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Messages - Takeru

Pages: [1] 2 3 4
1
Troubleshooting / Re: FF8 Custom Driver Fail?
« on: 2010-10-03 19:58:44 »


You have to put "ff7_opengl.fgd" in the same folder where FF8 is installed, that should solve your problem.

Just tried as you suggested. Doing that gave me this message:

"Exception EAccessViolation in module FF8Configurator.exe at 00001F68.
Access violation at address 00401F68 in module 'FF8Configurator.exe'.
Read of address 00001058."

I think it has something to do with the eax.dll file. If I delete it I can get into the configurator but there's still no custom drive option.

Try installing EAXUnified and you don't have to put Custom Drive like in FF7 in FF8Configurator, just configure it in ff8opengl.cfg file.

2
Troubleshooting / Re: FF8 Custom Driver Fail?
« on: 2010-10-03 18:14:40 »
Hi, this is my second try at patching something on the PC, so I'm not sure exactly what I'm doing wrong. I got FF7 to work just fine but FF8 Configurator (I'm using Samuel's) is giving me a error message, saying 'Failed to load custom driver,' so I can't even open it now. The original FF8 Config can be opened but only has a primary display driver.

Can someone help me out please? Thanks!

You have to put "ff7_opengl.fgd" in the same folder where FF8 is installed, that should solve your problem.

3
Hello, I'm having a problem with FF8 Movies using Aali's driver.

In app.log appears this

"GLITCH: NPOT texture support is required for movies to work"

Is there anyway to watch the movies without having NPOT support? and, not using fullscreen.

4
If this post doesn't fits here you're free to move it.

Many people used FF8Configurator because of the soundfonts (including me), but they had a problem with the keyboard because they couldn't use the configuration that they wanted. Here's the solution.

(You can get Final Fantasy VIII Configurator in http://ffsf.aaron-kelley.net/download_8.html)

When you configure the FF8Configurator a file named config.ini will appear in the folder.

1.- Open it with your favorite text editor (Like notepad for example)
2.- Scroll down in the config.ini until you see "[Keyboard]"
3.- There you can change the numbers to the ones that you want (Each number will represent a key in the keyboard).
4.- Save the file and check the changes by opening FF8Configurator

Here's mine:
Code: [Select]
[Keyboard]
Trigger=46
RotRt=18
Exit=45
Menu=32
Action=44
Misc=31
RotLt=16
Toggle=19
Select=17
Start=25
Right=205
Up=200
Down=208
Left=203

This will be like:
Code: [Select]
[Keyboard]
Trigger=C
RotRt=E
Exit=45
Menu=D
Action=Z
Misc=R
RotLt=Q
Toggle=W
Select=S
Start=P
Right=Right Arrow
Up=Up Arrow
Down=Down Arrow
Left=Left Arrow

I hope that this can help some ppl that are having problems with it ^^ (and yes I know, it takes a lot of time to configure the keyboard, but atm it is the only way to do it, as a tip you can check the ff8input.cfg file where FF8 is installed.)

5
General Discussion / Re: Idea about Main menu with music.
« on: 2010-06-17 21:22:01 »
Oh well if someone knows where ff7 starts calling the mids (not the lgp). I would give it a try to see what I can do.  :-P

6
General Discussion / Re: Idea about Main menu with music.
« on: 2010-06-17 19:44:55 »
it might be easier to associate it with Aali's driver. Since the driver externally calls for textures, whenever it calls for buster_00.png it could also signal an MP3 to begin playing. I have no idea how this could be implemented, but it seems to be much easier than mucking around with the EXE or FF7music.

lee

But still to do that it needs the .tex file in the lgp so...

We would need another mid file in lgp and create the external reference to the mp3, but the thing it's that there's no association with the Main Menu in FF7 like it is with the .tex files, so that would make a problem on it.

7
General Discussion / Re: Idea about Main menu with music.
« on: 2010-06-17 17:32:49 »
If FF7music reads triggers in the .lgp files to know what songs to play, perhaps a similar trigger could be injected into the menu script?

yeah, that may be a posibility.

maybe if we add a new mid file into the lgp and inject it on the menu script, then FF7MUSIC should recognize it and start playing the song (just a guess).  ;D

8
General Discussion / Re: mystery chest in kalm
« on: 2010-06-17 06:13:43 »
Most likely it startles Cheese Weapon so you can beat him and revive Aerith.

Yay Cheese Weapon xDD.

btw maybe it is possible to move it from it's position using Meteor, idk I personally have never used it before.  :evil:

9
General Discussion / Re: Idea about Main menu with music.
« on: 2010-06-17 04:45:59 »
Well I was thinking if it were possible to add music support to Final Fantasy VII Main Menu like in Final Fantasy X (or later) Main menus

U know, the
> New Game
> Continue.
menu with MP3 background music.  ;D
or like KH i like the concept,however i have no idea how the heck do that xD

Then we will have to destroy ff7.exe to find out how (*has a hammer on his hand*)

10
Scripting and Reverse Engineering / Resizing .hrc bones.
« on: 2010-06-16 03:29:05 »
Does anyone knows how to resize the field hierachy model bones?

I tried to open the .hrc file with notepad but i kinda don't understand somethings... :cry:

11
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2010-06-15 00:48:37 »
Tech Support is for getting the game running.  If you need help with mods, that goes in Programming Feedback.

Use an older version of Kimera.

K, I'll try with v0.91. I used v0.95b since I heard that that version runs ok to mod the Battle Models.

I tried with an older version of kimera but it didn't worked 

I don't know what more else is possible to do.

12
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2010-06-15 00:38:29 »
Merged.   No need to move your own topic just because no one has responded.    Either no one knows how to help, or no one wants to answer.

k, sorry. I just thought that it was on the wrong section.   ;)

13
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2010-06-15 00:13:57 »
I tried to install Slayersnext's weapons for cloud and the loveless weapon custom mod but I'm having 1 problem with the textures.

Well, the textures for the Loveless are named as 'rtak.tex' and the ones for the butterfly weapon from slayersnext's custom weapons is named 'rtak.tex' too, I changed the .tex name to other one, and now I'm trying to change the .tex file in the weapon part (rtcn) but I don't know how, I tried with Kimera. and with PCreator. Does anyone know how to do this ?

Edit: Plz somebody help, I tried to change the texture's groups of the weapons in the P editor in Kimera and it shows 'em correctly but in the game it is the same thing.

I dunno what more else is possible to do.

Here's a pic showing the textures mess.



Here's the file with the weapons added if someone wants to see if it can be fixed.  :cry:
EDIT: Here's the battle model with the weapons
Mod edit: Link removed. Ripped models are not allowed here. ~Covarr

14
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2010-06-14 00:47:44 »
MOVED TO: http://forums.qhimm.com/index.php?topic=10135.0
In Tech Support Category.

15
General Discussion / Idea about Main menu with music.
« on: 2010-06-13 19:03:16 »
Well I was thinking if it were possible to add music support to Final Fantasy VII Main Menu like in Final Fantasy X (or later) Main menus

U know, the
> New Game
> Continue.
menu with MP3 background music.  ;D

16
Mine does it as well. It probably has something to do with the game or how fast the game or computer loads the music.

I wouldn't really worry about it.

I watched the wave again, and it was the program that I was using to transform the bitrates that was messing with it, btw... does it matters the Bitrate of the song? o.o (I don't think that it does anyways...)

17
Well guys, I've been trying for a while to introduce a new MP3 sound into my game using the FF7Music, and well.

I have cutted the silenced parts in the sound to make it just like if it was a midi sound (without any '.......' part).
And when I'm playing it in the end of the song it stays like '.....' for some about 1 sec, and then the song starts again.

So, my question is if someone has made it to play it continously and how?.

Btw, here's a preview of the song wave:


Edit: I made it to loop it correctly, it took a while but I finally made it. ^^
      - Does someone knows any program to edit mp3 songs? and during it's playback let's u to loop the playback (coz the program that
        I'm using it doesn't -.-)

18
Releases / Re: AC Nero's custom start menu.
« on: 2010-06-12 01:02:17 »
I just realized there is no warning about NPOT textures not being supported unless it's needed for scaling. That's your answer then, the image needs to be 1024x1024 (or any other power of two, this will probably give the best result though).

Aali man u rock it worked  :-D thx man!

19
Releases / Re: AC Nero's custom start menu.
« on: 2010-06-11 23:56:19 »
Ah well, it was worth a try. Guess you'll just have to disable texture compression then.

I disabled texture compression, the error with the compression doesn't appear anymore, but it does the
'ERROR: GL_INVALID_VALUE' and the grey screen.   :cry:

20
Releases / Re: AC Nero's custom start menu.
« on: 2010-06-11 23:38:59 »
Just open the file in any image editing application and make it one pixel wider.

Ok, I just tried it and it didn't worked. It continues showing the grey screen @.@

Code: [Select]
START OF MENU SYSTEM!!!
ERROR: Texture could not be compressed
ERROR: GL_INVALID_VALUE
WM_CLOSE
END OF MENU SYSTEM!!!

All the rest of the app.log appears like in the other one, only that it's not showing the
'INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/WMRP/menu/buster_00.png); this is slow, please convert to 32-bit' Info Message.

21
Releases / Re: AC Nero's custom start menu.
« on: 2010-06-11 22:57:04 »
I guess you could work around it by adding a row of dummy pixels to make the image 820 wide.

Could ya explain that a little bit detailed? @.@ I didn't get it... sorry.

22
Releases / Re: AC Nero's custom start menu.
« on: 2010-06-11 17:01:17 »
Please post your full app.log.
Most likely your card does not support NPOT textures and the .png in question was not made with this in mind.

Here's the full app.log Aali.

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 945GM 1.4.0 - Build 8.14.10.1930
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; wmv3/null 320x224, 14.999925 FPS, duration: 3.333350, frames: 50
INFO: slow output format from video codec wmv3; 0
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; wmv3/null 320x224, 14.999925 FPS, duration: 3.333350, frames: 50
INFO: slow output format from video codec wmv3; 0
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
MIDI play: 95
reading midi file: PRE.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/WMRP/menu/buster_00.png); this is slow, please convert to 32-bit
ERROR: Texture could not be compressed
ERROR: GL_INVALID_VALUE
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

23
LOL, That happens in the beginning of FFXIII. Lightning uses some kinda levitate magic to get to the other side and Sazh tries to stop her so he grabs her from behind and she tries to struggle out of his grip and it looks like raep. :P

LOL, now I want to play FFXIII.

(The song on the video it's so weird xD)

25
General Discussion / Re: Making fun in FF7 through mods
« on: 2010-06-11 08:18:26 »
Fine... just... don't eat the chocobos... they don't taste *that* good fried. ;0; *huggles chocobos*

*staring at the chocobo's food*
QUIT STARING AT HIS NUTS!!!

But man I'm hungry   :|

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