Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.1.0)  (Read 471218 times)

jusete

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #600 on: 2016-03-15 22:47:06 »
Hey myst6re, I can not run the new makou version in w10 64 bits. Double click in the exe and nothing. Any ideas?
« Last Edit: 2016-03-15 23:15:56 by jusete »

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #601 on: 2016-03-16 01:59:55 »
Loaded the dll in the right folder?  Should still be in the sys32 folder or something like that.  You should be able to find how to do it easily on Google.  It works fine on my end.

jusete

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #602 on: 2016-03-16 14:03:08 »
Hi! Which dll I need to put in that folder? I copied all dll that comes with the program in system32 and syswow64 but makou still not run.

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #603 on: 2016-03-16 14:42:25 »
You'll have to run the cmd and install it that way.  Look up the guide on google and be sure to run as admin.

jusete

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #604 on: 2016-03-16 16:27:54 »
I tried to register the dlls but regsvr32 gives me an error with all of them. I ran cmd  in admin mode

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #605 on: 2016-03-16 21:41:37 »
Hey myst6re, I can not run the new makou version in w10 64 bits. Double click in the exe and nothing. Any ideas?

If that is an error with dlls, you should see an error message. Try download vcredist_x86.exe (x86 because MR is not a 64-bit application) on microsoft website and run it.

If if does not work, modify/create the file Makou_Reactor.ini and add the line "OpenGL=false" to disable OpenGL.


Oh, and that is not needed to move dlls in another folder.

jusete

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #606 on: 2016-03-16 21:53:57 »
If that is an error with dlls, you should see an error message. Try download vcredist_x86.exe (x86 because MR is not a 64-bit application) on microsoft website and run it.

If if does not work, modify/create the file Makou_Reactor.ini and add the line "OpenGL=false" to disable OpenGL.


Oh, and that is not needed to move dlls in another folder.
thanks for the tips myst6re but I can´t install vcredist_x86.exe and I created the line "OpenGL=false"in the .ini but still not working

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #607 on: 2016-03-17 17:06:01 »
I found some applications just plain dont work on this new windows.  There should be a way to use the old ones on here.  You can always get a emulation for the older ones.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #608 on: 2016-03-17 21:50:20 »
Windows 10 is not an issue.

thanks for the tips myst6re but I can´t install vcredist_x86.exe and I created the line "OpenGL=false"in the .ini but still not working

Why vcredist_x86.exe cannot be installed?

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #609 on: 2016-03-17 21:54:14 »
Hi Myst6re.  Seems that the model viewer does not load Kaldarasha's models properly. Parts of the models are missing.  Can this be fixed?

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #610 on: 2016-03-19 13:09:15 »
can you link the model pack so we can easily find the models to attempt to fix (our search sucks alot as im sure you know)

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #611 on: 2016-03-19 15:32:28 »
Some of the field names do not match up with the names given to them in MR - field IDs 88 - 91 (Gelnika) i.e. "qa" should be called "q_1".
I'll list any more that I find

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #612 on: 2016-03-19 17:59:02 »
Compared to what? QA must be correct because it is listed in the main index and that's what the file is called in flevel.lgp.  If it were wrong, the game would not load the file. 

@sith - I'll supply the files later.
« Last Edit: 2016-03-19 18:05:44 by DLPB »

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #613 on: 2016-03-19 18:37:53 »
Goto the "miscellaneous" tab for "qa" and you'll see that field name is "q_1". Also, look in BC, it's called q_1 there too.

Ansem

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #614 on: 2016-03-19 19:01:55 »
It was called q_1 and so forth in the PSX version. The PC port renamed some of the fields. As for the the name tab in the misc window... I think that's irrelevant for the game itself.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #615 on: 2016-03-19 22:37:11 »
@dynamix:  The flevel files are named correctly.  They are named that way by index and by the actual file inside flevel.lgp - which is what the index references. If you extract the archive you will see this.

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #616 on: 2016-03-20 00:29:09 »
Yes, looking at the flevel.lgp that came with the Steam version, I can see that the names within MR do correlate to the names within the archive, Ansem is correct; when I opened my NTSC PSX version the names were q_1, q_2 not qa, qb.

So, what that means is that the field names are displaying correctly on the main tab within MR, however the field name within the "misc" tab are displaying the previous versions field name (previous FFVII version, not previous MR). The only reason I spotted this is because I'm citing which map each enemy formation appears on, and it's safer to copy and paste from the misc tab than it is to copy it visually; at least I know that it is down to a platform variation!!

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #617 on: 2016-03-20 03:09:41 »
@Sith

Here is an example.  This is Cloud and Sep, and you'll see what I mean.

https://drive.google.com/file/d/0B3Kl04es5qkqRkVMTUpyem8wZDA/view?usp=sharing

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #618 on: 2016-03-20 12:45:11 »
Goto the "miscellaneous" tab for "qa" and you'll see that field name is "q_1". Also, look in BC, it's called q_1 there too.

I use filenames from lgp archive by convenience. The reason why fields are renamed in PC version is related to LGP format.

@Sith

Here is an example.  This is Cloud and Sep, and you'll see what I mean.

https://drive.google.com/file/d/0B3Kl04es5qkqRkVMTUpyem8wZDA/view?usp=sharing

Do you play the game with these directories or with a repacked char.lgp?

Edit: Ok I reproduced the bug, thanks for the report.
Edit2: Kaldarasha uses Vertices with type = 0, I did not allow that.

« Last Edit: 2016-03-20 13:35:42 by myst6re »

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #619 on: 2016-03-20 16:00:17 »
How can we correct that? Because it's kimera which is writing the models data. Does it have an effect ingame?
I would like to experiment with the different Vertices types.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #620 on: 2016-03-20 16:03:40 »
The game always uses the 1 value, but when VertexType is 0, the rendering is the same. I modified makou to accept that.

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #621 on: 2016-03-20 16:17:37 »
The game always uses the 1 value, but when VertexType is 0, the rendering is the same. I modified makou to accept that.

Well I would love to test it because we have a problem with the blend mode ingame (Sephiroth hair is to visible seen from the front). If I remember it right, the converted models from battle to field were displayed correctly, but after a recolor of these models the bug does occur.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #622 on: 2016-03-20 16:39:27 »
Open p files in a hex editor, and change the value at offset 0x8 like the image below.


spy__dragon

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #623 on: 2016-03-21 16:59:39 »
Myst6re, I have a question.
I repaired the field "lastmap" background PC version, why doesn't hide the state? It does have something special that map or special functions in PC?

Edit:
In 98 PC version crashes when the first white light apears, only I repaired the background.
« Last Edit: 2016-03-21 17:01:34 by spy__dragon »

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #624 on: 2016-03-21 18:41:06 »
I guess there are changes in scripts (that is not what DLPB said?), and some opcodes are not fully implemented in PC version.