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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Leet on 2016-12-29 22:32:54

Title: [FF7 PC] - Editing parts of summons
Post by: Leet on 2016-12-29 22:32:54
Hi There. I don't post here very often so Please excuse me if i have posted this in the wrong area.

I am an FF7 model importer (but not the sort of stuff i can picture here unfortunately) that is trying to edit the Hades Summon. I know how to edit the cauldron and Hades character itself and also the swinging light but am having difficulty finding the pillars that surround the cauldron and the circular section of floor underneath it. There is a file in the magic.LGP called Pillar1.LMD that has a matching RSD file which looks promising but I cannot find any information on this file format, let alone open it.

Does anyone have any information that may help me get this done?

Any help would be greatly appreciated.
Title: Re: [FF7 PC] - Editing parts of summons
Post by: kela51 on 2017-01-22 18:21:06
Hi all! Nobody can help? Because I'm interested too about these files!
Title: Re: [FF7 PC] - Editing parts of summons
Post by: nfitc1 on 2017-01-23 21:10:13
Here are the files that I can see that Hades uses:

MAGIC_A.TIM ;this is the texture for the dias that the cauldron is on. Supposedly the associated poly is called magic1.p
STONE.TIM
FIRE_1.TIM
FIRE_1.SPT
FIRE_2.TIM
FIRE_2.SPT
SMOKE_1.TIM
SMOKE_1.SPT
erupt_2.rsd
light_1.rsd
light_2.rsd
ROPE_1.rsd

Honestly, I know this isn't an exhaustive list. We're still not entirely sure how files are loaded. :(
Title: Re: [FF7 PC] - Editing parts of summons
Post by: Leet on 2017-02-28 21:46:50
Thanks NFITC1. I don't seem to get any notifications when someone replies on here for some reason. I will take a look at this. Are you saying that Magic_A.TIM references magic1.p? If so is it likely that there is a stone.p file or something similar that the Stone.Tim links to?
Title: Re: [FF7 PC] - Editing parts of summons
Post by: nfitc1 on 2017-02-28 23:43:08
Thanks NFITC1. I don't seem to get any notifications when someone replies on here for some reason. I will take a look at this. Are you saying that Magic_A.TIM references magic1.p? If so is it likely that there is a stone.p file or something similar that the Stone.Tim links to?

Magic_A.TIM is possibly the texture to magic1.p. It's possible that one of the three stone_1.p files is the poly associated with this texture. It's possible that two of them are the same poly.
I see the pieces of Hades himself, but I couldn't find the dias or pillars either. I know the TIM files are textures, the RSD files are resource files, but they don't refer to files that are in the lgp. The conversion to LGP on the PC version ended up being this weird hard-coded mess that makes it difficult to figure out which file goes with which object. I got this list by looking at the Hades summon method in the exe and it doesn't reference the hadesdat.* files at all (or I didn't see that it did). I'm still trying to figure out how summon animations work because they sort of do and sort of don't follow the same conventions as other actors.

Sorry.
Title: Re: [FF7 PC] - Editing parts of summons
Post by: Kaldarasha on 2017-03-21 09:44:35
It would be easier to find the file in question, if we could see which files the game loads into memory in battle.
Title: Re: [FF7 PC] - Editing parts of summons
Post by: DLPB_ on 2017-03-21 10:36:21
doesnt aalis driver allow for that?  It logs which files are being loaded. Or is that just textures?
Title: Re: [FF7 PC] - Editing parts of summons
Post by: Kaldarasha on 2017-03-21 11:31:20
I guess it only list magic.lgp.
Title: Re: [FF7 PC] - Editing parts of summons
Post by: Leet on 2018-09-11 23:51:34
Sorry to necropost but as the original creator of this thread, I just wanted to apologise for not checking in on the post sooner I don't seem to get any notifications when posts are made here. Thanks for the input on this guys, I am hoping that progress is made at some point in the future so that we can someday understand how this stuff is loaded.