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Messages - vorpal86

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Graphical / Re: Final Fantasy VI PC/Steam Modding
« on: 2016-03-05 02:28:43 »
I just bought the Steam Version. ATM the best remade version probably the PS1 release. It included some extras. I've went through the resources here and for the thread and info all the (almost at least..) .AKB files in the sound folder are actually "ogg vorbis 44100kz at 147kbps. You can drag and drop them into what I use (GoldWave) and it shows up as ogg file.

Some are raw sounds though and play back all squeeky and scratchy. They might just be text files bin or otherwise giving info about where to start a loop. If of course anyone would be interested in altering the sound for some reason. The original music from the Snes version is used in this port and it was always good anyway so not really much reason to change anything.

2
I have 2 questions

1 - Is it possible to RESUME downloading any of the mod packs?
I'm curious as I think the field texture packs did not download all the way, yet 7Th Heaven is stating the mods are installed and active. Everything else works but the field textures. 7Th Heaven crashed on me while downloading and I don't think it finished.

2 - When using the Menu Overhaul the text is squished together. If I deactivate it, it displays properly.
Actually I believe the reason for squished text is the ff7th heaven Ogl version. The version included in the bootleg displays the menu overhaul like it should be, the one included in the 7th Heaven (FF7_OpenGL-0.8.1b) is causing the issue. The Bootleg included version (FF7_OpenGL-0.7.11b+) works right. Some reason at randome times launching the game shows up empty graphics and I get log errors in the game not being able to load something.

Also a bug I think with using mouse scroll button; sometimes it wont work but if you select a different tab then back again the scrolling continues to work. I did some more searching the thread and found that I wasn't using the ff7 conversion for the 7th heaven but the for the bootleg.

So now I think everything is working. I'm using 7.11b+ and the mods are working now even the textures. The only error I got so far was a "GLITCH:Missed palette write to external texture field/mrkt2/mrkt2_15" while wallmarket loaded.

3
Troubleshooting / Re: Field Textures
« on: 2015-05-13 01:21:35 »
Thanks

I've been working with it. I thought it could be as simple as exporting the field scenes, converting them into png with a program that can read them, editing/resizing them ect.. then putting them back in.

Seems like a lot of work. I'll keep at it anyway for a bit.


4
Troubleshooting / Field Textures
« on: 2015-05-12 04:26:21 »
Hello - I am a newcomer here. So, bare with me.

I was just experimenting with trying to extract files from lgp files and there is something bugging me. I've looked around for an answer for the last two hours but no answer was found.

My goal (even if not to complete anything for a bit) is to try and edit some field textures. The only images that are actual images (tex-tures) inside the flevel.lgp file are the eyes.

1 - I've used Unmassw to extract files from the LGP
2 - I have .tex files which are obviously texture files and various 3d models
3 - I also have files (ancnt1...2...3...4 etc.. extracted into a folder) and I am aware they are image files of the textures (i believe based on the images Ive seen in the Palmer pack.)

How do I convert those (ancnt1..2..3 files into an editable image format (png ect..)?

I've gotten info from here that says "extract using unlgp then re encode using lgp" I thought i was onto something but the explaination completely skipped the middle/important part (as per me anyway)

Correct me if I am wrong but i assume most of those field files are compressed with an lzs/ss compression format thus not being recognized?

Thanks

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