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Topics - ShinRa Inc

Pages: 1 [2]
26
Today's post is brough to you by:
http://members.aol.com/acaiitoarms/janitor.jpg

Anyway.
The afore mentioned
Sidearm fix
.  ...Made it a *bit* too high.  I'll fix it sooner or later.

Hardedge-Wieldiing female SOLDIER: 3rd

And
a more conventional melee weapon



Magic.lgp Curiousity:
All of the main character's weapons (Aside from Tifa and Red) are in Magic.lgp...But reduced to something very similar to field scale.  As noted previously, they're oriented differently than the other field scale weapons- That is, except Vincent and Barret's.

Of course, this was after butchering a Buster Sword into the above Hardedge...

The Long Barrel R

Barret's Drill

Appearently, Cid's Dynamite.

27
Scripting and Reverse Engineering / World Map Data
« on: 2002-04-25 09:45:17 »
Aside from the usual files (tex, hrc, p, a, rsd, etc), has anyone determined the other files/file types in WM_US.LGP?

As I see it, that leaves these files:

#     /  file    /  file length
771  /  mes  /            4096  
666  /  enc_w.bin  /   2208  
964  /  wm0.ev  /      28672  
966  /  wm2.ev  /      28672
968  /  wm3.ev  /      28672
967  /  wm.ta  /         57344
099  /  atn.tbl  /         1024
680  /  field.tbl  /       1536

Offhand, enc_w.bin sounds like something to do with random battle generation.

Most of the file extentions seem to be related to the file (ie, a-animation, p-polygons, etc)...
.tbl  -  Table?

The wm files pretty much scream "world map data" at me...but I don't really have anything to support that with, other than;
.ev  -  Elevation?
.ta  -  Nothing comes to mind offhand...  Perhaps some sort of "middleman" file?  Sort of how the HRC files seem to read the RSD files...which then in turn read the P files...

As a sidenote...
One of the most infuriating things my computer's done to me in recent memory:
Decide to crash Photodeluxe right after I selected the save path for the past three hours worth of work.

28
...And now it works for some reason.  nevermind.

~~~~~~~~~~

Okay...  2 big issues.

1) It wasn't the DLLs... Appearently, it won't run with monitors set for True Color - 24bit, but does work for 16bit - High Color.

2)  I normally run at 800 x 600 resolution...but Ultima doesn't fit.  Any possibility of splitting it into different dockable windows, like LGPTools, Cosmo, etc?  I'm going to get serious headaches at this resolution...  @_@;;

(update)
3) When editing Vertex positions....A whole slew of keys don't seem to be working.  Backspace, the - symbol.  CTRL+C/V for Copy/pasting (You need to manually do it from the drop down menu...)

4) A way to scale / translate the entire model, instead of manually editing each individual vertex?  Examples:  I'm working on changing the "root" positions for things like Vincent's pistol, the video camera, etc.  I did the pistol, but basically I sat and manually added 3 to each Y value...There are 80-someodd vertexes, and most models have at least double that.  Also;  Rescaling some of the battle models for use with the field sprites (ie, the SOLDIER's Cone sword, various other weapons, etc)

5) A way to save the zoom/alignment preferences?

6) A way to select more than one Vertex / Polygon for Color editing...Example, changing a sprite's hair / clothing color = 80 some-odd individual things to edit. [update;  Okay, found the color patching feature...but that's limited to sequential items, and and if there are different colors in there, it only adds or subracts to the whole list...what about a way to make the entire selection all one color?]

(update)
7) Ultima crashes if you try and view the wireframe of an edited model.  Probably because the edges are unaltered regardless of what editing is done to the Polys/Vertecies

8) ...Anyway to create a .p file from scratch?

9) You can't plug in any vertex values greater than the number of Polygons you have when creating/editing a Polygon... And I've yet to see a model with more Pulgons than Vertices.

In general...Any way of working with multiple items at the same time (Even if it's just deleting them) would be insanely useful...


http://members.aol.com/acaiitoarms/fhrdedge.jpg
Field Sprite scale Hardedge (Butchered Buster Sword)

29
Scripting and Reverse Engineering / Argh. ;-; please help?
« on: 2002-04-14 20:38:00 »
I've mentioned this already, but now I'll get into the details and whatnot...

A whole bunch of the FF7 tools you guys have out...just won't work for me.

Ultima:  Tried .29 and .30, Tried installing the various libraries and JSREG(several versions) multiple times...and I keep getting the "This program has performed an Illegal Operation and will be shut down" Windowbabble whenever I try running it.  Error message details are as follows:
Code: [Select]
ULTIMA030 caused an invalid page fault in
module OPENGL32.DLL at 016f:7d2fc746.
Registers:
EAX=00000000 CS=016f EIP=7d2fc746 EFLGS=00010206
EBX=7fff7fff SS=0177 ESP=0068f0a8 EBP=000001c0
ECX=00000070 DS=0177 ESI=0054cffc FS=0f97
EDX=00000000 ES=0177 EDI=00000003 GS=0000
Bytes at CS:EIP:
89 18 05 80 00 00 00 4f 89 58 84 89 58 88 89 58
Stack dump:
0068f0e0 0054d52d 0054cffc 00000000 7fff00cd 0000a0cd 0054ecb0 000000cd 00000000
00000000 7d2741e3 0054d51c 0054cffc 00000000 0068f0f8 7d2740f6


Gast:  Pretty much the same deal.  Error details are as follows:
Code: [Select]
GAST caused an invalid page fault in
module GAST.EXE at 016f:00401d63.
Registers:
EAX=00000000 CS=016f EIP=00401d63 EFLGS=00010246
EBX=0040a9f0 SS=0177 ESP=0064fd60 EBP=0064fe38
ECX=ffffffff DS=0177 ESI=0040a9f0 FS=4d4f
EDX=0040acc8 ES=0177 EDI=00000000 GS=6716
Bytes at CS:EIP:
f2 ae f7 d1 2b f9 68 65 05 00 00 8b c1 8b f7 8b
Stack dump:
0040a9f0 0040a9f0 ffffffff 0040a9f0 0064fe28 0040601a ffffffff 6c37b4f3 00000000
8b8e959700000000 00405eb5 00400000 00000000 8b8e9597 00000001


DLLPack100.exe:  "There insufficient disk space on your installation drive(%:) for the selected files"  I think it's pretty obvious what the problem is there, but I'll be damned if I know how to fix it...

(Edit: Formating errors fixed)
[
[edited] 346 2002-04-17 09:06

30
Scripting and Reverse Engineering / Woah now.
« on: 2002-04-14 07:54:00 »
While testing out the theory I put in the Ifalna Musings thread, I finally got a look at these:

clgd.hrc
http://members.aol.com/acaiitoarms/cloud.jpg

cmde.hrc
http://members.aol.com/acaiitoarms/jessie.jpg

I'm not sure if anyone else has seen these and/or commented on it yet, so I figured I'd post it....

...Offhand, it looks like Square was planning on overhauling the field sprites for the PC version...but didn't, probably due to time constraints.

...@#$@%!!!    :cry:

31
To start off, usual disclaimer:  Iflana rules, this is not a complaint, just my two cents, et cetera.  I'm tired, or I'd heap on some more praise.    :wink:

Is there an easy way to get a list of the .HRC files, and the sprite names, as shown in Ifalna?

For the actual viewer in Ifalna, is there a way to keep the display from stretching and skewing the sprites depending on how you have the window proportioned?

Is there a way to filter what files are show in LGPtools, or prioritize what's listed first in the entire list (instead of just the dispayed block)?  I'm trying to look through the .HRC's, but there are only like....15-20 per thousand files.

Tired.  x.x  Again...Not intended as any type of complaint.  Sleep now....Sleep is good...

(Edit Slightly more awake, so I'll finish up what I started last night...)

Any chance of being able to apply the textures to the sprites in Ifalna?

It seems, for a lot of the sprites that were throwing errors around, is due to the animations being utterly incompatible with the sprites (ie, the standard "walk" animation....but applied to the second Helicopter or Chocobo Cart)  I browsed through the Ifalna Filter file, but I didn't feel comfortable messing with it, but if it could be updated, there seems to be a basic logic behind the non-standard sprites and their animations...Basically, they're grouped right after the other...Example:
Code: [Select]

:HEADER_BLOCK 2
:SKELETON gun_e_sk
:BONES 0

null
root
1.0
7 DHIE DHJA DHJC DHJE DIAA DIAC DIAE

If you list the files alphabetically in LGPtools, there are the seven RSD / P pairs, and then 17 animations (diba.a through dife.a) Which so far seem to work (instead of throwing an Error).

I've only done this with the above example so far, I'm going to try some of the other sprites (like heri2) before I get some sleep
[edited] 346 2002-04-14 08:01

Update:  Whoa.  I don't know if this is already common knowledge, but the correct animations for clgd.hrc (Cloudup_sk) are cmda-d, and cmde.hrd (Highrez_st) is cmhb-cmie.  I don't remember seeing these in the game atoll...Was Square contemplating upgrading the field sprites for the PCversion...?

I got screenshots of them posted up for now at:
http://members.aol.com/acaiitoarms/cloud.jpg
http://members.aol.com/acaiitoarms/jessie.jpg

...looks like the FF7 fans got shafted again.    :cry:
[edited] 346 2002-04-14 08:45

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33
Scripting and Reverse Engineering / FF7 Audio.dat Info
« on: 2002-04-09 08:00:00 »
Probably not one of *the* most usefull things to make it's way onto these boards, but it's the best I've got at the moment.  -.-

http://members.aol.com/acaiitoarms/ff7snd.html

Yes, I have too much time on my hands.  

Not the most scientific of terms, but you run out of terms to describe all 723 sounds reaaaaally quickly...

34
Scripting and Reverse Engineering / Remake Inquiry
« on: 2002-04-01 09:00:00 »
Erm.  Howdy.  Just wondering if there's still any need for help with the FF7 Remake.  The page on Ficedula's site only says to post on these here boards, so i'm'a'postin'.  I've got 5-6 years worth of accumulated data, theories, and other random junk.  A bunch of it can be found in and around my (under eternal construction) site at http://web.tampabay.rr.com/shinra  I'm also a mediocre computer artist, mostly with design / concept type stuff, or judiicious and shameless edits of existing graphics.  Not sure if any of that's relevant, or what else would be, so I'll stop rambling now.  

http://members.aol.com/acaiitoarms/reno.jpg
  -shamelessly butchered reno graphic


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