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Messages - Toppanzoo

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26
I got an important message from Kaldarasha ;
http://forums.qhimm.com/index.php?topic=12836.msg233742#msg233742

He mentioned that the hierarchy of MOD path must keep the hierarchy of magic.lgp file and the other file placed in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle

As seffect1.tex, seffect2.tex, seffect3.tex is placed in the same level of magic.lgp in the folder;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle
,then in the mod path "..\mods\mymods\
"magic" folder and seffect related png files must resides keeping the same "file level" as in the folder;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle.
i.e.  MOD "magic" folder and other rain7_00.png, seffect1_00.png ...... seffect3_26.png(82 png files related with rain7.tex, seffect1.tex, seffect2.tex and seffect3.tex both shall be in;
 "..\mods\mymods\

Did I figure out the issue correctly ?


 


27
To storesinab ;

I can help you a little.
http://forums.qhimm.com/index.php?topic=16328.msg233665#msg233665

First I used Tom's Installer for installing FF7 in Windows 10.
And I got Aali's Graphic driver work in Windows 10 64bit, but needed old ff7config.exe from v0.7.11b to make Aali's driver effective.

28
Very cool chocobo game !!

Link is dead now, could you re-post the file ?

29
Graphical / Re: Female Hair Texture Revert
« on: 2015-12-01 01:44:27 »
In the file FF7Tools.zip, there is lgptools160.rar containing a folder "lgptools160".
That is able to be unrared with WinRAR or so.


30
Graphical / Re: Female Hair Texture Revert
« on: 2015-12-01 01:27:13 »
lgptoos 160 is recommended.

31
Graphical / Re: Female Hair Texture Revert
« on: 2015-12-01 01:19:07 »
Effective link added in my previous post.
Please use it.

32
Graphical / Re: Female Hair Texture Revert
« on: 2015-12-01 01:11:01 »
Aali developed the lgp tool;
http://forums.qhimm.com/index.php?topic=8641.msg108487#msg108487

Oh link is dead now.

http://forums.qhimm.com/?topic=12503.0
has FF7Tools.zip and lgptools160.rar in the archive is still useful.
                                 

33
That's Ok, Grimmy.
I am something moron to understand the program work.

34
Graphical / Re: Female Hair Texture Revert
« on: 2015-12-01 00:46:15 »
Yes these are for field models.

As for WORLD MODELS , open world_us.lgp with lgp tools and edit them with Kimera.
Packing measure is the same as the case of char.lgp.

 world_us.lgp has Cid, Cloud, Tifa models.
Tifa is dlb.hrc in worls_us.lgp.

35
Graphical / Re: Female Hair Texture Revert
« on: 2015-12-01 00:30:25 »
Hers's Tifa edited with Kimera 0.97.



Firstly extract char.lgp with lgp tools and launch Kimera 0.97 to open
aaga.hrc , aggb.hrc axja.hrc bidb.hrc  buac.hrc for Tifa;
auff.hrc azbb.hrc cahc.hrc cpjf.hrc cqga.hrc for Aerith

After you save the change, then pack them with lgp tools back to char.lgp


36
Graphical / Re: Female Hair Texture Revert
« on: 2015-11-30 21:25:49 »
How would you like this Aerith ?
Just a little work with Kimera 0.97 needed to change her hair.


37
Thank you Kaldarasha.
I think I made sense.
Unlgped magic.lgp has one folder "ff7" containing other subfolders same as Grimmy's archive.
And in;
 -----\magic.lgp\ff7\data\battle
there are no png files different from Grimmy's archive.
OK, I am not in the position blaming his work but 82 png files such as;

rain7_00.png
seffect1_00.png
seffect1_01.png
seffect1_02.png
seffect1_03.png
seffect1_04.png
seffect1_05.png
seffect1_06.png
seffect1_07.png
seffect1_08.png
.
.
.
.
.
seffect3_25.png
seffect3_26.png
shall be placed in root folder of MOD path, because game installation did place
rain7.tex, seffect1.tex, seffect2.tex and seffect3.tex to;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle
and so that the folder contains battle.lgp and magic.lgp, the same folder level for related 4 texs must be kept in MOD path.
As magic.lgp files shall be overwritten by the files in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic
with Aali's driver, so 82 png files in the question shall be placed in the same level of the folder of /magic ,i.e. root path of MOD "Data".

My question is now solved. Thank you again.

38
Following Grimmny's answer,

Yes such as ;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\magic\sailess
WORKED as Grimmy suggested. OK OK I am satisfied with this result.

But,
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle

has 82 png files such as;

rain7_00.png
seffect1_00.png
seffect1_01.png
seffect1_02.png
seffect1_03.png
seffect1_04.png
seffect1_05.png
seffect1_06.png
seffect1_07.png
seffect1_08.png
.
.
.
.
.
seffect3_25.png
seffect3_26.png


And I was trying to get these files REALLY effective with Aali's Custom Grahic Driver 0.8.1b.
But in vain although Grimmy suggested

*************************************
How do I install it?

I'm horrible at giving tech support, but I named my modpath Data to more closely follow the original LGP format. So either name your modpath Data and put the contents into that folder, or just copy the contents into your current modpath.
**************************************

Oh my.
Please stop the answer instructing these 82 files work in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle

THESE 82 FILES  DID NOT WORK KEEPING GRIMMY's ARCHIVE TREE.
I POSTED THE PICTURE.

I NEED ANSWER FROM OTHER PERSON ( (Grimmy already said "I'm horrible at giving tech support") WHO instruct the correct folder to place these 82 files working with Aali's Custom Graphic Driver 0.8.1b.

For me as novice programmer, Grimmy's word was too hard to swallow down, and I'm not sure about other folder's place correct or not ,just found 82 seffect pngs WERE NOT PLACED RIGHT ( I can't play all of the magic as I did not get all Materia.)

39
Things are like this;
Game screen of "summon" using Grimmy's Archive as is rain7_00.png, seffect1_00.png, seffect1_01.png and other 79 pngs placed in
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle



summon icon IS ROUGH in this case.
But if rain7_00.png, seffect1_00.png, seffect1_01.png and other 79 pngs placed in
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
root folder of MODS path, game screen is;



summon icon is very smooth as you intended.

This is the reason I got confused placing all png files as you intended in your archive.

40
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\weapon\weapon4




Thank you for this.
But I had got the old problem;
In your archive folder;
\data\magic\ff7\data\battle contains rain7_00.png, seffect1_00.png, seffect1_01.png and other png files and these MUST be placed in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
i.e. ROOT FOLDER of the MOD path (mod_path = Data) .
even     \data\magic\ff7\data\battle\weapon\weapon4 should be placed into;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\weapon\weapon4

Following your reply, you are suggesting that ALL files in your archive \magic folder shall be placed under;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
That makes rain7_00.png, seffect1_00.png, seffect1_01.png and other png files in your archive folder
\data\magic\ff7\data\battle placed in ;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle
not in the MOD root path;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
and seems not work in my case.

Need more information.

41
Sorry YES I AM REALLY CONFUSED!!

Please get me straight up like this;
In Grimmy's file there is a folder "weapon4" including two pngs, bomb_1_00.png and smoke_1_00.png;
     \data\magic\ff7\data\battle\weapon\weapon4
Where must I place this "weapon4" folder into;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data ?

NOTE: mod_path = Data



42
Thank you for your suggestion. I used your latest installer 1.4.2 and got the results posted.

I finally figured out how to activate Aali's OpenGLdriver in Windows 10 64bit.

1. Install the game with your installar.
2. Replace ff7config.exe by Aali's OpenGL v0.7.11b file.
  (This is needed for setting game renderer to "custom driver" i.e. Aali's OpenGL.)
3. Now extract Aali's OpenGL v0.8.1b to the game directory.
4. Double click Aali's ff7_opengl.reg file to make the game recognize it.
5. Open ff7config.exe to set renderer to "custom driver" on graphic tab.


6. Launch game !!



Aali's Custom Graphic Driver v0.8.1b WORKED in Windows 10, but need old ff7config.exe to set it.
Whitened Cloud and faceless Aerith were displayed correctly with Aali's driver effective !

43
Yes, I used Aalli's Open GL after the installation with TOM's installer in W10.
Also I applied ff7_opengl.reg by him;

************************************************
Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics]
"DriverPath"="ff7_opengl.fgd"
"Driver"=dword:00000003
"Mode"=dword:00000002

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics]
"DriverPath"="ff7_opengl.fgd"
"Driver"=dword:00000003
"Mode"=dword:00000002

[HKEY_CURRENT_USER\VirtualStore\Machine\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics]
"DriverPath"="ff7_opengl.fgd"
"Driver"=dword:00000003
"Mode"=dword:00000002

[HKEY_CURRENT_USER\VirtualStore\Machine\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics]
"DriverPath"="ff7_opengl.fgd"
"Driver"=dword:00000003
"Mode"=dword:00000002
*****************************************


Lines of ff7_opengl.cfg are like beow;

*****************************************
# ff7_opengl-0.8b config file

## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution in window mode, your current desktop resolution will be used in fullscreen mode
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1600
window_size_y = 900
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
mod_path = avalanche

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

With these, I got "NO WINDOW" for game screen but got FULL SCREEN for the game, not got MODS for menu by Avalanche in ;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\avalanche\menu

Any suggestion ?

44
Yes, as you said I set 640x480 Full Screen with ff7config.exe.
Almost OK in playing FF7.
Now I used MOD characters as I used to in Windows 7; I got WHITEened Cloud !!


Chibi characters were shown correctly using original char.lgp, but relplacing it with modified one including high quality Cloud, Cloud was plotted as white one but his buster sword plotted good (even Aerith had no face!! Oh my.).
Is there any clue to fix this ?In addition, I would like to use Avalanche MOD, Avalanche GUI v2.0.8.exe to get smooth text, how can I get MOD worked ?

45
Thank you for replying my question.
I figured out that I forgot to run "ff7config.exe" to set screen 640x480 16bpp (Full Screen )and got "quarter" size of the game.

And as for FMVs or opening screen, I ran tm20decSetup.exe 108 KB (111,390 byte), i.e. true motion codec 2, and got worked.
My issue is now closed.

46
Installer worked, but running ff7.exe I got no opening video but only start screen in very small size looking like 800x600 in my PC having 1600x900 screen size.
1. Any suggestion to fix this ?
  In Windows 7SP1 64bit, with Aalli's open GL, ff7.exe worked well but in W10 you are only hope.
2. W10 already has .NET Framework 4.6 not 4.0 , but your note said "Requires .NET Framework 4.0" how I can install it over .NET Framework 4.6 in Windows 10 ?

47
General Discussion / Re: Kimera
« on: 2015-10-01 01:36:07 »
Thank you Kaldarasha.

Yes I got the right animation that IS tgaa.a for both hrcs.

48
spotted!
it needs to be in the root of the mod folder

Great !!   I got the effect in battle screen when "summon" is used.

49
The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.


To make more specific for newbies;

Archive has these hives;
----Data
     -----magic + some pngs
            -----ff7
                   ------data
                           ------battle + some pngs
                                   -----blue
                                   -----limit
                                   -----limit2
                                   -----limit3
                                   -----magic
                                   -----special
                                   -----summon
                                   -----weapon



So mod path is \FF7 Installed Folde\mods\Data accrding to ff7_opengl.cfg defining mod_path = Data.
Now should I copy some pngs in the archive folder -----magic with some pngs excluding ff7 folder in it

to  \FF7 Installed Folde\mods\Data\magic

Is this correct ?

And the rest;

------battle + sone png's
                     -----blue
                     -----limit
                     -----limit2
                     -----limit3
                     -----magic
                     -----special
                     -----summon
                     -----weapon
battle folder including pngs and folders is to go under  \FF7 Installed Folder\mods\Data\ such as
 \FF7 Installed Folde\mods\Data\battle  ?

***************************************
http://forums.qhimm.com/index.php?topic=16346.msg232108#msg232108

He said rain and seffect pngs shall be "root" in mod path i.e. \FF7 Installed Folde\mods\Data\.
I got confused. Help me to straighten up.

50
Hello.
I am trying to get used to using Kimera v0.97b and found a problem that ybaa.hrc & ycaa.hrc in high-us.lgp seemed not to be shown correctly in Kimera v0.97b.
Could anyone help this figured out for editing ybaa.hrc & ycaa.hrc in high-us.lgp replacing for good-looking-parts for Barret(his arms and legs are twisted horribly) , Tifa and Aerith ?
Thanks in advance.

Pictures in problem shown;
ybaa.hrc


ycaa.hrc




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