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Messages - ShinRa Inc

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251
Scripting and Reverse Engineering / Argh. ;-; please help?
« on: 2002-04-20 23:30:00 »
Well, if anyone else has any clue on how to fix this gobbledegook, don't be shy.  -.-  There's a lot of stuff I can't do with just the programs I've got working...

252
General Discussion / I would like to join the remake.
« on: 2002-04-19 07:22:00 »
Quote
Heh ... maybe we should write a document, "So You Want To Become A Remake Member?"


I once again offer my humble webdesign talents to this, or whatever other matter would be usefull.  -.-;

http://members.aol.com/acaiitoarms/qcart.jpg
"Wrong wagon, injun.  Clint Eastwood and John Wayne are back that way.  k?  k.  thanks.  Drive-through -----/> "
[edited] 346 2002-04-19 08:23

253
Scripting and Reverse Engineering / Remake Inquiry
« on: 2002-04-18 20:48:00 »
No problem, I understand how stuff goes.  

Since the various stuff I've produced recently is spread all over the place, I'm gonna take a moment and condense it here for now.  If any interest is shown, I'll make a site for it all and organize it better, but it hasn't seemed that way so far.  Anyway:

Unviewable Ifalna files remedied:
clgd.hrc - cloudup_sk  ~~/> http://members.aol.com/acaiitoarms/cloud.jpg
  Alt View ~~/> http://members.aol.com/racingthenight/images/cloud.jpg
  Wireframed ~~/> http://members.aol.com/racingthenight/images/cloudw.jpg
  Bones ~~/> http://members.aol.com/racingthenight/images/clouds.jpg
cmde.hrc - highrez_st ~~/> http://members.aol.com/acaiitoarms/jessie.jpg
  Alt View ~~/> http://members.aol.com/racingthenight/images/jessie.jpg
  Wireframed ~~/> http://members.aol.com/racingthenight/images/jessiew.jpg
  Bones ~~/> http://members.aol.com/racingthenight/images/jessies.jpg

bzhf.hrc - heri2_st ~~/> http://members.aol.com/acaiitoarms/b1beta.jpg
djid.hrc - wagon_st ~~/> http://members.aol.com/acaiitoarms/cart1.jpg
   Rear View of Cart ~~/> http://members.aol.com/acaiitoarms/cart2.jpg


HRC edits:
Gren Darkwolf ~~/> http://members.aol.com/acaiitoarms/gren.jpg
Commodore Xavierov ~~/> http://members.aol.com/acaiitoarms/xavierov.jpg
Trent Walker ~~/> http://members.aol.com/acaiitoarms/trent.jpg
ShinRa Fleet Yards B1 iota Gunship ~~/> http://members.aol.com/acaiitoarms/b1iota.jpg

Misc:
Gongaga [size doubled] ~~/> http://members.aol.com/racingthenight/gongaga1.jpg
Gongaga [Reactor removed(unfinished)] ~~/> http://members.aol.com/racingthenight/gongaga2.jpg
Simple animation ~~/> http://members.aol.com/acaiitoarms/tifa.gif
FF7snd listing (incomplete) ~~/> http://members.aol.com/acaiitoarms/ff7snd.html

Additions:
SOLDIER Lieutenant Vell ~~/> http://members.aol.com/acaiitoamrs/vell.jpg
"Q-Wagon" HRC Edit ~~/> http://members.aol.com/acaiitoamrs/qcart.jpg
Comic (PG-13 rated, naughty language) ~~/> http://members.aol.com/acaiitoamrs/rearl.jpg


[edited] 346 2002-04-20 11:03

254
Scripting and Reverse Engineering / Argh. ;-; please help?
« on: 2002-04-18 20:23:00 »
Ah, well.  I thought the "-1" meant something that I might be able to use to figure out what the problem is.

Quote
Well, those programs aren't mine  ;)


I know that, but I figure their authors might have missed this thread for the same reason.  :cool:

255
Scripting and Reverse Engineering / Remake Inquiry
« on: 2002-04-18 07:08:00 »
ShinRa Fleet Yards Type B1 iota "Warhawk" Gunship
http://members.aol.com/acaiitoarms/b1iota.jpg

Can't do anything too innovative until I can mess with the Polys and Colors directly...And aside from Character weapons (which are either too small to really use...or a sword) those are the only real weapon polys in the Char files I could find...  Which is the Proud Clod's spinal-mounted Mako Cannon, and the Airbuster's waistguns mounted on the same joint.

...And, uh...It's been almost three weeks since I asked about the Remake, should I interpet that as a "No"?

256
Scripting and Reverse Engineering / Argh. ;-; please help?
« on: 2002-04-18 03:22:00 »
Before Seph3D attacks my double-post... o.o
quoth Ficedula:
Quote
Sorry 'bout the late response - the topic dropped too far down before I saw it  

Since this one's even older than that one...I'll post this edit as a new message...

What exactly does "List index out of Bounds [-1]" mean?  Trying to get the Chocobo Cart to work, but I keep getting this spouted at me.

257
Scripting and Reverse Engineering / Woah now.
« on: 2002-04-18 00:34:00 »
They're both in Char.LGP
Cloud - clgd.hrc
Jessie - cmde.hrc

Like I said in the Ifalna Musings thread, each model's animations are listed right after the RSD / P Pairs.... So cm**.a or thereabouts are the correct animations.  If you try any others, it spews errors at you, as I recall.

Also, in case you've missed it the first time I posted on it, I edited the heri1.HRC file to include the additional parts in heri2.HRC, since Heri2 was throwing errors whenever I tried viewing it.

The Results:
http://members.aol.com/acaiitoarms/b1beta.jpg

I'm going to work on the Chocobo Cart sooner or later, and any others I find.

I'm also going to work on creating a third, Armed Helicopter variant, maybe other vehicles.

[Edit:  Err... I did need the .a files....But it seems if you try using the wrong .a files for a certain sprite, it'll spout errors at you. )
[edited] 346 2002-04-18 21:26

258
Quote
Weeeell, the ifalna.filter file contains all of that information, albeit probably not in the format you need. What d'you want? It'd be easy to reformat the data into a different file.
I already knuckled down and edited it from another file.  I'm considering making a page with small thumbnails for at least the harder-to-ID files (ie, man##, v#, etc)...But That still came to about a hundred pictures.  Even with small pictures, I'm not sure any of my FTP spaces would be able to fit that much...And getting the pictures and cropping/compressing them would be quite a job, too.  Definately don't want to go through all that if no one really wants it.  :P

Quote
Erm, no. At least not in the current version  Didn't think it was an issue, since it was only a preview tool, really...
Well, unfortunately I can't get Ultima working, and using LGPtools has the same stretching issue, and is only one Poly at a time.  Gotta use what I can make work.

Quote
Well, you can always sort the list by filename extension. That'd at least group all the HRC's in the current display together. (And of course, you *could* bump up the block size so all the files were listed at once... slow, though).
Yeah, I knew that...Trying to load up all 13k files in Char.lgp wasn't sitting well with my computer, though.

Quote


Quote



259
Scripting and Reverse Engineering / Woah now.
« on: 2002-04-17 19:28:00 »
Maybe someone will find these of interest.

http://members.aol.com/racingthenight/images/jessie.jpg
http://members.aol.com/racingthenight/images/jessiew.jpg
http://members.aol.com/racingthenight/images/jessies.jpg

http://members.aol.com/racingthenight/images/cloud.jpg
http://members.aol.com/racingthenight/images/cloudw.jpg
http://members.aol.com/racingthenight/images/clouds.jpg

The Cloud model only has two more bones than the normal one
Jessie's (if she was completed....which I might do if I can ever get a program to work on the actual Polys...) has more, due to her hair...but in theory, it wouldn't be too hard to reduce them to the more normal 21 bones used in the animations, I'd think....

260
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-16 20:06:00 »
Quote
I vaguely remember that possibly happening in one of her limit breaks.... but I'm sure my definitive answer helps you immensely.

I'm just trying to help you guys out :P  I'll boot up FF7 later and check, if I have time.

261
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-16 08:05:00 »
Quote
It's a possibility that the weapon is _never_ attached to the hand and simply looks attached because paired weapon and player animations are running simultaneously

Yeah, that's pretty much what I was driving at.  I know she keeps a hold of it most of the time, but does Yuffie ever throw her shuriken?  

<off-topic sequence>
Yikes.  I wish I could say the same about my car, but I jammed my eyes shut when things got *really* exciting...
At least I got these:
http://web.tampabay.rr.com/shinra/Saturn.html
Also...two more screenshots of my slowly growing sprite collection.
http://members.aol.com/acaiitoarms/xavierov.jpg
http://members.aol.com/acaiitoarms/trent.jpg
and I spliced the non-working Heri2 HRC file with the working Heri1 file, and here are the results:
http://members.aol.com/acaiitoarms/b1beta.jpg
</off-topic sequence>

262
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-15 08:24:00 »
Quote
(His hand is part of the weapon model itself.)

Uh...No it's not.  For most enemies, that's right (Rufus, MPs, etc), but for all of the "party" characters....and even some enemies (SOLDIERs, Reno) the weapons are definately seperate models from the hands.  I've been perusing for the various weaponry models in battle.lgp, so I'm as certain of this as I can be...

I haven't played the game in a while, so my memory is a bit fuzzy on some details (ie; cloud's victory dance).  Apologies.

Also...updated sprite graphic.  I *did* touch up the hair color in MSPaint this time (Since I can't get Ultima working...), but that was it.
http://members.aol.com/acaiitoarms/gren.jpg
I've got some other sprites done, too.  I may upload some shots of them tomorrow.

263
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-15 05:11:00 »
For cloud, at least, the Weapon would *have* to be seperated from the hand, since he 'holsters' it on his back...and lets go, when he does magic / victory pose.

I don't think any of the other characters let go of their weapons, though.

264
Scripting and Reverse Engineering / Argh. ;-; please help?
« on: 2002-04-14 20:38:00 »
I've mentioned this already, but now I'll get into the details and whatnot...

A whole bunch of the FF7 tools you guys have out...just won't work for me.

Ultima:  Tried .29 and .30, Tried installing the various libraries and JSREG(several versions) multiple times...and I keep getting the "This program has performed an Illegal Operation and will be shut down" Windowbabble whenever I try running it.  Error message details are as follows:
Code: [Select]
ULTIMA030 caused an invalid page fault in
module OPENGL32.DLL at 016f:7d2fc746.
Registers:
EAX=00000000 CS=016f EIP=7d2fc746 EFLGS=00010206
EBX=7fff7fff SS=0177 ESP=0068f0a8 EBP=000001c0
ECX=00000070 DS=0177 ESI=0054cffc FS=0f97
EDX=00000000 ES=0177 EDI=00000003 GS=0000
Bytes at CS:EIP:
89 18 05 80 00 00 00 4f 89 58 84 89 58 88 89 58
Stack dump:
0068f0e0 0054d52d 0054cffc 00000000 7fff00cd 0000a0cd 0054ecb0 000000cd 00000000
00000000 7d2741e3 0054d51c 0054cffc 00000000 0068f0f8 7d2740f6


Gast:  Pretty much the same deal.  Error details are as follows:
Code: [Select]
GAST caused an invalid page fault in
module GAST.EXE at 016f:00401d63.
Registers:
EAX=00000000 CS=016f EIP=00401d63 EFLGS=00010246
EBX=0040a9f0 SS=0177 ESP=0064fd60 EBP=0064fe38
ECX=ffffffff DS=0177 ESI=0040a9f0 FS=4d4f
EDX=0040acc8 ES=0177 EDI=00000000 GS=6716
Bytes at CS:EIP:
f2 ae f7 d1 2b f9 68 65 05 00 00 8b c1 8b f7 8b
Stack dump:
0040a9f0 0040a9f0 ffffffff 0040a9f0 0064fe28 0040601a ffffffff 6c37b4f3 00000000
8b8e959700000000 00405eb5 00400000 00000000 8b8e9597 00000001


DLLPack100.exe:  "There insufficient disk space on your installation drive(%:) for the selected files"  I think it's pretty obvious what the problem is there, but I'll be damned if I know how to fix it...

(Edit: Formating errors fixed)
[
[edited] 346 2002-04-17 09:06

265
Scripting and Reverse Engineering / Woah now.
« on: 2002-04-14 07:54:00 »
While testing out the theory I put in the Ifalna Musings thread, I finally got a look at these:

clgd.hrc
http://members.aol.com/acaiitoarms/cloud.jpg

cmde.hrc
http://members.aol.com/acaiitoarms/jessie.jpg

I'm not sure if anyone else has seen these and/or commented on it yet, so I figured I'd post it....

...Offhand, it looks like Square was planning on overhauling the field sprites for the PC version...but didn't, probably due to time constraints.

...@#$@%!!!    :cry:

266
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-14 02:14:00 »
Quote
P.S. This offer does not apply to the rest of you lot. I choose which members can have special ranks, so don't anybody go bugging me about it.


...Fiddlesticks.

267
Yeah.  http://www.zophar.net is where I picked up most of them.

268
Sent.  I've got some other Playstation utilities, but mostly they just extract FMVs, and some audio and graphic formats (not FF7s, though)

269
To start off, usual disclaimer:  Iflana rules, this is not a complaint, just my two cents, et cetera.  I'm tired, or I'd heap on some more praise.    :wink:

Is there an easy way to get a list of the .HRC files, and the sprite names, as shown in Ifalna?

For the actual viewer in Ifalna, is there a way to keep the display from stretching and skewing the sprites depending on how you have the window proportioned?

Is there a way to filter what files are show in LGPtools, or prioritize what's listed first in the entire list (instead of just the dispayed block)?  I'm trying to look through the .HRC's, but there are only like....15-20 per thousand files.

Tired.  x.x  Again...Not intended as any type of complaint.  Sleep now....Sleep is good...

(Edit Slightly more awake, so I'll finish up what I started last night...)

Any chance of being able to apply the textures to the sprites in Ifalna?

It seems, for a lot of the sprites that were throwing errors around, is due to the animations being utterly incompatible with the sprites (ie, the standard "walk" animation....but applied to the second Helicopter or Chocobo Cart)  I browsed through the Ifalna Filter file, but I didn't feel comfortable messing with it, but if it could be updated, there seems to be a basic logic behind the non-standard sprites and their animations...Basically, they're grouped right after the other...Example:
Code: [Select]

:HEADER_BLOCK 2
:SKELETON gun_e_sk
:BONES 0

null
root
1.0
7 DHIE DHJA DHJC DHJE DIAA DIAC DIAE

If you list the files alphabetically in LGPtools, there are the seven RSD / P pairs, and then 17 animations (diba.a through dife.a) Which so far seem to work (instead of throwing an Error).

I've only done this with the above example so far, I'm going to try some of the other sprites (like heri2) before I get some sleep
[edited] 346 2002-04-14 08:01

Update:  Whoa.  I don't know if this is already common knowledge, but the correct animations for clgd.hrc (Cloudup_sk) are cmda-d, and cmde.hrd (Highrez_st) is cmhb-cmie.  I don't remember seeing these in the game atoll...Was Square contemplating upgrading the field sprites for the PCversion...?

I got screenshots of them posted up for now at:
http://members.aol.com/acaiitoarms/cloud.jpg
http://members.aol.com/acaiitoarms/jessie.jpg

...looks like the FF7 fans got shafted again.    :cry:
[edited] 346 2002-04-14 08:45

270
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-13 09:02:00 »
Heh...I'm still getting up to speed on all this stuff, so forgive my ocassional idiocy and/or stupidity.  :O  The Critical HP animation might be another "default" type thing....  What I mean is, unless a sprite is doing something, it has what I've been calling a "default" animation.  The enemies only have one...it doesn't change if they get critical HP or status effects, and if they die....they go away.

BUT, the main characters (except Sephiroth) would have three of these default, or more accurately "idle" animations.  A normal one, a Critial HP / Status effect, and when they're sprawled out dead on the floor.

Got some Ifalna questions, but that's probably better in a new thread...

271
Scripting and Reverse Engineering / Yatta!!
« on: 2002-04-13 07:36:00 »
Quote
haven't figured out the rest of the data in the block, but with the above I have Cloud rendering in OpenGL in his base pose. I suspect the rest of the block is the idle animation, but I haven't confirmed that yet. Also, now that I know that the junk in 'rtab' isn't a bone mask, I'm beginning to suspect it is animation sequencing data.


Just to do my usual "state the probably obvious and not really needed to be said" bit, but wouldn't the __da files contain all of the sprites animations?  While the battle sprites are more complex than the field sprites, I would think they'd have fewer seperate animations (Especially the enemies), and where else would they be stored if not all in that file?


(Edit: ...On reading the post over again, I think I wasn't comprehending it entirely the first time {It's called a 0320 in the morning brain sprain :x}.  On reexamination, I think I've been able to interpet the i33+hax0r-speak as the following:
__da files are similar to .HRC files; basic skeletal assembly information, and possibly the default animation...Which makes sense, since the field sprites 'default animation' is just not moving?
__ab files are all of the animation sequences for the sprite, as if instead of a giant pool of .a files as in the fieldsprites, they took any and all animations for the sprite, and compressed / appended / whatever'd them into the single __ab file

...Am I anywhere near being right?  o.o)
[edited] 346 2002-04-13 08:44

272
I actually have a copy of it with some documentation and all that.  Maybe Ficedula or someone would want to put it on their sites?  All the FTP space I use is subject to change....at any moment, or else I'd put it up.  At least it's free, though.  :o  Sort of.

273
General Discussion / Some misc. stuff, etc..
« on: 2002-04-12 18:29:00 »
Might want to check out http://www.rpgamer.com  

274
Scripting and Reverse Engineering / Remake Inquiry
« on: 2002-04-12 00:24:00 »
Without going through the entire list, offhand I remember:
Hojo's hair is screwy (Same with the battle sprite, too...same/similar problem?)
These throw errors at me whenever I try and view them
Wagon (Which I think is the Chocobo Cart)
Heri2 (B2 'chopper, the one with the stage welded on the side, I'm assuming, since Heri is the normal 'chopper)
Erm... That's all I can think of, offhand.  I'll jot down a list next time.

 La~~~~   Been working on it here and there today, while doing all the other pointless things I usually do.
As extracted by LGPtools (Size doubled):
http://members.aol.com/racingthenight/gongaga1.jpg
As of 0240 EDT:
http://members.aol.com/racingthenight/gongaga2.jpg

Not finished, just figured I'd put up what I had before I start considering sleep.

Alright... I got sidetracked from finishing the Gongaga graphic due to another project someone asked me to do....Which may also be useful.

http://members.aol.com/acaiitoarms/gren.jpg

Based off of a character a friend of mine Roleplays (Gren Darkwolf).
It's a Direct Screenshot, not edited aside from cropping.
[edited] 135 2002-04-14 04:02

275
Scripting and Reverse Engineering / Remake Inquiry
« on: 2002-04-11 19:01:00 »
From what I've read, I agree that ??da files seem to be like .a files for the field sprites, but I thought .fda was part of the Field files, not World map, and the Field has quite a bit of animation that I don't think has been entirely figured out yet.  I don't know if this is just a bug I've encountered, or a general problem, but None of the tools seem to display any of th backgrounds that had animation in them (ie, the Highwind's cockpit and Deck with the ground rushing under it).  Like I keep saying, I'm just throwing out oddball ideas in the unlikely event I might stumble across something usefull.

Speaking of, I haven't said anything about it before, because I don't want to come off as a complaining ingrate, or whatnot, but about half of the programs that I've downloaded from the various sites don't work (Namely Gast, Ultima, Jenova, Jenova-Birth).. And yes, I've downloaded the various libraries, DLLs etc...several times, and tried just about everything I could think of to remedy the problem myself.
Also, there are a bunch of sprites in Char.LGP that Ifalna won't show, but I'm not sure if that's a general limitation, or a problem on my end.  If the former, apologies if it sounds like I'm complaining;  I seriously don't want to seem that way.  If these problems aren't something wrong on my end, then maybe there's some way I could be useful, at least by providing infromation on what's going wrong, or whatnot.

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