Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: ShinRa Inc on 2002-04-13 09:52:00
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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:
: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
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Sorry 'bout the late response - the topic dropped too far down before I saw it ;)
Is there an easy way to get a list of the .HRC files, and the sprite names, as shown in Ifalna?
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.
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?
Erm, no. At least not in the current version ;) Didn't think it was an issue, since it was only a preview tool, really...
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.
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).
Any chance of being able to apply the textures to the sprites in Ifalna?
Unlikely. We don't understand the 3d models *totally* yet. Now - I have just today got some texturing working on HRC models (in the Remake engine) but it's not 100% automatic yet, so not really going to make it into Ifalna for the moment.
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...
Well, the filter was generated automatically from FLEVEL.LGP by just scanning for likely model/animation sequences. So it's not guaranteed to have picked up all animations, or indeed to be 100% correct.
The format of the .filter file is very easy though. So if you *want* to update it with anything you've discovered, feel free to do so.
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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
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.
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.