Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Reunion

Pages: 1 [2] 3 4 5
26
Scripting and Reverse Engineering / FF7 and lighting
« on: 2005-09-18 17:23:19 »
Are you talking about the lighting for the field models or the lighting on some of the textures?

The light map for each of the models are given in Section 3 of the PC field files. Like in the file cosin1..
AAAA.HRC is given this light map.
Code: [Select]
868283
6E0049
FAFC0E
9D9B9C
8A093E
F6A3F7
4D4D4D
76F449
FA67F6
404040 //RGB level 64,64,64

The first 27 bytes have something to do with direction and intensity if I remember correctly. The last three bytes are the RGB value of all the light on the model.
like so...

27
Yes it is the part in the north crater just before Cloud gives Sephiroth the black materia.. (more precisely scene 702)
There is a whole bunch of dialog between the nearest save point and this scene so I changed the upper exit link in trnad_4 to load scene 702.
http://venus.walagata.com/w/reunion/FF7scene702.rar
So replace the trnad_4 map with the one I put in the rar file then load the save game and go up the next screen and instead of loading scene 711 it will load 702 and save you 15 minutes of going through all the dialog.

-edit- Sorry I should have looked at this more carefully. I think it may just be my video card (Radeon9500) not your patch at all because it only displays corrrectly with software rendering. But if someone could check that just to be sure.. thanks

This is what is should look like:http://i4.photobucket.com/albums/y112/FFVIIIReunion/398ab9a0.jpg

28
Hey I just noticed this while playing through...
http://i4.photobucket.com/albums/y112/FFVIIIReunion/bba02e5a.jpg

just wondering if it is easily fixable...

29
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-16 05:42:31 »
...finally got back home 12 hour car rides are fun!!

Quote from: Naitguolf
menu_us.log

It better not be ".log" it should be ".lgp"
Quote from: crimsondante
is there a version of this patch where you can get the older model of cloud

...No, In my opinion the higher the poly count the better!
If someone would like do that be my guest.

30
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-10 10:15:12 »
You will need WinRAR...

http://www.rarlab.com/

31
Troubleshooting / Cosmo Questions - URGENT!
« on: 2005-08-07 19:25:51 »
Open the FICEDULA.INI in your windows dir then under [Cosmo] set the
Top=0
Left=0
Then you should be able to see the main window...

32
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-06 16:40:16 »
Quote from: enigma^^
Erm.... how long is a few minutes? I've waited for half an hour and there's still no change...
One or two minutes you can tell it is done when it starts responding again.

33
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-06 05:48:22 »
Quote from: enigma^^
3) Save as char.lgp in another drive.
You can just overwrite the original one...
Quote from: enigma^^
4) Nothing seems to happen.
It does take a few minutes...

34
Archive / FF VII PC FMV / 3D Models don't line up
« on: 2005-08-06 03:19:41 »
Quote from: EmperorSteele
Thats what the link i gave him basically says, reunion =)

EDIT sorry yes it does...

35
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-06 01:59:16 »
Quote from: Makenshi
Hey, why are your characters in hi-res, out of the world, and mine doesn't?
Can someone tell me why this happens? I can only see the new models in the world  :(
help plz

You are not making the new char.lgp correctly please try creating it again.

Quote from: Nilai
Nothing to do with Reunion's patch. Vincent's model has always been messed up during that portion of the game.

Yeah the level maps in that area load an animation file that does not fit the number of bones in Vincent's hierarchy...

Let me check... it loads acfe.a Now it should load afdf.a
I think this only happens in ancnt1, ancnt4 but it could be more...

And if anyone really cares I can make a patch to fix it...

36
Archive / FF VII PC FMV / 3D Models don't line up
« on: 2005-08-05 17:02:39 »
This is also documented on your installation cd...

Quote
The other solution is copy all the movies from the CD onto the hard drive.     the movies for the game are located on each game disk 1, 2, and 3 in the \ff7\movies directory.  This will not put more than the 500M or so of movie data on your HD.

Once you have copied the movies to the hard disk run regedit and find the following key:

HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII

You will find the line that says:

"MoviePath"="d:\FF7\Movies\"

Click on the key "MoviePath" and click on Edit on the Menu bar at the top of the Window. Click on Modify. Enter the new path:

"MoviePath"="c:\windows\desktop\Movies\"(or which ever path to which you saved the movies.)

When you change disks, will will need to copy the movies on the new disk to the hard drive in the same directory.  It is safe to delete the movies as you will not return to the previous disk.

37
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-03 00:16:50 »
And it still crashes.. hmm then could you please send me your daad.a file after you patch it. If I see no difference I will pm you about a different method to fix it.

38
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-02 19:54:47 »
daad.tor is the field extension.. In the char.lgp you are looking for daad.a (all animation files in the char.lgp have the file extension ".a") If daad.a was not in your original char.lgp you would have the same error message "fail to load DAAD.tor".

Try patching it again.. and before you create the new char.lgp check to see if the daad.a file is in the char folder. It should be, now if it still is not just get it from the original char.lgp. Then create the new char.lgp file.

39
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-02 18:23:30 »
Quote from: Kinseek
From which file? I have said file in my original char.lgp, but it seems to be  deleted once I install the Reunion mod (latest one as well I think).

It should not be possible for that file to be deleted or changed by my patch.. Just try the patch again.

40
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-08-01 21:17:03 »
Well I can tell you that DAAD.tor is one of the animations files for Biggs on that map(mds7plr1).. Now the strange thing is that my patch does not change Biggs at all nor any animation files so there should be no problem. Do you have Bordes models installed? If you do try it without them..

If not I would have to take a look at the animation file itself to see if the number of bones in the animation file match the amount in Biggs hierarchy. So if you could just email me the daad.a file in your char.lgp so I could have a look at it..

btw what language version of ff7 do you have?

41
Scripting and Reverse Engineering / 3ds max Plugin Error
« on: 2005-07-29 21:40:41 »
I finally got it to work...
I lacked these visual studio dll's: msvcr71d.dll, msvcp71d.dll (note the -d)

If anybody needs them you can get them here... Just put them in your 3dsmax7 folder.
http://www.dll-files.com/dllindex/dll-files.shtml?msvcr71d
http://www.dll-files.com/dllindex/dll-files.shtml?msvcp71d

Also don't put the asciiimp.dli in the plugins folder just put it in the 3dsmax7 folder.

42
No the highres Cloud patch would not alter the ff7.exe. It would only affect the lgp files...

43
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-07-23 21:28:16 »
Did your ff7 game work alright before you applied the patch?

You know I think that I will just take out the silly "The Reunion Patch" texture. It seems to be more trouble than its worth anyway.

So try replacing the modified menu_us.lgp with the original one.

Yeah as of now Borde's NPC files are seperate...

44
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-07-23 20:00:42 »
Quote from: Craz3d
Also, would a true Field model be that hard? I figured it would have been in the patch, but it was a little bit of a surprise to see Hi-Res Cloud, then exit Midgar, and see the good old handless Cloud.

Quote from: Reunion
This patch will also change 6 world map models in world_us.lgp.

Diamond Weapon - diaweap_sk
Emerald Weapon - e_weap_sk
Cid - sd_cid_sk
Cloud - sd_cloud_sk
Tifa - sd_tifa_sk
Tinybronco - tinybronco_sk

If the world map models didn't update try the patch again...

45
Scripting and Reverse Engineering / Field Sections 3 and 8
« on: 2005-07-15 04:49:48 »
I spent some time working with sections 3 and 8 of the pc field files but in section 8 I could use some help with the camera range matrix and the exit positions matrix. The camera range matrix seems to set the range of motion by the camera on a x,y axis. The exit positions matrix sets the position of an exit in a level map on a x,y axis. I just don't understand the how the matrices are set up.

Field Section Summary:
Section 1 Field Script & Dialog
Section 2 Camera Matrix
Section 3 HRC Loader
Section 4 Palette
Section 5 Walkmesh
Section 6 Unknown
Section 7 Encounter
Section 8 Camera Ranges & Exit Positions/Level Linking
Section 9 Background

Note- please forgive a non-programmers ugly descriptions...

Section 3: HRC Loader
Code: [Select]
Section length: long

short: blank
short: num_HRC //number of hierarchys
short: (512),(1024)… //hierarchy type

len(short): char_str //length of character string
char_str: (level_map)(char_name).char //#example# md1stinmain_n_cloud.char
short: blank
HRC_str: (HRC_file_name).(HRC),(512),(1024)…+ blank byte //#example# AAAA.HRC512
short: num_animations //number of animations

HRC_light_map: 30 bytes //all animations render under hierarchy’s light map
#example of HRC_light_map #
134,130,131
110,0,73
250,252,14
157,155,156
138,9,62
246,163,247
77,77,77
118,244,73
250,103,246
64,64,64 // RGB level

len(short): aki_str //length of animation string
aki_str: (animation_file_name).(aki),(yos),(ani),(tor).. //#example# ACFE.aki
short: 1


Section 8: Camera Ranges & Exit Positions/Level Linking
Code: [Select]
Section length: long
(level_map_str) + blank byte //level map string
short: blank
byte: main_char control axis //for inverting controls
#examples#(128:up = y right = x) (64:up = x right = -y)

10 bytes: camera range matrix + 1 blank byte //sets some camera ranges...
#example (not arranged properly) #
64,0
0,-1
0,-1
0,1
0,1

long: blank
Short: 4 unknown
short: 4 unknown
short: 4 unknown
byte : 4 unknown
24 blank bytes

14 bytes: exit position matrix //sets the positions for the level map exits…
#example (not arranged properly) #
82,255
175,254
64,-255
-45,255
112,254
64,255
96,251

long: next_map_pos //sets the linked level maps main_char starting position
short: exit_link //sets level map that exit is linked to
#examples#
1-64 world map locations
65 - Debug room
66 - 786? Field locations
long: unknown


well the rest of section 8 I just don't get at all so...
and if someone could explain how  the matrices work further…

Anyway I hope someone can make use of this information.

-Reunion

46
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-07-13 01:24:25 »
opps :oops: I am sorry about that.  I must have forgotten to change that number blah! but anyway it does not matter. I don't really feel like fixing that right now but anyway you are right...

It should be:
Original char.lgp: 12,649 files
With patch: 12,806 files

sorry about the confusion..

47
Archive / FF7 playing on PS2 problems
« on: 2005-07-13 00:57:28 »
well then i think that you will need to get a ps1 memory card for any type of ps1 game...

48
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-07-10 15:46:12 »
Yes borde's link works fine for me...


edit- Kojiro I put some pictures on the patch post...

49
Releases / ---The Reunion Patch---
« on: 2005-07-06 18:42:27 »
Well I think it is about time for an update.

---The Reunion Patch---

The total battle models converted is 53!

This patch will change 47 field models in Char.lgp.

Aeris: earithf_sk, n_earith_sk
Barret: pballet_sk, sd_ballet_sk, yballet_sk
Cait Sith: sd_ketcy_sk
Cid: pcid_sk
Cloud:cloud_sk, chair_sk, clouds_sk, hei1_sk, hei2_sk, hei4_sk, n_cloud_sk, pcloud_sk, reifuku_sk, sd_hei_sk
Dyne: daing_st, dainy_st
Elena: sd_eriana_sk
Hoyo: sd_hojyo_sk
Palmer: sd_palmer_sk
RedXIII: c_red_sk, P_red_sk, sd_red_sk
Reno: sd_leno_sk, sd_leno_sk(notex), sd_leno_sk(red)
Rude: sd_rudo_sk
Rufas: sd_lufas_sk
Sephiroth: n_sefiros_s(bkhd.hrc), n_sefiros_s(erha.hrc), readc_sk, sefiro3_sk, swordc_sk
Tifa: n_tifa_sk, ptifa_sk, tifas_sk
Vincent: sd_vincent_sk
Yuffie: pyufi_sk, r_yufi_sk, sd_yufi_sk
Zack: lzacks_sk, szacks_sk, zacks_sk

Others:
Jenova: jenova_sk
nible_katana
potion_sk(eghe.hrc)

This patch will also change 6 world map models in world_us.lgp.

Diamond Weapon - diaweap_sk
Emerald Weapon - e_weap_sk
Cid - sd_cid_sk
Cloud - sd_cloud_sk
Tifa - sd_tifa_sk
Tinybronco - tinybronco_sk

-edit- Notice: All field models in this patch will clip below the forground.

Some random screen shots...
http://i4.photobucket.com/albums/y112/FFVIIIReunion/802aa564.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/ef5b38dd.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/cd3a1b01.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/06302a50.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/43b53bc8.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/60203c21.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/5aef03b5.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/fa738930.jpg
http://i4.photobucket.com/albums/y112/FFVIIIReunion/fb382ef8.jpg

Please read the instructions.txt for information on how to install.
-edit- make sure you have the latest version of lgptools
Download The Reunion Patch

50
Better ask this first... Do you own the game?

Well you could try putting the cd in your other drive.

Pages: 1 [2] 3 4 5