Author Topic: Omzy/satsuki/yarLson field texture mods not working  (Read 547 times)

dili

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SOLVED: the textures should get injected into mods/Textures folder at runtime, based on everything i've read about 7th heaven. so to get textures to work for me i used the 7th heaven iro unpacking feature to get all the files from the field texture packages and manually moved them directly into the mods/Textures folder. still, i'm not sure if this is actually solves the problem since 7th heaven claims i shouldn't have to do this, but it's certainly an acceptable workaround.

EQ2Alyza: This is not solved, rather just a workaround that uses the old ways of manually installing mods. Doing so completely ignores the whole purpose of 7H, which is done through temporary mod injection as the game runs. Erased the SOLVED tag in the topic header for now. I don't want anyone thinking this is a fix.

Original post:
hi everyone!

i'm not able to get the Omzy/satsuki/yarLson field texture mods to work. i have the Steam version which i game converted successfully following the guide. i was able to get other mods working, like Animations, Battle Models - Characters, Field Models - Main Characters, Field Models - Non-Player Characters. i'm using 7th heaven 1.54

the game is installed under G:\SteamLibrary\SteamApps\common\FINAL FANTASY VII. 7th heaven seems to be installed correctly under mods/. in ff7_opengl.cfg, mod_path = Textures seems to be set correctly based on the inline comment.

i put screenshots and 7th heaven details below. any help is very much appreciated! thanks! :)

field textures mod not working


game installation folder


7th heaven under game folder


Profile Details
Code: [Select]
Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.1
f_animation = 1
w_animation = 1
60fps = 1
fba = 0
fbn = 0
fed = 0
fs = 0
Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.1
models_aerith = 1
models_barret = 2
models_caitsith = 1
models_cid = 2
models_cloud = 4
models_redxiii = 3
models_sephiroth = 1
models_tifa = 3
models_vincent = 2
models_yuffie = 1
Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.2
models_aerith = 4
models_barret = 8
models_caitsith = 2
models_cid = 3
models_cloud = 6
models_redxiii = 4
models_sephiroth = 2
models_tifa = 5
models_vincent = 3
models_yuffie = 2
Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.34
models_base = 2
models_biggs = 3
models_jessie = 3
models_wedge = 3
Field Textures - satsuki
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.3
field_bg = 1
World Models - Characters
ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
Version: 2.1
cid_world = 3
cloud_world = 1
tifa_world = 5

ff7_opengl.cfg
Code: [Select]
# ff7_opengl-0.8.1b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution in window mode, your current desktop resolution will be used in fullscreen mode
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1024
window_size_y = 768
internal_size_x = 3840
internal_size_y = 2160
preserve_aspect = on
fullscreen = off

# mod directory
# subdirectroy of mods/ where textures will be loaded from
mod_path = Textures

# check your Nvidia/ATI/Intel control panel settings if this option doesn't seem to work
enable_vsync = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
# only affects low-res textures, high-res replacements will still be filtered where appropriate
linear_filter = off

# plugin used to play music, VGMstream requires a set of looping .ogg files in the music/vgmstream folder.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/vgmstream_music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# include armor in magic defense calculation
mdef_fix = yes

# minigame fixes
snowboard_framerate=60
highway_framerate=30
coaster_framerate=60
battleswirl_framerate=60

# post-processing shader, used to apply fullscreen effects
post_source = shaders/SmartBloomAdvanced.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# enable alpha blending for textures without an existing blending effect
fancy_transparency = yes

# display frames per second counter in upper right corner
show_fps = off

# display some real-time debug information
show_stats = off

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# max size of the texture cache to hold in RAM, in megabytes
# don't set it any higher than 1GB unless you want your game to crash
texture_cache_size = 768

# use pixel buffer objects to speed up texture loading
# might crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# use mipmaps (anisotropic filtering) for high-res textures
use_mipmaps = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = on

# show every failed attempt at loading a .png texture
show_missing_textures = off

# extern additional library
load_library = Multi.dll
« Last Edit: 2018-03-16 23:35:32 by EQ2Alyza »

Topken

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Did you hit configure on the pack in the list and change it?

dili

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hi Topken,

yes, you can see that the correct field texture option is selected from the Profile Details i posted (i.e. field_bg = 1)
Code: [Select]
Field Textures - satsuki
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.3
field_bg = 1

it's not only happening with the field textures mods, any mod that has textures doesn't seem to work. i think it might have to with windows 10 admin privileges, even though i'm running 7th heaven and the FF7 exes as administrator. but the workaround i found and added to my original post still works for any mod. i might try and move the entire FF7 installation folder to confirm if it's actually related to privileges.

EQ2Alyza

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Re: Omzy/satsuki/yarLson field texture mods not working
« Reply #3 on: 2018-03-16 23:38:12 »
Check your Workshop -> Settings and see that the Aali Mod Path is pointing to G:\SteamLibrary\SteamApps\common\FINAL FANTASY VII\mods\Textures

Topken

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Re: Omzy/satsuki/yarLson field texture mods not working
« Reply #4 on: 2018-03-18 01:13:03 »
hmm my

C:\Games\FINAL FANTASY VII\mods\Textures

is empty even tho I have all the mods but 2 active in the Workshop aka the 2 broken ones that don't work for me on my laptop.

EQ2Alyza

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Re: Omzy/satsuki/yarLson field texture mods not working
« Reply #5 on: 2018-03-18 14:42:33 »
The \mods\Textures folder will always "appear" empty, but that's normal. The Aali Driver reads from that folder to apply PNG textures into the game. 7H will temporarily inject the PNG files from the texture mods you've downloaded into the \mods\Textures folder that you've assigned in the Settings. It's a chain of runtime events that occurs only while playing the game, but not while outside the game.