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Messages - Jairus

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1
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?

2
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?

3
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.

4
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.

5
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?

6
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?

7
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.

8
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.

9
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!

10
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?

11
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-23 23:38:24 »
Not too happy about this exchange here. Jairus didn't phrase it as a demand, it was a suggestion and he gave his reasoning for making that suggestion; it seemed polite too. I feel the response from the two of you was too heavy-handed.


The White Chocobo tool is currently the only one that modifies shop inventories + buy/sell prices that I'm aware of, and it is horribly deprecated and prone to failure when opening a file; it is, however, definitely preferable to tracking down and modifying offsets manually.
***

What you should be aiming to do as you progress your project is to have a full set of 'permanent' files that contain all your changes; that includes an .exe with all your changes in it. That means feel free to continue using tools like White Choco and Libre as they're currently still the best way to modify their respective .exe data.

When time comes to make an IRO, what you'll do is put your modified .exe with all the changes and an unmodified .exe into the HextCompare part of the HextTools suite. This'll produce a hext document that will represent your .exe changes when the IRO is run through 7th Heaven.

However, these addresses are for a 'dormant' exe and not one that's currently running which is what we'll need for a 7th Heaven IRO. The values tend to go up by either 400C00 or 401400 depending on where they are in the .exe; I'll PM that info after posting this.

One issue is dependencies. You mentioned that your mod uses MO; that's a dependency it probably shouldn't have, as it's best to keep other mods separate from yours at all costs. The benefits of doing that are manifold; your project won't be sunk if the dependency no longer receives support (Nightmare7 died because of that), it lets players choose whether to use MO or not, and leading on from that it makes your mod more compatible.

If you can, try to separate MO or other mods from your current project. As tempting as it can be to try and package it all up together, it only causes problems in the long run.

One thing, editing things like shops, limits, etc. should be fine for compatibility with almost anything because these are affecting static parameters and not functions. Text as well occupies a static size; even if the string gets smaller, it's still the same size just padded.

Thanks, Sega Chief, I'll do that when I'm ready to start putting my demo IRO together soon. But the reason my mod uses MO is because I've edited several of the character sheets to add in the PS/Xbox buttons as well as other slight modifications, but they won't show up without MO. I use special characters to signify the buttons and other things I've added, but without MO they'll just show as their normal characters and not as the buttons. The mod itself technically can be used without MO, it's just that the buttons and such won't display without it. I've tried modifying the original character sheets from the game, but they never showed right in-game, they were always gray and never reflected any color changes, which my mod makes frequent use of. I wasn't planning on including MO in the mod package, though. I was just going to let people know to have it installed/loaded first before using my mod.

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Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-23 15:46:46 »
The buttons would be affected.  But you can redo that modification the same way as you did on the old MO.

You can patch the game using hext patches.  Its a way of patching the game code without overwriting the actual executable.

If there is no guide for doing this on qhimm, I will see if one can be posted.

Would that be done after all changes have been made, or as one goes along while still making a mod? I've been making my mod by overwriting the game files (such as ff7.exe, flevel, kernel, etc.) because I wasn't aware of any other way to do it. I do have backups of the originals, though. A guide to all this like you said would be very much appreciated, thank you.

@Jairus 7H mods can be pretty simple. Usually it's enough to have the files in there folders. With the XML you can make more elegant and complex mods, and hext patches are only needed if you plan to edit ff7.exe.

Oh ok. Well I have made some changes to ff7.exe and ff7_bc.exe (which actually somehow caused a misalignment issue in the MO in the save/load screen where the SAVE 01 text is in the upper right corner - now it goes off the screen and I have no idea why or how to fix it) for text changes and shop changes, among other things, so hext would be necessary in my case. Unfortunately, I don't know much about hex editing.

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Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-23 07:07:02 »
Its as unab0mb said, I will rephrase the first post, you can do what you want in your own ff7 setup, but rather we can only support problems on a standardised executable.  If the patch only adjusts shop prices, it might be ok, but its for you to try and see.

I guess I can understand that. I also made text changes to ff7.exe in addition to adjusting some shops for my mod, which also uses a modified version of the MO (to implement Xbox and PS buttons), so I'm not sure if those would be affected as well if I were to try swapping out MO with this. I guess what I'm trying to understand is, if we can't modify the game's files anymore (to avoid overwriting the originals), how do we make mods? How do we save our changes as we go along while making said mods?

14
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-23 03:02:21 »
I am working on a mod, actually. Have been for a while, just haven't put anything up yet because I wanted to have a sizable portion of it done first, which I'm just about to that point. And I'm sorry for coming across the way I did. I didn't know White Chocobo was deprecated. How are we to make changes to ff7.exe now for text and shops and such? I've been using TouphScript and MakouReactor for dialogues, but they don't edit shops. Are they still viable tools, btw? What tool do we use? And I was only trying to say that it might not be a bad idea to consider multiple release options just as a matter of courtesy and flexibility. I'm not trying to tell anyone what to do. I've seen on the boards that not everyone likes or uses 7H. How do you launch the game through it from a shortcut for use through frontends without having the 7H window coming up first? And I'm not arguing, just trying to understand. How is a non-7H version not feasible? And the process for making an IRO seems very involved and complicated, from what I understand, involving XML and hex editing in addition to putting things in the right folders, though that could just be my inexperience at making them and in those things, I'll admit.

15
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-22 20:14:55 »
Congrats on the release, Chrys! I am a little confused, though, because earlier in the thread, when I asked, you said a modified .exe (such as being changed by White Chocobo or TouphScript) can be used with this mod. But just a few posts up, you said it can't. So which is it? And I still think you might want to provide a non-7H version as well. Not everyone uses 7H, and forcing it to go through there alone cuts off those people who don't use it who might want to try out the mod. The choice should be up to the user to decide how they want to install it.

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Yeah, I see them now. Ironite worked better than 7H for unpacking them. Good job on them!

17
Nice work, but I noticed when I unpacked the iro that only some movies have been done. A lot are missing. Are the others being worked on? Just wondered if you knew or if the others were in V3. Thanks!

18
Any progress on cracking the .fs and .fi files?

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Releases / Re: [FF7PC] Enhanced Stock UI
« on: 2019-09-16 19:06:04 »
Yeah, but it also makes it harder to launch the game directly from a shortcut that way, especially if you want to have the steam overlay functioning or you use a media manager like Launchbox or Kodi to navigate and start your games. Isn't it better to provide both options and let the user decide what he or she wants to do?

20
They are still stuck with backgrounds. They're trying to figure out how to properly access the .fl files. McIndus has up-scaled virtually everything in the textures folder as that was only locked behind a .zzz compression file that the modding community already figured out how to extract.

Wouldn't it be the .fs files instead? the .fi files are all really small, some are only 1kb, while the .fs files are much much larger. Shouldn't that be where we should look for the backgrounds?

21
And what if you want to use the Remaster's fonts with this instead of the ones from the mod? Is that possible?

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Releases / Re: [FF7PC] Enhanced Stock UI
« on: 2019-09-06 13:10:08 »
Looks good, but will there be a non-7H version as well? And when you say no more .exe altering mods, what then becomes of tools like White Chocobo, which have to edit those files to change the shops, for instance? Or changing the text via TouphScript? If those things and others can no longer be done in that way, then how can those changes be made?

23
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-07-20 07:52:50 »
I like the models and have been using them without issue for the most part (the versions installed from Reunion), but I had a question about the dynamic weapons for Cloud. Is it possible to use it without 7H? I unpacked the iro and looked at the files but couldn't figure out how it worked. I tried copying the mythril saber as a test along with the base buster sword, and while the mythril saber shows up, the weapon shown doesn't change when I switch to Buster because the files in char.lpg that determine what's shown are all named the same for each weapon and get overwritten.

The reason I don't use 7H is you can't start the game from a shortcut that way and thus, can't run the game in steam that way. So if there's a way to use the dynamic weapons without using 7H, I hope you can help me with it. Thanks!

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Troubleshooting / Re: FF7 timer cut off on bottom
« on: 2019-07-09 00:36:33 »
I figured it out. Just had to change the height value in TS from 1 to 2 in the fields for the first reactor where the timer's box was and that fixed it. :)

25
Can you give an example of how to use #o in TS? I haven't been able to figure it out and the readme doesn't really explain it very well.

EDIT: Nevermind, I figured it out. Thanks anyway, though!

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