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Messages - Iros

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176
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 14:35:22 »
Glad to hear it works! It should be able to download files from Mega directly, but ... I did wonder if that part would work reliably. I can connect fine, but it is complicated, so I did think a pastebin link might be necessary just in case.

Version 1.01:  https://mega.co.nz/#!aUQWULDK!S22_vk_mCQaJC9VRKuplpE2LgyhAKCMnwVOKtVRT0yM

-Import mod copies instead of moving files
-Added .var file back in and load it into mods that use runtime vars correctly

I have remembered, if you have the 'auto import mods' option ticked, then just putting a mod folder into the 7thHeaven is enough to make it show up, so you don't need to import manually then. But an import option is still needed to do it manually.

177
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 14:10:59 »


Be very careful messing with this right now. I just somehow lost my entire mod folder with everything I had.Needed a drink of water, was pretty funny. :-P Bit shocked at the moment.
And I don't mean my in game mod folder. I mean the folder I had all my downloaded mods stored in. Omzy's field pack, rare files, everything. Gone.
I attempted to run it with the Library import from folder pointed at the folder now missing, it said I had no mods activated and poof.

Edit: Of course it wasn't likely it was totally poof, but I did go ahead and panic a little. You can't blame me. So I found all my stuff in a new folder within a folder "7thHeaven" in the FF7 directory itself. The folder everything was in had a randomized-seeming name: "8eb262c4-b088-4c71-baf5-867d29f34ba6_FF7Mods". Cruel trick my friend! OK, so on with the testing, after backing up the rest of my stuff online haha, should have done that a while ago, now my SSD will die before upload completes because Murphy's Law.

Ah - I see how that happened ... the normal download procedure deletes the downloaded zip/7z/whatever after it installs it into the 7th Heaven folder (of course). Obviously the manual install shouldn't do that, will change it ;)  But yes, it does copy them into the library folder, so not completely lost.

However you also made me think - I expect your import hasn't worked properly, because it is expecting you to import one mod at a time. If you point it at a folder full of mods, that isn't likely to work. I should probably make sure that works too!

I can't configure my mods or start the game with them:
Code: [Select]
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
   bei _7thWrapperLib.RuntimeVar.MakeRuntimeVar(String spec, String value) in C:\Iros\7thWrapperLib\RuntimeVar.cs:Zeile 0.
   bei _7thWrapperLib.CRuntimeVar.Init(XmlNode source, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 396.
   bei _7thWrapperLib.Conditional.Load(XmlNode source, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 378.
   bei _7thWrapperLib.ConditionalFolder..ctor(XmlNode node, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 355.
   bei _7thWrapperLib.ModInfo.Load(XmlDocument doc, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 250.
   bei _7thWrapperLib.ModInfo..ctor(String filePath, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 240.
   bei Iros._7th.Workshop.ProfileItem.GetRuntime(LoaderContext context) in C:\Iros\7thWorkshop\Profile.cs:Zeile 69.
   bei Iros._7th.Workshop.fLibrary.<bLaunch_Click>b__62(ProfileItem i) in C:\Iros\7thWorkshop\fLibrary.cs:Zeile 598.
   bei System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
   bei System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   bei System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   bei System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   bei Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWorkshop\fLibrary.cs:Zeile 593.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Ah, I know what that is - I forgot to include the .var file which lists conditional variables.

Again, next version will fix that (probably later today since you have found issues already!). For now, if you copy the .var file from your 7thWrapper install into the 7thHeaven folder, and rename it 7thHeaven.var I hope that will fix it?

(EDIT: It may not fix it. New version coming soon...)

178
FF7 Tools / Re: 7thWrapper
« on: 2013-08-03 13:11:40 »
OK, big update. Since now I added a lot of the features I was planning on, I think it is time for v1.00 and can be renamed '7th Heaven' :)

There are a lot of changes so I would recommend unzipping it to a new folder entirely and not putting it in the 7thWrapper folder. Also I would recommend using a new folder to store mods again (the program will create this for you when you run it for the first time). Don't worry, you can move your existing mods over once it is set up and running, and it will detect them and let you use them.

Since not much is happening with making workshop style site, I thought maybe I would add something like this. So some images explaining how things work are probably good...

1) When you run 7thHeaven for the first time it will ask you to set up your paths etc. It will try and guess some settings from your FF7 install but please check it to make sure it is OK. I suggest you run as Administrator. It mostly works fine for me without this, but it seems some computers really need to run as Admin.



Subscription URL will be explained below :) The options I hope make sense, probably you want them all in except perhaps 'auto download'.

2) The new interface separates things into three tabs. First, 'Active Mods' which are the mods you have turned on to use in the game. You can see there is also a 'Activate all' button to turn everything on if you want :)  Deactivate of course turns a mod off, Config configures any options for a mod, and the arrows move a mod up/down the priority list.



Second is 'Library' which is all the mods installed on your computer. You can activate/deactivate the mod to put it in your list of active mods, or right click to uninstall (delete) it. Also there is a search bar at the top - although unless you have hundreds of mods I suppose you might not need to use this :)



Last is 'Catalog' which is where the subscription setting is used. You can tell the program to monitor catalog files which lists mods, then from the catalog tab, search for mods and click to download/install them:



If you click to download a mod, the program will download it...



...and afterwards it will show up in your library as Installed and ready to run:



The program will check the catalog files every day and if they update with a new version for a mod you have installed, the program will offer to download and update your installed mod.

I have set up a (very!) small catalog to test with, the subscription URL to put into the settings screen is:

iros://MegaSharedFolder/#F!DYQWTZ7B!FWil2nif2HQF_Dr7RxvOLA,,catalog.xml

or if that doesn't work:

iros://Url/http$pastebin.com/raw.php?i=Rct9XwiQ

It just has a few mods in it that I picked from the big list of FF7 mods, in order to test things. I don't plan to maintain a catalog myself but I hope somebody else who has time will do so! :)  I don't know what is best - to maintain a big list of every mod, or maybe there will be a few lists for different authors or types of mod ... I think that is best for people on the forum to work out what is good :)  So if anybody wants to maintain a catalog please say and I will explain how to set one up. There is a screen in the program that will help generate the catalog files so you don't have to type in all the XML manually.

Because there is a lot of new code I am sure there will be some bugs in this so if things don't work please give details :)

Download link for v1.00 is https://mega.co.nz/#!HZB1EBgQ!SgJGImGGvBgc_D6hcFbhcAQ07JQzF8uuFhu9gkB6MYs

Also this has basic support for the 2012 release. It should work to point it at your FF7_Launcher.exe and run the game from there. The launcher will probably crash after you have started the game, so probably cloud saves etc. will break, but the game will at least start I think!

179
Team Avalanche / Re: Out of hibernation
« on: 2013-08-02 23:29:07 »
Well damn. I'd figured since it was intercepting LGP reads it could easily work with the Steam version.

I can do some testing when I get home, also. Hell, I'll even buy him the Steam version myself if he's willing to add support for it.

I am testing support for the 2012 version - it was a bit harder than I expected, but I think it is working now, so next version should support this :)

Is the Steam release the same as the 2012 version?

180
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 15:39:41 »
Failing that, post a screenshot of your settings again :/ The error does mean it can't start FF7.exe for some reason.

181
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 08:17:04 »

I see your screenshot. It looks right, but then the debug code doesn't match for those 2 files.
Desktop? how?
I don't know what's going on there, did you save your profile after setting all those up? Have any idea why it would be looking for those files on your desktop?
I am guessing you have a copy of the actual 7thwrapper.exe file on the desktop instead of a shortcut and you tried to run it from there.

Well noticed, this is probably the issue.

182
FF7 Tools / Re: 7thWrapper
« on: 2013-07-31 21:52:13 »
Hey so I have Bootleg installed and want to use this manager whenever i hei laumch i get
Code: [Select]
************** Exception Text **************
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode)
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 179
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
qguyrish
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/EasyHook.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Have you definitely pointed the wrapper at the FF7 exe and the wrapper library location correctly? It does look like it can't find one of the files.

183
Releases / Re: Improved and added unshaded characters
« on: 2013-07-30 12:12:05 »
Kaldarasha: Template reported a possible problem with 7thWrapper to me, but I have tested, and I think maybe it's not a wrapper problem.

If you install the 3rd unshaded models archive (3Unshaded Models.iro) and start a new game, Aali's driver complains about a zero count in a P file. It happens if I unpack the archive and drop the files into Aali's direct folder (and run the game without 7thWrapper) so I guess this is an issue with one of the P files in the mod.

I think it must be one of the models on the 1st map, not sure which one though...

184
Releases / Re: [REL] FFVII Battle Scene Enhancements
« on: 2013-07-29 18:24:56 »
That would be much more difficult :( The TEX file format is really quite simple, so converting to/from that is easy. The field backgrounds are not so simple; they aren't TEX files at all.

I guess the wiki has some pretty good documentation on it, so perhaps it is possible, but not such a quick thing to write.

185
FF7 Tools / Re: 7thWrapper
« on: 2013-07-29 11:28:20 »
I'm not sure I want to separate the mod configuration into more than one XML file - it will be possible, but keeping it all in one file will make loading the wrapper faster.

However splitting off your files into subfolders might be possible already I think? You could put everything in a 'cloud' subfolder and change:

Code: [Select]
<Conditional Folder="15 Ultima Weapon 01" >
  <RuntimeVar Var="CloudWeapon" Values="15" />
  </Conditional>
<ModFolder Folder="CloudWBoB 01" ActiveWhen="Cloud = 1" />

to

Code: [Select]
<Conditional Folder="cloud\15 Ultima Weapon 01" >
  <RuntimeVar Var="CloudWeapon" Values="15" />
  </Conditional>



<ModFolder Folder="cloud\CloudWBoB 01" ActiveWhen="Cloud = 1" />

I think this should work although I haven't tested it... it will keep the file structure a bit more tidy anyway.

186
FF7 Tools / Re: 7thWrapper
« on: 2013-07-28 15:29:59 »
What does the also launch with the .bat file do?

Only change is that when you are selecting an 'also launch' file, it includes .bat files in the file selection window. So no real change to how things work, just a slight GUI improvement :) If you need a .bat file to mount drives, for example.

187
FF7 Tools / Re: 7thWrapper
« on: 2013-07-28 09:21:06 »
I'm planning on adding a option in Bootleg to export mods to IRO files that will work with the mod wrapper. How should I break up to IRO files? My current idea is to have one IRO file for each LGP, the movies, the sounds, and the PNG textures. The user will have the option to generate all of the IRO's or just the ones they select. I don't want an overload of IRO files, but I also don't think one ginormous IRO file is good. What are your suggestions?

I thought some more about this ... one IRO file per option in Bootleg is probably a good way to go. There aren't 1000s of different configuration options in Bootleg to choose from after all. And then when you change an option in Bootleg, you are only dealing with the IRO file/s for that particular option - not having to regenerate archives containing 100s of other files.

If you want to be really sophisticated, you could (e.g.) have one IRO file for all the Avatars that contained every avatar file. Then use configuration options to swap the selected avatar files in as active. That's actually quite efficient since you have one IRO file and just activate/deactivate parts of it depending on the user configuration.

EDIT: New version released v0.20:  SEE OP for latest download links

-Fix for overriding PNG files included in IRO archives (thanks EQ2Alyza)
-Unpack option for archives
-Add .bat files to list of supported AlsoLaunch executables.

188
FF7 Tools / Re: 7thWrapper
« on: 2013-07-27 18:43:34 »
The wrapper doesn't know anything about mounting drives ... I'm not sure how Bootleg does it really, I haven't really looked. The only option you have in the wrapper is the 'Also Launch' option which you could set to a script which mounted the drive ... but you would have to provide the script.

I thought that changing the drive letter FF7 looked at was quite a simple registry change though?

189
FF7 Tools / Re: 7thWrapper
« on: 2013-07-26 20:14:01 »
New release v0.16: SEE OP for latest download links

Changes:

-Fix 'also launch' to work on 2nd+later runs of the game
-Fix 'also launch' to set working directory, should fix FF7Music not working correctly
-Add additional variables (more key items, all character weapons)
-Improve variable monitor - only reports when variables are changed

That's what I expected. I even didn't like the idea of refreshing the field. :|
Hmm... maybe it's possible to refresh parts of the system memory on fly, like DLPB's Hext.dll does.  :?

I won't say it is definitely impossible, I suppose there could be a way to make it happen. But, I wouldn't expect this to work soon. For now, I think we will have to work with the models only changing, when you change/exit the field.

190
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-26 19:25:19 »
The only issue I had was the browse button for Output folder. It doesn't respond when I click it, so I had to manually input my Output folder destination.

Hmm, good point :)  I'll correct that for the next release; doesn't seem worthwhile making a new version just for that though!

191
FF7 Tools / Re: 7thWrapper
« on: 2013-07-26 08:17:38 »
I need a 'reload field after leaving menu' function. I have totally forget about this.
At the moment the weapon is only updated when the field is changed.

That would be very hard :(  The game only reloads the models when you change field. I'm not sure how you would make it reload the field after leaving the menu (and I think maybe it would mess some things up).

The "Also Launch" feature will not allow for any type of file other than .exe. If changed, and a .bat file that runs ff7.exe at the end is "also launched" in addition to the FF7 exe field being entered, will that be OK?

You should be able to point it at a .bat file, I think, although I haven't tested that. But the .bat shouldn't run the FF7.exe. The wrapper NEEDS to launch that itself, which is why you need to point it directly at the FF7 exe. AlsoLaunch is for things like FF7Music, an ISO mounting script, etc - things which the wrapper doesn't alter, but just need to be run.

Otherwise it works great. I was wonder where the wrapper gets the games settings, like resolution. I assume that's all still working with the ff7_opengl.cfg right? How many of the settings you can configure in bootloader still work, like v-sync and everything? The shader doesn't but that's not the end of the world. The other options that make the game run smoother could be what effected the music if they're not being used, maybe? If that's the case is it possible to have the wrapper launch through bootloader some how so it applies all those settings? That would also allow us to use the debugging tools. I of course have no idea how either of these programs work though, or if what I just asked is even feasible.

It should all still work with ff7_opengl. When the wrapper launches FF7.exe you should get whatever settings happen when you run FF7.exe yourself manually. So if you have configured Aali's driver, then it should work exactly the same.

I don't really know what the bootloader launch does, so I can't say if it's possible to work with that.


Quote
~ Tried again and it does launch ff7music with the game, but it doesn't actually work, no music. If I keep it in Launch also, but turn it on before starting the game it still doesn't work. I also got this error, I think it's from having ff7music listed in the wrapper while also also having it open already. No idea though of course.

That doesn't look like an error to do with ff7music. Are you sure you had the main FF7 exe path set correctly? As I mentioned before, that NEEDS to point directly to FF7.exe (no other launchers) otherwise it won't be able to intercept the game file accesses.

192
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 20:03:55 »
OK, new version 0.15 released:

SEE OP for latest download links

-Option to launch another program when starting the game
-Added mask option to game variables
-Added 'Monitor' option. When enabled, all configured game variables are dumped to the debug output every 5 seconds.

I have also added a few more variables to the var file; Cloud's weapon, KeyItems field 1, and Keyitems field 2. Also a few key item variables to demonstrate how the masks work.

It should be easy to add other variables like Barret's weapon, Tifa's weapon, etc - I just haven't put them in the file yet because the new Monitor option dumps EVERY variable, so I don't want to add hundreds yet. Once I have a better monitor option (maybe only dump specified variables, not all of them?) I can add more variables :)

Any questions please ask ;)

193
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 13:53:17 »
I plan to add an option so that when you run the game, you can choose to also run another file automatically.

This would be good for starting FF7Music, but it would also work to do anything else (like run a .bat file to mount the ISO?).

In order for the file substitution to work, the manager HAS to launch FF7.exe itself, but it's no problem making it run other things as well.

194
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-25 11:59:43 »
P.S. Tradition around here has tools given a name that's from the game. Any ideas on your two tools yet?

Hmm, not sure. 7th Heaven, perhaps, that is why I chose 7thWrapper to begin with as it sounded like that. Maybe I will call it '7th Heaven' when we reach version 1.0 and it's got all the features I would like to put in it?

Quote
The set of edited LGP are ~919mb @ 24-bit depth and, when compiled into an unedited battle.lgp, totals ~959mb. The set of edited PNG will be approximately 33% larger file sizes @ 32-bit depth. All scenes of both versions will be upscaled by 400%, with added noise reduction and smoothness filtering.

PNGs should be smaller (file size) than the TEX files in the LGP since they are compressed.

Also I would be careful about bit depth. Some battle textures actually do need alpha (transparency) - often for railings where you are meant to be able to see through between the railings. For those textures you will need to use 32-bit (either TEX or PNG). If you use 24-bit and lose the transparency, I guess the texture will load, but the space between railings will appear solid.

195
Releases / Re: Improved and added unshaded characters
« on: 2013-07-24 15:58:30 »
The idea isn't that the end user would configure all these variables - it's that the mod author would. So they can (e.g.) create a mod which displays a different model for Cloud for before/after he falls into the Lifestream (or after Aeris's death, or....). You might be able to change the field model in the flevel, if you edited every location he can visit, but you can't change the world map or the battle model that way. If you let the wrapper handle it, then you can change those things, and also you can change the field model without editing every flevel file (which is a problem if you want to install it at the same time as another mod that also wants to change flevel!).

There's also no reason it won't work with mods installed manually. Obviously if you install a mod through bootleg that actually changes the LGP files, you can't deactivate that mod with the mod manager, but the mod manager will still work.

196
Releases / Re: Improved and added unshaded characters
« on: 2013-07-24 15:32:56 »
It is like the direct folder, except that you can easily turn mods on/off without having to copy/move files around, and also certain files can be changed based on variables in the game - e.g. what location you are in, the game time, plot progress, love points, etc. Or provide a number of files and swap between them randomly, so you have 2 or 3 models for a particular enemy, and the mod manager cycles between them randomly.

For any of that to work of course the mod author has to add support for it into their mod :)  But I think that just being able to try a mod out without editing any files (and having to restore from backups if you don't like it, or want to use a new version) is also useful :)

197
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-24 11:55:28 »
Thank you. It looks like a problem in Img2Tex, it is not always converting the alpha correctly. That is why 24-bit fixes it (but then I think maybe there is no alpha? which is OK for some images, but not for others that need it!).

Anyway, first version of my tool:

https://mega.co.nz/#!IRIRjJaL!SueuJCQNn6n-X-GZ2ucq8R-NWzo67wJC2s4sG-qX0IA

How to use:

1) First select the source files to convert (e.g. all the battle textures). So extract them from the LGP file first if you haven't done this yet.

Then select an output folder. Could be the same as the folder with the TEX files in it, or a different folder.

Click 'Convert TEX->PNG'. The output files will be named same as input files with '.png' on the end, e.g. oqac -> oqac.png

2) Once you have edited the PNG files, go back to the program, and this time select the PNG files as the source files. Choose an output folder to put the new TEX files in. (It will overwrite any files already in this folder). Click 'Convert PNG->TEX'. This time it removes the '.png' from the filename, so file 'oqac.png' -> 'oqac'. (So if you have not changed the filenames from step 1 above, this should be fine!)


So far I only support 24-bit and 32-bit PNGs - I think that if you are going for increased quality, you will probably not be using 8-bit?

I have tested editing a few textures (& increasing the size!) and it worked OK for me. I expect you may find some other problems too when you try it though, please let me know :)

198
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-23 08:13:19 »
The batch tool would be excellent :) BMP or PNG doesn't matter, but perhaps both if it's not too much work? The BMP are just converted back to TEX for LGP package, while PNG is what is used with Aali's Driver in the .../mods folder. I am going to make these scenes as both LGP and PNG anyways.

OK, I will try and do this!

I may have figured out the black spots. I saved the BMP edits as 16-bit and 24-bit without any black spots, while 32-bit contained black spots and is what's seen in the video. I have only done this for one scene, so I'll need to do it for several more before I could say this was the "fix." Does that sound like a reasonable explanation, or am I completely clueless on this? lol I can still send the files you requested if you'd like. Let me know.

Hmm, I wondered if it was converting the files back into 8-bit TEXs and this was the problem. It would still be interesting to see the files though, so I can avoid making whatever mistake happened...

199
Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-22 12:28:29 »


I'm needing assistance with a couple things that I'm not familiar with doing yet. Feel free to take a crack at these and help contribute to the project
  • Photoshop scripting and batch import/export layers to PNG with Palmer. Does anyone know how to do this for battle scenes, or if it's possible? The instructions for field scenes are here, which I'll eventually find time to try myself.
  • I've done everything step-by-step manually so far, and I'm pleased with the results. However, there are some texture anomalies that need fixing. If anyone has any insight, let us know. Here is a video of it: http://youtu.be/ydr2PrQ3d-0
  • Pillar Stairs: You can notice black spots on the floor around the characters and enemy. There is also a large spot in the background when Cloud is casting Life on Barret.
  • Arctic: The mountain tops have black spots that can be seen in various camera movements. The sky has a black spotty area when Tifa is using Meteor Strike and Final Heaven.
  • Pillar Platform: I tested about half a dozen scenes today, and the black spots on the ground and the spotty sky is a common occurrence. This scene was the only one with no visible anomalies. I would like for all scenes to be this way.

I think batch export/import of battle textures to BMP files (or maybe PNG is better?) should be easy, if the TEX format on the wiki is correct. I can write a tool to do that.

Black spots ... I wonder if this is a problem caused by the export or not. Could you send me the BMP file after your changes along with the TEX file after converting it back? I can look at it and try to find out where the problem is...

200
Releases / Re: Improved and added unshaded characters
« on: 2013-07-22 10:14:08 »
Works fine, but.. The game require about 30 seconds now to start when the wrapper is on

Hmm, I have downloaded the mod and tried it with the wrapper, and it does not take so long for me, it is only 1-2 seconds longer to start the game which is not so bad  :|

Has anybody else tried it and had problems with it starting slow?

I will add some more debug output to the next wrapper version so we can find out what is slowing your game down.

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