Author Topic: Custom graphics driver for FF7/FF8 [v.1-.7.6]  (Read 765235 times)

drfeelgud88

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Custom graphics driver for FF7/FF8 [v.1-.7.6]
« Reply #225 on: 2009-05-15 20:02:00 »

ok i got it... can some1 tell me how i can fix that? i got hardcore mod installed, dzuigo's patches (only minigames, 9999 limit, and transparent boxes), high res cloud (i got this modified file from som1) and... the advent avatars... and i think thats it
« Last Edit: 2009-05-15 20:04:34 by drfeelgud88 »

Aali

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« Reply #226 on: 2009-05-15 20:39:47 »
Looks like the same problem as with the other missing custom models, will be fixed in 0.6b

Grimmy

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Custom graphics driver for FF7/FF8 [v.1-.7.6]
« Reply #227 on: 2009-05-16 00:07:19 »
Aali : Question, or more of a request really. I was thinking about start menu and avatar size limits, and then thought maybe those limits could be side stepped like you did with movie sizes. What do you think. Is there anyway to do such a thing.

Aurenasek116

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« Reply #228 on: 2009-05-16 00:19:13 »
Grimmy, there are no limits for menu and avatars. I actually took the original .bmp for menu which was 256x256, resized it to 2048x2048 and then placed my own render of buster sword in place of old one, saved and put ingame. Worked wonders.

drfeelgud88

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« Reply #229 on: 2009-05-16 00:23:54 »
Aali, altho i dont have any npc remodelin patches done in this 1, (say for example PRP), but when i apply it, also same results as shown in the picture. for example, cloud's missing his arms and chest, only his head, sword and 1 leg is visible lol

Aurenasek116

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« Reply #230 on: 2009-05-16 00:31:01 »
Funny thing is I haven't experianced any graphic bugs or errors using 0.5 in OpenGL 1.1 mode other than the videos not playing.

drfeelgud88

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« Reply #231 on: 2009-05-16 00:34:46 »
um, sorry to be a newb but how do u get the 0.5 thing to work?

Aurenasek116

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« Reply #232 on: 2009-05-16 00:48:57 »
Normally...
Just extract everything in the .zip to your FF7 main folder, then run ff7_opengl.reg or ff7_opengl_vista64bit.reg depending on your system. (ff7_opengl.reg for 32bit versions of XP, Vista and Windows 7 while ff7_opengl_vista64bit.reg for 64bit XP, Vista or Windows 7 :P )

Grimmy

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« Reply #233 on: 2009-05-16 00:55:58 »
Aurenasek116 : Did you do that  with the opengl or an unmodded game?

Aurenasek116

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« Reply #234 on: 2009-05-16 01:06:26 »
Only tested using Aali's driver. But I can test using regular config if you want.

Edit: Works just fine without using Aali's driver, the game automaticly upscales/downscales the image from 2048x2048 to the resolution in use :P
« Last Edit: 2009-05-16 01:34:56 by Aurenasek116 »

Aali

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« Reply #235 on: 2009-05-16 02:31:44 »
Well, it's just a texture so as long as your graphics driver can load it, it should be no problem at all.

FF7 doesn't even have a system for 2D graphics, everything is done with polygons and textures.

d33eniz

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« Reply #236 on: 2009-05-16 17:31:11 »
Hey jo wassup there :P

So I checked out the ff7_opengl.cfg and changed this to:

---------------------------------------------------
# set the window size (and 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
# set fullscreen to false for window mode
window_size_x = 1024
window_size_y = 768
preserve_aspect = falsefullscreen = true
---------------------------------------------------

So, when I am starting ff7 (in Admin-Mode, cause it doesn't work otherwise I think- in non-Admin Mode FF7 don't use your Driver) it's opening FF7 and closing it^^

What's going wrong? I changed everything to old in the cfg, but it's still not working^^ It's starting FF7 and closing it very fast^^

MfG,

Deniz

APP-Log:
INITIALIZE DD/D3D START
INFO: Auto-detected version: 1.02 German
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1024x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...

WHY is there a internal resolution of 1280x960? My laptop screen doesn't support 960^^ max 800^^

Aali

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« Reply #237 on: 2009-05-16 17:44:10 »
While its odd that the driver doesn't work and doesn't produce a helpful error message, the internal resolution seems just right for your system. The prevent_rounding_errors option automatically detects the optimal resolution to render in for your system. It doesn't matter if your screen doesn't support the resolution as long as you have FBO support, which you do.

DLPB_

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« Reply #238 on: 2009-05-16 17:49:49 »
Just a thought.  When this is out of beta, will a front end program be made as a launcher and option enabler?

Red46

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« Reply #239 on: 2009-05-16 18:42:34 »
took a pic of the glitch happening when sephiroth tricks your party member in the north cave, http://img39.imageshack.us/my.php?image=crater.jpg that I reported few posts ago.

d33eniz

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« Reply #240 on: 2009-05-16 18:59:05 »
Ok, and we is ff7 shuting down itself?

Its starting

*start*

take a second

*back to destop*

Any ideas?

Aali

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« Reply #241 on: 2009-05-16 19:38:05 »
Ok, and we is ff7 shuting down itself?

Its starting

*start*

take a second

*back to destop*

Any ideas?

Works fine here, with the exact same config. Check your sound drivers (if "initializing sound..." really is the last line of output in APP.LOG)

d33eniz

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« Reply #242 on: 2009-05-16 20:07:49 »
It's working without your "mod"- but when I activate it, It just starts and turns then to the destop^^

Sound-Initialasing IS the last line in the log...

Aali

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« Reply #243 on: 2009-05-16 23:00:38 »
Very odd, I have no idea what could be causing it.

Completely unrelated; I figured out where model data is converted from raw .p data to a "renderable" format, so I could easily implement a system for injecting custom models in some other format than .p. Animation will be troublesome though.

Covarr

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« Reply #244 on: 2009-05-17 00:11:21 »
After it throws you back to the desktop, is the ff7.exe process still running? You can check that in the task manager. If it's still running, the problem is that it refuses to run in the foreground. One temporary solution that you can use, if that's the case, may be to run it windowed instead of full screen.

Landarma

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« Reply #245 on: 2009-05-17 00:14:54 »
After it throws you back to the desktop, is the ff7.exe process still running? You can check that in the task manager. If it's still running, the problem is that it refuses to run in the foreground. One temporary solution that you can use, if that's the case, may be to run it windowed instead of full screen.
To me, it happens when I run the game with Win9x compatibility mode.(1.02 can run without compatibility mode in XP, and it doesn't produce such problem) 

Aurenasek116

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« Reply #246 on: 2009-05-17 00:44:54 »
I figured out where model data is converted from raw .p data to a "renderable" format, so I could easily implement a system for injecting custom models in some other format than .p. Animation will be troublesome though.

Nice find, but as you've stated animations would be troublesome... maybe it could be used for static objects that don't require animations.

Aali

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« Reply #247 on: 2009-05-17 00:48:08 »
Well, original animations would still be applied, assuming your model is compatible with the original skeleton. I was talking about the problem of applying new, improved animations :-P (which is difficult but not in any way limited by the original engine)

Aurenasek116

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« Reply #248 on: 2009-05-17 01:15:52 »
Well, original animations would still be applied, assuming your model is compatible with the original skeleton. I was talking about the problem of applying new, improved animations :-P (which is difficult but not in any way limited by the original engine)

Oh, that's interesting. Would save time of getting model from .3ds into .p I thought you ment the custom format models wouldn't work with skeletons.

Aali

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« Reply #249 on: 2009-05-17 01:20:25 »
I think you're missing the point here.. with a more capable model format you could do a whole bunch of new stuff, like lighting (assuming I invent some way to define lights for a given scene), materials, weighted vertices etc.

Oh and what I said earlier about making special .tex files that really contain a filename that points to the real texture, I think thats the way to go if you want to replace existing textures. It does require you to modify the original content, but since you don't have to do any kind of checksum, there will be very little overhead at run-time.

After 0.6b (which is more or less a bugfix release, along with the promised improved framebuffer effects) I'll start working on some kind of specification for all of this.
« Last Edit: 2009-05-17 01:30:53 by Aali »