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Messages - Reunion

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51
Your Final Fantasy VII registry keys must be correct because you can run ff7...
If they were missing or corrupt it would tell you this: Unable to locate registry key. Please re-install Final Fantasy VII.

Do you have more than one cd-rom drive?
What drive do you have your DataDrive subkey set at?

52
If you have more than one cd-rom drive you might have to change the "DataDrive" subkey to be on a different drive.

HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII
Under this will be a subkey called DataDrive. Change this to the drive you want.

If it is already set to the drive you want then yeah just reinstalling the game...

53
Archive / Getting FF9 (PSX-UK-PAL) to Work on ePSXe
« on: 2005-06-29 02:14:07 »
Try makeing your cd images with ISOProducer by JNS. It uses P.E.Op.S CDR plugin to make them. Since Pete's Plugin allow real-time PPF patching, the tool can be used to patch the generated ISO directly, without any extra tools. Simply select the PPF patch while ripping, and the generated iso is patched.
http://www.aldostools.com/isoproducer.zip

54
Archive / Debug Room
« on: 2005-06-26 17:24:24 »
You can use Jenova to set a save location to the debug room...

55
You are changing the colors in the second group of your file that is why the textures are changing colors. Keep the second groups color at white.

56
No I didn't have the problem that you seem to be having, but I never changed anything on cloud either. I've changed other models textures but never had your problem..
Could you put up a picture of your texture just so I can see what it is suppost to be?

You could also just rename giac.tex to bxcf.tex just so you are not creatiing an additional file in your lgp. And then have the rsd load bxcf.tex...(but this doesn't really matter)

57
Why are you making a new rsd file when bxcd.rsd will load the same thing? You just have to change what texures bxcd.rsd is loading.

Make sure that your textures are bitmaps and in 256 color. Then use lpgtools convert them ff7 textures.

Could you show a picture of your texture?

58
Don't you mean RSD. Why are you making one a rsd file? Well giao and giac are battle model names.. Are you working with field models or battle models?

But if the texture still appears black you still have not set the transparency value to be on. Set offset 0x8 to have a value of 1.

59
Using notepad will only give you ascii charaters. The values are held in hexadecimals. So you will need a Hex editor to see these values.

Jemnezmy's head has three textures:
hiac
hiad
hiae

Aeris only has two textures:
rvac
rvad

Here is what I would do...
Rename:
hiac to rvac
hiad to rvad
hiae to rvae (this one will be added to the lgp but thats ok)

(just to note: a battle file will never have an extension)

Now Aeris's skeleton file (rvaa) will only load two textures because offset 0x18 has a value of 2.
It will load:
rvac
rvad

To make it load the three textures change offset 0x18 to have a value of 3.
Now it will load:
rvac
rvad
rvae

60
Use lgptools to make the textures (just because i don't know where the transparency value is useing mirex's method...)

With an lgptools made texture the transparency value will be set at 0 (off). The transparency value can be found at offset 0x8. So all you have to do is set it to 1 (on). This will make the black transparent in your custom textures.

61
This is beautiful! Thank you SaiNt.
Bottom of Northern Cave

63
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-06-11 18:15:09 »
hmm try http://forums.qhimm.com/ heh..

but really check all the file descriptions writen by Qhimm, Ficedula, Mirex, Alhexx and others...

Ficedula's Homepage
http://ficedula.cjb.net/
Mirex's site
http://mirex.mypage.sk
Alhexx' GameHacking Pages
http://www.alhexx.com/

Hopefully these sites can help you.

64
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-06-11 16:24:37 »
Remember that the converted models will have either no lighting and or beyond buggy lighting!!
So Kadaj you might not want to use this yet. But in the mean time spend some time learning how the battle and field models are put together and this will hopefully help you to understand my program.

65
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-06-10 19:46:03 »
I put up my BmCview program in the programming feedback section.
http://forums.qhimm.com/viewtopic.php?t=4220

BmCview - Converts Final Fantasy VII battle models into field models that are acceptable to the field engine.

I need lots of help the debuging the lighing though...

This should speed up my moding process a little.8)

66
--------------------------------------------------------------------
-- Battle model Converter & Viewer -- v0.2 by Reunion
--------------------------------------------------------------------

- BmCview - Is only for Final Fantasy VII for pc battle models. This little tool converts Final Fantasy VII battle models into field models that are acceptable to the field engine.

--v0.1--

- Open file - Only opens Final Fantasy VII battle models.

- File info - Once a battle model is open it will display the number of vertices, number of normals (which will always be zero in a battle model), and the number of polygons.
 
- Save as - The desired field model you want to replace.

Resize - Resizes the vertices by dividing the by the divisor in the text box. (This is set at 22 by default. It is the number that I use.)

- Lighting Options --WARNING VERY BUGGY--

- No lighting - Leave the Vertex and polygonal options off to get no lighting. I recommend you use this option for now. This will set all normals just to zero.
(The model will be dark but will look alright)

- Vertex - It “tries” to calculate normals for the amount of Vertices. (It does this incorrectly. I need help to debug…)

- Polygonal - It “tries” to calculate normals for the amount of Polygons. (It does this incorrectly. I need help to debug…)

--v0.2--

- Export to AutoDesk 3DS format - Must have Save as file selected. This will save as the same file name but with a “.3ds” extension. (This is just to get the correct normals from 3ds max later.)

- Viewer - Just for fun!
Left click - Sends the open model in odd directions.
Right click - For zooming the model in and out.

--------------------------------------------------------
Thank you all on the Qhimm Forum for your support.
Thanks to alhexx for his .p-preview Source and Ultima 0.31 Source. (Especially for the openGL stuff)
Thanks to everyone else!

-- Reunion --

Download http://www.mediafire.com/file/op4dfl22jyjtjro/BmCview.rar/file

67
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-06-09 04:52:33 »
Just to note Zack has three models two with swords and one without...

ejdc.hrc - zacks_sk (Zack with sword on his back)
ibgd.hrc - szack_sk (Zack with sword in his hand)
ibad.hrc - lzacks_sk (Zack with no sword)

68
FF7 and FF8 are rather old you know...

FF7 uses DX5.0

FF8 uses DX6.1

Mod Edit: Replaced the image tags with links.

69
FF7 Tools / FF7 models to 3ds Max
« on: 2005-06-06 20:22:50 »
It gives me this error message:

Loading DLLs

DLL <...asciiimp.dli> failed to initialize.
Error code: 193- %1 is not a valid Win32 application.

but that could be just me...

70
Archive / leviathan trouble
« on: 2005-06-01 19:02:15 »
Quote from: xspudx
(and do some preliminary editing on the animations, too).

some preliminary editing key words...

To do some preliminary editing with Leviathan you have to type 'Show controls' in the Creature info box.

Mirex's homepage:
Quote
Leviathan - is Final Fantasy 7 monsters database. It displays you creatures from the game along with some monster informations. Screwed positions are fixed on most of the creatures in latest version, textures are displayed, but still no animations.

So all you can change is the default animations...

71
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-31 00:51:48 »
Ok it could be somewhat smaller but from the way I see it not much.

Here is a front port view of the old model and mine they are about the same size accept the Y value...

This is what would happen if you made the Y value the same as the old clouds. He can not be that small. Also I will not SD any model.

Setting all the Y values from the p models higher... good idea but I tried that already. When the leg are above the root they rotate against the hip.

72
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-30 17:11:19 »
RedXIII and Cait Sith have been rebuilt and lighted...


73
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-30 01:09:42 »
An idea for unsharing animations... as in fixing the clipping problem..
Since each area in the flevel.lgp gives the animations for every character in the area one could just change the animation names in each location to make them unique.

For instance these are the animations that are used by Cloud in the ancnt3 location...
Code: [Select]
ancnt3
main_n_cloud.char
AAAA.HRC

ACFE.aki
AAFF.aki
AAGA.aki
AJEC.chi
HOHC.yos
HOHD.yos
HOHE.yos
HOHF.yos
HOIA.yos
HOIB.yos
HOIC.yos
HOID.yos
HOIE.yos
HOIF.yos

It would be easy to change these to make them each unique but the files in the flevel.lgp need to be commpressed and I don't know how to do that.
This would help fix clipping problem if anyone could help!

For those who still don't know why my models clip below the foreground I made side port view comparing my model and the original Cloud.

The green axis bar is where the animations for cloud are set at.

74
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-26 22:23:28 »
Since you mention it my avatar is taken right from my FF7 menu screen...
http://i4.photobucket.com/albums/y112/FFVIIIReunion/1736c9b6.jpg

75
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-05-26 22:06:30 »
It is just the same clipping with the backround as always...
Heres a pic of the backround without the forground showing it shows were it will all clip.
http://i4.photobucket.com/albums/y112/FFVIIIReunion/b2bb5337.jpg

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