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Messages - supercool330

Pages: [1] 2
1
Archive / Re: Advent Avatars - self-made
« on: 2009-01-31 23:50:13 »
Can anybody put this up on megaupload or something?  I really want this but all the dl links are down.

2
Archive / Re: Buster Sword in the whole game
« on: 2008-07-14 16:20:02 »
I did this a while ago.
Here is the link to the patch http://www.megaupload.com/?d=ZOMOAMWM.
Next time try using search.

3
Archive / Re: Start up equipment
« on: 2008-04-15 18:20:45 »
I think the weapon ID is just the number of the weapon in kernel.bin5 or whatever, so buster sword would be 00 and ultima weapon would be 0f and so on.

4
Archive / Re: White Haired Tifa ?
« on: 2008-04-13 01:46:01 »
Ya, but the battle models don't have teh nice extensions to tell you what they are, do know which one is tifa's? Actually the best would be if you just had list of all of the battle models.  There is probably one inside laviathan somewhere, I will probably spend a few min looking through that to try and figure out what is what.

5
Archive / Re: White Haired Tifa ?
« on: 2008-04-12 17:43:35 »
That will only change the field model though, how do edit battle models?

6
Archive / Re: Buster Sword for all Weapons Patch
« on: 2008-04-11 18:14:50 »
No it is just the original buster sword, it was just that there were two requests at the same time for someone to make one, and it was really easy so I did.  I don't really know what I could take a picture of to prove this isn't a virus, but you have my word that (to the best of my knowledge) this file is virus free.  If you are still woried about it you could make the changes yourself by opening kernel.bin with FF7 GZIP and then hex editing kernel.bin5 so that addresses 0009, 0035, 0061, 008d, ..., 029d are 00 and addresses 0027, 0053, 007f, 0a0b, ..., 02bb are 09, and then re-compress it (this is exactly what I did, and then I used VPatcher to make a .pat file which I then used to make an NSIS installer script).  The version I will release when I get home I just used Teioh to change the names of clouds weapons to "Buster Sword MK I" through "Buster Sword MK XV" and "Ultima Buster Sword".  When apz_freak releases his version of the buster sword model I will put it into this patch as well.

7
Archive / Re: Weapon Mod! Cloud's Buster Sword^^
« on: 2008-04-11 12:24:47 »
Ya, it was actually already done  :-)
Just look in my topic for the link to the patcher.

8
Archive / Re: Buster Sword for all Weapons Patch
« on: 2008-04-11 12:23:25 »
Ya, I made one that changes all the weapon names to things like Buster Sword MK III and stuff, if you want I can release that one too, I just have to make another installer.

9
Probably because not every character is used in battle, and thus doesn't have a battle model.  They probably did it to save time and effort in creating models.  Also, they may have been trying to go for some sort of style, but I kind of doubt that.

10
Archive / Re: Buster Sword for all Weapons Patch
« on: 2008-04-10 00:24:01 »
Thanks dziugo that was exactly what I wanted to know.
I made a nifty little installer with VPatch and NSIS, and the link is up above.
This just changes the KERNEL.BIN file such that all of clouds weapons point to the buster sword model and attack texture graphics.  Yes, this would be fairly easy to do by yourself, but it only took me like 30 sec to make the modifications to KERNEL.BIN, and I wanted to see if I could make an installer :wink:

11
Archive / Re: Weapon Mod! Cloud's Buster Sword^^
« on: 2008-04-09 18:37:20 »
I know, but I had like an hour of shit I had to do first.  Then I realized that releasing kernel.bin files would probably be illegal so I'm going to make a NSIS installer to update the files.  I will release it as soon as get home (I don't have FFVII installed on my laptop).

12
Making a materia to do this would be essentially impossible since the way the game stores data for materia is fairly limited (check http://wiki.qhimm.com/FF7/Materia_data for more info on that).  It would be theoretically possible if you added the code to the exe file to interpret a new materia type value and have it act as a switch for max damage or something (I am fairly sure this would be incredibly difficult).  Sorry, this would be really cool, but I don't think it can practically be done.

13
Archive / Buster Sword for all Weapons Patch
« on: 2008-04-09 03:08:49 »
So, I made this patch (since there were a few people looking for it), and I was about to put it up on megaupload when I realized it might be illegal since it contains modified copies of kernel.bin and kernel2.bin, which are based on the originals.  I know zero888 released his new spell patch in a similar method, but I was never sure that was legal either.  If anyone has any feedback or knows of a good way to distribute only the changes it would be greatly appreciated.

Edit: Here is the url for th the patcher http://www.megaupload.com/?d=ZOMOAMWM

14
Archive / Re: Weapon Mod! Cloud's Buster Sword^^
« on: 2008-04-09 02:44:56 »
I can make one, I will have it done in like an hour

15
Archive / Re: Buster sword for all weapons
« on: 2008-04-09 02:37:38 »
Give me like an hour and I will make one

16
I finally got this working by exporting all the files from 00.lgp and 01.lgp into a folder and sorting them into the lgp files that they needed to go to, re-compressing them and replacing the original lgps that install from the disk.  The only problem now is the materia thing, but I can see them they just flicker randomly (it isn't the end of the world, it looks sort of cool), but there might be other bugs I haven't found yet.  Anyway can't wait to see where this project goes and thanks again ice_cold and everyone else who worked on this project.

17
WIP / Re: Cloud Replacement Model
« on: 2008-04-08 19:39:39 »
But Yes I will release it then, just give me some time to prepare it.

Yay :-D, thanks man I really appreciate it.
Does anybody know if anyone has done models for any of the other weapons (a complete updated model pack would be awesome)?

18
WIP / Re: Cloud Replacement Model
« on: 2008-04-06 12:42:43 »
Ya, I would go for just having the buster sword.  That is in y opinion the coolest part of the model, and if you made that yourself there should be no problem, and just putting that on cloud would  make him look 10 times more awesome.  If you don't want to, I won't say anything bad about you (since you are teh one who spent the time and effort to make it), but it would be really nice if you put it up somewhere.

19
WIP / Re: Cloud Replacement Model
« on: 2008-04-04 21:29:42 »
THIS IS AMAZING
Great work.
Too bad there isn't any way to distribute it.  Could you somehow release a patch to the original model ripped from Kingdom Hearts?

20
Hi all, I just found the new patch today, and I'm sure the new models are great BUT I can't get it to work at all.  I have the strange boxy grid issue that has come up a few times with HiRes patch, and then the game crashes within 30 of actually taking control.  I also dislike the new method because it makes it impossible to use any other patches.  This would work ok if the other patches recognized this as an original exe, I really like the idea of having PRP separate so that if there is an update we wont have to completely reinstall (because seriously, who kept a backup copy of the char.lgp).  Anyway, thanks for all your hard work, and hopefully I will soon be able to see the new models I have been waiting for.

21
Releases / Re: [Release] NPC Reconstruction Project
« on: 2008-01-09 16:21:03 »
61,614,106 bytes

22
Releases / Re: [Release] NPC Reconstruction Project
« on: 2008-01-06 15:14:41 »
Hi Dragonhead,

My previous post wasn't really a solution, it was just a walkthrough to apply the patch to a non-us version of the game.  I hadn't seen your problem before and I'm not totally sure how to help you.  I noticed you were also posting int the reunion patch form and I know that if you try to apply both reunion and NPCRP it can cause problems.  I would suggest grabbing a fresh char.lgp from your CD and just applying NPCRP (because it is better than reunion).  If you are using a non-us version of the game than move world and chocobo out of there respective folders exactly as I described earlier.  If your using the us version than follow that walkthrough but don't move those two files.  If you posted exactly what patches you are using and what problems you are having it would make it easier to figure out what is going wrong.

On the blinking thing I figured out that the opcode is only used in a few select scripts to turn blinking off and that it can't really be used to just turn of blinking in general.  I didn't really understand your previous post Borde, I have never done any 3D modeling and know virtually nothing about the FFVII model files.  I'm am not against learning though so if you could give a little more detail that would be great.

23
Hello,

First off I am totally new to FFVII modding, so I hope nobody is offended by my n00bishness.  Anyway, what I want to do is make it so that the characters don't blink.  From what I can tell there are probably several approaches.  From what I read on the Wiki, whether or not a character should randomly blink is regulated by opcode 26, BLINK.  Reading through the character scripts of a few field files with Meteor, I have yet to find this opcode used. I don't know if this is because Meteor doesn't recognize it or if it is just used to prevent characters from blinking during a few specific events and it just defaults to 0 the rest of the time, meaning blinking is on.  What I would really like to do is make a change to the exe such that regardless of the state of the switch, characters didn't blink.  I don't really know how to do this, my understanding of asm is (very) limited. I'm not sure if this would be as simple as changing a few jumps or if it would be way more involved.  If that can't be done would it be possible to simply modify the field scripts? Borde also suggested another method involving "adding a small model to the begging of the RSD files list for the head bone", but I have almost no idea what that means, and I would prefer to stay away from the models and just change the exe or the scripts.  Thanks in advanced for any help =)

24
Releases / Re: [Release] NPC Reconstruction Project
« on: 2008-01-02 01:28:32 »
Happy new years everybody, hopefully we will see that new patch coming along soon  ; )

My question is how do I turn off blinking? (if it isn't already incorporated in the new patch)  I know I asked this like 3 posts ago but I have figured part of it out since then.
From what I have read on the Wiki it is a simple matter of changing the BLINK opcodes from 1 to 0.  I downloaded meteor in an attempt to do this, but I have no idea where the entries that need to be changed are (well I know that they are in the character scripts but I don't know which level files).  If someone could give me some advise or point me in the right direction that would be great.  I am familiar with programing and such but I am new to FFVII modding so suggestions in the form that a n00b could understand would be great.  If there is no other way than going through all the level files by hand and looking for the correct opcode in the character scripts than so be it, but if there is an easier way that would be great.  Thanks in advanced for any help.

25
FF7 Tools / Re: Meteor (Alpha)
« on: 2008-01-01 21:14:31 »
Thank you for the quick response.

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