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Messages - pyrozen

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776
FF7 Tools / Re: Palmer
« on: 2009-07-31 22:44:09 »
after comparing a of different tex files, i have found out how to determine the header, palette, and actual image within the hex code.  I still cannot figure out how to call my image though.  What exactly am i supposed to insert in between the palette and the image?  My texture name is fld.tex, so should i insert EXT fld.tex, EXT fld, or what?  I've tried a million combinations and nothing seems to be working once i repack my modified .tex file, it still show the original texture.

I've been overwriting the first bits of the image, then adding "00" at the end of EXT fld, but no dice, still shows the stock texture.  I'm very computer literate, but i've never screwed around with hex or programming other than VB, which hardly counts.

lee

777
FF7 Tools / Re: Palmer
« on: 2009-07-31 18:18:16 »
If you're using version 0.7 of the driver you can do the same thing I do for Palmer with the .png textures. Simply place EXT<null-terminated name goes here> as the very first bytes of the image data, and the driver will load textures/<name><_ palette, if any>.png instead. This will not be the same as replacing the texture directly because the game does not know the size of the new texture, it'll think you're using the original texture. (And thus won't try to cut it up)

forgive me, but i don't understand what or where to place EXT <null-terminted name goes here>.  I've placed my PNG file in the textures directory, but it didn't load when i started the game(obviously i didn't expect it too).  I created a text with "EXT fld.tex" in the firstline, saved it as fld.tex, and inserted it into world_us.lgp, and that didn't work either (also didn't expect it to).  Where and how exactly do i insert the EXT code to call up my new texture?  Can i simply open the default fld.tex in notepad and insert the line there?

lee

778
problem fixed, i installes the newest catalyt drivers and my mouse pointer issue has gone away.  Great job on this Aali!  I'm liking this revival of ff7 mods that you are encouraging with your new programs.

lee

779
FF7 Tools / Re: Palmer
« on: 2009-07-30 22:35:27 »
just a simple question, is/will there be any way to add high-res texture support to the world map textures in the future?  I've made a few high-res version of grass, mountains, water but the engine only grabs the top left corner at original size and tiles that, resulting in some very interesting patterns.

;ee

780
it's an unpatched version, i backed up all my original files before doing anything this time around. JUST to be sure, what is the filesize of your FF7.exe?

mine is 5.61MB

lee

781
hmmm, strange.  This is the only game where it has ever appeared, and it only appeared after switching to your driver from the saints version.  I can move it off screen and it's not noticable, just wanted to give you a heads-up if it was something larger than just me.

lee

782
Archive / Re: changing default font
« on: 2009-07-29 01:31:55 »
i was just thinking the same thing after getting the custom GFX driver working.  I found quite a few of the worldmap textures, and they are very small scale and was wondering if it is possible to make higher-res, more detailed versions.  I suppose this would be quite tricky with an 8-bit palette though.  

If someone were to create higher-res versions(say 128x128), can you create your own 8-bit palette, or do you have to stick to the one that the original texture used? And would the game even be capable of scaling a larger texture, or would it just take a small snippet from the corner at original size?  I ask because i have been wanting to contribute to the modding of this game, and world texture creation is the first thing i've found that i could actually do without having learning anything new.

lee

783
I've just installed the newest version for FF7 and it works/looks great @ 1152x864.  I'm having a wierd issue though where my mouse pointer is still visable ingame as a semi-transparent square that will not go away.  I'm not sure what's going on since i couldn't find anyone else with this problem, and the game doesn't crash so there is no log to send.  The game is still playable, but that damned pointer is so distracting.
All settings are left to their defaults except for the resolution fields.

SPECS:
A7N8X-E Deluxe
2G RAM
2.4GHz AMD XP-M
ATI 3850 HD AGP version

lee

here's a screenshot of what's happening:


the box in the middle of the screen is the location of my mouse, and i can move it around as i please. 
I've tried many different resolutions but it always appears.  It appears in every area of the game(world map, battle, menu, ect...)

lee

784
I've just installed the newest version for FF7 and it works/looks great @ 1152x864.  I'm having a wierd issue though where my mouse pointer is still visable ingame as a semi-transparent square that will not go away.  I'm not sure what's going on since i couldn't find anyone else with this problem, and the game doesn't crash so there is no log to send.  The game is still playable, but that damned pointer is so distracting.
All settings are left to their defaults except for the resolution fields.

SPECS:
A7N8X-E Deluxe
2G RAM
2.4GHz AMD XP-M
ATI 3850 HD AGP version

lee

785
nice work! i had actually considered trying this with sketchup after i read a tutorial on create 3d images from 2d ones.  Only problem is see is that while it looks fully 3d, the textures are still very low res and would need to be re-done in order to fully reap the benefits of this.  Also, a static camera ingame will take alot away from the fully 3d objects you've worked so hard on because a 2d picture in layers can convery the same thing.  What we would need would be full T&L in towns and dungeons to make your work really shine.

It's still a very impressive project though, and i would love to see you expand on this idea some more!

lee

786
Archive / Re: FF7 - Reactor RELOADED Project
« on: 2009-03-27 13:54:48 »
this thread is 4 years old bub, i think it's safe to say this project is dead

787
Archive / Re: improved soundfont for FF7?
« on: 2009-03-26 13:15:13 »
well i got twsynth working as well last night and it sounds pretty good, though i still think YXGs built in instruments sound better.  Maybe not true to the PSX original, but they don't sound as flat and cold.

788
Archive / Re: improved soundfont for FF7?
« on: 2009-03-25 19:23:31 »
well i figured out the cause of my crashes.  Using the Y-XG softsynth with somedude41's soundfont causing random crashing in my game.  It works and sound good, but the crashes are too random to play continually like that.  The soundfont that comes stock with y-XG sounds phenomal though.  It's different than the PS music, but it sounds much more full and alive than the default windows version.  I'd recommend it to anyone who doesn't have a SB! card and wants to improve the music with out bunch of hoops to jump through.

lee

789
Archive / Re: improved soundfont for FF7?
« on: 2009-03-24 14:47:03 »
thanks a ton! I couldn't figure out how to get Timidty++ working, but the Y-XG50 softsynth works great.  The built in soundbank almost sounds better than the one thats available on csomedude41's website.  One thing i've noticed though, when using windows default MIDI, i never got any crashes, but using this softsynth and someguy41's soundfont, crashes are much more prevelant.  Not sure if it's the soundfont or the softsynth, i'll do some experimenting the next few days and try to pin it down.

lee

790
Archive / Re: improved soundfont for FF7?
« on: 2009-03-24 01:50:46 »
okay, i'm using the xp default GM.dls file and i can't forthe life of me figure out how to adapt the file for fuild 3 or SGM into a usable format.  The files i've downloaded contain sfARK files.  I've found a utility to decompress these archives, but i'm left with sf2 archives, which only work with SB! Live cards.  I'm very computer literate, but i'm confused on how i'm supposed to use these files.  Any help is much appreicated.

lee

791
Archive / improved soundfont for FF7?
« on: 2009-03-23 21:56:13 »
I've been enjoying the hard working of many people since i found this forum a few weeks ago.  There's some great content on here, espically since it convinced me to dust off my copy of FF7 for the 50th time. 

Anyways, here's what i'm currently running:

1.02 patch w/chocobo patch
motorcycle/snowboard frame limit
NPC reconstruction (not phoenix)
saint's highres patch
MIDI through windows

Anyway, i want to improve the quality of the music.  I've tried FF7music with OST remastered and had all of my mp3s queued up correctly, but the game refuses to start when ff7music is open.  All the required .dlls are present, and i'm not getting the error messages that many users do.  I got tired of messing with it and scraped the idea all together.  What i'm looking for would be an improved soundfont, if one exists, that i could replace my windows XP default with.  I have no idea how to go aobut this, of if it is even possible, but i figured someone on here ought to know.  If not it isn't a big deal, i'm re-enjoying the game all over again with the content i've found on here.

Thanks to everyone who's made this game better!
lee

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