The Doors tab in the Walkmesh editor is bugged. When you set, for example, door 0 where you want to set it and then begin work on door 1, the door 1 coordinates will actually modify those of door 0. It's more annoying than death serious, but it would be nice to be able to just place a door position rather than script it there. :/
2 bugs:1. When file is closed, Makou is still using char.lgp2. When changing models, you have to close flevel and reopen to see changes
When editing opcodes with color dialogs (SWCOL, NFADE, FADE, others?) the RGB order is reversed either when committing the dialog or re-entering it.
Which version? 1.6.3?
I am having trouble making the chests open right for my mod. I have them set in Nibel basement which will not open and stay open. One is in the Kalm flashback hotel before the flashback opens just shows it is open but will play the animation and give you the item. The third one will probably have the same effect as the first but wont show until the other two items are looted. Is it a case of the map or its just being difficult?
I was wondering if its possible to define new fields with Makou Reactor? If yes then how do you add new fields into it and if no what are the limitations? ff7.exe won't recognize them?
Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.
Grimmy and Jusete have done this already. http://forums.qhimm.com/index.php?topic=15964.msg224548#msg224548I assume the game has some unassigned slots.Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.
I was I mean completely new fields with my own 3d model renders as backgrounds and their own walk meshes. So far i have only found relative info on ff8/9.
On the pc version, you can add a new music without the akao file. You only need to change the music ID.On the ps version, you need an akao file, which can be found in the other fields.