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any news about EZFX 6.0?

Started by crywolf, August 22, 2007, 11:45:18 AM

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crywolf

any news about EZFX 6.0?
with more fx's!
any one can tell me news?  :thumbup:

crywolf

but the 6.0 have 180 only...and 5.1 have 900...

Mystik

you kno what you can do instead of complaining in multiple threads about the lack of fx
you can download all the fx on fxforce and then install them manually with ffedit
if you don't kno how do a search

back in my day we didn't have no ezfx , we made fx out of single alpha planes, none of that new age nifskope and max stuff

Boalt92

Quotebut the 6.0 have 180 only...and 5.1 have 900...

Alex has been gone for ... I don't know ... a couple of years.  He's only been back for a few weeks.....give him a chance!

Or better yet....take Thor's advice and start updating FF1 fx for FF2!  In other words, YOU can make EZFX 7.0.  I'm not trying to be pissy, mind you, as the work is more time consuming than difficult.  I'm sure there are plenty of members (myself included) who would be willing to assist you AND you would be making a valuable contribution to the community.

IMHO, as always

B92

Previsionary

*sigh*

As I have said before, take what you are given and be happy he gave you that much with how hectic his schedule was back then. Little known fact, people who provide content actually have lives outside of the forums and a 5 year old game and maybe they already have something else in the works. Like I already mentioned in alex's promotion thread to some other poster and I'm sure a few others, Alex has just returned and if he's ready to tackle ezfx again (and officially finish ezfx 6.0 since he released what he had done), then he will do so when he sees fit and is able to commit to it.

Anyway, fx for ff1 work fine in ffvttr and I and a few others have already provided a bunch of fx for ffvttr. Suffice to say, sometimes you can't just go the easy route and have someone provide you with easy installations. Sometimes...you actually have to take it upon yourself to learn how to do something worth-while and stop begging. This may sound harsh, but I'm just a little annoyed with certain posts like this so it's not an attack or anything...but really, how hard is it to install an fx as compared to some other games which require you to jump through hoops just to install a skin?

crywolf

Quote from: Boalt92 on August 23, 2007, 04:34:59 AM
Quotebut the 6.0 have 180 only...and 5.1 have 900...

Alex has been gone for ... I don't know ... a couple of years.  He's only been back for a few weeks.....give him a chance!

Or better yet....take Thor's advice and start updating FF1 fx for FF2!  In other words, YOU can make EZFX 7.0.  I'm not trying to be pissy, mind you, as the work is more time consuming than difficult.  I'm sure there are plenty of members (myself included) who would be willing to assist you AND you would be making a valuable contribution to the community.

IMHO, as always

B92


sure...but what is Thor's advice? is easy to install the fx's manualy? if you know any tutorial...you can help me!

thanks

The Nemesis

Yes, it's actually quite easy, espically if you open FFedit for  :ff:, side by side with FFedit for  :ffvstr:.
That way (once you've copied the EZfx 6 fx files to  :ffvstr:), you can easily just copy all the sound and fx values from one FFedit to another. The only thing difficult in that is the sheer number of effects.
There could possibly be an easier way, like if someone found a way to get the relevant info from the  :ff: dat's and copy it to the  :ffvstr: dat's in a way that doesn't break it (since I believe the dat's between games are not mergable, or we would have more of the FX ported to  :ffvstr: already).

That probably sounds very confusing... and for all I know theres actually an easier way. This is how me and my bro do it though.
Due to the large number of FX, we only transfer the FX we really need.

However I always thought that if we each did 10 FX a day we'd have it all transfered in a few months or something. Can't remember.

It's possible that some sort of delegated collaborative effort over the forums would cut that to days, then we merge the DAT's.

Previsionary

Quote from: ips on August 23, 2007, 10:23:56 AM
the best thing is to just install what you need.

there are fx installation tutorials on fxforce.com and probably other places.

Beyond that, most, if not all, fx actually come with install instructions that tell you exactly what to do to set them up.

ow_tiobe_sb

Quote from: Previsionary on August 23, 2007, 10:28:28 AM
Beyond that, most, if not all, fx actually come with install instructions that tell you exactly what to do to set them up.
Instructions?  Like these?
Quote from: MikeB7
AmmoPack
**************************
-By MikeB7
**************************

1) Place the TGA files in the Data\Art\library\fx\_textures directory

2) Place the bullet_twin FX folder (containing core.nif and end.nif) in your Data\Art\library\fx\generic directory.


**************************************
-Open the FFeditor & select the FX tab
**************************************

1) On the bottom right hand corner, click the New button

2) In the FX Details section, type or copy:

Name: bullet_twin

Nif Base: library\fx\generic\bullet_twin

Attack Type: Ranged

Attack Sub Type: Projectile

3) In the bottom right hand corner, click Save. The FX should now show up on the list.

4) Select bullet_twin (the FX you just created) from the list on the left

5) In the Node Attachment Points section:

Start: Weapon Point

Core: Weapon Point

End: leave blank

6) In the bottom right hand corner, click Save


*****************************************
Select the Sounds tab of the editor.
*****************************************
To choose sounds for yourself, browse the list to the left and select the file you want in place of fx_SOUNDFILE_1, fx_SOUNDFILE_2, etc.

1) Select fx_thug_gun_1 from the list on the left.
2) Rename it fx_bullet_twin_1.
3) Hit new - it should now show up on the list.

4) Select fx_thug_gun_2 from the list on the left.
5) Rename it fx_bullet_twin_2.
6) Hit new - it should now show up on the list.

7) Select fx_thug_gun_3 from the list on the left.
Rename it fx_bullet_twin_3.
9) Hit new - it should now show up on the list.

10) Save the scheme.

***************************************

fx_bullet_twin should appear under effects (towards the bottom) in the effects for PROJECTILE attacks.

REPEAT THESE STEPS FOR bullet_single AND bullet_rifle

Enjoy!

I don't think they'd be very helpful, being so thorough and clear and whatnot. :P

ow_tiobe_sb
Phantom Bunburyist and The Prat in the Hat

lmalonsof

Hi everyone,

if someone is gong to add all the FX for a new release, contact with Gogglespizzano. He's thinking about the possibility of a new release of FFX3.2 with all the objects and maps from FF to ffvtr. The FX would fit great with it, there'll be a whole new release of FFX!


lmalonsof

I know, I just thought it would be great to have all together in the same pack. Just one mod with everything you may need for ffvtr.

catwhowalksbyhimself

Actually, no, he is not.  Someone else proposed that, and I in turn countered that that wasn't a good idea, but it should be made an add-on.

EZFX 6.0 already is an add-on to FFX 3.2.  Install EZFX first, and FFX 3.2 will automatically combine the two.  I imagine the same will be true of future releases.