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Messages - Agravaile

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26
Hey USB, i know it's won't be easy as it seems, and work on Italian Reunion must take a lot of time for you, but whenever it's possible, could you post some of the fixes and addons for an english one too, somewhere with a separate link? Some changes you do, like option for transparent battle, field models,  shop menu fixes and descriptions are great, but as far as i know, those can't be added to the english version.

27
Support / Re: Does FF7 (PC) apply a native reverb effect?
« on: 2020-04-30 07:03:46 »
Ooh, would be nice to have those reverb effects restored in the audio. Looking forward to the mod! Do you plan on fixing the reverb effects on FMV audio too? If i remember correctly, the intro FMV was also missing those reverb effect on beginning of the Bombing Mission track. I'm not sure if the audio is coming from the FMV, though. Maybe it playbacks the Music during playback. If that's the case, then it's better.

28
Didn't realize the Reunion mod had its own separate movie folder. Placing it there now allows the videos to play.
Actually, either i am VERY wrong, though movies do WORK correctly for me, but i never used and even knew that Reunion had a separate movie folder, always dropped the movies into the default data/movies folder, and worked like a charm. Why is that then, are you using the latest Reunion release, or...?

Even after you install Reunion, it says "Place movies into data/movies folder.

29
I have a question about fancy transparency, it seems to have an effect for PNG textures that are being used with Reunion. A little while i had problems with font transparency in usfont textures, and turning that option on fixed it, but the thing is, why did i even turned it off in the first place.

You see, it will be a bit hard to explain, but turning off "fancy_transparency" option, seems to make the "help" bar transition much smoother between field and battles, that's what made me think it's better to be turned off, 'cause it fades in the same speed as the entire screen. While with transparency on, it's fade time seems a little bit off and appears much more sooner that it should be, it is on screen already while other UI elements are still fading in.

So my question is, can that fade be fixed?

And why is there even an option called "fancy_transparency". Would be great to know, since, i've checked a couple of times the help files for it, and there's been no explanation.

30
Releases / Re: [FF7PC] ZomiPlayFont
« on: 2020-04-29 07:35:18 »
Yep, now it does, thanks a lot! Will be testing from now on, will report if there's any issues.

Edit: So here are some problems that i've spotted by now. Transparency issues again, my guess?


Okay, i think nevermind that, there is no issue with the font, i guess. I had "fancy_transparency" option turned off, and that's what caused those little line artifacts on the font. So if anyone is experiencing those issues, you need to be sure to turn that on.

By the way, i decided to give a try for adding x360 buttons myself, so if you give permission, i can leave a download link with some screenshots attached, and if it's to your liking, you can use it in your final release as well.

31
It looks like a similiar problem to your font too. Sadly, this didn't help either. I with this problem for almost a week now, and it is very frustrating that some of the textures work with no issues, while mostly the font PNGs show such artifacts. What i did was modify those pngs with xbox buttons, though, again like i said before, modified or not, you always get same results, which is very frustrating. By default they were 256x, yes. But trying to resize them now, seems like it made the issue even worse.
Spoiler: show



32
Releases / Re: [FF7PC] ZomiPlayFont
« on: 2020-04-29 00:49:42 »
Yep, now it does, thanks a lot! Will be testing from now on, will report if there's any issues.

Edit: So here are some problems that i've spotted by now. Transparency issues again, my guess?

33
Probably those 2 things were asked about here before, though i might have luck with someone having the knowledge to make such things real. I've no idea how much effort this would take, but would it be possible to add an Save/Load option into status menu using Reunion framework. Also, another thing that would be great is to return the healing menu during battle, like in this screenshot:

I believe it could be possible making it as hext files, like already existing "Limit status", "Quit menu" and "Save anywhere" hexts.

34
Releases / Re: [FF7 PC]Remade Honey Bee Inn : Rebeerth Mod
« on: 2020-04-28 22:36:50 »
Would be possible just to unpack the IRO and use for it Reunion, perhaps?

35
Releases / Re: [FF7PC] ZomiPlayFont
« on: 2020-04-28 22:26:02 »
Thanks, great work! Very nice results, hope your font gets used in many other releases too, it suits well. But the download link is restricted.

36
At the moment it has PS buttons. It can be done with XBOX ones though.
XBOX buttons would be great! Of course, that is up your decision though. It's just that for PC version i think XBOX buttons would be more appropriate.

Also, i've been trying to modify some of the original Reunion usfont files, so what i did is, extract the font textures, modify the pngs i got from textures, and then place them into textures folder (the one where pngs should be, not the tex files), the textures work correctly, but the result i get is this, even with unmodified textures, just extracted ones: http://www.mediafire.com/view/lpgrsdy0le4pwsz/FF7_EN%202020-04-28%2012-46-38-00.bmp

Is this a transparency issue, or am i missing something?

37
Thanks. No, I didn't upload it yet. And I didn't complete it yet (I need to complete Menu font and numerals). I'll let you know when It will be completed.

Great! Thanks a lot, and nice work, hope to see it soon. Also, will the font have included PS and XBOX buttons?

38
Support / [FF7PC] PS4 UI Textures
« on: 2020-04-28 06:52:35 »
Does anybody have an idea where i can get and if i can use extracted UI textures such as font, menus and icons from the PS4 port of FF7?

39
Thanks a lot, Orichalchon, i appreciate your your help and time you took for that!

40
Releases / Re: [FF7PC] Disable battle shadows?
« on: 2020-04-27 01:14:55 »
Link is down.

41
if he gives permission, i can pluck the PNGs from my files and post them

That would be very nice of you, thanks!

42
i just used his installer to convert them myself, just replace the farm dds files in SYWV4 > field > farm with those he just gave and convert dds to png
I'm afraid it will take me much longer to download the whole installer again, and to convert, but that's one way to do it, so thanks anyway!

43
please try this version : http://ff7syw.free.fr/farm.7z
updated packbuilder with corrected dds farm files
Could you upload the same corrected files, but in PNG, please? Thanks in advance!

44
Is there any way to download this? Great job, by the way! Your font is the one that kinda fits the original, more or less.

45
If I use HQ font

Can you provide the link for that Font?

46
I believe "fancy_transparency" just changes the strength of that transparency. I personally like transparent menus, though by default the transparency was a bit strong, yeah. By disabling "fancy transparency", everything started to look perfect to me. But, if you want to disable it completely, there is an "transparent_dialogue" option in Options.ini that you have to look for.

47
Hi satsuki! It's been amazing replaying the game with your textures, thanks!

I wasn't sure if you saw that the DVD rip of the FFVII FMVs is downloadable from the internet archive - not sure if that would be something of use to you for future updates:

https://twitter.com/Carnivol/status/1251290281607135235

Many of those FMVs are incomplete and are only cuts from of their full versions.

48
Is there something that can be done to fix the FMV color correction to switch between FMV and gameplay seamlessly? The FMV brightness really stands out when FMV ends and gameplay kicks in, something i've not encountered when playing the game Vanilla way. Is this known or am i the only one with this problem?

49
Support / Re: The Reunion R06: Menu Enhancement Textures
« on: 2020-04-21 19:13:35 »
to convert tex to png (and png to tex) the best choice is vincent tim http://forums.qhimm.com/index.php?topic=15404.0 . This program can extract all the palette from a tex file, read the readme to understand the command line option

Thanks! I'll look into it, but for the love of god, i've never seen a readme file more confusing than the one this converter has. Hopefully it does the job if figure out how to work with it.

Edit: Nevermind, i guess things were MUCH easier than i expected, just drag & drop and you're done =__=

Edit 2: Nice, finally figured out this problem i had for weeks, and now, with the textures convertet and added to the folder everything works correctly now, thanks!

50
Support / Re: The Reunion R06: Menu Enhancement Textures
« on: 2020-04-21 16:09:11 »
the tex files are the original game texture format. All the hd texture use png or dds (dds not available for reunion).

Yeah, but i don't need any other UI upscale, i need the one that comes with Reunion by default, but converted in PNG format since i need to modify it with some elements that are present in UI upscales into those default textures.

For example, i need to add upscaled timer texture that is present in upscaled UI, though i don't want to modify anything else than the timer, that's why i need to have the stock UI in PNG, otherwise it won't work correctly.

Edit: The thing is, when is just insert some parts of UI, it starts to look for other PNGs, it doesn't merge with the TEX files, so that makes battle UI appear as black boxes 'cause of the missing texture.

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