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Messages - lyokoffx

Pages: [1] 2
1
Hi everyone, I'm making a sequel to FF9 using unity3D and using Hades Workshop to extract game data

a big thank you to Tirlititi who gave me help with Hades Workshop

I hope you like the video

https://youtu.be/6IPcOr_-znE

what do you think of this work?

2
thanks a lot for your help

It doesn't work anymore I click on Play and the window blinks and nothing happens


3
thanks a lot for your help

I have use this version = FFNx-v1.7.2.134


but I have this problem



4
thanks a lot for your help

I have remove this  "#" from my Line like this

Code: [Select]
use_external_music = yes

and I have these error has it






5
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-08-30 19:02:19 »
thanks a lot for your help

I have a problem with your second link

1- I downloaded these two files

FFNx-FF8Music-v1.3
FFNx-Steam-v1.7.2.0

2- I copy the "psf folder" from the "FFNx-FF8Music-v1.3" archive to the root of my steam games folder like this



3- I edited the FFNx.cfg like this

Code: [Select]
#use_external_music = yes
external_music_path = psf
external_music_ext = minipsf
winamp_in_plugin = psf/in_psf.dll
#winamp_out_plugin =

### HOW TO: ###################################################################
# Options may be commented by default with an initial # character.
# Remove the initial # character to set the configuration flag.
# -----------------------------------------------------------------------------
# Unless options are specified, you can either disable or enable a flag.
# Enable: yes
# Disable: no
###############################################################################

# =============================================================================

###############################################################################
# COMMON OPTIONS FOR BOTH FF7 AND FF8
###############################################################################

#########################
## DISPLAY
#########################

#[RENDERING BACKEND]
# Available choices are:
# - OpenGL ( default )
# - Direct3D11 ( valid alternative for OpenGL)
# - Vulkan ( Tech Preview: Not Recommended )
# - Direct3D12 ( Tech Preview: Not Recommended )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#renderer_backend = OpenGL

#[FULLSCREEN]
# If off, it will run in window mode.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#fullscreen = no

#[RESOLUTION]
# Resolution of the game.
# Default (value = 0):
# - Window mode will use 640x480
# - Fullscreen mode will use your desktop resolution
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#window_size_x = 0
#window_size_y = 0

#[INTERNAL RESOLUTION SCALE]
# The scale is in multiples of 640x480
# The scale factor is used to render internally at a larger size then the display, this will then be downscaled to the games current resolution
# This is required to avoid visual glitches that may happen when the game is not rendered in a 4:3 aspect ratio
# Default = 4
# NOTE: Scaling starts always from 2. If you set a lower number, this will be automatically reset to 2.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#internal_resolution_scale = 4

#[PRESERVE ASPECT]
# Preserve original game aspect ratio of (4:3) by adding black bars on the left and right side (if needed)
# When off the game will be stretched to fit the window's aspect ratio; Be aware the game may look wrong though.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#preserve_aspect = yes

#[ENABLE VSYNC]
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_vsync = yes


#[REFRESH RATE]
# Screen refresh rate.
# Default is 0 = use current screen refresh rate
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#refresh_rate = 0

#[LINEAR FILTERING]
# Allow the usage of linear filtering for textures.
# Please note: some things look slightly better with this option on, but alot of textures just lose their detail.
# This option only affects low-res textures, high-res replacements will still be filtered where appropriate.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#linear_filter = no

#[ANTIALIASING]
# Enable antialiasing filtering, this is done in the last pass when downsampling from the current supersampled rendering ( based on internal_resolution_scale logic )
# Available choices are:
# - 0: Disabled ( Default )
# - 2: 2x
# - 4: 4x
# - 8: 8x
# - 16: 16x
# If you set any value that is different than those, it will pick the higher option ( eg. if you pick 6 it will be 8, if you pick 1 it will be 2, and so on ).
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_antialiasing = 0

#[ANISOTROPIC]
# Enable anisotropic filtering, for high-res textures and overall rendering
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_anisotropic = yes

#########################
# AUDIO
#########################

#[USE EXTERNAL MUSIC]
# This flag will enable/disable the support of an enhanced music layer to reproduce music in-game.
# If you leave out the default configuration
# FFNx will autodetect your environment and will set it to the best available option.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#use_external_music = no

#[EXTERNAL MUSIC PATH]
# Path of the external music files
# Will try to load from this path before using the default for your Version of the game
# Defaults:
# - FF7 1998: music/vgmstream ( 7h-era compatibility )
# - FF7 eStore: data/music_ogg
# - FF7 Steam: data/music_ogg
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#external_music_path =

#[EXTERNAL MUSIC EXTENSION]
# The type of file to search for. By default is ogg.
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
# - Any additional or any type supported by your loaded winamp_in_plugin
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#external_music_ext = ogg


#[EXTERNAL WINAMP PLUGIN SUPPORT]
# These flags will allow you to make use of compatible in_* and out_* DLL plugins you were used to load on Winamp itself.
# Through these flags you can for example decide to use an input plugin to play something FFNx never though about ( like MINIPSF files )
# and output the sound data to your custom plugin which may add custom reverb and much more.
# By default winamp_in_plugin will use the built-in VGMStream layer.
# By default winamp_out_plugin will use the built-in output layer.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#winamp_in_plugin =
#winamp_out_plugin =

###########################
# Video Player Options
###########################

#[ENABLE FFMPEG VIDEOS]
# This flag will enable/disable the support of FFMpeg layer to reproduce movies in-game.
# Default Value depends on game version.
# - FF7 1998 - yes
# - FF7/FF8 Steam - yes
# - FF8 2000 - no
# It is suggested to keep the default behavior unless you really know what are you doing.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#enable_ffmpeg_videos = yes

#[FFMPEG VIDEO FILE EXTENSION]
# The type of file that the ffmpeg layer will search for. Default is avi.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#ffmpeg_video_ext = avi


###############################
# MUST SET FOR VERSIONS BELOW
# FF7 2012   FF7 STEAM
# FF8 2013   FF8 STEAM
###############################
# The folder name in your game Documents path ( for eg. for FF7 is "C:\Users\JohnDoe\Documents\Square Enix\FINAL FANTASY VII Steam\user_XXXXXXX")
# Use this only if you have MORE THAN ONE user_* directories. If not, just leave this commented as the driver will autodetect the directory.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#steam_game_userdata = user_12345678

########################
## MODDER OPTIONS
########################

#[TEXTURE PATH]
# Mod directory where textures will be loaded from
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#mod_path = mods/Textures

# Show every failed attempt at loading a .png or .dds texture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_missing_textures = no

# Dump internal textures to PNG files in the mod_path
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#save_textures = no

# This path is where the Hext patching layer will look for txt files.
# The path will ALWAYS have appended:
# 1. The game name ( if FF7 it will be "ff7/", if FF8 will be "ff8/")
# 2. The game language ( for eg. if ff7_en it will be "en" )
# The resulting path will then be "<hext_patching_path>/ff7/en", if you run for eg. FF7 English
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#hext_patching_path = hext

# This path will define where the driver will look first, allowing you to override core game files, if needed
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#override_path = override


##########################
# DEBUGGING OPTIONS
# These options are mostly useful for developers or people reporting crashes.
# Please do enable them only when required.
##########################

# Display the verion of FFNx in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_version = yes

# Display frames per second counter in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_fps = no

# Display Rendering backend in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_renderer_backend = yes

# Display some real-time debug information
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_stats = no

# Enable logging
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_applog = yes

# Show on screen error messages ( only on fullscreen )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#show_error_popup = no

# Enable this flag if you want to see more verbose output from the backend renderer.
# Usually useful for debug pruposes. Do not enable otherwise.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#renderer_debug = no

# Creates a full crashdump file if the game crashes. Useful to be analyzed with WinDbg when reporting issues.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#create_crash_dump = no

# Various flags which will help in further debugging the game engine logics.
# Some flags may not generate any output depending on the game you play.

# trace_all - Dump in the logs whatever APIs is being called from the Engine in FFNx. Overrides all the others below.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_all = no

# trace_movies - Dump in the logs only APIs that has to do with movie playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_movies = no

# trace_music - Dump in the logs only APIs that has to do with music playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_music = no

# trace_fake_dx - Dump in the logs only APIs that has to do with directdraw emulation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_fake_dx = no

# trace_direct - Dump in the logs only APIs that has to do with LGP loading
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_direct = no

# trace_files - Dump in the logs only APIs that has to do with filesystem operations
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_files = no

# trace_loaders - Dump in the logs only APIs that has to do with internal textures overrides
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#trace_loaders = no

# vertex_log - Dump in the logs current engine vertex data being passed to the GPU for drawing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#vertex_log = no

# uniform_log - Dump in the logs current engine uniform data being passed to the GPU shaders
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#uniform_log = no

# Show debug info regarding movie synchronization.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#movie_sync_debug = no

###############################################################################
# OPTIONS ONLY FOR FF7
###############################################################################

## ENHANCEMENTS

# Make all dialog boxes transparent.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#transparent_dialogs = no

# Include armor in magic defense calculation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#mdef_fix = yes

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

# Enable alpha blending for textures without an existing blending effect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#fancy_transparency = no

# Skip movie frames if necessary.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#skip_frames = no

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

# This is the path where files where be read directly, instead then reading them inside the 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_path = direct

## DEBUGGING OPTIONS - These options are mostly useful for developers or people reporting crashes. Please do enable them only when required.

# Dump in the logs more verbose error messages coming directly from the engine
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
#ff7_more_debug = no

4- and I have copy the files from the archive "FFNx-Steam-v1.7.2.0" that I have modified in the same directory



and I have that



there is no sound modification in the game nor data extraction

6
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-08-29 17:11:34 »
thank you for your part

I managed to find how to extract sounds using this link

http://forums.qhimm.com/index.php?topic=14944.0

I forgot to ask you also

1- the Backround models of the and the Character combat models, are also in The same case

if so give me how to convert them to .fbx or .obj

2- and also if you have any idea how it works with the music of this game = extraction and conversion

7
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-08-29 09:27:55 »
I want to know the extension of the sounds under deling to export them, and is there a way to convert them to .wav

8
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-12-23 15:35:39 »
thank you for your reply

I'm interested in resources FF8 OK for the PSX version

1) tell me what resources are available that I can export in the PC version?

2) Can I fix this export of audio bugs and how?

especially the models used in the background

so far i have access to the following resources

1. background
2-Model3D of combat terrain
3-Model3D of the world map
4- UI
5- special effects sprite

9
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.0b)
« on: 2019-12-08 12:32:36 »
Hello everyone

it's a very good tool for Final Fantasy 8

I have a problem I can not access to export to export the sound and model3D

this function is gray I can not make it work I'm under the version "deling-0.9b-win32-xp.zip"

like this exemple





is there anything I miss?

10
Thank you for your support

so where should I find the tutorial in these sites to get good started

During my game changes, do I have to type C ++?

And thank you in advance

11
Thank you for your support

1-

maybe try to run the converter as administrator or with Windows XP compatibility? There should be these options somewhere if you right-click on it.

unfortunately I already tried the administrator mode and the same problem and also the VirtualBox virtual machine with Windows 10 and Windows 8.1
I do not know why

2-I wonder if I can start using HW

or I have to find tutorial

what is the programming language used on this program

which is less tiring to produce code unity3d or HW

My project is to produce a sequel to ff9 is this HW is Qualified for my project


and thank you for everything and thank you

12
Thank you for your support

here is my mistake




all I have to download the .dll is wearing this no



and thank you in advance

13
Thank you for your support

1- I downloaded several msvcrt.dll on the net and copied them in the same directory but with the same error

is there a solution ?

2- thank you very much for "FF9 Reverse" and for your franchise for spell models

And thank you in advance

14
Thank you for your support

1- I have the files without extension as in the screane in these folders
and I have the "converter.exe" that works anymore it says an appcrach message and in the error it is marked a msvcrt.dll

is there a solution to this problem
hat is this tool for ?

2- is there any spell templates in the image ff9.img

2- and what a tool to see his models and especially thé wall m'est ?

et merci d'avance

15
Thank you very much for your help

1- but I do not have these commands under cmd

"Standart directory." ->
"Files, many files." ->
I'm even trying to change the execution as an administrator of my file "ffix_img_extr" .exe

and I even launched cmd as administrator but I have fewer bugs this time

here is my order

Code: [Select]
ffix_img_extr.exe "C:\Users\PC\Desktop\folder\FF9.IMG" "C:\Users\PC\Desktop\folder/folder1"
and here is the argument that offers me



but I do not have an extension in my files



but the files are generated but this time with their directory folder



2- Another important question is how to convert the sound once created ???

And thank you in advance

16
I thank you very much for your help

1-indeed I noticed that the Background that I want to detach are link in a single layer and I verrify it in "Hades Workshop" Thank you very much

2 - you clarify me well

 whats is the tools that I must use because I can not find "DB_Extractor" in The Zidane_2 archive is there a replacement tool ???

3 - can you guide me for the search of thes Files where is the sound of the weapon and the mog ansi the displacement sound ansi of continuation

4 - I noticed that there is something interesont in this tools Zidane_2 if does not pose a problem cite months functionaliter of these tools As the visualizer of the 3D models the animation etc .. is what there is a compiler psx to get them together in one Image Psx ???

and thanks for everything

And thank you in advance

17
Code: [Select]
ffix_img_extr.exe "C:\Users\PC\Desktop\Nouveau dossier/to/ff9.im" "C:\Users\PC\Desktop\Nouveau dossier\Nouveau dossier/to/extract"
sorry I forgot this "" in my first post

can you answer me at my first post

I you a happy feedback on Hades Workshop

And thank you in advance

18
I thank you very much for your help

1- Is this the maximum for extraction?

here that I also wish to detach it is underlined in red



I hide this box only "Sort Tileset by Depth"

2-I have the file FF9.img I have already extracted

I thank you for the correction of the command here now

Code: [Select]
ffix_img_extr.exe <C:\Users\PC\Desktop\Nouveau dossier/to/ff9.im> <C:\Users\PC\Desktop\Nouveau dossier\Nouveau dossier/to/extract>
The command works but



and the "exact" folder is completely empty and no file is created why?

edit: but I saw a folder created under my desk with these files



but I do not know how to use them?

I have the impression that it is files like the cases that I modify the extention for the "unity asset viewer" of Hades Workshop (for sound files and sprites)

is that the case? I do not know exactly their true extension?

and here is a log created at the end in this folder

Code: [Select]
Normal Dir
0     Flag:0     Start Sector:   fda9     End Sector:  fe15
1     Flag:1     Start Sector:   fe15     End Sector:  fe82
2     Flag:2     Start Sector:   fe82     End Sector:  feee
3     Flag:3     Start Sector:   feee     End Sector:  ff5a
4     Flag:4     Start Sector:   ff5a     End Sector:  ffc6
5     Flag:5     Start Sector:   ffc6     End Sector:  10030
6     Flag:6     Start Sector:   10030     End Sector:  1009b
7     Flag:7     Start Sector:   1009b     End Sector:  10108
8     Flag:8     Start Sector:   10108     End Sector:  10176
9     Flag:9     Start Sector:   10176     End Sector:  101e2
10     Flag:a     Start Sector:   101e2     End Sector:  1024e
11     Flag:b     Start Sector:   1024e     End Sector:  102bb
12     Flag:c     Start Sector:   102bb     End Sector:  10327
13     Flag:d     Start Sector:   10327     End Sector:  10393
14     Flag:e     Start Sector:   10393     End Sector:  103ff
15     Flag:f     Start Sector:   103ff     End Sector:  1046b
16     Flag:10     Start Sector:   1046b     End Sector:  104d8
17     Flag:11     Start Sector:   104d8     End Sector:  10545
18     Flag:12     Start Sector:   10545     End Sector:  105b1
19     Flag:13     Start Sector:   105b1     End Sector:  1061e
20     Flag:14     Start Sector:   1061e     End Sector:  1068a
21     Flag:15     Start Sector:   1068a     End Sector:  106f7
22     Flag:16     Start Sector:   106f7     End Sector:  10765
23     Flag:17     Start Sector:   10765     End Sector:  107d2
24     Flag:18     Start Sector:   107d2     End Sector:  1083f
25     Flag:19     Start Sector:   1083f     End Sector:  108ad
26     Flag:1a     Start Sector:   108ad     End Sector:  1091a
27     Flag:1b     Start Sector:   1091a     End Sector:  10989
28     Flag:1c     Start Sector:   10989     End Sector:  109f7
29     Flag:1d     Start Sector:   109f7     End Sector:  10a64
30     Flag:1e     Start Sector:   10a64     End Sector:  10ad1
31     Flag:1f     Start Sector:   10ad1     End Sector:  10b3e
32     Flag:20     Start Sector:   10b3e     End Sector:  10bab
33     Flag:21     Start Sector:   10bab     End Sector:  10c18
34     Flag:22     Start Sector:   10c18     End Sector:  10c85
35     Flag:23     Start Sector:   10c85     End Sector:  10cf1
36     Flag:24     Start Sector:   10cf1     End Sector:  10d5f
37     Flag:25     Start Sector:   10d5f     End Sector:  10dce
38     Flag:26     Start Sector:   10dce     End Sector:  10e3a
39     Flag:27     Start Sector:   10e3a     End Sector:  10ea6
40     Flag:28     Start Sector:   10ea6     End Sector:  10f13
41     Flag:29     Start Sector:   10f13     End Sector:  10f80
42     Flag:2a     Start Sector:   10f80     End Sector:  10fee
43     Flag:2b     Start Sector:   10fee     End Sector:  1105b
44     Flag:2c     Start Sector:   1105b     End Sector:  110c9
45     Flag:2d     Start Sector:   110c9     End Sector:  11135
46     Flag:2e     Start Sector:   11135     End Sector:  111a2
47     Flag:2f     Start Sector:   111a2     End Sector:  1120e
48     Flag:30     Start Sector:   1120e     End Sector:  1127b
49     Flag:31     Start Sector:   1127b     End Sector:  112e8
50     Flag:32     Start Sector:   112e8     End Sector:  11356
51     Flag:33     Start Sector:   11356     End Sector:  113c3
52     Flag:34     Start Sector:   113c3     End Sector:  11430
53     Flag:35     Start Sector:   11430     End Sector:  1149d
54     Flag:36     Start Sector:   1149d     End Sector:  1150a
55     Flag:37     Start Sector:   1150a     End Sector:  11578
56     Flag:38     Start Sector:   11578     End Sector:  115e5
57     Flag:39     Start Sector:   115e5     End Sector:  11653
58     Flag:3a     Start Sector:   11653     End Sector:  116bf
59     Flag:3b     Start Sector:   116bf     End Sector:  1172a
60     Flag:3c     Start Sector:   1172a     End Sector:  11796
61     Flag:3d     Start Sector:   11796     End Sector:  11803
62     Flag:3e     Start Sector:   11803     End Sector:  11870

and thank you for everything in advance

19
I thank you very much for your help you enlighten me with this information

1- ah good there is animation of these tif 50mo I open with photochop there is only one layer and unity and I can not find any animation or it can run these animation?

yes I know that these images are composed of several layers to play their animtion

a small question in this point to facilitate my task what are the box to check and uncheck to detach the ground as a ".tif " independently to move the character 3D background image to reutiliser for a simulation 3d ?

5- and thank you so much for the link

I just used the tools Zidane_2_Tools but I can not extract anything from my file FF9.IMG extracted under a virtual drive here is my example under cmd

Code: [Select]
ffix_img_extr.exe <C:\Users\PC\Desktop\Nouveau dossier> <C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier>

ffix_img_extr.exe <C:\Users\PC\Desktop\Nouveau dossier> <C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier/>


FF9_img_extractor.exe C:\Users\PC\Desktop\Nouveau dossier C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier/


FF9_img_extractor.exe C:\Users\PC\Desktop\Nouveau dossier C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier


ffix_img_extr.exe (<C:\Users\PC\Desktop\Nouveau dossier/to/ff9.im> <C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier/to/extract>)

ffix_img_extr.exe C:\Users\PC\Desktop\Nouveau dossier/to/ff9.im> C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier/to/extract>

ffix_img_extr.exe <C:\Users\PC\Desktop\Nouveau dossier/to/ff9.im> <C:\Users\SonyNintendo\Desktop\Nouveau dossier\Nouveau dossier/to/extract>

3- It's worthless for your effort I hope you correct this

4- thank you very much for this information I did not know that there is a 3d engine with this SDK and the idea also for the conversion of models

and thanks for everything and thanks in advance

20
I thank you very much for your help and I am very sorry for my spelling because I am weak in English

and I see that I find my repency easily with you

1- apparently this is the case when I disable "Opening-For FMV" the export takes place without Crash and I have consider that it is a parameter like "Merge Tilestes" or "Sort Tileset by Depth" or " Exprort Selected Only " and that was not the case Thank you so much for this information I would say as a problem resolut

it remains this little concern from the question I want to know is "Merge Tilestes" and "Sort Tileset by Depth" when it is deactivate the tiff file is very inflate in this weight has 50.8 MB I want to know why?


2- and a very impressive qestion is it that exsists a tool such as Zidane_2 to extract the sound of the weapon? because they are difernate from the Steam version


3- I do not have "Charmap" here


and they have corrected in some section but not in English but in "field" I try with "japanese" but it remains on -> ("000000000 ..." in the section "field")


4- another very important question I now have the "model3D" and the other resource that you helped me to extract


and I decide to create my games FF9 But on "PSX"

is the models3D of steam compible for a game with a real compilation engine that reads in a real PSX that link that I discovered a long time ago? http://www.psxdev.net/

or is it worth it in "Hades Workshop"?


5- Can you explain to me how it works the notion of depth for a 3D effect for the interaction between the model3d and the backgrounds?

for now I'm trying to learn unity3D thanks to these models

or tell me a video that uses the same notion in unity3D ?



for now I'm learning the basics of video games After at least it would be easier to do it under PSX


and thanks for everything and thanks in advance

21
Thank you very much for your famous help

1 - the steam sprite is set I have it all back thank you very much

but the version of psx I find that the weapon



and the sprite "avatar" "dialog box" etc ... I have not found (for the PSX version) yet?

2- for funds that's exactly what I'm looking for but I want to know something

for export I do not have this box "Opening-for-FMV"

I have these 3case to uncheck



and when I'm doing my checkbox combination, I sometimes find myself in a 50MB file and in addition it lacks background details

and here I have two boxes



and I want to know the difference between "export" and "Batching"?


and not who can not say that name "Opening-for-FMV"

and thanks for everything and thanks in advance

22
I still have a 2 question

1- can I also extract sprites from the "avatar" character? "the dialog box menu" all that is sprite 2d? PSX or steam?

2- and envirenment "alexendrie lindblum treno etc ..."

what is original format is what image2d or models 3d? PSX or steam?

And thank you in advance

23
Thank you very much for your help

24
Thanks for your honesty
 
glad to meet you

at the moment I forgot a very important question

can Hades Workshop also extract sound files?
for example, sound when a character moves or a blow and weapon?

and thank you for your help and thanks in advance

25
Thank you very much for your answer to all my questions

ca my enlighten

a curious question

Are you Tirlititi the creator of Hades Workshop?

thank you very much

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