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Messages - cmh175

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101
Releases / Re: [REL] Red Werewolf
« on: 2014-09-13 02:45:12 »
Yeah I converted and assembled the field model mostly in plain white and added the textures outside of kimera, directly in the rsd files.

Just a heads up as a possible issue may arise. The Red Werewolf is really about half a graphical and gameplay mod due to the files necessary for the mod to work. For compatibility I put together a gameplay mod patch for the gameplay mod iro in the Qhimm catalog, otherwise the Red Werewolf will overwrite the majority of gameplay mod files. This does mean that parts of each gameplay mod (or at least the ones that required patching) are included with patches so the Red Werewolf will function correctly without disrupting anything. This is purely for compatibility so no one has to pick and choose. You are still required to install the gameplay mod of your choice directly or through 7H, as this mod is not a replacement for any of them. I'd send out pms to different authors, but I'm not even sure how many there are as the list of gameplay mods in the iro is quite long. If anyone has questions or seriously rejects having their mod included in the compatibility patch just pm either Wolfman or me and we'll see what we can do.   

What was actually done:

I unzipped the iro from the catalog. Red XIII's limits were altered in the kernel using Walmarket, so I exported a patch file and applied it to each gameplay mod. Changing nothing other than Red XIII's limit settings.

For the field model some animations don't transfer over exactly the same so some are being edited in the flevel, mainly three scenes. As we don't want to overwrite these particular scenes from the gameplay mods the animation alterations are being added to the flevels and these three scene ids are being exported alone. Nothing else is touched.

102
I think the biggest feature we could use would being able to import normal and specular maps. Aali has said the driver would support them but we have no way of importing them with the models.

103
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-09 00:05:06 »
Each chunk contains one of the sections from the field file.

So according to the wiki, section 1 is dialogue + script. Section 3 is models + animations. If you are just changing section 3, then you will just need to include chunk 3 in your mod and it should work without changing the dialogue (another mod could change the dialogue, and that should be OK).

If you have another mod that also changes section 3 to alter models, then you have a problem, both cannot change the same section of the file at the same time.

Ok cool thanks man. Other than minor things like swapping Young Cloud there shouldn't be any issues since it's only a few field ids.

104
Releases / Re: [REL] Red Werewolf
« on: 2014-09-08 18:36:11 »
The transformation was a back up plan in case the field animation conversions didn't work out. Other than a few quirks to adjust in the flevel now that worked out fine. The transformation would be a cool idea as an additional option for those who just want to use the battle model, but if it's proving to be a lot more trouble than we thought than it's certainly not necessary. 

105
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-08 13:12:15 »
I have a question about the chunk tool. Is it able to export just changes to the script in a scene, most particularly the animations used? The Red Werewolf requires a few of the animations changed in particular scenes, so I'd like to export just those changes so things like the dialogue aren't effected. Would something like this also effect other flevel changes, like changing Clouds younger model to an alternate model?

106
Has there been update about removing the error notices? It's great to see them during testing but otherwise they're very distracting, particularly if there's more than one, they can fill up almost half the screen. I'd say this feature from the previous version with bootleg is basically essential. Anyone have an idea of how to disable this with the new driver?

107
Releases / Re: [REL] Red Werewolf
« on: 2014-09-05 22:32:37 »
Oh that's pretty cool thanks Bosola. The limits ended up being changed in the kernel instead. Neither of us had any idea what we were doing trying to make a hex file lol. I'll check that out though for future mods, thanks.

108
Releases / Re: [REL] Red Werewolf
« on: 2014-09-05 20:58:42 »
Field model conversion is complete. Packaging mod and testing this evening.

109
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-05 20:55:35 »
I like that feature, but it sounds pretty difficult to do. I'll test the regular patch feature with the new version and see if I still have problems.

110
Releases / Re: [REL] Red Werewolf
« on: 2014-09-05 16:25:03 »
I wont get into it much just yet as I need more experience with alphas and poly paint in zbrush but I'm organizing something to do just that.

111
Releases / Re: [REL] Red Werewolf
« on: 2014-09-05 15:43:27 »
I have a similar interest as well.

This is true, Cid hasn't gotten a lot of love. There's the fmv styled model from bootleg, and the HD model on my release thread by Rayved.

112
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-05 00:18:24 »
The problem seems to be with v1.35. I had zipped the mod that was giving me trouble and made the patch using v1.34. I had left something out so I made a second patch using v1.35 just now. 7H is crashing again same as before. It's either from creating large iro's or patches for large iro mods. I'm definitely sure it's either one because I fixed it reverting back to v1.34.

The corrected patch using v1.34 isn't merging properly. Or at least patches don't work if you update a model present in the mod already. I updated a field model with a patch and the game now crashes, applog says it's missing several rsd and .tex files. When I unzip the mod the model has no texture and the feet are missing. Patches may work to add new updates to mods but don't seem to work for replacing current mods already in place.

~A patch that was an add on, not replacing a currently install model, failed too. The model had no texture and was mostly transparent. Patches don't seem to be applying correctly at all.

113
Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2014-09-04 23:58:36 »
7thHeaven fmv pack updated to single iro download, so it's no longer multiple files to unzip. Just download and drop into the 7H library.

114
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 16:44:00 »
Does 7H have issues patching large files? I have a mod with the soundfx mod included, and the patch gets stuck on the audio.dat file every time, it wont finish making the patch. The audio.dat file is 72 mb.

~I tried repackaging the iro I was trying to make a patch for just in case it didn't like something, and now 7H wont open. I deleted the 7thworkshop folder and tried again but it's pretty consistent.

Code: [Select]
System.ArgumentException: Path cannot be the empty string or all whitespace.
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.fSettings.bOK_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fSettings.cs:line 96
   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)

Second attempt. I reinstalled 7H after wiping everything out. I'm only setting the 7H library as I don't have the game installed on this computer, but that hasn't mattered since I started using 7H. As long as I don't try to start the game. Any ideas what it means because I'm back to not being able to load 7H at all. If I'm trying to run the game with a faulty mod I'd understand it crashing, but I'm just trying to zip an iro and create a patch.

Code: [Select]
_7thWrapperLib.IrosArcException: Signature mismatch
   at _7thWrapperLib.IrosArc.ArcHeader.Open(Stream s) in c:\Iros\7thWrapperLib\IrosArc.cs:line 56
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 273
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 80
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 147
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.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)

~v1.34 opens fine. 1.35 keeps crashing regardless of settings or anything. Which is weird because I've been using it all day, it just stopped working all of the sudden. Hmm v1.34 was able to zip my mod and create the patch file, even with the audio.dat file. Maybe just something with 1.35 than.

115
Releases / Re: [REL] Red Werewolf
« on: 2014-09-04 15:58:28 »
For FF7, hard to say. Nothing I've seen yet at least. It's generally a good practice for other games, and with FF7 it makes mod downloads and game files smaller. But I've never seen the game crash from high poly models.

116
Releases / Re: [REL] Red Werewolf
« on: 2014-09-04 15:32:10 »
That isn't a bad point Kaldarasha. When used for games low poly models are imported to zbrush and sculpted into high poly versions with tons of detail. Then the detail is exported using normal maps and such so they can be applied to the low poly model. What I suggest for those starting out in zbrush is to sculpt your character with as much detail as you like and then adjust the subdivision levels as low as you can without sacrificing detail. Then with zremesher (I think lol) zbrush will convert your hi res model to a low poly model with all your detail in tact. This is usually enough but you can take it a step further. Import the converted model to a traditional 3d application like Maya and adjust the geometry a bit. You'll have more control of your mesh this way. This is advanced stuff though so not something to stress about when just starting out. I'm impressed with how quickly Wolfman picked up zbrush as it's still an allusive mystery to me in many ways lol.

117
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 14:50:23 »
Ah ok cool, it works great. That's pretty awesome.

118
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 14:23:57 »
Doesn't updating the version number for the main mod file make 7H download the whole thing again though? How do I make it download just the patch files for those who already have the main mod installed?

119
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 14:04:47 »
Does this still require updating the version number for the main mod download, because it looks like that's what you did in the template. But wouldn't that also make 7H download the main mod again as well as the patches? Do I just need to add the patch info to the catalog for 7H to apply the update or do I need to edit anything for the original mod download?

120
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
« on: 2014-09-04 13:35:50 »
This is a great update. I have a question about making patches though. Do I still need to use the create patch tab in 7H? Because that seems to still require a full original and updated mod. Or can I just put together a smaller iro with the new files and add the patch info in the catalog?

121
Graphical / Re: Upscaling pre-rendered backgrounds
« on: 2014-09-03 20:49:51 »
These aren't half bad actually. I'm interested in seeing how well these work in the game. You should try a small demo pack with different towns, I'd be interested in trying it out.

122
Releases / Re: [REL] Red Werewolf
« on: 2014-09-03 20:23:45 »
I'd like to see this completed closer to this weekend. The field conversion is the biggest hurdle at this point and there's about 40 of 77 animations completed for the model. I think together we can wrap up the remaining 37 before long.

123
Releases / Re: [REL] Red Werewolf
« on: 2014-09-02 12:54:43 »
Thanks man, the mod's actually done luckily. Well the battle model and limits at least, we have to recreate and mimic the original field model conversion though so Red XIII can use Barrets skeleton. We're just waiting to finalize a new idea before releasing the battle model.

124
Releases / Re: [REL] Red Werewolf
« on: 2014-09-01 16:18:29 »
There's been a lot up with the confusion of trying to export the limits to a hex file so here's a status update. The battle model is completed and I did add a compatibility patch for gameplay mods. There's something new being put together for the battle model though so just waiting to finalize that. Wolfman and I are going to have to recreate the field model conversion of Red XIII to Barret ourselves so that's now a side project of it's own, so there wont be a field model for now. Hoping for everything else to be ready fairly soon.

Installation will include a direct method for the lgps, but I seriously recommend 7thHeaven for this mod. It includes a lot of game changing files and installing another Red XIII model over top of it later on may not work correctly. So either keep backups of your files or just use the 7H version.

125
Yeah I know, I just don't know how to do that with dup2. The best I could do is the code I posted before, but I cant even tell if that's what I need. I'm not sure what I'm looking at, it's full of question marks. A quick guide how to do this would be helpful for future reference so mods with Libre can be shared easier.

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