Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Axel Firestorm

Pages: 1 [2] 3 4
26
7th Heaven / 7H 2.2 runs FF7 with ChaOs mod but 2.3 won't.
« on: 2021-05-28 00:12:30 »
Just what the title says. I upgraded 7H from 2.2 to 2.3 today, and whenever I try to run FF7 with Kalderasha's ChaOs mod active, I get this message:



Everything works fine with 7H 2.2, but 2.3 just keeps crashing FF7 even if ChaOs is the only active mod. I don't know what's going on. Can anyone help?

27
Yes, I am. 7H 2.3+ and FFNx 1.9. Still no luck.

28
I tried that and the bug still happened. I don't know what's causing it. I'm using an Nvidia graphics card, if that makes any difference. Rendering backend is set to Auto.

29
I tried that, and it still produced the bug. The soldiers just popped in as the train stopped instead of already being there during the zoom in. And yes, I used latest 7th Heaven 2.2 and FFNx 1.9.

30
The sound issue is resolved but I still get the "missing models until the fmv finishes" bug with the 30fps version (again, I'm using the IROs). Is there a fix for it?

31
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2021-05-26 14:55:35 »
Hi, Kalderasha, and great job on the models, they're really well done. I did find one glitch, though and that's with Cloud's battle model:



As you can see, his mouth is white rather than textured, and i'm not sure what's causing that. I'm loading through 7H and using your Dynamic Weapons mod as well, though I don't know that it could be the problem. Any help would be appreciated. Thanks!

32
Great work on the mods, guys - best graphics overhauls I've seen for FF7! Gives a whole different feel to the visuals, it's really nice. Kind of artsy, dunno how else to put it, but with a lot of detail. Anyway, the music acts up at the end of the opening FMV when the train pulls into the station like it's trying to loop or something and plays over the bombing theme for a few seconds. I wasn't sure if it had been brought up yet or not, and I'm sorry if it has. Just wondered if there was any fix for it. I tried both versions and the issue still happens, but with the mods off, the music transitions fine. Any ideas?

33
The game runs fine when I load it from 7H, but the texture mods won't load - the files are already in the Textures folder, and I've got 7H looking at the right place in settings. So I don't know what's going on. Even when I run it straight from the .exe it doesn't load the textures even though it did before.

EDIT: I figured it out, somewhat. i hadn't realized that the path for loading hext files had changed with the newer version of 7H. Most of them work, and the textures load properly along with them. But the cheats (like save anywhere) still won't. Do I need to find a new version for those? Oh and also, 7H keeps overwriting my modified ff7.exe file. Is there way to tell it not to do this?

34
How do I look at the metadata?

35
Just one more question. I've found out that although the song works, it doesn't loop. It only plays once. How can I set it to loop like the other songs?

36
Thanks, I replaced comical.ogg and it works! In case you were wondering, the song I'm adding is a rendition of Jessie's Theme from the remake redone in the PS1 style of the original game. I didn't do it, a girl named Sara G made it, and you can listen to it here on YouTube: https://www.youtube.com/watch?v=FC1H2Ny6IkU&list=WL&index=5

37
I was wondering, is it possible to play a song that isn't part of the game's original soundtrack if the .ogg file is put in the right folder and without replacing any of the existing tracks? And if so, how would I do that? I have a mod that I'm working on that I'd like to include a certain song if I could, as it's relevant to certain new scenes I'm adding. The mod'll work without it, but I'd really like to include it if I can. Thanks! I'm using version 1.8.3, if that helps.

38
Oh ok, thanks. I didn't know that. I can keep the tutorial in 7th Heaven easily enough then and just have it happen when you talk to the character I intended to have start it instead of Barret. I appreciate you getting back to me. :)

39
Glad it finally works for the remaster, great job! But the hires world map graphics (the one in the corner that shows where you are) aren't there - it's still the original remaster version. Were those done, too? How do we get them in?

40
Hi, been using MR for a while now, you did a great job with it, btw! I've been trying to put the materia tutorial in a different place, but I can't get it to start. The menu just comes up but nothing happens. I've got the tutorial text added to the list and "Tutorial #2" in the commands list, but it won't run. Is there a step I'm missing? How do I know which number to use, because on the 7th Heaven field, "Tutorial #3" is the command used, but it's labeled "Tuto 4" in the list.

41
I'm trying to arrange something for my mod, part of which involves laying out a large amount of text in certain areas. I've been using the dialogue boxes to do this, but for some reason it'll only show up to 4 at once - I have the frames set to invisible since they'll be on a black background, but it would be helpful if I was able to use more boxes than what it seems to be letting me. Is there a maximum limit on how many dialogue boxes can be displayed at the same time? And if so, what is it?

42
How do you switch between cameras in a field in Makou Reactor? The field I'm working with has two - the original one and a second one that I added for a different view. But I don't know how to tell the game to switch from one camera to the other. I can't find anything under the "Fades and Camera" options in the dropdown for adding stuff to scripts, but maybe I'm missing something.

Also, when doing a map jump back to a normal field from one of the blackbg fields, the game's timing seems messed up because the game doesn't play certain scenes when it should after such a jump. For example, I have a jump set from the Sector 7 pillar base to a blackbg screen (for a mod I'm working on) before you enter Sector 7 for the first time. Going in normally, everything works fine - the trio running in, Barret scaring the patrons out, that sort of thing. But when I try it after jumping back from the blackbg screen, the scene doesn't play. The trio's gone, Barret's just standing there, and Johhny's mom also just stands there and doesn't go into her house like she should. How do I fix this?

43
No, you were rude. You could have phrased your reply in a less confrontational and abrupt way. The question specifically related to solving a problem within Makou Reactor, the specific tool, which is why I asked it here. If it was something not related to MR, I wouldn't have asked it here.

44
I've tried that. There's nothing that stands out as controlling the cameras that I could see. And many fields that have two cameras use the exact same values in both cameras.

DLPB, you don't have to be rude. When someone has a question regarding a program and there's a thread about that program, that's naturally going to be the first place a person looks and asks. You might try taking some lessons in basic civility and politeness. It's no wonder you have like 2/3 of the board blocked, according to Sega Chief. The scripting is in regards to Makou Reactor because that's what I'm doing it in and any answer would have to relate to the program and how to use it to get done what I'm trying to do. You might try actually helping people for once instead of blowing them off.

45
I asked it here because it's about Makou Reactor as that's the tool I'm using. So why wouldn't it be appropriate here?

46
How do you switch between cameras in a field? The field I'm working with has two - the original one and a second one that I added for a different view. But I don't know how to tell the game to switch from one camera to the other. I can't find anything under the "Fades and Camera" options in the dropdown for adding stuff to scripts, but maybe I'm missing something.

Also, when doing a map jump back to a normal field from one of the blackbg fields, the game's timing seems messed up because the game doesn't play certain scenes when it should after such a jump. For example, I have a jump set from the Sector 7 pillar base to a blackbg screen (for a mod I'm working on) before you enter Sector 7 for the first time. Going in normally, everything works fine - the trio running in, Barret scaring the patrons out, that sort of thing. But when I try it after jumping back from the blackbg screen, the scene doesn't play. The trio's gone, Barret's just standing there, and Johhny's mom also just stands there and doesn't go into her house like she should. How do I fix this?

47
No, you set the exact values you want the magnify to go to and start from, so it's more like's stretching the image down from the top by the amount that you specify - in this case, just enough to push the black bar off the bottom of the screen. There's no change horizontally (unless you were to specify one, but for this fix it's unnecessary). You wouldn't have to toggle the bar every time you go from one field to another, just when you go to the menu or a battle. And if you use something like Joy2Key, you can set it up so that one of your controller buttons (such as one of the triggers) activates the toggle key so you don't have to use the keyboard to do it. Switching is much faster that way. I don't know what you mean by modules, though.

48
That's why this fixes uses ReShade's toggle key - you can turn the bar off or on at will, so if the screen doesn't look right, simply hit the toggle key to turn the magnify filter off and restore the screen to normal. Magnify doesn't actually do anything aside from adjusting what part of the screen you're seeing, so if you're not seeing enough, just turn the filter off. And I've noticed no difference in picture quality with the fix on or off, it's exactly the same.

49
I did get the toggle-based Reshade fix working, as shown in these screenshots:

4:3






16:9






The method was originally developed by a guy named Zelkar on Steam for FFVIII Remastered, I just adapted it for FFVII. The values in BasicFX.cfg are set for 1920x1080 resolution but you can adjust them if yours is different. It's not very hard to get this fix working, either. Just follow a few steps:

1. Install ReShade to your ff7.exe using the OpenGL option - you only need to install one filter, don't worry about more than that, it'll just cause ReShade to load more slowly
2. Download and unpack this file - https://drive.google.com/open?id=1Nz5nfODesXwzZVQZrUNb_ETyRNrnWAmu
3. Copy the "reshade-shaders" folder to your FFVII directory (same place as ff7.exe)
4. Run FFVII, and in the settings for ReShade (hit Home by default to bring up the overlay), set your toggle key (I used spacebar, but you can use whatever you want).
5. Enjoy! Hit your toggle key to turn the black bar on and off anytime!

Incidentally, if you use something like Joy2Key or PGP, you can set up a profile for FFVII that has a certain button or buttons on your controller (I use the triggers since FFVII itself doesn't use them for anything) activate your ReShade toggle key so you don't even have to use the keyboard to turn the black bar on and off. Just hit your assigned button(s) and off you go!

50
General Discussion / Remove FF7 black bar with Reshade!
« on: 2020-01-22 23:36:51 »
I was thinking about the old black bar issue in FF7 recently and had an idea for a different approach to the problem. Instead of trying to mod FF7 itself to get rid of the bar, couldn't one use Reshade to do it using a magnify filter? I've done it myself for FF8 Remastered so I know it works. It's just that for FF7, the bar is only in certain places, so a static magnify would cut off parts of the screen where the bar isn't present. However, is there a way to tell Reshade to only use the magnify filter on the field and fmv screens? There's a way to set a hotkey to manually activate/deactivate reshade so it seems like one could set that up, at least, and just hit the key whenever the screen type changes. But it would be nice if Reshade could do it automatically somehow. Is that possible?

Pages: 1 [2] 3 4