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Showing content with the highest reputation since 03/11/2021 in all areas

  1. 9 points
    So I've gotten quite a few comments on my old mod videos on YouTube about people wanting links to my mods. After finding out that dissidiaforums got deleted in 2014 shortly after I left the mod scene and people still interested in my mods I've decided to reupload them here for you all to enjoy. I will also try to upload other mods that I can find on my laptop. Themed Characters (Not mine) Custom Stage Mods Themed Stage Mods
  2. 7 points
    I actually knew about this site for a few months. I just didn't bother with it until now lol. Back when I was making stages I used both the European and American versions of the game so some of the stage numbers might be mixed up. Sorry about that Thanks!
  3. 7 points
    Update: Added characters and custom stages
  4. 3 points
    What can I say... Where do I start... ? I think the whole point of modding this game was lost in translation. Not only with the original forums going offline for reasons I still have no idea about, but also due to the original team of modders moving on to completely different projects (myself included). For me, the main point has never been the creation of the mods themselves, but reverse engineering the game’s engine and file formats, as well as coding the right tools to allow their creation. The final mods can then be made by people with the right artistic skills (modeling, skinning, animating… skills that I completely lack), which were instrumental during the analysis stage as well: 2playerwins was the artist who worked on models specifically tailored to the requirements of each test. In fact going back and forth with his models was really interesting as we would learn something new and exciting each time. I think that’s why the original forums were created: to host a community effort in order to understand the game’s mechanics and modify them in a creative way. This, however, was never the case: as soon as I released the very first form of modification tools (which allowed texture edition in the original Dissidia), “private” mods started showing up on the Internet. While I didn’t really care (my work was already done and those mods offered nothing new compared to what my tools were capable of producing), many user who didn’t know how to create their own mods were really pissed. I can understand that: bragging about stuff you made using collaborative tools and not sharing is not nice… Even worse, is the fact that I can’t even consider those mods are actually “made” by modders. Think about it this way: - How many modders understand the 32 to 8 bit color indexation in the game’s textures? - How many of them can explain the self-describing scheme of vertex and transformation data of the GMO format? - What about the 4 bit ADPCM compression of sound samples in battlequotes? Or the packing scheme of SSCD files? - Don’t forget the rotative XOR-based encryption in text files. - Oh yeah, there is the CRC32 based naming of filesystem entries as well. And those are only a few of the challenges that we had to overcome to make modding possible. In fact I do think some of them are completely lost by now (is anyone even making text or character voice mods anymore?). My point is, when it comes to explaining how mods work, the concepts involved require specific technical background that takes many years to master. THEN, you can work on modding tools, as you’ll understand how they work. The same is applicable to the artistic side of the process: even if you only want to use the already available tools, you’ll need to be an already trained graphic artist. Learning about modeling and skinning, so you can mod Dissidia, is like building a house starting from the rooftop. And it’s not fair to expect anyone to make a tutorial on that. Those processed are not exclusive to modding this game, and are expected from anyone that wants to create his/her own mods. Granted, I know some very dedicated fans who did learn about 3D just for this, but that requires a much bigger effort… and specially not quitting in the middle of the process… XD. Now MageMasher has a point and it’s one of the things that made me move on to different projects. At one point it felt like I was working so other people could brag about work they wouldn’t share (and that, as I explained, weren’t even really “made by themselves”, at all). I felt my time worth more than that. I don’t know how active is this new “community” (as I can gather… not much), but it’s a shame it’s in this state, given how much potential I see in the involved coders and artists (I still don’t see why don’t we make a game instead of modding the same one so many times). Regards, ~Sky
  5. 2 points
    I'm just now seeing this, thank you for sharing it http://community.dissidia.wiki/topic/574-dissidia-modding-suitenew-version-tutorial/ https://m.youtube.com/watch?v=ZhkM9s7axJI
  6. 1 point
    Hallo everyone is been a while, since the last 2 years i have to quit mod for the job. Well, i back to share my mods (for most my old stuff). The list are: -Bahamut (FF13-2) = Garland -Bhunivelze (FF13 LR) = Emperor -Snow (FF13 LR) = Squall -Shiva-Nix (FF13) = Prishe -Shiva-Stiria (FF13) = Tifa -Alto Angelo (DMC4) = WoL -Bianco Angelo (DMC4) = Kain -Sora (hack Versus) = Zidane -Balder (hack Versus) = Squall -Bahamut Fury (FF7 CC) = F.Chaos -Shiva (FF Type 0) = Prishe -Setzer (KH2) = Sephiroth -Reks (FF12) = Cecil Everything is on my YT channel, if anyone ask why not put the link on my thread? Well, in the beginning i want to make a content for gaming, and i want to continue my project again right now. Thank you very much for anyone that support me and i'm really sorry if there is my mistake and something is not according to expectations. If you want to download my mods, you can visit my channel: Thank you very much! 🙂
  7. 1 point
  8. 1 point
    nope that mod was also created by Devilart. about the mods created Dest vol, all info regarding it can be found on his youtube channel https://www.youtube.com/channel/UCN81mAqQ7Urk3AMW5uQVviw/videos?app=desktop
  9. 1 point
    no that is a misinformation. the mod showcaser credit the wrong modder, the Crisis Core Sephiroth mod you were showing me was created by Devilart not Dest vol
  10. 1 point
    you're welcome. glad to know my guidances is helpful
  11. 1 point
    Glad to know your mod still exist. much appreciated
  12. 1 point
    ah I see it seem you didn't fully understand the infos inside "readme.txt" file properly: http://www.mediafire.com/file/e8ivkop7pyvl0ra/Dissidia_Modding_Suite_v_0.66_BETA.zip/file to edit .GIM you need to convert it into .TIM2 not .png then open it using images and texture editor, set the editor interlace mode as BGR, customize it and convert it back into .GIM
  13. 1 point
    Nope (Uncertain if that response is snarky or sincere). Which is exactly why I'm asking. I'm not one to stand still simply because I can't find anything on a subject of interest. That said, I don't know if this is the right place to post for this, but please feel free to correct me if I'm crossing any lines I'm not supposed to. It's not necessary to chase me with pitchforks and torches because I'd gladly comply with any rule / penalty that may result from the nature of this post. I did some amateur 3D ripping way back in 2009 / 2010 (Kingdom Hearts, the first Dissidia, the early Arkham games). Interested to get back into it again. I currently am attempting to grab a few choice models from Dissidia Final Fantasy Opera Omnia. My intention is to use a couple of their chibi style 3D character models (that are not already available from the older Dissidia Games) as a template for modelling and rigging a full sized character version of my own. After watching this tut, I've been stumbling my way around testing with different versions of the Nox emulator and Ninja Ripper and Noesis. So far where I'm at: DFFOO will run properly ONLY on an Android 5.1.1 emulator created via Nox's Multi Instance Manager The tutorial states that the Ninja ripper method will work only SPECIFICALLY for Nox 3.8.1 When I go ahead and run Ninja Ripper on the Nox Android 5.1.1 anyway - I am successfully able to see the DDS files, and even the mesh files. Unfortunately, for some weird reason, the 3D geometry is being flattened into a plane shape, that follows the UV mapping of its corresponding 2D texture. I tested the same steps above with a different game (Marvel Contest of Champions), but instead of a flat plane, the characters are being crushed into a perfect sphere. I haven't been able to move beyond this point in 2 weeks. Even if the rip wont include the rigging information, I can work with the 3D geometry regardless of whether or not it is in a default T stance or pose. But yeah, getting a flat mesh will not do at all. 😞 I've tried using 3D Ripper DX but it wont work with Nox. Does anyone have any suggestion / advice on what I should do next? Thanks (Image shows Nox's emulator version for android + the flattened mesh in both texture display and wireframe view)
  14. 1 point
    Hi! i made some music mods and I just wanted to share them with you if anyone was interested. Final Fantasy XV Music (BGM Slot 15). Download: http://www.mediafire.com/file/daq83fi44b93rzk/ Final Fantasy Dissidia NT Music (BGM Slot 17). Download: http://www.mediafire.com/file/kbr06549wrbr90f/ Square Enix Titles (Nier, Nier: Automata, Bravely Default, The World Ends With You) (BGM Slot 19). Download: http://www.mediafire.com/file/q867wxcg9yuxiu6 Hope you like them!

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