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  2. Duran and Angela have both changed a lot in this mod, especially with the changed counter dynamics. They were also considered poor teammates in the original, but work very well together in this mod. With this in mind, it's worth considering taking Duran as a lead to highlight the player counters, and Angela as a recruit to highlight the changed enemy response to her spells (and also Duran's level 2/3 techs). Rune Master might be a good class for Angela to show off her fancy multi-target level 3 spells, and any class for Duran, as long as you plan to use his techs. Also, Durangela's quest would be nice since the later bosses force you to use the counter mechanic.
  3. Yesterday
  4. So, you basically used the set-up in what I did: Well, as long as it works
  5. Mario: Ultima Hammer, Shirt of Light, Choice Scarf Peach: Shadow Ring, Dress of Light, Angel Tiara Mallow: Iron Duke, Paladin, Speed Bracer
  6. Reward for beating Ozma and Penance post-Smithy.
  7. how to get super ribbon
  8. Ok fair enough I guess I might as well start a new game
  9. at a minimum you'd still have a bugged file if you saw any of the tutorial cutscenes.
  10. Thing is I actually never play Vanilla I just read about it and know all the stuff, your mod change through reading and watching video so I don't know what would be consider the "worst" team in Vanilla.
  11. The link is edit and only patch.
  12. The last version of the game I have is 0.710 - would there be any save file compatibility issues if I updated to the latest v1.1?
  13. Last week
  14. I'll help test it if you'd like just let me know what you'd have me do.
  15. You're welcome
  16. Thanks dude. I already got the master ball so when i encounter it i will catch it
  17. You need to go to where the dinosaurs are in the forest maze. You might just get ambushed by celebi if you're lucky. Try to get a master ball though, celebi is tough
  18. How do i find Celebi? I slept in Nimbus Lands's Inn and i encountered it in a dream, it attacked me and fled instantly after that. Then Gaz in Rose Town says that if i wander in Forest Maze i can find a rare pokemon. Then i couldn't find anymore clues or even encounters with celebi, can someone help me?
  19. What equipment did you have for that fight?
  20. I think I may have gotten this fixed up, it was something with the ROM's internal header I believe, or I dreamed this. But I remember someone alerting me to this and I was able to fix it, I think. Will have to wait and see when 2.0 comes out sometime before this year is done lol... or perhaps I'll get in touch with you beforehand to see if it is indeed fixed, if you wouldn't mind testing.
  21. Hi im currently streaming this game on twitch join plz
  22. dunno, maybe it might be better to choose the "worst" possible vanilla team and go from there to show that stuff has really changed?
  23. Fixed I forgot to activate the multiple answer option now you should be able to ^^"
  24. Can't select 2 options for the teammates
  25. The thought of doing an LP of this mod cross my mind since sometime. However the issue I had with doing an LP of this mod is that since all the characters and classes have been balance pretty well, so that almost any team can be viable, there is just so much choice to make for an LP. Hence why I decided to let people choose which character I'm gonna play, I think that could be interesting. One note tough this LP will be in french since it's my native language so I a more comfortable with it, the game will still be in english so I think you will still understand what I'm doing and I can understand english fine so don't hesitate to post in the comments. So the question are simple there is a poll for main character and a poll for the team mates, only allow one vote per people (or per account at least). I originally hesitate to also give the choice for the classes afterwards, but since I'm gonna play on Hard (aka the one and only difficulty ^^) even tough the chance are low I don't want to run into a party with which the game would be potentially impossible to finish. I'm giving 2 or 3 weeks before closing the votes.
  26. Era Tools is a multitask and graphical editing tool capable of importing custom models in Final Fantasy XII: The Zodiac Age.It is used exclusively for Facing Fate: The Zodiac Era, however a build has been made for the community.Beta version to extract meshes (only meshes, no bones or animation) from the .dae.phyre files for viewing alone. Drag and Drop.FUTURE UPDATE:Functions added to the tool version 1.0 build 1.1:-Updated VBF Browser (Allows adding assets to the .vbf) (It is its own vbf browser)-Updated mod loader (To load mods and add new assets to the .vbf as mod contains them). (It is its own mod loader)-FileSizeTable patcher-Text Editor for all texts in the game -.ebp unpacker/repacker-Script decompiler/recompiler-Robust Texture Editor (for editing all textures of the game including .dds.phyre, .tm2, .efx/.efx sprites, .efb, .as7 and many more). -Motion Editor (.adm)Future build version 1.0 build 1.2:-Phyre compiler (.dae.phyre) -Phyre shader compiler (.fx.phyre) -Enemy Lv. and Spawn editor -Animation editor (.dae.phyre .ca)ANIMATIONAdding feature (for future version) to now swap/apply animation of other characters (Guests/Foes/etc.) on the main cast, or any model. With this feature, it is possible to use a different character in town areas other than Vaan.You can swap a model within Vaan's slot and then apply his relative animation onto the target's animation data.ANIMATION SWAPPING -THINGS TO NOTE-You can replace/swap, but not add (adding is buggy/not working well). Cutscene animations are the next task, because these do not bode well after a swap/replace. Adding one character's animation to another is buggy and will crash the game at the moment.Various (but not all) animation of the characters are held separately from the .dae counterparts. The tool keeps the bone/weights and deforms as similar to the bipedal model in which it will replace. This may not hold nicely for some characters with less-than-normal skeletal construction. CUSTOM MAPSWhen importing new maps, you'll encounter collision bugs (characters not colliding on your new floor and walls, or becoming stuck in one spot. The VM script for the map in which you're replacing floor data must be updated. To do so, grab the floor data coordinates exported from the phyre log and update the values in the script accordingly.Use the Edit Script function in the tool to update these values. The tool utilizes this feature because it is a requirement to solve collision issues on new maps.TEXTURESThe game can handle textures up to 8196*8196 resolution, however, par my tests, I only use a few 4096*4096 textures without crash. D3D11 compatibly is 8196*8196, although the game engine on FFXII could have its own limits. For characters, 4096*4096 is the max resolution for textures. (If you're doing just texture edits on the original models, the limit is 2048*2048; they have no FileSizeTable entry, but do follow that resolution limit). This limit is removed on newly compiled models.New shaders can also be compiled. I tested it with AA shaders, it worked okay in the Zodiac Era.MODEL IMPORTING.dae.phyre (and .dds.phyre) contain a material file linked inside their data hierarchy.This data is the path of directory in the .vbf:"ArtData / chr / weapon / mws/ w2023 . dae#LODNODE_0 . ArtData / chr/ weapon/ mws / w2023 . dae#LODNODE_0Shape . ArtData / chr/ weapon / mws/ w2023 . dae#VisualSceneNode . ArtData / chr/ weapon/ mws/ w2023 . dae#_collada_lod_0_shape_0_gather_0_material."The have LODNODE and a default phyre shader linked.LOD and LODNODE are Level of Detail nodes built during the phyre export; all models contain LODNODE, and skeleton node.These material datas are critical when importing custom models. Any .dae.phyre model or .dds.phyre texture lacking this material data will crash the game.Models do not have a FileSizeTable entry.The original models where rendered through Maya's render pass, it is recommended to use Maya for models. The tool will eventually be updated to export animation to Maya .atom and .anim..Ah MaterialThe .ah file(s) are the models' external material files. There are the equivalent to common material files (such as .mat) and define the model's textures projected on its 3D plane.This material file also has identifies the model to preload. It is always the first line.Every model must retain their default shaders linked in all their material datas (.ah). Whether it is a chr_character shader (for characters + weapons) or default lit shaders (for maps) it must be kept in the material file at all times.When adding your model(s)'s textures to the .vbf, you must add that texture location directory in the .ah material file as seen below:These files are as critical as the internal model's material data with the model's hierarchy.Model's UVs (more so when replacing shields/off-hand models) must also be updated prior to replacing.High ModelHigh model (high\c10\) are a series of sub-meshes (usually in 3 to 4 meshes) containing higher poly replacements of the base model's meshes (they were used for cutscenes on the ps2, while the lower poly base mesh was used on the field). now they are used in both cutscenes and fields with subdivision applied.These meshes are found mostly on bipedal characters (main and npc) as they contain:-Head mesh -Hand mesh (with skinnable fingers) -Eyes -HairThese must be replaced subsequent to the main model.Main models (found in the chara\ directory) contain characters' body mesh. Some only contain the mesh of the body and some have the head/hand meshes, which are defined by script to set such mesh visible in game (for lod distance viewing). ANIMATION REPLACINGGuests and NPCs can now be used in town areas following the proper animation addition. Animation walk/run speed (more notable on Vayne) are not updated.FINALIZING MODELSIn finalized results, all 3d assets must have their internal and external material data linked together within the path of their placement in the .vbf.If one part of the material is not properly linked, the game will crash.Whenever adding/replacing models, you must rig, skin and weight the new mesh, even if it's for an original character to another original character (for enemies to transverse through towns and interact with objects such as doors, etc.) the mesh must be skinned to the target in which it will replace.Not doing so results in this monstrosity:
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