Author Topic: longer opening cutscene  (Read 10118 times)

Geoffpool

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longer opening cutscene
« on: 2016-12-13 12:15:51 »
I've made a longer opening for FFVII, just wondering is there is a way for the game to register a longer cut scene, the guards at the train station appear too soon with the battle music. Here's the opening I made https://youtu.be/Oq5k_NMJfIg
Thanks for any help.

Tsuna

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Re: longer opening cutscene
« Reply #1 on: 2016-12-13 12:41:37 »
You have to hes edit this -- 0063C2B8 address to change the music. Not sure about the guards.
I made mine = D6 for a 2:13 intro i did. if you make yours around E9 maybe?
Then it'll work for music at least

Geoffpool

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Re: longer opening cutscene
« Reply #2 on: 2016-12-13 13:19:01 »
unfortunately I'm new to all this and have no idea what any of that means lol

Tsuna

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Re: longer opening cutscene
« Reply #3 on: 2016-12-13 15:01:39 »
Is it a 7h mod your making or just using direct files

Geoffpool

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Re: longer opening cutscene
« Reply #4 on: 2016-12-13 15:13:34 »
I've taken the opening.avi from movies and edited together my own opening and put it in movies

Tsuna

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Re: longer opening cutscene
« Reply #5 on: 2016-12-13 15:16:19 »
Okay. So what you wanna do is make a notepad.
Write

...\ff7..exe  (whichever exe you use)

0063C2B8  = E9

Save it and put it inside the hext-in folder I'm the ff7 directory

Geoffpool

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Re: longer opening cutscene
« Reply #6 on: 2016-12-13 15:53:05 »
yep that worked for the music, just need to delay or hide the guards. thanks so much

Tsuna

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Re: longer opening cutscene
« Reply #7 on: 2016-12-13 15:57:14 »
No problem. Have you ever used makou reactor. That will fix it really easy

I guessed that number bases off of my own. No way was that perfect :D

Geoffpool

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Re: longer opening cutscene
« Reply #8 on: 2016-12-13 17:10:43 »
never tried any modding stuff before, I'll give it ago but will most likely be confused

Tsuna

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Re: longer opening cutscene
« Reply #9 on: 2016-12-13 17:16:33 »
If you download makou reactor. You can open the flevel.lgp in ff7/data/field.

After this on the left there is a list of scenes. Find md8stin.
Now you'll see all the code for that map. What you'll wanna so is add a wait function before the guards appear. There's lots of waits in this map so just copy and paste one.
When you double click it it'll ask how many frames to wait. 30 frames is 1second so you should be able to calculate how long you need extra

Geoffpool

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Re: longer opening cutscene
« Reply #10 on: 2016-12-13 17:30:19 »
cant find md8stin, but there is a md1stin, I take it I change the first part of the Main ID?

Geoffpool

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Re: longer opening cutscene
« Reply #11 on: 2016-12-13 18:17:00 »
ok I've sorted the guards, when I run the game through 7th heaven tho the character models stay the same and I loose sound for the opening I made.

Tsuna

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Re: longer opening cutscene
« Reply #12 on: 2016-12-13 18:52:37 »
Thats because another mod is using a flevel piece and its overwritting yours. Copy your flevel into the drirect folder and make sure direct mode is on in ff7 opengl. That file is iin the ff7 directory. Maybe that wil work.
If not you'll have to make a mod yourself. (I can help)

Your videos sound options MUST be played as an MPEG4
(That i know of at least)

DLPB_

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Re: longer opening cutscene
« Reply #13 on: 2016-12-13 19:10:01 »
The videos can be a lot of formats if using aali's driver.

Geoffpool

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Re: longer opening cutscene
« Reply #14 on: 2016-12-13 19:10:57 »
this is what's confusing, if I play straight off steam the intro have sound but the guards still appear early but the music is about right, if I use 7th heaven there's no videos for the edios and square soft logos but it has sound, but the opening I made has video but no sound and the guards don't appear in the middle of the video, and the models don't seem to change. the video formats are .avi
« Last Edit: 2016-12-13 19:17:35 by Geoffpool »

Tsuna

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Re: longer opening cutscene
« Reply #15 on: 2016-12-13 19:32:00 »
The first time i made my own videos tha was just the 1st format i cam accross that worked. If i were you i would make my own 7h mod entirely. It's a lot easier than you think. I can help you through it too

Geoffpool

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Re: longer opening cutscene
« Reply #16 on: 2016-12-13 19:38:15 »
once the remake comes out I plan to replace all the cut scenes so prob best I learn now

Geoffpool

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Re: longer opening cutscene
« Reply #17 on: 2016-12-13 19:49:28 »
tried it as an mpeg4 and it didn't even register the video, its weird because both the logo vids are avi and they have no video but have sound, but the opening has no sound but video
« Last Edit: 2016-12-13 19:51:06 by Geoffpool »

Tsuna

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Re: longer opening cutscene
« Reply #18 on: 2016-12-13 19:52:01 »
Only the sound as mpeg4 for me, still had to be avi.

Okay so i'll need to know everything that's going on in your mod. It's just a movie and the flevel right?

Geoffpool

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Re: longer opening cutscene
« Reply #19 on: 2016-12-13 19:54:58 »
yep, the movie at the start and the flevel, tho it would be good if I can keep the I made of the train instead of going back to the pixely original train. I still need to tweek the flevel so that the guards come in at the right time.

Tsuna

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Re: longer opening cutscene
« Reply #20 on: 2016-12-13 19:59:36 »
Okay so do the flevel 1st. Once you got that going then we'll work on the rest. Is it too early or late?

nfitc1

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Re: longer opening cutscene
« Reply #21 on: 2016-12-13 22:02:41 »
For the guards you'll need to alter the camera pan-in script. I'm not sure where that is.

Tsuna

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Re: longer opening cutscene
« Reply #22 on: 2016-12-13 22:05:41 »
Would a wait function before it not essentially do the same thing?

Geoffpool

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Re: longer opening cutscene
« Reply #23 on: 2016-12-14 13:58:31 »
The guards are too late at the moment

Tsuna

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Re: longer opening cutscene
« Reply #24 on: 2016-12-14 16:07:20 »
Then all you gotta do is lower that new wait function bit at a time till it's perfect. Same with that hex number if thats not right eithet