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Messages - ToraCarol

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76
I tried again, to check and try that "Lani swap". So, to test i tried to replace everything I found in p04data, so theBattleCinna is replaced now with everything of Enemy Lani. I know for sure that something is wrong but..the funny thing is that..NOTHING happens in the game I mean, it's like I didn't touched it! It really may be?

77

You may fix the bug in this particular battle by adding another PRESENCE_OFF line together with the shadow/model hiding (still keep the PRESENCE_OFF lines that are below):
Code: [Select]
if ( #VAR_GlobUInt16_28 ) {
    set VAR_GlobUInt8_46++
    set VAR_GlobUInt16_28[MODEL_OFF] =$ 65535L
    set VAR_GlobUInt16_28[SHADOW] =$ 0
    set VAR_GlobUInt16_28[PRESENCE_OFF] =$ 1
    set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L
    set VAR_GlobUInt16_42[SHADOW] =$ 0
    set VAR_GlobUInt16_42[PRESENCE_OFF] =$ 1
}


It works perfectly, no mid-air wapons finally!..but, now there's a little problem!! Zidane attacks instead of Dagger and Blank when i try to call their commands..but why?? :'(

UPDATE: And..another thing that I noticed now..the model of Dagger didn't showed off correctly. I mean there's her floating head and..yeah.. it's quite embarassing  ::)



UPDATE2: I can stay ok with the bug if only the camera may be changed and make a better shot...man, that camera thing pisses me off  >:(

78


@ToraCarol: I think that you didn't get it. Once you have linked Seiken abilities and Summon abilities, it frees space for other commands. Once you have done that, you can add up to 12 spells in another command without being told that there's no space.

About Blank's sword... It's strange but I got it!

So actually, "set character[MODEL_OFF] =$ 65535L" hides weapons only for the enemies (it might be that they have weapons meshes but I don't think so, so it's useless) and not for the party characters.
"set character[PRESENCE_OFF] =$ 1" hides weapons (as well as other stuff ; the character doesn't seem to even exist when its presence is off) but it is called a bit later, just before the ATB appears and the battle starts.

Conclusion: Dagger's weapon also appears mid-air before the battle starts. I just checked it on a youtube video and, indeed, there is a very small window during which you can clearly see her weapon...

So, I think that it's another bug of the Steam version. In the "btl_mot::HideMesh" and "btl_mot::ShowMesh", there is a "if" line that is wrong:
Code: [Select]
if (mesh == 65535 && btl.bi.player == 0) ...I think that it should be "!= 0" instead: it was meant to take care of weapons only if the character is a team member and not the opposite.

You may fix the bug in this particular battle by adding another PRESENCE_OFF line together with the shadow/model hiding (still keep the PRESENCE_OFF lines that are below):
Code: [Select]
if ( #VAR_GlobUInt16_28 ) {
    set VAR_GlobUInt8_46++
    set VAR_GlobUInt16_28[MODEL_OFF] =$ 65535L
    set VAR_GlobUInt16_28[SHADOW] =$ 0
    set VAR_GlobUInt16_28[PRESENCE_OFF] =$ 1
    set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L
    set VAR_GlobUInt16_42[SHADOW] =$ 0
    set VAR_GlobUInt16_42[PRESENCE_OFF] =$ 1
}
Unless I'm mistaken, it should not crash the game  8)

About giving trance to someone else, I'll make a few tests but it may be possible to actually do it now with dnSpy/Albeoris's Memoria. Of course, unless you import another model, the trance appearance will be roughly the same as the normal state.
I don't guarantee anything though ^^'

1) Aaaaaaaaah!!! Oh my!! Ok, maybe, MAYBE, I got it this time... in case I didn't I'll let you know.. please understand me.. I'm a mess  ;)
2) Ah! Yeah that's it! I forgot to mention that there was the same identical problem with Dagger Weapon. My, I seriously can't believe that the Steam version is full of bug..thanks a bunch!!! I'll try then!

Talking about bug, there was an old error that i need to try to take hand now that I know better how to do, anyway I'll try to explain, maybe you can also give me an hint on this!
Is at the Ipsen Castle, so.. I would to know two things...

- It may be possibilities to take Blank in the Party even if Amarant isn't in?
-How could I avoid this error? --> http://forums.qhimm.com/index.php?topic=14315.1050 (is the last topic in the page)

It would be nice if now I'll be able to add Blank in every scene of Ipsen Castle, the last ones too!
As Incinerator said, it may be a missing piece of the puzzle if I did not put him in... and I think it may be a pity!

3) Too bad that Memoria and Hws are not compatibles each other, togheter they could give birth to a fantastic modded game in my opinion! Thank you anyway for your kind answer, really!
 You guys are helping me alot!
 

79
@ToraCarol:
1) I don't know :/
The "set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L" line should be the one that hides the weapon if I am not mistaken. I'll look in the engine if there are special instances where it's not good enough.
2) You can select one of the "Seiken" command and link it to the other "Seiken" command because they share the same abilities anyway ; that frees 4 slots that you can distribute somewhere else. You can do the same with Dagger's summons (normal & trance commands).
3) I gave the answer to that: musics are stored in the p0data61 archive and you can swap/replace them at will. You only need to have your music in .ogg format (and define looping points if you want it to loop in-game ; it is a feature of .ogg files).

1) Ok, thanks a bunch! Let me know in case ;)
2) I know,  but I really cannot figure what can be the best solution if I want to make this slot for Blank with his 4 own abilities.. for example, I tried to share with Zidane..but the fact is that he simply share the same abilities with Zidane, and I cannot try to modify, because are linked and if I remove abilities for Blank I'll remove also for Zidane..so I really don't know how to do!!
So what is your suggestion? How did you do with Marcus's ability?
3) My god..sorry! I really missed it! :oops: Thank you so much!

Another little question, just because I'm curios.. it's possible to give to Blank a Trance comand too? Or is something kinda hard?

80

Also, I tweaked the way that 3D models are imported, especially when custom model hierarchy are used, but I couldn't make everything work unfortunatly :/
I saw that replacing the 3D models of main characters is quite complicated (even swapping models) but it is possible: it needs to really make it perfect to have the good animations (so, let's say you use Quina's model instead of Zidane's, you'd need to rename the animations of Quina to fit the names of the animations of Zidane, not to mention to import everything properly with the right path names)... I'm not sure if I can make the process easier because it seems very dependant to what the engine expects... and when there is a dummy animation together with the model in the p0data4 archive, it has to be imported as well (for some reason, it's important to have this dummy animation when it's there by default).
Accessory, enemy and NPC models are much easier to change than models of the main characters (for battles, there's an additional problem since normal battle models and trance battle models share their animations).

I will now work on Alternate Fantasy for a while. I'll make an international version first, but then I'll also work on the mod ; I'm planning to only work sparsely on HW while doing that.

Also, I have once again changed a lot of things related to .hws file format (for script and text datas) ; I have done tests to check if that goes without bugs and didn't find any, but everything is possible. So I advise you to have copies of you .hws files (anyway, these files are so low-sized that I advise to have backups of them in any case).


Aaaaw, so no way for me to add Lani...  :oops: You know, I've tried by replacing names and stuff.. I've tried to check everything but.. I don't know, the game still go crashing! I think that for some reason I forgot something for sure!

Thank you anyway for your hard work Tirlititi!

Oh yeah I wanted to ask you

1) May you know the reason of that floating sword of Blank at the beginning and how to remove it?
2) I want to create a window ability exclusive for Blank.. but i REALLy can't figure how to create one, I mean there's no space in any case and it says me about "link" and stuff, but I don't know the best way to "sacrifice"  spells etc etc, can you give me a hint?
3) Talking about music... how is the best way if I want to replace a music with an external one, so not already in the game?

81
@Incinerator  but wait a minute : what option  i have to look in hades workshop to do that ?


82
@Tirlititi.. thank you so much! I know that the follow code you sent me was the right one, but I've tried to change place for testing.. because when the battle is starting, at very first the "floating sword" of Blank appears, and when the ATB stars it desappear! (already the camera is not the best, so imagine)




 I've tought that doing something like this it may have solved the problem.. and it did...but.. it creates me one even worse! So, ok, thanks to you now I know that I have to try something else..so..I'll give a chek, but if anyone will find a solution before me I will be so thankful!

83
I don't know either... You have weird problems seriously ^^'
Please show your codes in which you add Blank in the battle. I also need to see the "SetCharacterData" line that you use for setting up Blank.

Ahahaha,I know right? Okay, let me see..

Those two are for the battle

Code: [Select]
Function Main_Init
    InitObject( 1, 128 )
    while ( !( GetBattleLoadState & 16 ) ) {
        Wait( 1 )
        set VAR_GenUInt8_206 = GetRandom
    }
    set #( VAR_GlobUInt16_24 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 0 ) )
    set #( VAR_GlobUInt16_24 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 1 ) )
    set #( VAR_GlobUInt16_26 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 2 ) )
    set #( VAR_GlobUInt16_28 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 3 ) )
    set #( VAR_GlobUInt16_28 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 4 ) )
    set #( VAR_GlobUInt16_28 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 5 ) )
    set #( VAR_GlobUInt16_28 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 6 ) )
    set #( VAR_GlobUInt16_30 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 7 ) )
    set #( VAR_GlobUInt16_30 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 8 ) )
    set #( VAR_GlobUInt16_32 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 9 ) )
    set #( VAR_GlobUInt16_34 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 10 ) )
    set #( VAR_GlobUInt16_34 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 11 ) )
    set #( VAR_GlobUInt16_36 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 12 ) )
    set #( VAR_GlobUInt16_38 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 13 ) )
    set #( VAR_GlobUInt16_40 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 15 ) )
    set #( VAR_GlobUInt16_42 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 16 ) )
    set #( VAR_GlobUInt16_42 |= ( SV_PlayerTeam[MODEL_TYPE] ==$ 17 ) )
    set #( VAR_GlobUInt16_44 = ( SV_PlayerTeam[MODEL_TYPE] ==$ 18 ) )
    if ( #VAR_GlobUInt16_28 ) {
        set VAR_GlobUInt8_46++
        set VAR_GlobUInt16_28[MODEL_OFF] =$ 65535L
        set VAR_GlobUInt16_28[SHADOW] =$ 0
        set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L
        set VAR_GlobUInt16_42[SHADOW] =$ 0
    }
    while ( GetBattleState != 1 ) {
        if ( #VAR_GlobUInt16_42 ) {
            set VAR_GlobUInt16_42[PRESENCE_OFF] =$ 1
        }
        Wait( 1 )
    }
    if ( #VAR_GlobUInt16_28 ) {
        set VAR_GlobUInt16_28[PRESENCE_OFF] =$ 1
    }
    Wait( 1 )
    RunBattleCode( 35, 0 )
    while ( GetBattleState != 4 ) {
        Wait( 1 )
    }
    return

Code: [Select]
Function Main_Loop
    if ( VAR_GlobUInt8_47 && ( !VAR_LocUInt8_0 ) ) {
        set VAR_LocUInt8_0++
        while ( IsAttacking != 0 ) {
            Wait( 1 )
        }
        if ( GetBattleState != 4 ) {
            return
        }
        RunBattleCode( 32, 0 )
        while ( GetBattleState != 1 ) {
            Wait( 1 )
        }
        set VAR_GlobUInt8_52 = 255
        set VAR_GlobUInt8_48++
        while ( !VAR_GlobUInt8_49 ) {
            Wait( 1 )
        }
        set VAR_GlobUInt16_28[PRESENCE_ON] =$ 1
        set VAR_GlobUInt16_42[PRESENCE_ON] =$ 1
        set VAR_GlobUInt8_50++
        while ( !VAR_GlobUInt8_51 ) {
            Wait( 1 )
        }
        Wait( 5 )
        set VAR_GlobUInt16_28[MODEL_ON] =$ 65535L
        set VAR_GlobUInt16_28[SHADOW] =$ 1
        set VAR_GlobUInt16_42[MODEL_ON] =$ 65535L
        set VAR_GlobUInt16_42[SHADOW] =$ 1
        Wait( 40 )
        RunBattleCode( 36, 9 )
        BattleDialog( 11 )
        Wait( 45 )
        if ( #( SV_PlayerTeam & VAR_GlobUInt16_28 ) ) {
            if ( !( ( #Matching(VAR_GlobUInt16_28[STATUS_AUTO_A], 2097152L) ) && ( !( #Matching(VAR_GlobUInt16_42[STATUS_AUTO_A], 2097152L) ) ) ) ) {
                RunBattleCode( 36, 10 )
            } else {
                RunBattleCode( 36, 11 )
            }
        }
        BattleDialog( 12 )
        Wait( 60 )
        RunBattleCode( 35, 0 )
        while ( GetBattleState != 4 ) {
            Wait( 1 )
        }
    }
    Wait( 1 )
    loop


and those are the lines where i putted Blank in


Code: [Select]
CureStatus( 0, 127 )
        CureStatus( 1, 127 )
        CureStatus( 3, 127 )
        CureStatus( 2, 127 )
        CureStatus( 4, 127 )
        CureStatus( 5, 127 )
        CureStatus( 7, 127 )
        CureStatus( 6, 127 )
        CureStatus( 8, 127 )
       

--------------- HERE I STARTED



 SetCharacterData( 11, 1, 14, 21, 7 )
        SetName( 11, 92 )
        set Setting_PartyReserve = 1215
        SetPartyReserve( Setting_PartyReserve )
       

 RemoveParty( 0 )
        RemoveParty( 1 )
        RemoveParty( 2 )
        RemoveParty( 3 )
        RemoveParty( 4 )
        RemoveParty( 5 )
        RemoveParty( 9 )
        RemoveParty( 6 )
        RemoveParty( 10 )
        RemoveParty( 7 )
        RemoveParty( 11 )
        RemoveParty( 8 )



        set VAR_GlobBool_147 = AddParty(2)
        set VAR_GlobBool_147 = AddParty(0)
        set VAR_GlobBool_147 = AddParty(11)
        set VAR_GlobBool_147 = AddParty(65535)



        set VARL_GenUInt8_303 = 0
        set VAR_GlobInt16_8 = ( VAR_GlobInt16_10 = ( VAR_GlobInt16_12 = ( VAR_GlobInt16_14 = 99 ) ) )
        if ( 1 ) {
            set VARL_GenUInt8_303++
            set VAR_GlobInt16_8 = 2
        }
        if ( 1 ) {
            set VARL_GenUInt8_303++
            set VAR_GlobInt16_10 = 0
        }
        if ( 1 ) {
            set VARL_GenUInt8_303++
            set VAR_GlobInt16_12 = 11
        }
        if ( 0 ) {
            set VARL_GenUInt8_303++
            set VAR_GlobInt16_14 = 65535





----------------- HERE I FINISHED


        }
        set VAR_GlobBool_148 = ( VAR_GlobBool_149 = ( VAR_GlobBool_150 = ( VAR_GlobBool_151 = 0 ) ) )
        if ( VAR_GlobInt16_8 != 99 ) {
            if ( GetHP(VAR_GlobInt16_8) == 0 ) {
                set VAR_GlobBool_148 = 1
            }
        }
        if ( VAR_GlobInt16_10 != 99 ) {
            if ( GetHP(VAR_GlobInt16_10) == 0 ) {
                set VAR_GlobBool_149 = 1
            }
        }
        if ( VAR_GlobInt16_12 != 99 ) {
            if ( GetHP(VAR_GlobInt16_12) == 0 ) {
                set VAR_GlobBool_150 = 1
            }
        }
        if ( VAR_GlobInt16_14 != 99 ) {
            if ( GetHP(VAR_GlobInt16_14) == 0 ) {
                set VAR_GlobBool_151 = 1
            }
        }
        if ( ( ( ( VAR_GlobBool_148 + VAR_GlobBool_149 ) + VAR_GlobBool_150 ) + VAR_GlobBool_151 ) == VARL_GenUInt8_303 ) {
            if ( ( VAR_GlobInt16_8 != 99 ) && ( VAR_GlobBool_148 == 1 ) ) {
                SetHP( VAR_GlobInt16_8, 1 )
            }
            if ( ( VAR_GlobInt16_10 != 99 ) && ( VAR_GlobBool_149 == 1 ) ) {
                SetHP( VAR_GlobInt16_10, 1 )
            }
            if ( ( VAR_GlobInt16_12 != 99 ) && ( VAR_GlobBool_150 == 1 ) ) {
                SetHP( VAR_GlobInt16_12, 1 )
            }
            if ( ( VAR_GlobInt16_14 != 99 ) && ( VAR_GlobBool_151 == 1 ) ) {
                SetHP( VAR_GlobInt16_14, 1 )
            }
        }
        CureStatus( 0, 127 )
        CureStatus( 1, 127 )
        CureStatus( 3, 127 )
        CureStatus( 2, 127 )
        CureStatus( 4, 127 )
        CureStatus( 5, 127 )
        CureStatus( 7, 127 )
        CureStatus( 6, 127 )
        CureStatus( 8, 127 )
        if ( IsInParty(5) ) {
            set Setting_OptionalQuina = 1
        } else {
            set Setting_OptionalQuina = 0
        }
        if ( ( ( Setting_PartyInitialized >> 0 ) & 1 ) == 0 ) {
            SetCharacterData( 0, 1, 255, 9, 0 )
            set Setting_PartyInitialized |= 1
        }
        if ( ( ( Setting_PartyInitialized >> 2 ) & 1 ) == 0 ) {
            SetCharacterData( 2, 1, 255, 6, 2 )
            set Setting_PartyInitialized |= 4
        }
Quote
For model swapping, I'm working on it but I don't guarantee anything for the next release.

Oh do not worry about it, I still wait with hope!

84
Guys, I guess I need your help again..so.. in the end I've decided to put Blank in the third part on Pandemonium.. the one with Dagger, but for some reason (I bet I forgot something on the code) everytime I try to call an action battle for Blank (using potions, abilities etc), Dagger do those actions (and glitching too) so there's something kinda strange, for sure something that I didn't add

But WHAT?  :cry:

85
Good afternoon everyone. I am a complete newb when it comes to this stuff. I downloaded HW and was messing around with some text for items and abilities, etc. Just to learn how to use this and test it out. But I cannot figure out how to actually apply my changes to my Steam version of FF9. I cannot seem to find a basic tutorial of how to use HW. Can anyone help me out? Forgive me if this is not the right place to ask. Feel free to redirect me if necessary. Thanks!

Hi there, it's easy! First of all, when your project is finished you click on File --> Steam Mod and  you choose your destination folder (never on the same of FFIX).
After this there will are some folders with files in, everything you need to do is to copy the files in the folders, and paste into the folders with the same name you will find into the FFIX folder



Hope I explained well enough ;)

86
Oh Tirlititi, I forgot to askin you..

You think it may be soon aviable the model swap? I seriously want to try to put Lanì as a character bonus, but I know that for now it's not possible in any way..

87
@Tetraspore: No, adding the three Tantalus members to the party is still relying on shared slots.
It is in the realm of possible to add slots to them, because it's in the engine source code (that can be modded using Albeoris's Memoria or other C# DLL editing tools like dnSpy). It however requires a big amount of work and it would be hard to deal with the interface (in the party selection menu and for the shop portraits).
The game is designed with 9 character slots ; a lot of datas and static numbers are relying on that, not to mention that the Field scripts are, as for them, expecting to have 8 team characters at some points (same problem with Beatrix).
I am not interested myself in adding Blank, Marcus or Cinna to the team of permanent characters, because I don't see the point both gameplay-wise and story-wise. But if I ever get into it, I'll let you know.

@ploppo: You're welcome :)
As ToraCarol said, you'll have the ability to recruit her. That means you must go to Alexandria's castle after getting the airship where you can meet her and let her come in the team. Then she'll appear in the party selection menu just like any other playable character.

@ToraCarol: no, sorry... As said, HW has little to no control over the cameras. I really don't know why the camera is scrambled for you and not for me (I mean, when you add Blank in your mod versus when I add Beatrix in mine).

I will release a new version of HW pretty soon (surely this week-end). I have investigated an "auto-translation" feature for translating texts automatically and, while I saw that it was possible, it would have delayed too much the next version (that has important bug fixes among other things).
So there will be an auto-translate in the future, but not in the upcoming version.

Nice! Can't wait!!!  ;D

And do not worry, I try to solve this myself in some way.. :-\

88
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2018-05-24 10:35:29 »

hi , read your explanation in your post on steam about how to extract beatrix out of your mod , but i didn't understand exactly how we will get her once we accomplish the method II , i mean: she will just appear and stay in the party selection screen ? she will substitute a character in battle ?

For the first question, yes. You extract the option to have her as a bonus character, so the scenes with her and the party stuff.  8)

And no, she has fortunately her own slot!



Quote
Alright, so he may not have changed the Enemy script so far, yet it be an AI script Blank causing a glitch with the battle camera when Zidane comes in.


Oh, by the way, anything new?  ???

89
Hey all, is there anything new in the realm of adding the bonus party members as their own slots rather than shared slots with other party members?

I don't think so, unfortunately... it may be much easier for me too! x'P

90
As I said I didn't edited at all the Enemy script.. I added Blank just in the Main Script.. on the Fields!  :| So yeah, before the start of the battle with Abadon ^^''

91
Quote
This script had to have been edited for Blank to appear in this battle.
I say this because, with Blank already in the party, during this event, the only battle he would be initiated automatically in be the first one against the Amdusias. (Amarant switch to Blank)

The second battle against the Abadon (Steiner Quina Zidane) Unless the script as been edited to add Blank to this battle, he wouldn't be there.

@Incinerator

So why, in my case, Blank is in the battle scene anyway? I mean the actual problem is the camera that cut out Steiner, and then Zidane.. but you say it may be also because of the Enemy script?

92
Ha! So that's it.. I imagined so I've tried to check Yesterday..but I didn't know how to do exactly, can you give me a hint?

93
Plus there's another little problem, if can "help".. in the battle, after the Zidane dialog, does not appear the Steiner's one!

94
Ah, got it! No no.. I didn't touched that script at all, nothing about the "Enemies" category.. so it's really confusing  :cry:

95
The Camera it's ok, the AI script what do you mean exactly? You mean the Fields Script?

The only things I did is to add Blank in the Field (with a new entry) and in the Party, those are the codes








Plus the Windows of dialog of Blank and the Script calling to Run Animations etc

Tell me if you need everything else, I'll be happy to collaborate as I can  :wink:

96
Ok, the "debug" thing is solved...  but the problem of the Battle camera is still here.. The code is the follow ( It's token from AF)



The camera still be kinda weird




please help.. :'(

97
Tirlititi.. how I solve this?  :-[ (The battle camera, and the "debug" thing )


98
It's exactly the 494!

 I see there was a [TIME=1] in the dialog, so I removed it.. but it seem to not work yet.. everything else I need to do? I skipped a part?

UPDATE:

Ok, there's also a [NOFC] my bad  :P I try to remove it and I'll let you know!  ;D

UPDATE 2:

I did it! Thanks a bunch Tirlititi!

99
Guys take a look here




Pandemonium Event Code (the one where everyone talks to Zidane while he's "Asleep")

Code: [Select]
   0xA9( 250 )
        FadeFilter( 7, 16, VAR_GlobUInt8_17, 0, 0, 0 )
        SetDialogProgression( 0 )
        WindowAsync( 0, 16, 493 )
        Wait( 12 )
        while ( !GetDialogProgression ) {
            Wait( 1 )
        }
        while ( !IsButton(655360L) ) {
            Wait( 1 )
        }
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }
        0xA9( 250 )
        FadeFilter( 6, 24, VAR_GlobUInt8_17, 255, 255, 255 )
        Wait( 25 )
        CloseWindow( 0 )
        WindowAsync( 0, 16, 494 )
        RaiseWindows(  )
        WaitWindow( 0 )
        TerminateEntry( 2 )
        RunScript( 2, 14, 13 )
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }


----------------------------------->HERE ENDS BLANK CODE AND STARTS THE AMARANT ONE


        0xA9( 250 )
        FadeFilter( 7, 16, VAR_GlobUInt8_17, 0, 0, 0 )
        SetDialogProgression( 0 )
        WindowAsync( 0, 16, 224 )
        Wait( 12 )
        while ( !GetDialogProgression ) {
            Wait( 1 )
        }
        while ( !IsButton(655360L) ) {
            Wait( 1 )
        }
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }
        0xA9( 250 )
        FadeFilter( 6, 24, VAR_GlobUInt8_17, 255, 255, 255 )
        Wait( 25 )
        CloseWindow( 0 )
        WindowAsync( 0, 16, 225 )
        RaiseWindows(  )
        WaitWindow( 0 )
        TerminateEntry( 14 )
        RunScript( 2, 9, 14 )
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }


The problem is the follow:everything is ok, but when arrives the part between the End of Blank and Start Of Amarant, the button won't react and the window dialog of Zidane stay here. You may know where did I wrong?

100
Quote
It seems weird to me that models would need some special setting to have a correct light.

I was thinking of something about "texturing" or else... but unfortunately it does not seem to be :?

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