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Messages - New Pagodi

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FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-22 21:17:02 »
After looking at a few more pfiles, I guess the hundreds structure is not variable size but always 100 bytes (hey, it's right there in the name). 

But there seems to be an extra 4 bytes between the groups items and the final 2 items (Bounding boxes and the Normal index table). 

At least with these 2 assumptions, the numbers the viewer spits out seem to make more sense.

Also, there seems to be an extra 4 bytes (all zeros) at the end the Swordtest.p file that was uploaded.  That's why I originally thought the hundred table was variable size.  Are those extra bytes supposed to be there?

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FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-22 17:46:12 »
So I tested few of the edits for the settings I need. The Vertices setting does only need a fix Vertices button, because mode 2 is probably the flag the game use to hide a model. So the program should set it only to mode 1. The texture flag is harder to get rid of as I expected, because it needs to make the NumTexCoords to 0 as also it needs to remove the array were the text coords are stored. Here are two test files I made:https://mega.nz/#!udlDSQBb!OjM026qUn6gOiII0pzrNCpQc6Wx9pND_wRr5PLVyQfY
The array starts at 000027C0x8.
Is it actually possible to cut out code from a file?

I tried writing a viewer to see if I could at least read the data in those files.  Since I don't know what the numbers are supposed to be I don't know if I'm reading them right.  Can you try it and see? 

I'm pretty sure that I'm at least reading the floats wrong, because in the bounding box section of one of the files you uploaded, the utility the utility reads the maxz as less than the minz.  That obviously can't be right.

One problem I already see is in the "Hundreds" section of the file.  The link you gave says it's a "Complex structure that specifies render state (texturing, blend modes, culling, filtering, depth testing, depth masking, shademode etc)" 

Do you have the details of that structure?  It seems to be of variable size.  In one of the files you uploaded, it appears to be 108 bytes and in the other it's 104 bytes.  In the viewer, I simply output the bytes in hex and decimal since I don't know what the bytes are supposed to mean.

edit: updating the link.

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FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-20 10:52:34 »
Could there be a one made for the battle models as well or give it support for them?  It would help great for us non-hex savvy modders for giving Sephiroth and other characters different animations and create new characters and bosses the way we in-vision them.

Possibly.  I need more information on what you want.

Yep that entry should be ignored.
While you at creating a new program I could need two new functions: one is to change the vertices type to 0, 1 or 2 (http://wiki.qhimm.com/view/FF7/P#.P_File_Header), the other is to remove the textured flag from a group of a p-file. I have ask Dan already for that and he would do it, when he gets the time for it. However if you already working on a similar tool there is probably no need for another tool.

Again possibly.  My background is primarily in parsing and processing text based files, but I should be able to write something to manipulate binary info.  Looking over that page, I can certainly change the byte to set the vertices type, but I'm not sure what the what the textured flag is.

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FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-20 10:03:00 »
I would like an interface where the hrc is loaded and each bone is labeled (i.e. hip root) and has a box beside it where the bone length is displayed.   This box can then be easily edited using the numpad on the keyboard to input whatever length is desired.  It would also be helpful for them to be in a list format so that multiple bone lengths can be displayed at once so scrolling is minimized. For my purposes, it would be IMMENSELY helpful to be able to temporarily store lengths so that with the click of a button, the saved lengths can be applied to the new hrc without having to manually type each one in.  So if I want to change hip root from 1.0 to 1.2 and apply it to others, I could click a box beside the length to save whatever number has been input, once a new hrc is loaded, another box can be pushed to load 1.2 in place of whatever number the hrc originally had.  This is most beneficial for skeletons like Cloud where there are 64 other models that have his exact same structure.

I've put this on my github page.  I usually just write software for my use.  This is the first thing I've tried to release for others to use.  I hope it works.

I hope the utility is self explanatory.  There's 3 tabs.  On the first one you can load and edit an hrc file.  You load a profile to update all the values at once.  On the second tab you can save the current values to a new profile.  The 3rd tab is a batch tool.  You can drop a bunch of files on it, select a profile, and hit the go button and it will TRY to update all the files at once. 

The utility is severely undertested, so please back up anything you want to change first.

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FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-19 08:24:44 »
Yes!
It will need to be able to read the .hrc to know what bones are used in the model, but the big feature I need is for the lengths I input to stay even when a new hrc is loaded.  That way I can open aaaa.hrc, set all of its bone lenths, save it; then when I open aaab.hrc, all the lengths I manually typed in will still be up (or a button can be pressed to recall them?) so that all I have to do is open aaab.hrc and save it and all of its lengths will be the changed to the same as aaaa.hrc

This project ended up being a little harder than I thought, but I should have something soon.  One question, when an HRC has an entry like:

Code: [Select]
l_hand
l_foarm
2.2786036
#1 l_hand
2 ERJE ESAA

is the '#1 l_hand ' significant.  Almost all entries only have 4 lines and so I'm assuming those are comments or something like that.

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FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-04-17 13:42:16 »
Ficedula hasn't logged in for over a month.  Is anyone else willing and able to to create this program?

Are you still looking for this?  If so, is this the kind of thing you're looking for?

I think I could make an editor like this.

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I don't know about the original games, but according to this article, all of the early homebrew games were written in assembly.  Wikipedia says a basic compiler was developed in 2007.

8
Quote from: Kaldarasha
Three? Are you sure? I could swear it's only one.

According to this, there are 3 levels:

Quote
After visiting a room the player can get make-up put on them by a girl in the dressing rooms. If the player talks enough times to the girl on the far left, they will get an option to ask the girl to apply make-up on Cloud. The success of the make-up work is random and the only clue to how good a make-up work the player got is the sound effect that plays when the girl does it. The sound of wind blowing gives the best result, increasing Cloud's chances of being picked by Don Corneo the most, but this is also the rarest outcome. Other outcomes are a simple bleep sound (the worst result) and a sound like being cured (the second best option). Dummied text unearthed from the game suggests that the player would have originally been able to choose which kind of make-up they want to have.

I know I've heard 2 of those sounds.

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Since there's 3 levels of makeup bonuses that Cloud can get, is it possible to use different textures depending on the bonus?  It would be funny if the worst bonus could leave Cloud looking like Mimi from The Drew Carey Show. 

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Thanks to EQ2Alyza for all the work that was done here.   

In case anyone is interested, I've prepared some previews of the limit options:

Original (no change)
satsuki
Limit 1 - Mike
Limit 2 - Mike
Limit 2 - Blue - Mike
Limit 3 - Kela51
Limit 3 - Blue - Kela5
Limit 4 - Kela51
Limit 4 - Blue - Kela5
Limit 5 - Kela51
Limit 6 - Jinkazama2k7
Limit 7 - JOUTLAW

I had to shrink the gifs down to postage stamp size to get them uploaded, but hopefully they give some idea what each of the options is like.

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I can do that for spells which is folder magic and bunch of other files outside of it(directly into textures folder) but where do i put coins, and limit breaks, enemy skills? Because there are many folders with different coins for example, how does the game know which we want to use if we put all folders in it?

Hi.  Longtime reader, first time poster.

If you unpack the spell textures iro, you'll get a bunch of files and folders.  Each folder corresponds to one of the options in 7thHeaven.  For example, the folder <unpack directory>\Limit 1 - Mike\ corresponds to the option "Spell Textures->Limit Break->Limit 1 - Mike" in 7thHeaven.  To use one of those options manually, copy the entire contents its corresponding folder to your <FF7>\mods\Textures\ folder.

It's probably best not to use these things manually, but if you really need to do so here's an example using the "Green Original" coin option, JOUTLAW's limit option, and Grimmy's magic textures:

0) First you should probably back up your <FF7>\mods\Textures\ folder
1) to use the coin image, move the contents of  <unpack directory>\Coin_Ver_01\ to <FF7>\mods\Textures\
2) To use the limit image, move the contents of <unpack directory>\Limit 7 - JOUTLAW\ to <FF7>\mods\Textures\
3) move the entire contents to the <unpack directory>\Magic - Grimmy\ to <FF7>\mods\Textures\

The important thing is use only 1 coin folder, only 1 limit folder, and only 1 folder for a set of spell textures.


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