 2009-09-15 15:52:57 »
Any chance anyone could make some basic guide as how to importing custom textures, i wanted to see my texture ingame but i just couldn't get it to work, so i kinda gave up, and now my computer has been formatted a few times so i'd have to restart/make the best out of that single layer image.

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Team Avalanche / Re: Lighting
« on: 2009-09-04 19:38:17 »
What exactly are you planning to do rurounin? Backgrounds for battles? If so let me know

Just experimenting, replacing the textures for the battle backgrounds, trying to stick as close to the originals as possible, mostly reworking them with smudge and grunge brushes and adding highlights, but i didn't get it in-game yet so i never knew if it looked good or not.

Wait, i  just remember i saved it in my game folder... which isn't in my windows partition...

http://bayimg.com/hAdiAaaCl

That's the image i was going to test, it's not done but you get the idea, as for now i'm gonna have to reinstall Photoshop, drivers for my tablet and whatnot, don't think i'm gonna get back on it today.

http://forums.qhimm.com/index.php?topic=8639.0

Thanks, i wonder why i wasn't able to find the thread.

4
Releases / Re: [Release]Chibi Reconstruction 1.5
« on: 2009-09-04 17:11:14 »
I just wanted to say great work guys, great mod that's true to the original and does make quite a diffrence, if i know first thing about wrapping i'd slap on some textures, but i'm quite out of the loop at anything but Photoshop..

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Team Avalanche / Re: Lighting
« on: 2009-09-04 17:03:41 »
Ok i guess im not understanding what to do i lpg tools to to get the files out of battle.lpg and then i used bitturn to preview then turn the txt to image i then edit the image and tried to convert it bak into txt with bitturn also with a img2txt i got from a thread from borde i think but none seem to turn them bak into txt so i can display them in the game some helpful information will really be appreciated


I haven't gotten that far so i can't help you, and due to a computer breakdown i'm gonna have to start over, not as bad as it sounds, only reworked one texture anyway, but i'm going to take you up on the img2tex offer if you don't mind :-D

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Team Avalanche / Re: Lighting
« on: 2009-09-03 09:50:27 »
I'll also mess with the textures to see what i come up with but does any one have a list of which file is what battle field that way it make it easier so i can start from the begging of the game to the end so i know how far i progressed if not guess i can just go thru myself and make a list but that'll be a bummer :-(

opaa in battle.lgp for the battlefield skeleton for the first battle.

It's shame it only gets shown once, but it still could use an upgrade ;D

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Team Avalanche / Re: Lighting
« on: 2009-09-03 09:20:59 »
First you should decompile your battle.lgp (using LGPTools, Highwind or Aali's UNLGP). Then you must locate the battle location you want to modify. I guess using Biturn would be a pretty good way of previewing them. Then find it's asociated textures. The textures of a battle model whose name is XXaa (where XX are the two first letters of the filename) must be between XXac and XXal in a lexicographically ordered list. You should replace these textures by whatever you want (of course you should convert them to TEX files). You could use Kimera for doing. That way you can also preview the result.

Sweet, i'm looking into it right now, i didn't quite realize how bad the quality of the textures actually is until now.
Providing everything works out the way it should, i'll put up a goal of finishing the first bombing mission areas, when/if that ever gets done (motivation is a b*tch), we'll see if i'm still up for it, perhaps i can at least spark some interest.

Edit: Followed what you said, so far so good, don't know how to replace it in Kimera though, the buttons and the dropdown is there and all but they do nothing.

A very simple way is to just convert the bmp to tex using img2tex. thats what i did

I'm having a hard time finding img2tex, ze search does nothing  =/

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Team Avalanche / Re: Lighting
« on: 2009-08-31 11:29:09 »
First you should decompile your battle.lgp (using LGPTools, Highwind or Aali's UNLGP). Then you must locate the battle location you want to modify. I guess using Biturn would be a pretty good way of previewing them. Then find it's asociated textures. The textures of a battle model whose name is XXaa (where XX are the two first letters of the filename) must be between XXac and XXal in a lexicographically ordered list. You should replace these textures by whatever you want (of course you should convert them to TEX files). You could use Kimera for doing. That way you can also preview the result.

Sweet, i'm looking into it right now, i didn't quite realize how bad the quality of the textures actually is until now.
Providing everything works out the way it should, i'll put up a goal of finishing the first bombing mission areas, when/if that ever gets done (motivation is a b*tch), we'll see if i'm still up for it, perhaps i can at least spark some interest.

Edit: Followed what you said, so far so good, don't know how to replace it in Kimera though, the buttons and the dropdown is there and all but they do nothing.

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FF7 Tools / Re: Palmer
« on: 2009-08-30 13:28:15 »
^ It is high-quality but definitely not true to the theme of the game: This example shows an upper-level Midgar station in disrepair. In the game, it is dirty but surly not in the state of disrepair.

Yeah, i was just exaggerating a bit to make the changes obvious, i did some more subtle attempts but it didn't really show the effect that well so i wasn't sure anyone would see it, it's not really a good texture for the scene, it looks decent but it's not true to the original, like you said.

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Team Avalanche / Re: Lighting
« on: 2009-08-30 10:30:22 »
I've been thinking of doing this for a long time, but I've had a hard time getting the game to even run let alone mod it, then again i haven't tried to make it run for a few years now, could you fill me in on what's needed to change the textures? Just point me in the right direction, there's too much going on in this forum for me to know where to begin.

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FF7 Tools / Re: Palmer
« on: 2009-08-30 09:53:34 »
Just wanted to show a something that might work, I'm surprised no one have mentioned yet, this is just an example to get my point across, it's way too dark and not really true to the original.
It's fairly easy but it will require some time to make it look good, more complex scenes with a lot of round objects is obviously gonna be a lot harder. Not overdoing it might be an issue, like i just did.
Also i don't expect the whole scene to worked be like this, only the parts that looks too blurry.

I just slapped a texture onto the ground and blended it with the background (overlay i think, and some "blend if") and then added some slight highlights where needed.

http://bayimg.com/fadmDAAcj

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My connection isn't that great, but I decided to put up a torrent.

Uploaded to Demonoid.

Located at: http://www.demonoid.com/files/details/1767807/?rel=1232492159
Direct link: http://www.demonoid.com/files/download/HTTP/1767807/33386591

Hope that helps. Please seed after completion because my little connection cannot handle the full load.

Sweet, i'll uncap my upload for this, should get 5-7 MB/s out of it.

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Any chance for a torrent? I can't stand the thought of anyone paying for piracy, which would be the real reason the majority would even have a premium RS account to begin with, it's just wrong to reap profits off piracy if you ask me.

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Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-01-19 06:46:58 »
Friggin' sweet model, haven't bothered playing with any mods yet as i figured i'd wait till there was a complete pack available (that and tall models on a chibi plane distracts too much for me to see it as an improvement), but seeing this i don't think i will be able to keep away, especially not if a chibi version is on the horizon too.

I'm amazed something that good looking even works in this old engine, good thing they didn't put a cap on the textures.

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