Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - chimobayo

Pages: [1]
1
Thankssss!!!, EQ2Alyza and  Kompass63. It worked!!!!.

It works fine and the game now loads the new textures without problem.

Now i am going to see how to change the controls of the game because the 98 version controls are umconfortable and i prefer the 2012 keyboard controls. Do you know if is there any mod for making this change?

2
This is my ff7_opengl-0.7.11b config file

Quote
# ff7_opengl-0.7.11b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = yes


# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = FacePalmer/

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = yes

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
############################################
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = yes

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = off

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = yes

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = off



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = off

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = yes

# display frames per second counter in upper right corner
show_fps = off

# display some real-time debug information
show_stats = off

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = off

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = off

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = off

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = yes

# show every failed attempt at loading a .png texture
show_missing_textures = off


#######################
# Disable Error Notifications
disable_popup = yes

# extern additional library
load_library = Multi.dll


3
Hi, i converted the FF7 2012 game with the Gameconverter and the Gameconverter moved me the game to C:/Games/FF7

By error, the first time i launched the game opening ff7.exe, and the game worked but not in full size, only in windowed mode.

After that, i launched the game using the ff7launch.exe and then the the game worked fine, but i still am not able to load the hi res textures of the Omzys Pack.

I have followed the instructions of this thread an now i have a lot of folders of the Omzy pack textures decompressed in C:/Games/FF7/mods/FacePalmer/field

Previously  i edited the ff7_opengl.cfg and now my mod_path is mod_path = Facepalmer\     but the game didn´t load the hi textures.

How can i load the hi res textures?

How can i know if the mods are really working on my ff7 game?

Thanks for your help.

4
hi, i have the ff7 2012 pc version and i am trying to load on the game the textures of the omzy´s fiedl pack.

Is it possible or do i need to convert the ff2012 version to the old version of the game?

How can i convert the 2012 version to the old version?

Thanks.

5
It worked. The coordinates and the destination point are very important.

Now i am trying too to change the backgrounds in the FF7 2012 PC version, because i want to replace them with HD backgrounds, but  the palmer script didn´t work for me.

Even i don´t know if is there another way or another program to change the backgrounds. I tried with the Makou Reactor but i think it is not possible with this program.

6
Thanks a lot!!!!!

I am going to try it.

7
Ok. And do you know how could i edit the scenes´exit points in the Makou reactor program?

8
I hope you're asking for an unrelated reason. You can edit the flevel to change the scene order. Just change each scenes' exit points.

Otherwise, learn some x86 asm and how to write code. Then use a hex editor that can insert and you're set.

Where could i find the scenes´exit points? Is it possible to edit them with the program Makou reactor? Could you give an example of "scene points"?

I need the help manual of Makou reactor, but i don´t know where i can get it.

Thanks to all for your help. I will try too to learning some x86 asm.  I can´t use the hext.dll because i have the FF7 2012 version.

9
Thanks!!

how could i edit the ff7.exe?

do you know if is there any program for doing it? I was looking for but i didn´t found it.

10
Hi, anyone knows how to change the order of the scenes in FF7?

With the Makou Reactor program i can edit the scenes of the game, the dialogues, and other stuff, but i want to change the other of the scenes in the game.

For example, i would to stay the game in another location other than the train station.

Wich is the file (for example, scene.bin, kernel.bin, or other) that handles the order of the scenes.? I could see in the Makou reactor that the scenes (for example, mn_Kin4) stored in sflevel.glp have an ID, but i don´t know how to change the ID or wich is the file that calls this ID.




Pages: [1]