Author Topic: [PSX/PC] General editor - Hades Workshop (0.50b)  (Read 844593 times)

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1200 on: 2018-05-31 04:44:39 »
@Incinerator ok , i am noticing something strange in those txt files : there is always the "0" as ost to play , and the ost number 0 is the main theme of the game , the other number used is the 61 , what's the meaning of this ? according to this values there are only two osts used , but this isn't really possible :\

BGM ID - 0 is the battle theme not title BGM.
Not sure what you're viewing, I can't check it right now; show what you're seeing.

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.39b)
« Reply #1201 on: 2018-05-31 11:15:13 »
BGM ID - 0 is the battle theme not title BGM.
Not sure what you're viewing, I can't check it right now; show what you're seeing.

this is what i am seeing in worldencounterbgm:

{
  "9000": {
    "5": "0",
    "7": "0",
    "8": "0",
    "11": "0",
    "25": "0",
    "26": "0",
    "42": "0",
    "46": "0",
    "48": "0",
    "49": "0",
    "50": "0",
    "54": "0",
    "68": "0",
    "69": "0",
    "70": "0",
    "72": "0",
    "133": "0",
    "136": "0",
    "137": "0",
    "140": "0",
    "141": "0",
    "142": "0",
    "143": "0",
    "144": "0",
    "145": "0",
    "146": "0",
    "147": "0",
    "148": "0",
    "149": "0",
    "156": "0",
    "157": "0",
    "161": "0",
    "162": "0",
    "164": "0",
    "165": "0",
    "172": "0",
    "174": "0",
    "175": "0",
    "177": "0",
    "180": "0",
    "182": "0",
    "183": "0",
    "184": "0",
    "185": "0",
    "186": "0",
    "187": "0",
    "188": "61",
    "189": "61",
    "190": "0",
    "192": "61",
    "193": "61",
    "196": "61",
    "197": "61",
    "199": "61",
    "201": "0",
    "202": "0",
    "204": "0",
    "205": "0",
    "206": "0",
    "207": "0",
    "208": "0",
    "209": "0",
   "211": "6",
    "212": "0",
    "214": "0",
    "215": "0",
    "216": "61",
    "217": "61",
    "218": "0",


that "211": "6", is my attempt to set the ost for ozma since the main battle ost is the number six according to the list of the ost inside the game , and sorry for the late reply but i was sleeping , right now i am looking for all the sound related files and i noticed this "songmetadata" , maybe that's the right file to check ?
« Last Edit: 2018-05-31 13:01:52 by ploppo »

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1202 on: 2018-05-31 13:37:36 »
i found this in the btlencountbmmetadata :

},
  "2927": {},
  "2928": {},
  "2929": {},
  "2930": {},
  "2931": {},
  "2932": {},
  "2933": {},
  "2934": {},
  "2950": {},
  "2951": {},
  "2952": {
    "57": "35",
    "211": "35"

i can imagine that it is the ost associated to ozma , infact both "57" and "211" are the id of ozma , maybe i have to copy the hole paragraph ? maybe i am getting a different structure because i updated the game to the latest patch ?

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1203 on: 2018-05-31 16:33:05 »
1. Songmetadata is not related to this.
2. The ID of battle theme main is 0.
3. Bgm ID 61 is fairy battle theme.
4. Only place:
Code: [Select]
”57”: “35”,
 “211:”35”

syntax in wldencountbgmmetadata.txt~all loc., (9000, 9001, etc.)

And lastly, this file is not changed from any patch you may have missed before. It still reads the same.

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1204 on: 2018-05-31 16:48:01 »
1. Songmetadata is not related to this.
2. The ID of battle theme main is 0.
3. Bgm ID 61 is fairy battle theme.
4. Only place:
Code: [Select]
”57”: “35”,
 “211:”35”

syntax in wldencountbgmmetadata.txt~all loc., (9000, 9001, etc.)

And lastly, this file is not changed from any patch you may have missed before. It still reads the same.

ok , but i also need to place them under every list for every "9000, 9001..."? , and equally important , in what position exactly i have to place them ? because the list under every world id is pretty long and i need to know if i can place those two captions one under the other one even if between and after those captions there are enemies id that doesn't match with the numeric order
« Last Edit: 2018-05-31 17:57:42 by ploppo »

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1205 on: 2018-05-31 18:05:16 »
ok , but i also need to place them under every list for every "9000, 9001..."? , and equally important , in what position exactly i have to place them ? because the list under every world id is pretty long and i need to know if i can place those two captions one under the other one even if between and after those captions there are enemies id that doesn't match with the numeric order

I don’t know atm, which ID spot is vile island, so I’d put in every list, just to be sure/safe.

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1206 on: 2018-05-31 18:19:26 »
I don’t know atm, which ID spot is vile island, so I’d put in every list, just to be sure/safe.

yup , but i also need to know were , i mean , is ok to place in a random spot between a line and another one , or i must chose a specific position ? i don't know if this can influence the result

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1207 on: 2018-05-31 18:26:12 »
yup , but i also need to know were , i mean , is ok to place in a random spot between a line and another one , or i must chose a specific position ? i don't know if this can influence the result

Place it anywhere within the syntax.

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1208 on: 2018-05-31 18:30:44 »
Place it anywhere within the syntax.

ok i will try that and let you know :D

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1209 on: 2018-05-31 21:57:59 »
i was thinking about the incompatibility between hades workshop and the engine editor memoria , maybe a solution can be this : if , and only if memoria put the spells data in a different place , but always in the same different place , it would be sufficient to find the new collocation , and set hades workshop to look in the zone were the spells data are placed , but i am not an hacker , i just tried to give a good suggestion XD

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1210 on: 2018-05-31 22:22:43 »
i was thinking about the incompatibility between hades workshop and the engine editor memoria , maybe a solution can be this : if , and only if memoria put the spells data in a different place , but always in the same different place , it would be sufficient to find the new collocation , and set hades workshop to look in the zone were the spells data are placed , but i am not an hacker , i just tried to give a good suggestion XD

Memoria uses a different Assembly Csharp than the vanilla for starters; with Memoria methods embedded into it, be one of the reasons it’s incompatible. It edits the csharp. The closets one’s gonna get for now is to manually edit Assembly CSharp with a C# decompiler/compiler. (dnspy, Visual studio etc.)

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1211 on: 2018-05-31 22:39:23 »
Memoria uses a different Assembly Csharp than the vanilla for starters; with Memoria methods embedded into it, be one of the reasons it’s incompatible. It edits the csharp. The closets one’s gonna get for now is to manually edit Assembly CSharp with a C# decompiler/compiler. (dnspy, Visual studio etc.)

i am sure that trilititi and the creator of memoria can fix this if they collaborate ,  not now ,  but probably once they create the final version of their program :D

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1212 on: 2018-06-01 00:54:42 »
i am sure that trilititi and the creator of memoria can fix this if they collaborate ,  not now ,  but probably once they create the final version of their program :D
don't think there'll technically be a final version for the program. between bug fixes, and features added; declaring final version could mean a possible stop growth in modding compatibility.
that'll be quite the wait then otherwise, as that will be completely up to them. In the meantime thought, manually C# is the route if you use HW and what Memoria similar features.
They both have their own program, doing their own thing. All respect I have for the both of them in their work & programs.
« Last Edit: 2018-06-04 04:26:52 by Incinerator »

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1213 on: 2018-06-01 04:42:50 »
don't think they technically be a final version for the program. between bug fixes, and features added; declaring final version could mean a possible stop growth in modding compatibility.
that'll be quite the wait then otherwise, as that will be completely up to them. In the meantime thought, manually C# is the route if you use HW and what Memoria similar features.
They both have their own program, doing their own thing. All respect I have for the both of them in their work & programs.

i see :D

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1214 on: 2018-06-01 14:42:37 »
@Incinerator so now i assigned doomsday to freya , the problem is that the animation become bugged when freya perform it , is there a way to solve that with hades workshop ? i noticed that there are some options used to edit the spell animation but i prefer to have some istructions before try something

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1215 on: 2018-06-01 15:29:27 »
I tried again, to check and try that "Lani swap". So, to test i tried to replace everything I found in p04data, so theBattleCinna is replaced now with everything of Enemy Lani. I know for sure that something is wrong but..the funny thing is that..NOTHING happens in the game I mean, it's like I didn't touched it! It really may be?

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1216 on: 2018-06-01 17:05:24 »
I tried again, to check and try that "Lani swap". So, to test i tried to replace everything I found in p04data, so theBattleCinna is replaced now with everything of Enemy Lani. I know for sure that something is wrong but..the funny thing is that..NOTHING happens in the game I mean, it's like I didn't touched it! It really may be?

i know it isn't about your problem but can you contact me in private , if we are both italians then you can easily help me with something , nothing hard since i am not an hacker :D

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1217 on: 2018-06-01 17:28:17 »
@Incinerator so now i assigned doomsday to freya , the problem is that the animation become bugged when freya perform it , is there a way to solve that with hades workshop ? i noticed that there are some options used to edit the spell animation but i prefer to have some istructions before try something

Yeah when Freya is given a normal spell animation other than her Dragon skill, she performs animation “Jump” instead, I don’t know where this is handled, but Tirlititi mentioned it somewhere in the FF9SpecialEffectPlugin.

I tried again, to check and try that "Lani swap". So, to test i tried to replace everything I found in p04data, so theBattleCinna is replaced now with everything of Enemy Lani. I know for sure that something is wrong but..the funny thing is that..NOTHING happens in the game I mean, it's like I didn't touched it! It really may be?

If we’re hearing correctly, you did a successful model swap? Show screenshot if possible, Enemy_Lani replaced as BattleCinna as you speak.

ToraCarol

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1218 on: 2018-06-01 17:37:22 »


If we’re hearing correctly, you did a successful model swap? Show screenshot if possible, Enemy_Lani replaced as BattleCinna as you speak.

No, no..unfortunately it isn't like this!  ::) The fact "NOTHING happens" it means that nothing happens for real.. I mean that there is still Cinna, even if I imported Meshes, Gameobjects etc and replaced and added the missing texture and material..

« Last Edit: 2018-06-01 17:44:31 by ToraCarol »

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1219 on: 2018-06-01 17:48:08 »
@Incinerator  but you are mentioning a comment in this discussion , or you are referring to the discussion in the steam forum ?

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1220 on: 2018-06-01 18:15:57 »
No, no..unfortunately it isn't like this!  ::) The fact "NOTHING happens" it means that nothing happens for real.. I mean that there is still Cinna, even if I imported Meshes, Gameobjects etc and replaced and added the missing texture and material..

Hmm...
@Tirlititi, could one replace the (Mesh) objects instead of the (GameObject) of the main characters? To avoid doing any extra?

@Incinerator  but you are mentioning a comment in this discussion , or you are referring to the discussion in the steam forum ?

Ask Tirlititi, where freya spell casting glitch could be handled, I don’t know myself.

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1221 on: 2018-06-01 18:20:47 »
@Incinerator ok , we just need trilititi to read the recent pieces of conversation XD

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1222 on: 2018-06-01 18:57:22 »
@Incinerator 
 you think it will be ok if i insert the text for ozma in this way ?

},
  "9012": {
    "5": "0",
    "7": "0",
    "8": "0",
    "11": "0",
    "25": "0",
    "26": "0",
    "42": "0",
    "46": "0",
    "48": "0",
    "49": "0",
    "50": "0",
    "54": "0",
    ”57”: “35”,
      “211:”35”

ploppo

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1223 on: 2018-06-01 20:07:03 »
even after that attempt i still don't hear anything during the battle with ozma , i don't get it , i double checked the "61" ost , and it correspond with the one for the friendly monster, so what is my mistake ?

Incinerator

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Re: [PSX/PC] General editor - Hades Workshop (0.40)
« Reply #1224 on: 2018-06-01 20:07:17 »
@Incinerator 
 you think it will be ok if i insert the text for ozma in this way ?

},
  "9012": {
    "5": "0",
    "7": "0",
    "8": "0",
    "11": "0",
    "25": "0",
    "26": "0",
    "42": "0",
    "46": "0",
    "48": "0",
    "49": "0",
    "50": "0",
    "54": "0",
    ”57”: “35”,
      “211:”35”

That’s exactly how it’s to be entered.

even after that attempt i still don't hear anything during the battle with ozma , i don't get it , i double checked the "61" ost , and it correspond with the one for the friendly monster, so what is my mistake ?

Likely because you didn’t put the ozma’s ID in all field loc. IDs, like I said before.
« Last Edit: 2018-06-01 20:10:23 by Incinerator »