Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 465864 times)

sithlord48

  • *
  • Posts: 1632
  • Dark Lord of the Savegame
    • View Profile
    • Blackchocobo
Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #250 on: 2013-07-26 21:12:53 »
FF7 is launched by WINE in other OSes than Windows [Thanks Sithlord]. - see i can be useful :P

Qt update (4.8.5) - FYI, might have to use Qt 5.1 to build on mac os.

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #251 on: 2013-07-26 21:40:58 »
@myst6re

Impressive.  Most impressive.

Vgr

  • Global moderator
  • *
  • Posts: 2163
  • If it quacks like a duck, it must be a duck
    • View Profile
Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #252 on: 2013-07-26 22:48:36 »
Looking forward to this new release!

Kaldarasha

  • *
  • Posts: 2449
  • Prince of Model Editing
    • View Profile
Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #253 on: 2013-07-26 23:36:03 »
Looking forward to this new release!

I go crazy...  :-D

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #254 on: 2013-07-27 15:56:00 »

Changelog



What's next?

Makou Reactor is a really big project, it uses a lot of my time... but I want to continue, one day, to improve it! Before I have other projects to finish (Néo Midgar, a french retranslation project, FF8.fr, a website... I think you imagine what it's talking about :)).

Anyway, I have created some tickets on SourceForge with new features or fixes, if you have other ideas, you can tell me.

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #255 on: 2013-07-27 15:59:34 »
Thanks a lot, myst6re ;D I've only just opened it and there's a lot of nice little touches. Very much appreciated :)

I see entities on the walkmesh...*dies*

Bug report, can't delete animations from the model loader.
« Last Edit: 2013-07-27 17:06:36 by ultima espio »

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #256 on: 2013-07-27 17:27:22 »
Bug report, can't delete animations from the model loader.

Ok, I'm going to do something that should never be done: I will apply a hot fix without change the version. Thanks for the (fast) report.



Edit: OK it's uploaded, please redownload Makou Reactor 1.6
« Last Edit: 2013-07-27 17:32:57 by myst6re »

Template

  • *
  • Posts: 862
  • Life is a series of cats.
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #257 on: 2013-07-27 17:44:20 »
My only complaint is that I can't [like] this more than one time per day.  :D
@Kaldarasha I almost posted that same gif yesterday when I saw the changelog went up.
« Last Edit: 2013-07-27 17:52:45 by Template »

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #258 on: 2013-07-27 17:46:32 »
Sorry, another one  :P

It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

If I were to clone a Cloud entity, and try to change it to Yuffie, it'll crash.
« Last Edit: 2013-07-27 17:53:56 by ultima espio »

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #259 on: 2013-07-27 17:56:10 »
Sorry, another one  :P

It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

Well... I have a crash when I save twice, whatever I do. I'm sorry about it, this should not happen in a release.  :-[
« Last Edit: 2013-07-27 19:08:18 by myst6re »

Acro

  • *
  • Posts: 15
    • View Profile
    • French Guide on Final Fantasy VII
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #260 on: 2013-07-27 18:42:55 »
I love you.

Vgr

  • Global moderator
  • *
  • Posts: 2163
  • If it quacks like a duck, it must be a duck
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #261 on: 2013-07-27 18:47:49 »

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #262 on: 2013-07-27 20:09:42 »
It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

Fixed. You can reredownload it. I hope everything will work like a charm now.
« Last Edit: 2013-07-27 20:11:42 by myst6re »

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #263 on: 2013-07-27 22:19:05 »
Thanks a lot, this makes things so much easier :)

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #264 on: 2013-07-27 22:42:24 »
Build for Linux 32-bit added.

sithlord48

  • *
  • Posts: 1632
  • Dark Lord of the Savegame
    • View Profile
    • Blackchocobo
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #265 on: 2013-07-27 23:05:40 »
im currently updating  the ppa.
the daily ppa well is built daily so it has 1.6 already.

Use of the PPA is reccomended for all users of Ubuntu and its dirivatives (kubuntu, lubuntu,etc...) and Users of Debian or Ubuntu Based distros (i.e linux mint, and many more)

i will also be uploading a 64-bit linux build

there also will be a Mac Os binary coming.
« Last Edit: 2013-07-27 23:07:53 by sithlord48 »

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #266 on: 2013-07-28 17:18:03 »
The PS to PC conversion works great:


Though Cloud's kinda stuck xD

I'm not sure if this has something to do with Makou Reactor, but I think some maps might have a group limit on them. I tried adding all characters to the restaurant place in Wall market (mkt_s2), and it stayed on a black screen. I did some testing, and it stops working after 25 groups.

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #267 on: 2013-07-28 19:34:02 »
Though Cloud's kinda stuck xD

Add Place field Model (X=120, Y=286, Z=25, triangle ID=11) in 17: cloud > S0 - Main.

About the background conversion, in fact there is one value that I do not know how to convert, just one.

I'm not sure if this has something to do with Makou Reactor, but I think some maps might have a group limit on them. I tried adding all characters to the restaurant place in Wall market (mkt_s2), and it stayed on a black screen. I did some testing, and it stops working after 25 groups.

It's possible, I have not tested every game limitations. In general, Makou uses file format limits.

cloudiar

  • *
  • Posts: 202
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #268 on: 2013-07-30 02:37:29 »
Congratulations myst6re, I am currently testing your upgrade, first problems:

Some problems to delete all contents of a dlc (also deleting a line if you continue erasing eventually crash)
Some problems also copying content dlc to another (main or any script)
Some problems copying groups (minor)
Problems managing animations that version 1.5.1

In many of these cases makou crash, otherwise it's a great job, very useful to see models and locations in walkmesh, icons to define and differentiate by color groups "label" and "go to label" is really comfortable to use.



Moment of questions haha!

Last espio show onna_1 importing of "psx jap" but it has to be original ID "215", the ideal would be to add the original ID without replacing any file of the game, I could only replace the file.

Unable to import could be added to the original ID?

Imagine that you still have something to work for correct import of layers, think end all ready in next version?

Continuing without knowing what variable explanation why [7] and [15] to be same?

Actually possible can add new arrows in any field correctly?

To end tell one thing, you have created a universal editor fields in this great game, option to import PSX fields be completed I seriously think build a statue haha, but...you ever thinking about adding some function for background animations?

I think if you definitely add option to add new field "ID", is to have everything tools already, except one thing, the only tool that would be something to add new "background animations", knowing that all fields have a lot slots free, could be great!


Thanks newly, nice work myst6re!
« Last Edit: 2013-07-30 02:43:25 by cloudiar »

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #269 on: 2013-07-31 17:51:28 »
Congratulations myst6re, I am currently testing your upgrade, first problems:

Some problems to delete all contents of a dlc (also deleting a line if you continue erasing eventually crash)
Some problems also copying content dlc to another (main or any script)
Some problems copying groups (minor)
Problems managing animations that version 1.5.1

Can you be more specific? How I can reproduce these bugs?


Last espio show onna_1 importing of "psx jap" but it has to be original ID "215", the ideal would be to add the original ID without replacing any file of the game, I could only replace the file.

onna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.

Imagine that you still have something to work for correct import of layers, think end all ready in next version?

Continuing without knowing what variable explanation why [7] and [15] to be same?

I do my best to understand these mechanisms.

Actually possible can add new arrows in any field correctly?

Correctly?

To end tell one thing, you have created a universal editor fields in this great game, option to import PSX fields be completed I seriously think build a statue haha, but...you ever thinking about adding some function for background animations?

Yes I have thinking of many things, like play background animations :).
« Last Edit: 2013-07-31 18:55:31 by myst6re »

vayneruel

  • *
  • Posts: 161
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #270 on: 2013-07-31 17:56:27 »
This version is amazing, psx viewer fields model and animations, the new walkmesh show the fields models, great!I think this is the best version of makou reactor, a lot of thanks myst6re

cloudiar

  • *
  • Posts: 202
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #271 on: 2013-08-01 11:34:05 »
Quote
Can you be more specific? How I can reproduce these bugs?

You can check fails moving code between "groups" without being specific, I happen to anywhere, just do that, but if you remove all code for "main" normally can fail, erasing lines one to one also very easy to fail, if you insist you can check all these errors, I assure you that in all these cases eventually fails, doing this in 1.5.1 makou never fail, great code to move, copy, or delete code by lines or masse without any type of problem, if I find more specific information back here to comment.


Quote
onna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.

I try to put new ID there but not updated, now understand, everything then I expected :)

Quote
Yes I have thinking of many things, like play background animations :).

Excellent  ::)


Edit: My question by arrows refer to add extra "arrow" in the fields, it works fine now?



Thanks for answer :)



Ragna

  • *
  • Posts: 266
    • View Profile
Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #272 on: 2013-08-01 20:23:32 »
Great, great, great program there! It does open all possibilities for field editing!!!

But I'd like to point out some useful (and not REALLY hard to implement) features for PSX translation support:
Custom font char table definition, as well as reading font graphics from window.bin, also, configurable char height and per-char width.

That would help me a lot, since I'm translating the Japanese International version, and I have changed
the font size (and rendering code) to be 16x16 instead of 12x12.


Oh, and this might be dreaming but... what about a small field interpreter to test fields?  ::)

Those bolds are my only petitions, thank you!!!
« Last Edit: 2013-08-01 20:38:19 by Artema »

spy__dragon

  • *
  • Posts: 96
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #273 on: 2013-08-01 21:59:03 »
Surely you change the char table in window.bin.
It would be great to add this program, to configure easily a font char table
and to configure the widht, it would be great ;)

But I don't want to press nobody.

Congratulations, Mystere!

zerotacg

  • *
  • Posts: 41
    • View Profile
Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #274 on: 2013-08-25 20:28:37 »
nice tool :)
maybe I could lend you a hand with PC Field Models to get shading? :D
I saw you commented out the reading of the normals, not sure why though, and as I have it working for Q-Gears, maybe I can help :)