Author Topic: How and where can i learn how to make my own mod for ff7  (Read 6541 times)

dkma841

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Seeing people are so determined here modding and keeping the community happy i felt curious making my own mod since i have alot of free time i want to put it to good use but i need the know-hows and need to know where to start off sooo ya how should i start?

Bosola

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Re: How and where can i learn how to make my own mod for ff7
« Reply #1 on: 2011-07-30 20:37:56 »

Firstly, I've moved this thread to Troubleshooting, which is where questions about modding typically go.


It very much depends on what you'd like to do.
Are you looking to update assets, models and background images? Or game mechanics, stats and enemy encounters?

Are you working with the PC build or the PSX version?

StrayOff

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Re: How and where can i learn how to make my own mod for ff7
« Reply #2 on: 2011-07-30 22:06:20 »
it's sometimes a long way to make your own mod i think but if you really want just make firm yourself with the basics of file management. there are tons of tools to edit various types off game part engines. there's a helpful pdf document which can assist you understanding how ff7 is built, especially for core-editing: q-gears.sourceforge.net/gears.pdf

some important tools for editing ff7 are:
Quote
LGP/unLGP (decodes the packed lgp files, eg. battle.lgp, char.lgp, magic.lgp,...)
Kimera (for models from field/battle/world .p .a .rsd .hrc , ... )
ProudClod (scene.bin)
Image2TEX (for .tex)
TouphScript (conversations editor flevel.lgp + world_us.lgp)
Cosmo (sounds, ...)
Zangan (Battle Scenes in battle.lgp)
HRC Resizer (change model sizes)
Timviewer (.tim images)
WallMarket (kernel.bin, kernel2.bin,scene.bin)
Palmer (flevel.lgp images conversion)
Aali's Driver (mod which enables most of this things)

as you can see there are different game parts to edit: models, textures, texts, sounds, music, stats, drivers, compatibilty with systems, language mods and most of these are actually available for editing.

there are manymany more tools. some are outdated, some don't run on newer OS correctly...
at least if you made a nice mod you can create an installer setup with NSIS.
You will find most information with the search function on qhimm or google.

it took a long while for me to find all mods to patch my game to the newest because i think there are more than ~100 different mods in circulation. a time saving project is the bootleg installer by PitBrat http://forums.qhimm.com/index.php?topic=12008.0 you can see the magnitude of different projects

dkma841

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Re: How and where can i learn how to make my own mod for ff7
« Reply #3 on: 2011-07-31 13:16:33 »
Firstly, I've moved this thread to Troubleshooting, which is where questions about modding typically go.


It very much depends on what you'd like to do.
Are you looking to update assets, models and background images? Or game mechanics, stats and enemy encounters?

Are you working with the PC build or the PSX version?


I want to try working on the PC version, i heard theres alot of limits to the PSX version so starting a mod on that wouldn't be a good idea.

it's sometimes a long way to make your own mod i think but if you really want just make firm yourself with the basics of file management. there are tons of tools to edit various types off game part engines. there's a helpful pdf document which can assist you understanding how ff7 is built, especially for core-editing: q-gears.sourceforge.net/gears.pdf

some important tools for editing ff7 are:
as you can see there are different game parts to edit: models, textures, texts, sounds, music, stats, drivers, compatibilty with systems, language mods and most of these are actually available for editing.

there are manymany more tools. some are outdated, some don't run on newer OS correctly...
at least if you made a nice mod you can create an installer setup with NSIS.
You will find most information with the search function on qhimm or google.

it took a long while for me to find all mods to patch my game to the newest because i think there are more than ~100 different mods in circulation. a time saving project is the bootleg installer by PitBrat http://forums.qhimm.com/index.php?topic=12008.0 you can see the magnitude of different projects

Thank you this is very helpful i will look into the pdf file and learn what i can then i will see what i want to mod thanks again for your time  :)
« Last Edit: 2011-07-31 13:31:05 by E1SUNZ »