Author Topic: Battle Locations  (Read 6616 times)

ShinRa Inc

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« on: 2002-06-23 05:12:49 »
I've been going through the locations and their textures, mainly to compile a database for anyone who's interested.

So far;
Code: [Select]

og  -  nazzing
oh  -  Bizarro Sephiroth
oi  -  Grassland
oj  -  Midgar Area?
ok  -  Forest
ol  -  Shoreline
om  -  Desert or Mt. Corel
on  -  Arctic
oo  -  Swamp?
op  -  Sector 1 (Train)?
oq  -  Reactor
or  -  Reactor
os  -  Reactor 1 Enterance
ot  -  Subway
ou  -  Mythril Caves?
ov  -  ShinRa HQ
ow  -  Air Ducts?
ox  -  Hojo's Lab
oy  -  Elevators
oz  -  Roof
pa  -  Highway
pb  -  Don Corneo's
pc  -  Cathedrel
pd  -  Woodlands?
pe  -  Midgar Slums?
pf  -  ShinRa HQ?
pg  -  ShinRa HQ?
ph  -  Sector 7 Pillar Stairs
pi  -  Sector 7 Pillar Control
pj  -  Sector 8?
pk  -  Sewers
pl  -  Cave
pm  -  Cave
pn  -  Corel passage?
po  -  Junon Beach
pp  -  ShinRa Freighter
pq  -  Corel
pr  -  Battle Square
ps  -  Da Chao
pt  -  Cid's
pu  -  Gi cave?
pv  -  Reactor 5 Enterance
pw  -  Whirlwind Maze
px  -  ShinRa Mansion
py  -  Junon Aerodrome
pz  -  Cave

Alhexx

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« Reply #1 on: 2002-06-23 10:23:58 »
Continue that work - it could be useful.

 - Alhexx

ShinRa Inc

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« Reply #2 on: 2002-06-23 19:41:10 »
I'll probably have it finished by tomorrow, maybe a bit longer.  Depends how long I can sit and stare at texures in a sitting.  :P

Will Texture loading be enabled in the next Ultima release?
Also, here's a Shameless Plug.  :weep:

Alhexx

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« Reply #3 on: 2002-06-24 18:42:34 »
Possibly, but I'm not sure ... I've got some heavy problems with texturing the models ...

 - Alhexx

ficedula

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« Reply #4 on: 2002-06-24 21:41:29 »
Ask and ye shall receive! Eventually, at any rate ... ;)

Quote

Ifalna:
1) Fixed ratio viewing
2) The ability to read files not in an LGP? Either reading from a folder(s) or something of the like. the Main reason is that I've been doing a lot of HRC editing, but in order to view them, I have to append and re-link each time I tweak something, which in addition to being a fairly involved process that bloats the size of the LGP I use....also isn't always reliable.
2a) Instead of having to append the files to the LGP, or decompressing all the files into a folder like above, a way to use an LGP as a "resource", but also allowing you to select files from outside the LGP to superceede what's in the LGP? Not sure if that makes sense..
3) A way to create a new animation, instead of overwriting existing ones
4) A way to duplicate a given frame in an animation edit to the rest of the frames
There are quite a bit of things that would make working with the animations easier, but I'm not sure how well those are understood.


1) Done!
2) Done! Read from folders now. Seems to work...
2a) Grrr! You know, the Remake engine can do exactly this, because it *is*, y'know, useful and all. That's because it uses a funky plugin system, which I haven't coded into any of my others apps...it's possible to backport it to them, but time consuming. Maybe eventually.
3) Errrr. Well, a "new" .A file wouldn't work ingame - are you thinking of something to use just externally?
4) Done!

Check my website for a new Ifalna download...

LGP Tools I may get around to working on in a bit ... but for now:

Quote

4) Recognizing that __am-cz files in Battle.lgp are .p files. Being able to view the other files, like you can in the other LGPs would be nice too.


Ahahaha! I'm waaaaaay ahead of you here! Specifically, you can do this without having to get me to release a new version ;)

Create a text file in your LGP Tools folder called "userpreviewtable" (NO file extension). You can add lines into this which tell LGP Tools what to view files as. The default previews are:

Code: [Select]

*.tex=Texture
*.p=Polygon
*.hrc=Hierarchy
*.txt;*.rsd=Text
*.mid=Midi
*.p??=Polygon
*.t??=Texture
*\FLEVEL.LGP\*=FieldBackground


You get the idea. Adding the lines:

Code: [Select]

*\BATTLE.LGP\??a?=Polygon
*\BATTLE.LGP\??b?=Polygon
*\BATTLE.LGP\??c?=Polygon


would preview all files in battle.lgp that had 4-letter filenames (where the third letter was a,b or c) as Polygon filetypes. This isn't perfect because you only want some previewing as polygons, but if you want to go through and add each two-letter code on a separate line of its own, you can, and that'll sort it out. Srethron used to bug me every week or two about adding more file types into the previewer so I added this in a loooong time ago to prevent the same thing happening again ;)

ShinRa Inc

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« Reply #5 on: 2002-06-25 08:44:08 »
You're my new hero, Fice.  <3_<3

I'm barely awake, so pardon me if I seem...odd.
Tifa no longer looks like an Albino in Iflana....whee~
One problem though....It seems that something's reversed on the edited models I've got...if I was awake, I'd probably be able to tell you what, but instead, here's a screenshot.
http://members.aol.com/needsofearth/error.jpg
for reference, this is how she appeared in the previous ifalna version;
http://members.aol.com/needsofearth/rika.jpg

ah, but I did not come just to nitpick~
http://members.aol.com/needsofearth/userpreviewtable
Since I sat down and wrote out the right lines to default **ac-l=textures, and **am-z, **b*, **c*=Polys and all that, I figured I'd post the file up for anyone else who wants it.  You can put it on your site or whatnot if you want, Fice.

And, I finished going through the locations, and here's what I've got;
og   -   nazzing
oh   -   Bizarro Sephiroth
oi   -   Grassland
oj   -   Midgar Area?
ok   -   Forest
ol   -   Shoreline
om   -   Desert or Mt. Corel
on   -   Arctic
oo   -   Swamp?
op   -   Sector 1 (Train)?
oq   -   Reactor
or   -   Reactor
os   -   Reactor 1 Enterance
ot   -   Subway
ou   -   Mythril Caves?
ov   -   ShinRa HQ
ow   -   Air Ducts?
ox   -   Hojo's Lab
oy   -   Elevators
oz   -   Roof
pa   -   Highway
pb   -   Don Corneo's
pc   -   Cathedrel
pd   -   Woodlands?
pe   -   Midgar Slums?
pf   -   ShinRa HQ?
pg   -   ShinRa HQ?
ph   -   Sector 7 Pillar Stairs
pi   -   Sector 7 Pillar Control
pj   -   Sector 8?
pk   -   Sewers
pl   -   Cave
pm   -   Cave
pn   -   Corel passage?
po   -   Junon Beach
pp   -   ShinRa Freighter
pq   -   Corel
pr   -   Battle Square
ps   -   Da Chao
pt   -   Cid's
pu   -   Gi cave?
pv   -   Reactor 5 Enterance
pw   -   Whirlwind Maze
px   -   ShinRa Mansion
py   -   Junon Aerodrome
pz   -   Cave
qa   -   Underwater Reactor?
qb   -   Gongaga Reactor
qc   -   Gelnika?
qd   -   Corel Reactor
qe   -   Ice Cave
qf   -   Sister Ray?
qg   -   Sector 8?
qh   -   Cetra Altar
qi   -   Forest/Cave
qj   -   Cave (Temple?)
qk   -   Crater (Jungle)
ql   -   Sephiroth's Vortex
qm   -   Midgar Area
qn   -   Seafloor Tunnels
qo   -   Blank?
qp   -   Corel Railways
qq   -   Seafloor?
qr   -   Corel Railway Bridge
qs   -   Rope Bridge
qt   -   Da Chao
qu   -   ...No Clue
qv   -   Rugged Terrain
qw   -   Center of the Planet
qx   -   Center of the Planet
qy   -   Inside the Planet
qz   -   Dyne?
ra   -   Cosmo Canyon
rb   -   Gi Cave
rc   -   Nibelheim Basement
rd   -   Cetra Temple
re   -   Cetra Temple (dragon)
rf   -   Cetra Temple
rg   -   Final Battle
rh   -   Forest
ri   -   Highwind
rj   -   Corel Reactor
rk   -   Blank
rl   -   Wutai Temple
rm   -   Ice
rn   -   Reactor?
ro   -   Bloody ShinRa HQ
rp   -   Gongaga Reactor
rq   -   Corel Prison
rr   -   Forest

Feel free to tell me I'm wrong  Most are pretty obvious, but quite a bit of the ShinRa-type stuff ends up looking very much alike, just going by the textures.

Alhexx

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« Reply #6 on: 2002-06-25 14:33:21 »
1. hehe ... that won't be possible in VB ... at least not w/o creating a complete new form ... :(

2. I've thought 'bout that, and again, it won't be possible b'cause of VB ...

3. That shouldn't be too hard -> I'll see what I can do.

3a. see 3.

3b. hm ... that's a bit more complicated, but possible. *Should* be implemented.

3c. see 3.

4. I'll take a look at it

5. see 4.

6. see 4.

7. It's Beta-quality. Ultima *should* be able to read it's own created .p Files, however, FF7 will *definately* crash...

8. Hm ... that *should* be done automatically ... I'll have a look at it

9. ???

10. I'll see what I can do

11. That's b'cause of an ASCII-Code-Check to only allow numbers. However, backspace *should* be accepted.

 - Alhexx

ShinRa Inc

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« Reply #7 on: 2002-06-25 18:54:27 »
Quote
7) ...Create New .p file?

As in; you can't make a new file from scratch, you have to edit an existing file.

Quote
9) Creating new Preferences from current view?

As in; saving a preference setting, based on how you have the views zoomed/positioned, instead of having to guess at the values for them and creating it the current way.

Quote
11. That's b'cause of an ASCII-Code-Check to only allow numbers. However, backspace *should* be accepted.

I know, I've seen it in webpages and other programs and all that.  But this is the first time I've seen it be *this* restrictive.
The Delete key works, but not backspace.
the - key doesn't.  You need to paste one in, if you want to use one.
You have to use the mouse submenus to copy/paste.  Maybe not that big of an issue, but I've gotten really used to using CTRL+C/V instead.

On a similar note, when doing color patches, you have to use the up/down arrows to adjust which vertecies you're patching; you can't type in a number.  Not that much of an issue, until you only want to patch like, 20 out of 130 vertices.  @_@

Sephiroth 3D

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« Reply #8 on: 2002-06-26 07:06:26 »
And Issue I've always had with Ultima was if you use the up/down buttons on the vertex selection mode, you have to click on the vertex for the selection to update. Example: Select vertex 23 with your mouse, go down to vertex 46 using the keyboard. The selection doesn't update. Now click on vertex 46. Now it's updated.

Just a little something I've disliked about Ultima...

Sephiroth 3D

"I don't understand..." "You don't have to understand." - Final Fantasy: The Spirits Within

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Alhexx

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« Reply #9 on: 2002-06-26 11:38:25 »
Shinra:

9 ) Aha, I see. I'll try it.

11 ) Nevermind. I'm currently moving all dialogs to a C++ DLL, and there won't be such hard restrictions.

Seph: Okay, I'll fix that.


 - Alhexx

phaeron

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« Reply #10 on: 2002-06-29 03:06:22 »
Hey ShinRa, where did that model come from?  Is that Rika from Phantasy Star IV?

ShinRa Inc

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« Reply #11 on: 2002-06-29 03:29:05 »

Renderguy

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« Reply #12 on: 2002-06-30 17:04:04 »
Thanks Shinra Inc., this really is helpful.

ShinRa Inc

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« Reply #13 on: 2002-06-30 20:32:32 »
:)  It's nice to feel somewhat useful.

Does anyone know if Saint's been around recently?

The SaiNt

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« Reply #14 on: 2002-07-01 10:04:06 »
Quote from: ShinRa Inc
:)  It's nice to feel somewhat useful.

Does anyone know if Saint's been around recently?


I do :)
I'm still around, just a little busy playing FFX.
I check by everyday or 2, if you're interested to know.

ShinRa Inc

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« Reply #15 on: 2002-07-07 18:53:58 »
I sent you a message a few weeks ago, 'tis all.

And uh...not to be too annoying, but anything about that transparency thing, Fice?  It's also showing up with the World Map models, too.  Like, the standard ones, not just the ones I've edited.  So, I don't think it's just a problem with the way edited .Ps, or the way Ultima is handling them or whatnot.  Might this have something to do with why Ultima edited files won't work with the actual game?