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Messages - Krimson Hawk

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1
Archive / Re: [WIP] New Save Crystal
« on: 2010-07-01 11:22:32 »
if i may make a suggestion, I think though we want to stick to the original concept of FFVII and not do anything to change the feel of it. I do like the whole moogle idea providing it's the one from the chocobo summon thus preventing the ripping of a moogle from another game, I had a concept drawn for a save point that had a smaller version of the CC buster sword attached to the back of the moogle hovering at the save point lol I thought it was funny.

2
heh, takes me back to the devil went down to georgia days. I 4 starred that song and don't ever intend to play no more, 4 starred TTFAF as well as on rockband gold starred panic attack and 5 starred visions. (visions is such a gawd awful song ugh). I had to quit playing due to a permanent injury to my fingers.

3
That's very impressive, what software did you use to create that?

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General Discussion / Re: Tifa Battle Model
« on: 2010-06-30 20:29:48 »
It's been a while since there was an update on the Tifa battle model, just gotta be patient. There's still so much to do, I'm just finding out now how tedious modeling can be lol

5
I've gotten 100/100 5 times on that mini game, I know the criteria.

you can't miss any key that's the obvious first rule, you have approx 1/3 of a second to hit each key as they appear. There's a time interval, if you take too long to hit the key even if you get it right it will count as a miss. One time me and my friend did something funny and I took over the directional keys with my right hand, he took the right side of the pad with his left hand and we got 100/100 by only focusing on one side each. However I have done 100/100 on my own, the trick is never miss and hit the key within 1/3 of a second each time. Taking too long even once will get you 99.

6
General Discussion / Re: adding new monsters - question
« on: 2010-06-30 20:18:18 »
only one way to find out I suppose, the existing model I was working on was going to be for a summon but it is my first model and it's turning out more like a scaled down Titan. I've decided to just use it as a monster so I suppose when it's finished, it couldn't hurt to try and implement it as a new monster. I don't know how to do this exactly because I wouldn't know what file names to use unless of course I did replace an existing model. my objective here though is to implement a new monster without replacing an existing enemy, we'll see when the time comes I'll post some updates in a couple days.
Thanks for your information.
There's a FF7 File reconstruction project that lists almost all the monsters and characters in the battle.lgp(afaik its not yet finished). Just take a look at the name of what monster you need to change and if you can't find it maybe its not listed yet so good luck. :)

What each and every file in the battle.lgp is - we already know.  Link!
you just saved me hours of work, I tried searching for something like that but I couldn't find it. Now I can begin having some fun ^.^

7
General Discussion / Re: adding new monsters - question
« on: 2010-06-30 01:42:03 »
only one way to find out I suppose, the existing model I was working on was going to be for a summon but it is my first model and it's turning out more like a scaled down Titan. I've decided to just use it as a monster so I suppose when it's finished, it couldn't hurt to try and implement it as a new monster. I don't know how to do this exactly because I wouldn't know what file names to use unless of course I did replace an existing model. my objective here though is to implement a new monster without replacing an existing enemy, we'll see when the time comes I'll post some updates in a couple days.
Thanks for your information.
There's a FF7 File reconstruction project that lists almost all the monsters and characters in the battle.lgp(afaik its not yet finished). Just take a look at the name of what monster you need to change and if you can't find it maybe its not listed yet so good luck. :)
Thanks, I'll do that. I don't want to change the feel of the game at all, I just want to see what happens if I implement a completely new monster made from scratch. If I must replace an existing monster I'll try to make it one nobody will miss XD, I will be posting an update on the model I'm working on soon. By the way I was wondering, what's the max poly count usually used for monsters?

8
General Discussion / Re: The Squall's Dead Theory
« on: 2010-06-29 19:33:09 »
http://www.willamette.edu/~ejohnson/findex.htm
Something I stumbled across ages ago.
That's very interesting, I made a few of those connections on my own such as in FF9 you walk into the weapons shot at Lindblum and you'll notice a large sword on the wall, if you press the "ok" button at it he'll say something like "I remember a guy with spiky hair who used to wield something like this" which would only lead one to believe he's referring to cloud. At some point when I noticed all these connections I myself couldn't help but believe the possibility that all these final fantasies are somehow connected to the same universe and really are distant sequels and prequels of each other. The only FF I couldn't find a connection with was FF8, I can't see how it's connected to any other FF. 

9
Releases / Re: Editing the sound effects in FFVII
« on: 2010-06-29 19:25:14 »
Quote
- The bolt sound effect sounded better to me in your earlier video.  Too much of the original is still howing through in this one.

Yeah, I know... ...but it's kinda wanted. You see, thunder can only sound a certain way, and since there are many bolt spells in game, I thought I'd just keep the originals and just improve them somehow. I guess the only thing I can do is lower the volume of the original sound / increase the volume of the new one...
Either this, or I'll have to find better electrical sound effects.

Just throwing an idea out there, mentioning better electrical sounds made me think of that high pitch noise bolt 3 makes and I was never really impressed with that. If that could be edited to sound more like real crackling and thunder it might sound more realistic.
As for Tifa's attacks, they sound more detailed. Barret's gun fire sounds very good but the timing still seems off.

10
I have a feeling you would LOVE the south park episode where mickey mouse beats the crap outta the Jonas brothers, and yeah there needs to be an ep with beiber getting pwnt by mickey too. My theory is there was an estrogen experiment going on in hollywood and something exploded and released it into the air and now all the men over there are growing a Uterus as we speak.

11
General Discussion / Re: adding new monsters - question
« on: 2010-06-29 03:19:53 »
only one way to find out I suppose, the existing model I was working on was going to be for a summon but it is my first model and it's turning out more like a scaled down Titan. I've decided to just use it as a monster so I suppose when it's finished, it couldn't hurt to try and implement it as a new monster. I don't know how to do this exactly because I wouldn't know what file names to use unless of course I did replace an existing model. my objective here though is to implement a new monster without replacing an existing enemy, we'll see when the time comes I'll post some updates in a couple days.
Thanks for your information.

12
Releases / Re: Editing the sound effects in FFVII
« on: 2010-06-28 23:27:26 »
Just checked out the vid, really kick ass sounds dude. The timing seems to be a bit off on some of them though, don't know if that's just youtube throwing the audio off a bit though. Other than that great job

13
General Discussion / adding new monsters - question
« on: 2010-06-28 23:20:21 »
is it possible to create a new monster from scratch and add it into the game? or do you have to replace and existing monster in order to add a new one?
I tried searching but I can't find any answers to my question

14
Completely Unrelated / Re: FF13 gives your ps3 aids!!
« on: 2010-06-28 21:18:24 »
FF12 had a very boring plot, I played it once for one reason only. I have this obsession with killing super bosses that are extremely hard to kill and Yazmat was FF12's ultimate challenge. I fought him head on with no stupid tricks using the arena or saving in between, took me 4 and a half hours to kill the bugger, he has 50 million HP and his physical attack can cause death. He's also VERY fast and you can only deal 6999 damage per hit after you wipe out the first 10 mil, pretty sure it's 10 mil anyway.
On topic though, FF13's battle system was actually a downgraded version of 12 cause' in 12 you can set gambits to prioritize your characters' tasks but could also control all 3 if necessary. 13 was just terrible, you could only control the "leader" and if that character died it didn't matter if the other 2 were alive it was game over. This stupid problem didn't make the game harder more than it took away from the overall game play since summons are pretty useless and only the leader of course can summon. There's even worse things I could say but I've ranted enough, if the game itself got destroyed inside the PS3 rather than the system that would actually be a plus.

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not enough to start a [wip] just letting everyone know I am molding a box model shape and then will begin turning it into the first knight of the round

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there's no fan art or anything to use as a reference to remodel these guys

http://i103.photobucket.com/albums/m156/M0nst3rBass1st/knightsoftheround.jpg?1277608634
/facepalm. thanks

*edit* difficult to get clear images of all of them but it's usable, I'll see what I can come up with. maybe I'll model the final knight first, for the sake of sanity i'ma call him king arther, he was called that on wiki anyway lol

*edit* yet another edit, I made a mistake when I said .p00 file, that's just a summon .p file, the entire hierarchy for the knights is ".d". However I can't view that file the way I would a cloud .hrc file for example. Summon models seem to be made a bit differently, I'm gonna be trying to get some work done on it today. I'd like to get a [WIP] topic going for this soon

17
i've got the first knight imported but it doesn't display properly, I don't know if you've ever tried searching but there's no fan art or anything to use as a reference to remodel these guys, I DO have all 13 knights separated in each of their own folders now. the problem is when I convert the .p00 which is the entire model in kimera to .obj it errors and says there's too many parts.

*edit* I've watched a few tutorials on how to model knights in 3DS max, I may use that rather than blender. I'm having trouble with blender's interface, either way I'm gonna have to model these guys from scratch and use the original models as my reference. It could be a while before I have anything work I can post, I promise to give it my all though I'm even buying books on 3DS max 2010 to learn more.

18
I have no idea how to answer your question, but I will die from craziness if I don't say it's just Knights of the Round, there's no table in the name.
lol true i just can't help but add that I dunno why O.o I will refer to it as Knights of the Round from now on to preserve sanity ^.^

its kind of a backburner thing for team avalanche, as we wanna go in chronological order in the game, but pick up blender, import them and have some fun. i think several of the knights are copies of eachother, or are at least similar.
they are copies with different textures and different weapons. if I can get the main models done all I'd have to do is re-texture the others and remodel the new weapons for them.

*Edit*
Blender is free I'd use that. Also you should watch Timu Sumisu videos on 3D modeling as he is one of the best here, Good Luck.
I have watched it, twice actually lol I have it downloaded. I go back to it as a reference as well as watching character modeling tutorials for blender and 3DS max as well.

19
General Discussion / knights of the round table question
« on: 2010-06-26 18:19:35 »
I noticed nobody is working on summons because there's a lot of other projects under way, I'd like to work on summons and I've already extracted and separated each of the 13 knights in separate folders. I'm just not sure which modeling software would be best suited to working on it, would anyone be able to point me in the right direction?

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Completely Unrelated / Re: FF13 gives your ps3 aids!!
« on: 2010-06-26 16:51:04 »
FFXIII didn't break my PS3 so much as it wasted my time, I didn't even finish it cause it was so bad (just my opinion) in fact funny enough after I gave up on that I went back to the old PS1 games to reminisce about a time when square didn't have their heads shoved quite so far up their ***. It was because of that game I ended up wanting to play FFVII again and then I searched online for PC games cause my old PS1 version is not here, I noticed this forum and bought FFVII PC then installed the remix patch and I'm damn glad XIII was crap or I probably wouldn't have found this place ^.^ (sorry if i'm off topic lol)

21
General Discussion / Re: custom field model with sword
« on: 2010-06-26 16:40:00 »
if my guess is right, you'd have to make the moogle have the same number of bones as the save, to do that I would assume you don't have the moogle seperated in so many peices rather just 2, like the crystal and the symbol that makes up the original check mark. Should be possible by having 2 .p files, one of the lower half of the moogle and one more of the upper half. Then you could delete the old unnecessary bones, I tried doing this before but I never applied it to the save point or anything in the game.

22
General Discussion / Re: The Squall's Dead Theory
« on: 2010-06-26 16:35:08 »
proper storytelling (the
Doesn't work with Silent Hill 1 because of Silent Hill 3.
For everything else, if we assume everything that happens prior to the potential point of death to establish the tendencies of the characters and the rules of the universe, none of those really create any in-universe implausibility, with a noticeable shift in themes and relationships, following someones possible death.

(i've yet to see one, the time loop is debatable but it's not a flaw in the plot, but more in the theory of time loops).
I agree with that, it doesn't necessarily create 'flaws' more than it creates speculation because time loop is not possible in real life leaving the subject open to endless ideas. That's why to me it doesn't make sense to apply logic, I only brought it up because I've seen forums with several pages of different theories. technically a topic about the FF8 time loop would never end and thus should never begin lol

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Recorded the process of modeling and texturing this if anybody wants to see :P

http://ff.millenia3d.net/shuriken_video.rar
I wanna see!!! XD thank you millenia. I wish I knew enough to do something now, but I'll take every chance I get to learn more.

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General Discussion / Re: The Squall's Dead Theory
« on: 2010-06-24 00:15:41 »
*Edit* If I was in an FF8 story line I would go back in time and beat the crap out of myself for dating my first gf, gawd I was such an idiot, I COULD CHANGE ALL THAT!!!
Same with terminator and other time travel media. However I'd just go back in time and knock up my first gf. Probably it would teach my younger self some responsibility.
the problem with applying "time travel" or mixing past/present/future as a reachable place in any game/movie/anime or any other tv series etc that may have had such a plot, is that it's full of more holes than swizz cheese. I honestly never bothered to question it, I looked at it for what it was and sure maybe I tried to make some sense of it but never could be bothered to over think it because of topics like this.
It's been said already, there's people getting flamed on other forums for messages about squall being dead, rinoa being ultimecia etc. oh btw I rinoa is not ultimecia, square enix themselves put that to rest when serious speculation was rising and before that I gotta be honest even I thought that was true, but alas, it is not. Squall is not dead, if he was the entire game after disc 1 would be a dream.... if i'm not mistaken squall woke up in bed after disc 1 supposed death, perhaps he was dreaming that he died! yet another possibility, geezus, it's endless >.> *goes back to drinking and stops trying to apply logic to "fantasy" games*

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General Discussion / Re: The Squall's Dead Theory
« on: 2010-06-22 19:16:12 »
LULZ! I didn't even bother to quote all the funnies in this thread it's just lulz. As for FF8 and squall dying, yeah .... and Rinoa kisses his dead frozen lips in the end video after watching a shooting star, OR DID SHE?!?! Also in the end video you'll notice where an infinite time loop becomes possible for infinite FF8 sequels and that part is where Squall sees himself as a child and watched ultimecia give her entire power to matron, but she was possessed by ultimecia in squall's main time line? this is where everyone's head spins and can't make sense of it, cause it's a loophole and can't be made sense of. if you think about it, in THAT time line couldn't matron with the new powers of ultimecia be possessed by another ultimecia in a different time line? if there's a younger squall in another time dimension so to speak or in a past event that he was able to get to at the end of the game, then why is there only ONE ultimecia? shouldn't there be one for every instance of the past, present, future? unless of course squall was just dreaming this up? but do dead people dream? oh WAIT!! the fayth in FFX are dead and dreaming!? so I suppose it is possible, without going into all the crap in other FF's that make no sense, I came to one final conclusion about these games "Enjoy them if they're good, toss em' if you don't like em' but whatever you do... don't try to apply logic to them" except for the lulz, like now. ^.^

*Edit* If I was in an FF8 story line I would go back in time and beat the crap out of myself for dating my first gf, gawd I was such an idiot, I COULD CHANGE ALL THAT!!!

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