Qhimm.com Forums

Miscellaneous Forums => Graphical => Topic started by: Template on 2013-07-06 15:55:53

Title: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-06 15:55:53
This is a collection of Models and textures available through the Bootleg Installer and Kaldarasha's Unshaded Models Collection. This is for people who want to play ff7 using the character booster or Cloud Saves and can't convert their game to the 1998 version. It is my first project and it is a Work-In-Progress so, if you are using it, check back to see if there have been any additions.
Download HQModelsCLOUDPLAY2.2 HERE (https://docs.google.com/file/d/0B1g3qSVwwtNBb25zT0dkM1p6S00/edit?usp=sharing)~84MB
*Smaller Add-on packs may be available below in the version history.

Optional Battle Scenes from EQ2Alyza (https://docs.google.com/file/d/0B-Q_AObuWRSXNW9rb3FxS0F1Qk0/edit?usp=sharing)~255MB (Full battle.lgp will total 1.2MB. Can fail in compiling if you don't have enough RAM)

Optional Battle Scenes from Magochocobo and Felix Lionhart HERE (https://docs.google.com/file/d/0B1g3qSVwwtNBWWJOelhwRFBPZEk/edit?usp=sharing)~500MB (Even worse on RAM and not as complete as EQ2Alyza's mod, but made-from scratch scenes)

English flevel (https://docs.google.com/file/d/0B1g3qSVwwtNBZ0NGV1JTMnhGZjg/edit?usp=sharing) if you downloaded the broken English Reworked I put up~100MB

Installation of these mods requires the use of a uLGP utility (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.7.7z)link is to .7 which won't overwrite data in a file, so you need to compile to a brand new lgp file and then move it where you need it for decoding and encoding the data. For instructions on unpacking and repacking the lgp files, please see the FAQ/Tutorial section--or do a search, our search function is precious, if it's working use it! The path for Steam FF7 data looks something like this: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data

Please backup your original .lgp files before installing this mod.

Includes PRP/Unshaded models and some Avalanche Hi-Res textures. What I could get from a good bootleg selection is in these unencoded folders that contain lgp data. Data within the folder labeled "high" belongs in data/minigames/high-xx.lgp (xx=your language/region); the folder labeled "world" has data that belongs in the data/wm/world_xx.lgp (your lang./region);  "flevel" has data that belongs in data/field/flevel.lgp; Char belongs in data/field/char.lgp and the "battle" folder belongs to data/battle/battle.lgp. A detailed and specific tutorial will follow the addition of a few more features.

For the Battle Scenes Mod, the unpacked files need to be encoded into your battle.lgp.

Unfortunately, as of yet we can do nothing about the awful backgrounds without converting to the 1998 version. I'm shocked SE left them in this condition. I think the best bet (and it's a long shot) for this would be a good shader of some sort. I'm looking into it, but the lightbulb on that would likely come from someone else. Most likely there will be a wait.

Credits: Kaldarasha and his Unshaded Models Collection (http://forums.qhimm.com/index.php?topic=13960.msg195913#msg195913), which in turn credits a ton of people individually (like Squallff8) and also those that worked on the Phoenix Rejuvenation Project; Team Avalanche for their Hi-Res Overhaul; PitBrat for putting together and repairing a lot of the older models; Borde for Kimera and Aali for all kinds of tools and genius. Thanks, sincerely.
I want to stress that I didn't create any of the mods in this collection and have merely put the files in order for easier insertion to lgp files.

Version History:
1.1 Removed flevel directory for testing, repaired Cloud/Sephiroth closed eye (unrelated).
1.11 Updated world_us directory for incompatibility issues (looked good in spots but bad in others). Now includes only the field models.
1.12 Updated world_us data and changed to "world" for possible incompatibility issues with SP, GR, FR installs. Updated high-us data and changed to "high" for same reasons.
1.13 Updated battle data with new Cloud battle stance.
1.14 Updated battle data with final version of Cloud's battle stance.
2.0 Added flevel directory back, updated to current Unshaded Model Overhaul
2.1 Made the download smaller (Messed up and put conflicting files in, then lost track of them)
2.2 Made the download even smaller! (found the rest of the files!).

Sound add-on I tried: Drag and drop the contents of this collection of FinalFanTim's Looping OST Remastered (http://www.gamefront.com/files/22161911/FF7_OST_Remastered_Ogg_Fix_v4_zip) files into your games data/music_ogg folder and overwrite everything for original music in near CD quality and good instruments that loop seamlessly as far as I tested them.

*The battle scene add-on is not for all systems. It creates a super bloated battle.lgp file. Wish it weren't so huge, but it works fine on my Steam install. It's very important to encode to a brand new lgp file when using uLGP .7 because it will NOT overwrite files in an already existing lgp file. So, for example:
 
(http://i647.photobucket.com/albums/uu193/electrotoyou/uLGPbattleConfig_zps38df33d0.png)
Here I've manually typed in the destination lgp file to be encoded as C:\battle.lgp
Notice there isn't a file there that exists already.

(http://i647.photobucket.com/albums/uu193/electrotoyou/battlelgpencoded_zps3de4023f.png)
Here the file has been encoded and appears in the C: directory, ready to be moved to the correct game data folder

(http://i647.photobucket.com/albums/uu193/electrotoyou/Replacedlgp1_zpsd79d7a6a.png)
And here I've replaced the original battle.lgp (notice I've renamed it battleBACKUP.lgp at the top of the list) with the newly encoded file.
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: Rirse on 2013-07-08 07:24:58
I tried it out just now and it looks great (again wish the backgrounds can be improved on, oh well), but encounter a issue where certain NPCs would cause giant white marks to appear on the screen. Example is when at Aeris' house, her mom would cause the white effect to appear when the camera is pointing down. Same with some kids at the church. Can't really tell if Cloud's eye is fixed since no camera in the game would focus on it while I was testing.
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: Template on 2013-07-08 07:35:00
Thanks for the report Rirse! I will test that scene and see if a reinstall of your Steam directory and ff7 is in order (it takes about 15 min and you lose no progress) or if we really do have a problem with the models.

I will keep the current version on the Original Post and begin labeling them for your comparison.

Edit: After testing, there is no issue with that scene, all the models in the package have been thoroughly tested, the tricky part is the lgp file unpacking, file sorting and re-encoding. I would suggest redownloading ff7 from steam (which doesn't take long) and redoing the modifications with the 1.11 pack. That'll give you a chance to include the Battle Scenes I've added to the Original Post. I've tested them and they work fine in game... wish we had the Team Avalanche Bombing Mission battle scenes but they were all in the wrong format.

I am still planning to write a tutorial for these mods but not today. There's already tutorials on lgp file manipulation, but I'll keep this one up to date with the collection. 
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: Kaldarasha on 2013-07-08 07:48:32
Could you make some screenshots, please (First Windos key and then ctrl+print. Paste it in paint).
I also would like to know if the original chibi models could blink (closing the eyes while standing).
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: Rirse on 2013-07-08 20:52:32
Think I know what happened. I put EVERYTHING in the mod in the char.lgp, not putting stuff for mini game into the proper files. Will fix that and see if the issues i was having are corrected.
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: scar233 on 2013-07-09 06:35:30
screen turn black if in world map, but everything work fine in the other places.

I use your mod in FF7 2012  re-release.
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: Template on 2013-07-09 10:05:02
screen turn black if in world map, but everything work fine in the other places.

I use your mod in FF7 2012  re-release.

Hiya Scar,

I had issues with the world map with the initial release of this package. I had to reupload version 1.11 with a lot of world map stuff removed. Please restore your backup world_xx.lgp file and repack the files, if you haven't used the latest version. Hope that helps.

Edit: Having to look again at the game files that have versions for each language and I'm uploading a fixed version of the package (v1.12). The previous versions may cause incompatibilities for installs other than English. The package is designed to work with all of the languages. battle.lgp data and char.lgp data will remain unaffected by the new version.

With the files that have 4 versions (1 for each language) you need to dump the .lgp that goes with your language (ex. C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data\minigames\high-sp.lgp) and add the files from the HQModels package to the dumped folder. For example, I installed in Spanish and I am about to do the world map textures. Using uLGP I dump the contents of world_sp.lgp to a folder (like C:\world) and then extract the files from the "world" folder in this package to c:\world, overwriting any files. I use uLGP to compile a new lgp file (C:\world_sp.lgp) and create a BACKUP of the original world_sp.lgp in my game directory's data\wm\ folder. Last I move the newly compiled file from C:\world_sp.lgp to that data\wm folder in my game directory.   
Title: Re: HQ Models and Textures for Unconverted STEAM/SE release
Post by: scar233 on 2013-07-10 01:32:01
Hiya Scar,

I had issues with the world map with the initial release of this package. I had to reupload version 1.11 with a lot of world map stuff removed. Please restore your backup world_xx.lgp file and repack the files, if you haven't used the latest version. Hope that helps.

Edit: Having to look again at the game files that have versions for each language and I'm uploading a fixed version of the package (v1.12). The previous versions may cause incompatibilities for installs other than English. The package is designed to work with all of the languages. battle.lgp data and char.lgp data will remain unaffected by the new version.

With the files that have 4 versions (1 for each language) you need to dump the .lgp that goes with your language (ex. C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data\minigames\high-sp.lgp) and add the files from the HQModels package to the dumped folder. For example, I installed in Spanish and I am about to do the world map textures. Using uLGP I dump the contents of world_sp.lgp to a folder (like C:\world) and then extract the files from the "world" folder in this package to c:\world, overwriting any files. I use uLGP to compile a new lgp file (C:\world_sp.lgp) and create a BACKUP of the original world_sp.lgp in my game directory's data\wm\ folder. Last I move the newly compiled file from C:\world_sp.lgp to that data\wm folder in my game directory.

Hi Template,

Thank you for your instructions in every detail. I will try the version 1.12.

I am a big FF7 fan from China, unfortunately, there is no offical Chinese language so far, but folk fans make the chinese translation PATCH, but the patch do not work with BOOTLEG or Aali's graphic mod. that's too bad.

I am just supposed to post a new thread to look for help, hoping that someone could help the chinese FF7 fans to make the CHS patch work for Bootleg or Aali's graphic mod, could you pls do me favor. Thank you in advance!
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-10 12:59:50
I do not understand why any of the mods contained in this package would not be compatible with this "CHS patch". :D I'm unfamiliar with the CHS patch, however, and I suppose it may be designed exclusively for the PSX emulated version or the Ultimate version? The Ultimate version is not supported here. If your game uses lgp files with the CHS patch, this group of mods should work after being encoded into the correct files.

Edit: K, I want to just be clear that Chinese users will most likely be playing in English, right? So my example in the above post was for Spanish, the English files would be world_us.lgp and high-us.lgp. Also, those 2 mods are completely the work of Kaldarasha. I have uploaded the picture files for a tutorial but writing it up is a painful chore. I am afraid it will cause more confusion than help.  :P
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: xLostWingx on 2013-07-10 18:29:15
CHS = Chinese Patch?

Apparently it is something rather difficult to find information about.  This is the closest I was able to find to something like what he is describing.  It may or may not be helpful.

http://zhongruige.wordpress.com/2011/04/25/final-ly-fantasy-vii-in-chinesepc-version/ (http://zhongruige.wordpress.com/2011/04/25/final-ly-fantasy-vii-in-chinesepc-version/)
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: scar233 on 2013-07-12 00:03:56
I do not understand why any of the mods contained in this package would not be compatible with this "CHS patch". :D I'm unfamiliar with the CHS patch, however, and I suppose it may be designed exclusively for the PSX emulated version or the Ultimate version? The Ultimate version is not supported here. If your game uses lgp files with the CHS patch, this group of mods should work after being encoded into the correct files.

Edit: K, I want to just be clear that Chinese users will most likely be playing in English, right? So my example in the above post was for Spanish, the English files would be world_us.lgp and high-us.lgp. Also, those 2 mods are completely the work of Kaldarasha. I have uploaded the picture files for a tutorial but writing it up is a painful chore. I am afraid it will cause more confusion than help.  :P

CHS patch DO work if using LGP tools to make a battle. lgp、char.lgp mod(example:APZ's cloud graphic mod), but DO NOT work with the open screen mod, menu mod, transparent dialogue....besides the finger(finger on cloud's head) mod do not work, and the mods like the magic or screen HQ mod work with Aali's graphic DO NOT work with CHS patch.

If u would like to help, pls advise the way for me to send u the CHS patch, I will do it ASAP. thank you
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: EmperorSteele on 2013-07-13 21:47:29
Hey, in regards o the last line of the OP, are we sure that the music "loops seamlessly"? Because I played a few tracks in VLC and some of them loop terribly. "One Winged Angel" ends in the middle of the word "Sephiroth" (about 4 minutes in, even though the full track is supposed to be around 6 minutes) and goes back to the start. Or does the game take care of looping?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-14 01:36:43
Hey, in regards o the last line of the OP, are we sure that the music "loops seamlessly"? Because I played a few tracks in VLC and some of them loop terribly. "One Winged Angel" ends in the middle of the word "Sephiroth" (about 4 minutes in, even though the full track is supposed to be around 6 minutes) and goes back to the start. Or does the game take care of looping?

Pretty sure that's correct and as far as I've gone with them they work fine in game. Anyway I got them off the Big List of Mods and the download came from the end of the OSTRe release thread (http://forums.qhimm.com/index.php?topic=10723.msg188357#msg188357). What I thought was particularly convenient was that the filenames were already setup to just drag and drop the whole set into the unconverted ff7 music_ogg folder and rewrite everything. I'd be surprised if they didn't work correctly. After you get Aeris and are running through the Church the music worked correctly for me and that's been a long time. How do you know which is "One Winged Angel" and there are words spoken in the .ogg?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: EmperorSteele on 2013-07-14 17:57:49
OWA is "lb2" (for Last Boss 2), and yes, it has words.

And playing it in VLC, it stops just as the chorus is chanting "Sephiroth", and like I said the run time seems too short by a couple minutes.

I noticed in the changelog that the author removed "lb2_awe" in the latest version... perhaps the files are linked in some way?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-15 13:20:31
Edit: Apparently obscene .GIF of Cloud's battle stance has been removed due to several bomb threats.

Download the full HQ Models collection v1.14 HERE
(https://docs.google.com/file/d/0B1g3qSVwwtNBNEtUT3lRdnZZSU0/edit?usp=sharing)


Download Cloud Battle Stance add-on HERE
(https://docs.google.com/file/d/0B1g3qSVwwtNBSU9BSFBOSXJBUms/edit?usp=sharing)


Original Release Post (http://forums.qhimm.com/index.php?topic=14405.msg201555#msg201555) for some instructions on how to install these. Tutorial still in the works.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: EmperorSteele on 2013-07-15 21:32:22
. . .

What... the HECK is he doing with that sword handle?! XD
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-17 07:41:11
What... the HECK is he doing with that sword handle?! XD
While I'll admit your observation is slightly amusing, I think it goes without saying a sword that big is already a pretty phallic symbol. Clearly the hands need a little work  :roll: 
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-20 21:42:43
OWA is "lb2" (for Last Boss 2), and yes, it has words.

And playing it in VLC, it stops just as the chorus is chanting "Sephiroth", and like I said the run time seems too short by a couple minutes.

I noticed in the changelog that the author removed "lb2_awe" in the latest version... perhaps the files are linked in some way?

I'm wondering if the author set the loop point before the chorus comes in to avoid an issue and thus cut the track short to save space... I'm tempted to reset up STEAM to test it but I think I'll just wait until someone complains about it or says it works fine or something. It's a pain to have to rename all those files... 
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: EQ2Alyza on 2013-07-20 22:11:58
When using these, I noticed Cloud's running away animation is slower than everyone else.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-20 22:17:45
When using these, I noticed Cloud's running away animation is slower than everyone else.

Yay! More feedback please...
Kaldarasha did that particular alteration, though...  :-P

As a good introduction to Kimera.97 u can simply delete every other frame but that would be a pain in the butt. soooo... ill fix it and release a patch. I'm not sure if he intended to have all the run-away animations be slower like that once UMC main-characters are complete tho. Does it look bad or just different?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: EQ2Alyza on 2013-07-20 23:21:32
Well the animation itself looks fine, but when the other 2 party members run away at normal animation speed, it sticks out and looks odd. If all ran with Cloud's new animation, it'd look good I think.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 04:14:22
Hi!

This mod doesn't work for me. I've replaced all the lgp files with the modded ones (compiled them with the "Highwind" tool). When I load any of my saves it looks fine at first, but then, if I exit to the next screen or enter a building, the screen just turns black and the game crashes, followed by a Windows dialog box: "Final Fantasy VII has stopped working". Really strange. Wonder what's wrong there.

Kind regards
Josh

EDIT:
Could that be because I installed the game under "C:\Program Files (x86)" ?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 04:48:53
This mod doesn't work for me. I've replaced all the lgp files with the modded ones (compiled them with the "Highwind" tool).
Could that be because I installed the game under "C:\Program Files (x86)" ?
I think it doesn't matter where the game is installed unless you want to convert it to the old version. Highwind (http://forums.qhimm.com/index.php?topic=6389.msg80485#msg80485) is outdated and probably is what is causing the problem.

I would suggest uLGP .5 GUI (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.5_aio.7z) for packing and unpacking the lgp files.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 05:00:44
*New* mini-update for the addition of a reworked Cloud Battle Stance animation.

(http://i647.photobucket.com/albums/uu193/electrotoyou/CloudStancev3Final_zpsc3e70cc3.gif)
Thanks to cmh175 for fixing the hands! ;D

Cloud Battle Stance v3 Final add-on is HERE for download (https://docs.google.com/file/d/0B1g3qSVwwtNBSU9BSFBOSXJBUms/edit?usp=sharing)

Full HQ Models CLOUD PLAY 1.14 is HERE for download (https://docs.google.com/file/d/0B1g3qSVwwtNBNEtUT3lRdnZZSU0/edit?usp=sharing)
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 05:29:26
I think it doesn't matter where the game is installed unless you want to convert it to the old version. Highwind (http://forums.qhimm.com/index.php?topic=6389.msg80485#msg80485) is outdated and probably is what is causing the problem.

I would suggest uLGP .5 GUI (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.5_aio.7z) for packing and unpacking the lgp files.

Okay, thanks I will try it again with uLGP .5 GUI.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: cmh175 on 2013-07-21 05:37:13
Hi!

This mod doesn't work for me. I've replaced all the lgp files with the modded ones (compiled them with the "Highwind" tool). When I load any of my saves it looks fine at first, but then, if I exit to the next screen or enter a building, the screen just turns black and the game crashes, followed by a Windows dialog box: "Final Fantasy VII has stopped working". Really strange. Wonder what's wrong there.

Kind regards
Josh

EDIT:
Could that be because I installed the game under "C:\Program Files (x86)" ?


Don't use the Highwind tool to compile lgp files. It pretty much never works, leaving you an empty lgp file. I only use Highwing to unlgp since it's easier to export to particular locations. Use Aalis unlgp/lgp tool to compile.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 06:02:29
Cool, works now, so "Highwind" was in fact the problem. Where do I put the Cloud Battle Stance animation, into the battle.lgp as well?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 06:04:15
Cool, works now, so "Highwind" was in fact the problem. Where do I put the Cloud Battle Stance animation, into the battle.lgp as well?
Yes, exactly  :)
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 06:07:28
As for the Optional Battle Scenes, I just dragged those files into the modded battle folder and chose yes for all when it asked me whether I wanted to replace files. Then I compiled to "battle.lgp". Is that the right way to do it?

Thanks!
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 06:09:37
As for the Optional Battle Scenes, I just dragged those files into the modded battle folder and chose yes for all when it asked me whether I wanted to replace files. Then I compiled to "battle.lgp". Is that the right way to do it?
You got it, Ace! ;D Hope you enjoy. A lot lot lot of people's blood sweat and tears went into those models. A large roomful of people.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 06:19:44
You got it, Ace! ;D Hope you enjoy. A lot lot lot of people's blood sweat and tears went into those models. A large roomful of people.

Yeah, they look killer! Very authentic. Guess this is how they would've looked like if Square Enix had made the game in like '98/'99. So yeah, a huge thank you to the contributors!

And thanks for being helpful, everyone!
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Kaldarasha on 2013-07-21 10:36:23
When using these, I noticed Cloud's running away animation is slower than everyone else.

I have slowed down the animation for the other characters, too.
The main part of the mod is done. I only need too make some models for the Chocobo mini game.
I will release it soon.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 13:20:40
Hmm, everything seems to work, but I can't use the modded battle.lgp that also has the Optional Battle Scenes and Cloud Battle Stance animation. The modded folder is 1,58 Gb and when I click "Encode" with uLGP .5 GUI a message pops up, saying something like "not enough memory for this operation" (my Windows is German, so I don't know if that would be the exact wording in English). Any clues?

Kind regards
Josh
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 13:34:23
Hmm, everything seems to work, but I can't use the modded battle.lgp that also has the Optional Battle Scenes and Cloud Battle Stance animation. The modded folder is 1,58 Gb and when I click "Encode" with uLGP .5 GUI a message pops up, saying something like "not enough memory for this operation" (my Windows is German, so I don't know if that would be the exact wording in English). Any clues?
I think you have met a limitation of uLGP.5. Please try to encode that giant folder with uLGP .7 (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.7.7z) but be sure to manually enter in a new path for the .lgp file to be encoded. You can type in the field boxes for lgp and folder. I usually click on the folder button, choose the folder ready to be encoded and then copy the path from the folder box to the lgp box. Then add .lgp on the end of the lgp file path. Make sense? Also, make sure you haven't added any extra files to the folder for encoding. Occasionally I'll accidentally include a whole .lgp file in a folder to encode to another .lgp file and it makes it too large.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 14:12:25
I think you have met a limitation of uLGP.5. Please try to encode that giant folder with uLGP .7 (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.7.7z) but be sure to manually enter in a new path for the .lgp file to be encoded. You can type in the field boxes for lgp and folder. I usually click on the folder button, choose the folder ready to be encoded and then copy the path from the folder box to the lgp box. Then add .lgp on the end of the lgp file path. Make sense? Also, make sure you haven't added any extra files to the folder for encoding. Occasionally I'll accidentally include a whole .lgp file in a folder to encode to another .lgp file and it makes it too large.

Doesn't work. When encoding the huge 1,58 Gb file via uLGP ver. 0.7 it turns it into a 170 Mb file, which won't have any effect. Actually all the lgps when encoded via ver. 0.7 don't work for me. Except for that they disable cloud saving and achievements for me.

I might just go back to playing the game in its original form... The Steam version doesn't seem to take these kind of mods very well for some reason.  :(
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Kaldarasha on 2013-07-21 14:19:26
If the Mod wrapper works with the steam version, then have a little patient. I building a mod with it, which is very dynamic to set up and does not need lgp tools anymore. I implement now the twisted buster sword as an option and then hopefully I'm ready with the first version of it.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 14:23:07
Doesn't work. When encoding the huge 1,58 Gb file via uLGP ver. 0.7 it turns it into a 170 Mb file, which won't have any effect. Actually all the lgps when encoded via ver. 0.7 don't work for me. Except for that they disable cloud saving and achievements for me.

I might just go back to playing the game in its original form... The Steam version doesn't seem to take these kind of mods very well for some reason.  :(
The battle scene add-on is not for all systems. It creates a super bloated battle.lgp file. Wish it weren't so huge, but it works fine on my Steam install. It's very important to encode to a brand new lgp file when using uLGP .7 (http://dl.dropbox.com/u/3227870/ulgpGUI_v0.7.7z) because it will NOT overwrite files in an already existing lgp file. So, for example:
 
(http://i647.photobucket.com/albums/uu193/electrotoyou/uLGPbattleConfig_zps38df33d0.png)
Here I've manually typed in the destination lgp file to be encoded as C:\battle.lgp
Notice there isn't a file there that exists already.

(http://i647.photobucket.com/albums/uu193/electrotoyou/battlelgpencoded_zps3de4023f.png)
Here the file has been encoded and appears in the C: directory, ready to be moved to the correct game data folder

(http://i647.photobucket.com/albums/uu193/electrotoyou/Replacedlgp1_zpsd79d7a6a.png)
And here I've replaced the original battle.lgp (notice I've renamed it battleBACKUP.lgp at the top of the list) with the newly encoded file.

Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-21 20:19:42
If the Mod wrapper works with the steam version, then have a little patient. I building a mod with it, which is very dynamic to set up and does not need lgp tools anymore. I implement now the twisted buster sword as an option and then hopefully I'm ready with the first version of it.

Sounds good! I'll be looking forward to it :)

The Full HQ Models ver. 1.14 work fine, though, as long as I don't add the Optional Battle Scenes (and don't use uLGP ver. 0.7 for the lgp files). But from my personal experience I couldn't tell whether it affects Steam functionality (cloud saving, achievements), because these features are not working for a lot of people at the moment in general, even with a completely non-modded version.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Rirse on 2013-07-21 23:02:39
Any chance for a updated version with the new files from the Unshaded Model update released today.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-21 23:29:55
Any chance for a updated version with the new files from the Unshaded Model update released today.
Yeah I expect to be able to update again shortly, but at the moment I'm looking through Kaldarasha's new release and I'd like to be able to figure out how to do it without requesting files specifically from him because this is what you get instead of folders full of thousands of files.
(http://i647.photobucket.com/albums/uu193/electrotoyou/NewUMC_zpse722bc8a.png)
It's much more convenient looking from that view--at first, but scratching my head a little as to how to get it back to folders full of thousands of files :evil:
I'm pretty sure if need be I can just get him to give me the new files separately but let's make sure he's OK with it first.

Edit: Seems like the 7thwrapper might work with STEAM. This is a big deal and a lot of info to crunch at once. I'm kinda in over my head tbh. Need several days probably. Someone else will likely figure it out before me. As far as I can tell, it doesn't.

(http://i647.photobucket.com/albums/uu193/electrotoyou/8089d2f6-53eb-4e33-a41a-d45a3e0912f3_zpsbefb3979.jpg)
Made some progress, since Iros's 7thWrapper manager is extremely well laid out and logical, it seemed to sort of set itself up, in a manner of speaking. We will see if I actually did this right

(http://i647.photobucket.com/albums/uu193/electrotoyou/NewUMC2_zps31a60124.png)
Well, apparently I did it right. I still need to figure out how to unpack the .iro files to steal Kaldarasha's models, since 7thwrapper does not appear to work with STEAM. :P 
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Kaldarasha on 2013-07-22 07:33:47
Quote
It's much more convenient looking from that view--at first, but scratching my head a little as to how to get it back to folders full of thousands of files :evil:
I'm pretty sure if need be I can just get him to give me the new files separately but let's make sure he's OK with it first.

Look here (http://forums.qhimm.com/index.php?topic=13960.msg202907#msg202907).
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Iros on 2013-07-22 08:25:34
Edit: Seems like the 7thwrapper might work with STEAM. This is a big deal and a lot of info to crunch at once. I'm kinda in over my head tbh. Need several days probably. Someone else will likely figure it out before me. As far as I can tell, it doesn't.

I hoped my wrapper might work with Steam, but it's not tested, so maybe not a surprise that it doesn't!

Next time you try it, can you post the debug output? Maybe it will give me a clue...
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-22 11:35:59
I hoped my wrapper might work with Steam, but it's not tested, so maybe not a surprise that it doesn't!
Next time you try it, can you post the debug output? Maybe it will give me a clue...
Ack, wish I'da thought of that. I thought it was gonna work for a minute, but the splash screen launcher is killing it somehow. Obviously we can crack the exe and get it to work off cloudplay, but I'm hopeful to get it to work inside the STEAM and ff7 network for the people that want to do achievements and such... (kinda silly, I admit, but I aim to please).

Another good trick would be figuring out how to make a mod path work without converting to 1998 exe, because for me, not being able to use Omzy's upscaled backgrounds kills the new release.

Kaldarasha put up his files so I'm packaging up another update (thanks, Kaldy).

Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-22 16:01:07
New Version HQModelsCloudplay2 (https://docs.google.com/file/d/0B1g3qSVwwtNBWjlleDlCRnhhQ0k/edit?usp=sharing)

In a big hurry, I'll update this later.

Be sure to use the proper name for the flevel, choco, world, and high minigame files depending on your language setting. ex. schocobo.lgp for Spanish or world_gm.lgp for German.

Hope no problems but I have had almost zero testing time. Cloud's eyes worked.

Pretty sure you don't need to decode your own char.lgp or battle.lgp. Those are totally complete and you can just encode from the downloaded folders straight to lgp files. Please remember to BACKUP YOUR ORIGINAL FILES.

Can someone please test this English version of Kaldarasha's reworked flevel.lgp (https://docs.google.com/file/d/0B1g3qSVwwtNBcHN1VnBzQkVyV2c/edit?usp=sharing) (needs to be compiled) on Unconverted Steam or SE rerelease? If you try it, remember to BACKUP your flevel.lgp file before changing anything. You need to full install HQModelsCloudplay2 for the flevel to work right, if it's going to.Kaldarasha's ENG flevel is on hold
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-24 01:36:45
New Version HQModelsCloudplay2 (https://docs.google.com/file/d/0B1g3qSVwwtNBWjlleDlCRnhhQ0k/edit?usp=sharing)

In a big hurry, I'll update this later.

Be sure to use the proper name for the flevel, choco, world, and high minigame files depending on your language setting. ex. schocobo.lgp for Spanish or world_gm.lgp for German.

Hope no problems but I have had almost zero testing time. Cloud's eyes worked.

Pretty sure you don't need to decode your own char.lgp or battle.lgp. Those are totally complete and you can just encode from the downloaded folders straight to lgp files. Please remember to BACKUP YOUR ORIGINAL FILES.

Can someone please test this English version of Kaldarasha's reworked flevel.lgp (https://docs.google.com/file/d/0B1g3qSVwwtNBcHN1VnBzQkVyV2c/edit?usp=sharing) (needs to be compiled) on Unconverted Steam or SE rerelease? If you try it, remember to BACKUP your flevel.lgp file before changing anything. You need to full install HQModelsCloudplay2 for the flevel to work right, if it's going to.

Tried it! Everything seems to work fine. I still got cloud saving (and also achievements, I assume, but I can't tell 100% for sure, because I have yet to earn the next one).
But what exactly does Kaldarasha's flevel.lgp modify? Well, the game doesn't crash (so far), so I think it's working ;)

However, unlike some other character mods I've seen, Cloud doesn't carry his sword when not in battle. But I guess it's just the way this particular character mod is designed (faithful to the original, where it's not visible, either)?

Anyway, this is totally great! Thanks so much!
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-24 04:44:37
Updated release with standard field model textures from previous versions: Download HQModelsCloudplay2.1 HERE (https://docs.google.com/file/d/0B1g3qSVwwtNBeTlxc3lMa1pVNW8/edit?usp=sharing)

Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-24 14:05:43
Updated release with standard field model textures from previous versions: Download HQModelsCloudplay2.1 HERE (https://docs.google.com/file/d/0B1g3qSVwwtNBeTlxc3lMa1pVNW8/edit?usp=sharing)

Also, new version of the EnglishReworked flevel from Kaldarasha (https://docs.google.com/file/d/0B1g3qSVwwtNBd281aU9SR1FxNms/edit?usp=sharing)

Makes the character models larger and does some cool transparency stuff as well as fixing Aeris Death scene. Pretty much same as last version but compiled text without Aeris Revival installed just in case.

Do you have a comparison screenshot / link? How do the models in Cloudplay ver. 2.1 differ from ver. 2.7 ? I'm using 2.7 right now. And everything's great! Except for, like I said, Cloud doesn't carry his sword outside battle. But it's not a big deal.

Thanks.

Kind regards
Josh
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-24 15:39:03
Do you have a comparison screenshot / link? How do the models in Cloudplay ver. 2.1 differ from ver. 2.7 ? I'm using 2.7 right now. And everything's great! Except for, like I said, Cloud doesn't carry his sword outside battle. But it's not a big deal.
Hiya Josh, haven't released a 2.7 yet, that's the confusing file extension type. 7z is a type of zip file. I'd quit using it but it's pretty good at what it does.

Cloudplay2.0 is what I should have put.
Quote
2.1 Made the download smaller
from front page, there's a version history at bottom of OP. Honestly, I could use help testing this. 2.0 file download ballooned in size. I added too many files somewhere and lost track. 2.1 is corrected but I don't think there will be any practical difference.

I have decoded a new EnglishReworked flevelV3 but it also will probably not have any significant changes from v2 for unconverted installs. Would appreciate any feedback on problems or lack thereof.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-24 19:20:10
Hiya Josh, haven't released a 2.7 yet, that's the confusing file extension type. 7z is a type of zip file. I'd quit using it but it's pretty good at what it does.

Cloudplay2.0 is what I should have put.  from front page, there's a version history at bottom of OP. Honestly, I could use help testing this. 2.0 file download ballooned in size. I added too many files somewhere and lost track. 2.1 is corrected but I don't think there will be any practical difference.

I have decoded a new EnglishReworked flevelV3 (https://docs.google.com/file/d/0B1g3qSVwwtNBZ0Eyd05nME9GU3M/edit?usp=sharing) but it also will probably not have any significant changes from v2 for unconverted installs. Would appreciate any feedback on problems or lack thereof.

Yeah, that makes sense. Just noticed I misread it because of the .7z suffix ;)

I will stick with ver. 2.0 right now. I'm just happy everything runs smoothly right now, so I can finally enjoy the game. What exactly is it about ver. 2.0 that you would want to have tested?
The one I'm using right now is 684 mb (uncompressed) and I replaced the flevel.lgp with Kaldarasha's reworked lgp, ver. 2
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-24 19:37:24
Yeah, that makes sense. Just noticed I misread it because of the .7z suffix ;)
I will stick with ver. 2.0 right now. I'm just happy everything runs smoothly right now, so I can finally enjoy the game. What exactly is it about ver. 2.0 that you would want to have tested?
I'm with you--if it ain't broke don't fix it. I think those releases will work fine, I think I added some unneeded files to an lgp they didn't belong in and they wont hurt anybody. As for testing, if you actually play through the game and look for any big problems like text boxes missing, crashes (obviously), and problems with the models especially, then that's very very helpful. Having someone post here: "I did not find any problems with this the whole way through my game" or "there was a broken model in the scene with the thing" either report is much better than getting no feedback at all.

To be more specific about v2 v3 flevels. The text on v2 was dumped and encoded with the previous version of the tool for that (ToughScript). The v3flevel was done with the current version and I think they are identical. The older version maybe had text-sizing problems outside of English, but unless you say otherwise v2 seems fine.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-24 21:15:15
I'm with you--if it ain't broke don't fix it. I think those releases will work fine, I think I added some unneeded files to an lgp they didn't belong in and they wont hurt anybody. As for testing, if you actually play through the game and look for any big problems like text boxes missing, crashes (obviously), and problems with the models especially, then that's very very helpful. Having someone post here: "I did not find any problems with this the whole way through my game" or "there was a broken model in the scene with the thing" either report is much better than getting no feedback at all.

To be more specific about v2 v3 flevels. The text on v2 was dumped and encoded with the previous version of the tool for that (ToughScript). The v3flevel was done with the current version and I think they are identical. The older version maybe had text-sizing problems outside of English, but unless you say otherwise v2 seems fine.

Well, I'm still on the 1st disc, in the Shinra building. There was actually some small bug I noticed, though I'm not sure whether this might occur in the original release as well.

Mods I used when this occured:
- HQModelsCloudplay2
- EnglishReworkedflevel (by Kaldarasha, version 1)

You know this room on the 59th floor? There are several elevators. There's one to the north that leads back to the 1st floor. When you want to take it, Barret will say something like "We've come all this way and you want to go back?". After this you're given two choices (take the elevator >> yes/no).

And this is right where the bug comes into play:
The cursor will select "no" by default and you can't move it up to select "yes". However, when you select "no", Cloud, Barret and Tifa will still take the elevator down. Meaning that the choices have been shifted down one line (selecting "no" meaning "yes" here).
So if you don't want to take the elevator you have to press down. And then, guess what, the cursor will be placed outside the dialog box :P

Hope this makes sense. Might be kinda confusing, the way I explained it... ;)

Here's a screenshot of the Shinra building, 59th floor, so you get an idea which location we're talking here. Excuse the quality, took it from a YouTube clip:

(http://imageshack.us/a/img835/1336/vre4.jpg)
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-24 21:20:46
That's exactly the kind of test I was looking for--definitely concerns the flevel.lgp. That sounds like something v3 may fix. You might want to give it a try. I can test that scene np, but I may not get a chance til later tonight; if you can replicate the bug with v3 then it's just a matter of waiting for the next version of ToughScript. If that bug is solved with v3 then we know a little bit more about what got fixed with the current version of ToughScript (which I just found out about this morning, even though it's been out for like a year...)
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-24 21:47:32
That's exactly the kind of test I was looking for--definitely concerns the flevel.lgp. That sounds like something v3 may fix. You might want to give it a try. I can test that scene np, but I may not get a chance til later tonight; if you can replicate the bug with v3 then it's just a matter of waiting for the next version of ToughScript. If that bug is solved with v3 then we know a little bit more about what got fixed with the current version of ToughScript (which I just found out about this morning, even though it's been out for like a year...)

Just installed the reworked flevel.lgp v3. But, unfortunately, can't try to replicate that specific bug any longer. Didn't keep a save file of that very spot. I went back to the 59th floor, but the dialog box with the two choices won't show up anymore (it was some kind of mini cutscene after all). Now it just lets you enter the elevator instantly.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-24 23:08:34
Here, same bug as described above, but with version 3 of the reworked flevel.lgp

Location:
Shinra building, Hojo's lab

Event:
Choosing party for mini-boss fight

(http://img826.imageshack.us/img826/562/odrs.jpg)

Edit:
Seems this is a common bug. I just got to the part where your party stands outside the walls of Midgar, ready to leave. When you talk to your party members, several dialog options will appear. And it's the same bug on each of them.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: cmh175 on 2013-07-25 01:12:38
Just installed the reworked flevel.lgp v3. But, unfortunately, can't try to replicate that specific bug any longer. Didn't keep a save file of that very spot. I went back to the 59th floor, but the dialog box with the two choices won't show up anymore (it was some kind of mini cutscene after all). Now it just lets you enter the elevator instantly.

I had this problem at the end of disks when it asks if you want to save, or at least on disk 1, I forget. It seems to be corrected for the end of disk 1 now. I have the troubleshooting and testing game save pack so I can check the elevator bug and see if the new flevel fixed it.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-25 01:45:59
Quote

Seems this is a common bug. I just got to the part where your party stands outside the walls of Midgar, ready to leave. When you talk to your party members, several dialog options will appear. And it's the same bug on each of them.
Darn. Have to check this out. Either I'm a twit, or this is gonna have to wait 'til new ToughScript is out, possibly both.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: cmh175 on 2013-07-25 02:39:59
Yeah that maybe a problem. Other than the changing disks screen I haven't had that problem before. I'll look into it more with the new flevel to see how much this comes up.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-25 02:44:31
Yeah that maybe a problem. Other than the changing disks screen I haven't had that problem before. I'll look into it more with the new flevel to see how much this comes up.
I have a list of the errors from ToughScript log. I'll try fixing them manually if I don't hear anything more from PitBrat about game-breaking problems with the flevel.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Acetrouble on 2013-07-25 20:10:15
Concerning the flevel.lgp:
Is it necessary to use the default flevel.lgp from "HQModelsCloudplay2" and merge its contents with Kaldarasha's reworked one (ver. 3), or do I just use the reworked one, "standalone"?
I did the latter. And I was just wondering if that was wrong, and thus maybe causing the bugs I mentioned.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-25 20:54:41
Concerning the flevel.lgp:
Is it necessary to use the default flevel.lgp from "HQModelsCloudplay2" and merge its contents with Kaldarasha's reworked one (ver. 3), or do I just use the reworked one, "standalone"?
I did the latter. And I was just wondering if that was wrong, and thus maybe causing the bugs I mentioned.
Nope, you did it right. Kaldarasha is fixing the flevel because it's beyond me. You could go back to the original flevel for now, although the only bugs you are likely to find will be exactly like the ones you've run into already. I will update it ASAP. Sorry about the issues.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Kaldarasha on 2013-07-26 15:51:17
I'm not sure if this is really the reason, but it looks like the problem with wrong question marker occurs when the window has a 'NEW' command.
Please post more of those errors if you find them. I'll try to add the transparency fix and the extra motor sound when you in the Highwind. Even if the sound is buggy, it's a great improvement to the scenes.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-26 17:03:16
OK I've been wanting to actually play the game, so, I'll do some testing post Midgar. Been wanting to see the Kalm flashback. 
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Stele on 2013-07-30 03:12:26
So thanks for this.  After just getting the game on the Steam sale, this mod has helped freshen things, while still keeping the achievements and cloud.  8)

I've run across one bug, a couple of times though.

When leaving Midgar the first help screen that popped up was in another language.  German I think.  Then after catching my first chocobo, the same thing happened again, with the chocobo help screen.

Not sure which part of the mod this could have came from or how the German got mixed in.  I guess something in the wm/world_us.lgp ?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-30 03:26:02
Sorry, I should be taking better care of this thread. The problem is with the flevel.lgp. I released that without testing properly and its the only problem with the package. I am going to take the current download off and update it... As long as you backed up your original flevel just change it back, won't hurt anybody... If you need to rebuild what you can do is just copy the other lgp files you made to a temporary folder and copy them back after a reinstall. Sorry for the trouble and I do hope you continue to enjoy Kaldarasha's updated models along with all of the other goodies made available from bootleg40.  :)

Edit: 2.1 download is fine, If you downloaded the English Reworked flevel I uploaded (which was pretty broken as it turned out) and you need a new one, here's the link to a normal English flevel (https://docs.google.com/file/d/0B1g3qSVwwtNBWW5XT1pEWFpDZ3M/edit?usp=sharing).
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Stele on 2013-07-30 04:23:01
Oh forgot to mention I didn't install the flevel.lgp, since there seemed to be problems with it mentioned in the thread.

So the other language stuff for me would have to be in the world_us.lgp I think.  :|
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-30 04:32:46
Well. That is interesting. Guess I have some work to do! Thanks very much for reporting the issue I will have a fix shortly.  :lol:

So yah, I guess this explains why the filesize on the mod got so big all of a sudden. I put a bunch of files I shouldn't have in these archives from 2.0 on and only fixed part of it with 2.1.
The flevel thing here is actually not an issue there's only 14 files you need to add and they don't have anything to do with text.
2.2 is the same as 1.4 but with Kaldarasha's new unshaded Vincent and Yuffie added. I've actually done this same mistake twice now with world_us...  :roll:
uploading just now.  :oops:
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-07-30 05:24:18
Download HQModelsCloudplay2.2 HERE ~84MB (https://docs.google.com/file/d/0B1g3qSVwwtNBb25zT0dkM1p6S00/edit?usp=sharing)

No change from 2.1 other than removing incompatible files from world_us.lgp folder
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: manuchan on 2013-08-08 04:11:58
what parts of this were included in bootleg40?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Rundas on 2013-08-08 06:03:33
If you're using Bootleg that means your game is converted. The title says "for unconverted". You don't need this.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: manuchan on 2013-08-08 13:12:53
i understand,
so these are the same models that were included in bootleg?
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Rundas on 2013-08-08 18:58:59
I think this includes Kaldarasha's which are not in Bootleg yet, but they can be installed by themselves. For instructions, go to Kaldarasha's thread.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Template on 2013-08-08 19:30:44
Yep, all this is:
Bootlegged NPCs and other graphics and models available through bootleg
Kaldarasha's Unshaded Models.

Edit: OK fixed link to Vanilla English STEAM decoded flevel on front page.
Title: Re: [WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease
Post by: Mirrorman95 on 2013-08-08 21:18:30
The Google Drive link from "English flevel if you downloaded the broken English Reworked I put up" is broken now. Not that I needed it, but just letting you know it needs to be reuploaded.