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Messages - Grimmy

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51
7th Heaven / Re: Mods suddenly not working
« on: 2017-01-25 01:11:44 »
Try the fix from this thread.

http://forums.qhimm.com/index.php?topic=17361.0

52
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2017-01-19 01:21:28 »
Wow! Those are all so amazing. Great work!

53
7th Heaven / Re: Avatars And Backdrops Mod Bug
« on: 2017-01-15 14:11:55 »
I have seen the Red avatar issue tons of times on both pc and psx, so has always been a bug in the game. It seems to occur at complete random.

54
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.54)
« on: 2017-01-02 17:10:48 »
I will test, if this is true and fill all the blocks with a save file.

Edit:
It is as I said the blocks need a save file.

Yep. I can confirm this. 1.55 has never crashed for me but i have all save blocks filled. I pulled my saves out and the game did indeed crash at startup.

55
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-12-17 14:26:24 »
If you were to guess. How far are you to complete? 10%? 20%?

There are roughly 704 used fields in the game not counting repeats. jmp434 has released 14 remade fields with 6 more that appear close to finished. In addition Mayo Master finished and released 16 fields and had a few others in the works. The rest of Team Avalanche has shown tons of early renders of multiple fields, but never released anything. That is 30 out of 700 completed and released, so roughly 4%.

56
Catalogs / Re: Catalog v2.3x Report / Mod Requests
« on: 2016-12-13 22:58:19 »
Grimmy, I have this in the GC installer: http://forums.qhimm.com/index.php?topic=14922.msg232713#msg232713

Does it do the same thing?

Kinda, The one DLPB posted fully removes all error messages. The one you have leaves the red error messages.

57
Catalogs / Re: Catalog v2.3x Report / Mod Requests
« on: 2016-12-12 22:35:48 »
i think it would be good to add the error removing for the driver by dlpb to the GC installer. The casual user has no reason to know most of that info.

58
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-12-11 21:56:56 »
How would I run in debug?

Run 7H in debug mode (right click on the Launch button)

59
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-12-11 19:37:03 »
Working great for me. Thanks for removing the file complexity limit. Also it seems to load extremely fast when setting the graphics driver to direct mode and modifying the iros to us direct mode paths instead of traditional lgp. Zero lag on startup.

60
7th Heaven / Re: Menu Overhaul Help!
« on: 2016-12-02 00:45:50 »
Hi guys,

When I had a friend install bootleg for me my battle menus looked like this (REALLYS WEET, CLEAN AND SEXY):

https://www.youtube.com/watch?v=QOn6fnwPTcA

Then I instaled 7th Heaven and I installed the The Reunion - Because and Menu Overhaul mod, but my menus look like this:

https://i.ytimg.com/vi/iW3r5FlVxwc/maxresdefault.jpg

There is a Name/HP/MP bar at the top and it looks messy.

Can anyone help?

Thanks

As far I as I can remember the original style you show there was the FFVIII or FFX style menu that was one of the options in DLPB's original menu overhaul. But the latest versions have all been this FFIX style. The reason why you are now forced to use this option over the previous is that after aali removed the full screen option from his driver you need the menu overhaul portion of the reunion mod to get full screen now. So to use the version you show before you need to use aali's driver version like 7.11 or something. Then install the old menu overhaul and it will look like that, but you will lose all sorts of the newer features developed since 3 years ago.

I also agree that the FFX style battle menu is much better.

61
Support / Re: Help replacing the battle theme
« on: 2016-11-28 22:27:20 »
Should only need LOOPSTART if you end the music at the loop point.

However that removes the user's ability to listen to the track in it's entirety for enjoyment or future modding without keeping multiple versions of the same track lying about or going back to youtube to play/download it again.

62
Support / Re: Help replacing the battle theme
« on: 2016-11-28 21:46:14 »
You have to add in the loopstart and looplength  when you export the ogg in audacity. Here is a tutorial.

http://forums.rpgmakerweb.com/index.php?/topic/10987-make-looping-bgm-part-1-ogg-vorbis/

63
Support / Re: Help replacing the battle theme
« on: 2016-11-27 23:37:11 »
You need to download the mp4 from youtube and convert it to an ogg with audacity. You will need to go ahead and add the loopstart and looplength to it when you save it as bat.ogg from audacity so it will continuously loop. Then unpack the music iro in 7H. Find the bat.ogg you have selected and copy your new one into that location. repack the iro and it should now be your new track for battles. You could also set up a new folder in the 7H mod directory like this

-Mods
--7th Heaven
---new music folder
----music
-----vgmstream
------bat.ogg

Then just select your new music mod and set it at the top of the active mods list. It is actually a much easier process than it may seem at first. Good luck.


64
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-11-27 15:09:40 »
That is what I suspected. It is a switch using a runtime variable, So I've just had to be more creative to get thing to work.

65
Gameplay / Re: making new boss models
« on: 2016-11-23 21:43:22 »
Did you include the **ab file. Kimera doesn't save it, so you have to rename it from whatever the original enemy was to your new wcaa. So say from nbab to wcab. Then it should work as long as the scene is pointing at wcaa for that battle # and the formation data is setup properly.

66
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2016-11-12 21:41:19 »
In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.

Yep, Jeet had already done all that in the PSX version, so all the commands do have an assigned animation.  I just had to extract the code and put it in the ab file.

Is the documentation on the AB file still kicking about somewhere? I imagine I'll need to hex-edit it.

Yeah, but i'll be releasing these in a week or two so you could just wait and then you'll have them to do with as you wish.

67
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2016-11-12 01:16:34 »
I've got a little project I've been working on to share. It is a play as the Shinra mod based on Jeets mod for the psx found here. and a modded version of Scarlet from mr_nygren's play as shinra project found here. It is a 7thHeaven mod that fully swaps the entire party for the shinra so you can play through some events of the game that are only talked about. I am still scripting all these events in the flevel, but here is a little demo video of how it will operate.

https://youtu.be/52RiR5lD9hQ


And a few screenshots.








This will just be a story addition to the original game and not a stand alone play as Shinra mod. I should be ready to release the iro in the next few weeks unless I add some more scenarios.

68
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-11-05 19:37:31 »
Once I get a chance to work on the bug, sure ... afraid I haven't had a chance to do it yet. But I think it should definitely be possible to remove the limits.

That is great to hear. I'm glad that you will able to improve the tool's functionality.

--I have hit another snag with 7H. It seems 7H does not load the kernel from a folder triggered by a variable. It does load the kernel from a base folder that is always being loaded, but when I set a variable and all the other folders like battle.lgp and char.lgp switch the kernel is not switched.

69
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-29 20:32:04 »
It's not directly due to the size of the iros - it's how many are loaded and how complex they are. If you had an IRO with the same amount of files, and the same amount of custom folders in it, it wouldn't work even if it was only 10MB in size (and an IRO with 6GB of movies in it would probably work fine if it didn't contain many files or customer folders).

That is what I suspected as I have had to split up some iros into 2 or 3 so they contain fewer files per iro, but this eventually still maxes out even on 1.49. Do you think there will be any hope to raise that file limit higher? I so enjoy the variable file switching offered by 7H.

70
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-10-28 15:56:29 »
Looks awesome, can someone convert this to a usable background? There's a high-resolution version available on the artist's page.

I already did and the answer is no not really. The camera isn't in the exact position and some of the objects are the wrong size. So it looks great as a still, but when put in game the layers don't line up and you get crazy clipping. like walking behind the floor and on top of the counter etc. If the artist has the original file still he could fix it up using the tutorial and then it would probably fit.

71
Well this was posted in the wrong forum, but here is the game converter for you.

http://forums.qhimm.com/index.php?topic=14047.0

72
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-24 21:44:22 »
Wouldn't it help to give the tool the opportunity to handle large addresses? I usually use CFF explorer to exceed this limit.

I do have FF7.exe and 7thHeaven.exe modded to accept files over 2gb.

I had done that using CFF explorer, and while it does seem to fix FF7.exe with larger lgp files it doesn't help 7thHeaven.exe with both large iros and large lgp files. It is a problem with versions after 1.5 since almost all the previous versions could handle the large lgp and iros.

73
Support / Re: FF7&8 HD Android
« on: 2016-10-23 22:21:00 »
You won't be able to add the pc mods to an emulated version of a ps1 game. But you can probably add some mods to the actual games for android. Just purchase those versions from the Google play store and then plug your device into your pc and browse the folders until you find a file with a name like battle.lgp. Then just replace those files with custom PC lgp files. If the android file structure and type is the same then that should work, but it may be very slow depending on the device. Probably going to be a lot of trial and error.

74
I don't know how it works like on a programing level, but I know how to do it in a modding sense. To do it first I extracted the flevel. Then I took fields that I wanted to use the walk mesh/camera from and renamed them to any of the unused or removed fields. here is my list of those.


Dummy               0         
q_5(qe)            92         
blackbga         102       
blackbgf          107         
blackbgg         108       
Whitebg1        113     
whitebg2         114       
onna_1            215       
onna_3            217       
onna_6            221       
trap                 346       
convil_3           357       
junmon            403       
subin_4            410       
pass                 571       
hyou14             685       
xmvtes              743     
fallp                   769       
m_endo             770         
fship_26            776   
   
 Plus all the fields 777-787 from the french disc could probably be added and give you even more open fields to play with, but I haven't used those yet.

After adding in all the renamed fields I recompile the lgp and go into makou reactor to set the map jumps and do things like change the walkmesh(which is a proper nightmare) and camera etc. Then If I need to reset the background art to be something else I do that using palmer and putting the new background in modpath. Check out these few videos to see some of the added backgrounds I have experimented with.

Restored HoneyBee Inn
https://www.youtube.com/watch?v=m7HId0bKeTw

5th Gelnika Room
https://www.youtube.com/watch?v=lGdgmBlUgvM

Forgotten Cave
https://youtu.be/CrWV0X7e9HE?t=201

And so on. The real trouble I have found is the size and scale of the new background image can be difficult to adjust to look proper with the camera. However if you are trying to keep all the unused/removed fields left alone and add in a totally new field with say field ID 788 I have no advice. Sounds like something that would have to be added into Makou Reactor.

75
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-23 19:09:22 »
Ficedula it is great to have you working on this project. To me 7H is the greatest FFVII modding tool since Kimera. That being said I have a very specific error occuring with every version of 7H since the update to version 1.50 including both of your updates 1.53 and 1.54.

So the issue as best I can describe is that 7H has become unable to load large and complex iros into large modded lgp files. An example would be an iro of 900mb containing 24 folders and 5313 files and using lgps of sizes like battle 1.85gb, magic 400mb, char 975mb. All the lgp files are 100% tested and working with FF7.exe. The iro works with all the modded files using version 1.49 of 7H, but even 1.49 will crash if the Battle.lgp goes over 2gb or the iro goes over 1gb. All versions after 1.50 refuse to load with large modded lgps. I do have FF7.exe and 7thHeaven.exe modded to accept files over 2gb. So this is the error that 1.54 gives when I try and load a setup that does run properly in 1.49.



If I lower my iro count or size 7H will crash the driver and give this applog and crash.dmp

http://www.mediafire.com/file/19cwuddztuc9qca/7H1.54+crash+driver.7z

All versions of 1.5 work for me using original lgps, but some iros going over 1gb still crash the driver just like in earlier versions. I really hope an update to 7H can be made to allow it to once again deal with large lgp files and iros and hopefully even go above the functionality it had at 1.49. The file switching based on variables is such and amazing feature and really expands the modding possibilities.

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