[WIP]HQ Models for Unconverted STEAM/SE FF7 Rerelease

  • Thread starter Thread starter Template
  • Start date Start date
Status
Not open for further replies.
It's much more convenient looking from that view--at first, but scratching my head a little as to how to get it back to folders full of thousands of files :evil:
I'm pretty sure if need be I can just get him to give me the new files separately but let's make sure he's OK with it first.
Look here.
 
Edit: Seems like the 7thwrapper might work with STEAM. This is a big deal and a lot of info to crunch at once. I'm kinda in over my head tbh. Need several days probably. Someone else will likely figure it out before me. As far as I can tell, it doesn't.
I hoped my wrapper might work with Steam, but it's not tested, so maybe not a surprise that it doesn't!

Next time you try it, can you post the debug output? Maybe it will give me a clue...
 
I hoped my wrapper might work with Steam, but it's not tested, so maybe not a surprise that it doesn't!
Next time you try it, can you post the debug output? Maybe it will give me a clue...
Ack, wish I'da thought of that. I thought it was gonna work for a minute, but the splash screen launcher is killing it somehow. Obviously we can crack the exe and get it to work off cloudplay, but I'm hopeful to get it to work inside the STEAM and ff7 network for the people that want to do achievements and such... (kinda silly, I admit, but I aim to please).

Another good trick would be figuring out how to make a mod path work without converting to 1998 exe, because for me, not being able to use Omzy's upscaled backgrounds kills the new release.

Kaldarasha put up his files so I'm packaging up another update (thanks, Kaldy).
 
New Version HQModelsCloudplay2

In a big hurry, I'll update this later.

Be sure to use the proper name for the flevel, choco, world, and high minigame files depending on your language setting. ex. schocobo.lgp for Spanish or world_gm.lgp for German.

Hope no problems but I have had almost zero testing time. Cloud's eyes worked.

Pretty sure you don't need to decode your own char.lgp or battle.lgp. Those are totally complete and you can just encode from the downloaded folders straight to lgp files. Please remember to BACKUP YOUR ORIGINAL FILES.

Can someone please test this English version of Kaldarasha's reworked flevel.lgp (needs to be compiled) on Unconverted Steam or SE rerelease? If you try it, remember to BACKUP your flevel.lgp file before changing anything. You need to full install HQModelsCloudplay2 for the flevel to work right, if it's going to.Kaldarasha's ENG flevel is on hold
 
Last edited:
New Version HQModelsCloudplay2

In a big hurry, I'll update this later.

Be sure to use the proper name for the flevel, choco, world, and high minigame files depending on your language setting. ex. schocobo.lgp for Spanish or world_gm.lgp for German.

Hope no problems but I have had almost zero testing time. Cloud's eyes worked.

Pretty sure you don't need to decode your own char.lgp or battle.lgp. Those are totally complete and you can just encode from the downloaded folders straight to lgp files. Please remember to BACKUP YOUR ORIGINAL FILES.

Can someone please test this English version of Kaldarasha's reworked flevel.lgp (needs to be compiled) on Unconverted Steam or SE rerelease? If you try it, remember to BACKUP your flevel.lgp file before changing anything. You need to full install HQModelsCloudplay2 for the flevel to work right, if it's going to.
Tried it! Everything seems to work fine. I still got cloud saving (and also achievements, I assume, but I can't tell 100% for sure, because I have yet to earn the next one).
But what exactly does Kaldarasha's flevel.lgp modify? Well, the game doesn't crash (so far), so I think it's working ;)

However, unlike some other character mods I've seen, Cloud doesn't carry his sword when not in battle. But I guess it's just the way this particular character mod is designed (faithful to the original, where it's not visible, either)?

Anyway, this is totally great! Thanks so much!
 
Updated release with standard field model textures from previous versions: Download HQModelsCloudplay2.1 HERE

Also, new version of the EnglishReworked flevel from Kaldarasha

Makes the character models larger and does some cool transparency stuff as well as fixing Aeris Death scene. Pretty much same as last version but compiled text without Aeris Revival installed just in case.
Do you have a comparison screenshot / link? How do the models in Cloudplay ver. 2.1 differ from ver. 2.7 ? I'm using 2.7 right now. And everything's great! Except for, like I said, Cloud doesn't carry his sword outside battle. But it's not a big deal.

Thanks.

Kind regards
Josh
 
Do you have a comparison screenshot / link? How do the models in Cloudplay ver. 2.1 differ from ver. 2.7 ? I'm using 2.7 right now. And everything's great! Except for, like I said, Cloud doesn't carry his sword outside battle. But it's not a big deal.
Hiya Josh, haven't released a 2.7 yet, that's the confusing file extension type. 7z is a type of zip file. I'd quit using it but it's pretty good at what it does.

Cloudplay2.0 is what I should have put.
2.1 Made the download smaller
from front page, there's a version history at bottom of OP. Honestly, I could use help testing this. 2.0 file download ballooned in size. I added too many files somewhere and lost track. 2.1 is corrected but I don't think there will be any practical difference.

I have decoded a new EnglishReworked flevelV3 but it also will probably not have any significant changes from v2 for unconverted installs. Would appreciate any feedback on problems or lack thereof.
 
Last edited:
Hiya Josh, haven't released a 2.7 yet, that's the confusing file extension type. 7z is a type of zip file. I'd quit using it but it's pretty good at what it does.

Cloudplay2.0 is what I should have put.  from front page, there's a version history at bottom of OP. Honestly, I could use help testing this. 2.0 file download ballooned in size. I added too many files somewhere and lost track. 2.1 is corrected but I don't think there will be any practical difference.

I have decoded a new EnglishReworked flevelV3 but it also will probably not have any significant changes from v2 for unconverted installs. Would appreciate any feedback on problems or lack thereof.
Yeah, that makes sense. Just noticed I misread it because of the .7z suffix ;)

I will stick with ver. 2.0 right now. I'm just happy everything runs smoothly right now, so I can finally enjoy the game. What exactly is it about ver. 2.0 that you would want to have tested?
The one I'm using right now is 684 mb (uncompressed) and I replaced the flevel.lgp with Kaldarasha's reworked lgp, ver. 2
 
Yeah, that makes sense. Just noticed I misread it because of the .7z suffix ;)
I will stick with ver. 2.0 right now. I'm just happy everything runs smoothly right now, so I can finally enjoy the game. What exactly is it about ver. 2.0 that you would want to have tested?
I'm with you--if it ain't broke don't fix it. I think those releases will work fine, I think I added some unneeded files to an lgp they didn't belong in and they wont hurt anybody. As for testing, if you actually play through the game and look for any big problems like text boxes missing, crashes (obviously), and problems with the models especially, then that's very very helpful. Having someone post here: "I did not find any problems with this the whole way through my game" or "there was a broken model in the scene with the thing" either report is much better than getting no feedback at all.

To be more specific about v2 v3 flevels. The text on v2 was dumped and encoded with the previous version of the tool for that (ToughScript). The v3flevel was done with the current version and I think they are identical. The older version maybe had text-sizing problems outside of English, but unless you say otherwise v2 seems fine.
 
I'm with you--if it ain't broke don't fix it. I think those releases will work fine, I think I added some unneeded files to an lgp they didn't belong in and they wont hurt anybody. As for testing, if you actually play through the game and look for any big problems like text boxes missing, crashes (obviously), and problems with the models especially, then that's very very helpful. Having someone post here: "I did not find any problems with this the whole way through my game" or "there was a broken model in the scene with the thing" either report is much better than getting no feedback at all.

To be more specific about v2 v3 flevels. The text on v2 was dumped and encoded with the previous version of the tool for that (ToughScript). The v3flevel was done with the current version and I think they are identical. The older version maybe had text-sizing problems outside of English, but unless you say otherwise v2 seems fine.
Well, I'm still on the 1st disc, in the Shinra building. There was actually some small bug I noticed, though I'm not sure whether this might occur in the original release as well.

Mods I used when this occured:
- HQModelsCloudplay2
- EnglishReworkedflevel (by Kaldarasha, version 1)

You know this room on the 59th floor? There are several elevators. There's one to the north that leads back to the 1st floor. When you want to take it, Barret will say something like "We've come all this way and you want to go back?". After this you're given two choices (take the elevator >> yes/no).

And this is right where the bug comes into play:
The cursor will select "no" by default and you can't move it up to select "yes". However, when you select "no", Cloud, Barret and Tifa will still take the elevator down. Meaning that the choices have been shifted down one line (selecting "no" meaning "yes" here).
So if you don't want to take the elevator you have to press down. And then, guess what, the cursor will be placed outside the dialog box :P

Hope this makes sense. Might be kinda confusing, the way I explained it... ;)

Here's a screenshot of the Shinra building, 59th floor, so you get an idea which location we're talking here. Excuse the quality, took it from a YouTube clip:

vre4.jpg
 
Last edited:
That's exactly the kind of test I was looking for--definitely concerns the flevel.lgp. That sounds like something v3 may fix. You might want to give it a try. I can test that scene np, but I may not get a chance til later tonight; if you can replicate the bug with v3 then it's just a matter of waiting for the next version of ToughScript. If that bug is solved with v3 then we know a little bit more about what got fixed with the current version of ToughScript (which I just found out about this morning, even though it's been out for like a year...)
 
That's exactly the kind of test I was looking for--definitely concerns the flevel.lgp. That sounds like something v3 may fix. You might want to give it a try. I can test that scene np, but I may not get a chance til later tonight; if you can replicate the bug with v3 then it's just a matter of waiting for the next version of ToughScript. If that bug is solved with v3 then we know a little bit more about what got fixed with the current version of ToughScript (which I just found out about this morning, even though it's been out for like a year...)
Just installed the reworked flevel.lgp v3. But, unfortunately, can't try to replicate that specific bug any longer. Didn't keep a save file of that very spot. I went back to the 59th floor, but the dialog box with the two choices won't show up anymore (it was some kind of mini cutscene after all). Now it just lets you enter the elevator instantly.
 
Here, same bug as described above, but with version 3 of the reworked flevel.lgp

Location:
Shinra building, Hojo's lab

Event:
Choosing party for mini-boss fight

odrs.jpg


Edit:
Seems this is a common bug. I just got to the part where your party stands outside the walls of Midgar, ready to leave. When you talk to your party members, several dialog options will appear. And it's the same bug on each of them.
 
Last edited:
Just installed the reworked flevel.lgp v3. But, unfortunately, can't try to replicate that specific bug any longer. Didn't keep a save file of that very spot. I went back to the 59th floor, but the dialog box with the two choices won't show up anymore (it was some kind of mini cutscene after all). Now it just lets you enter the elevator instantly.
I had this problem at the end of disks when it asks if you want to save, or at least on disk 1, I forget. It seems to be corrected for the end of disk 1 now. I have the troubleshooting and testing game save pack so I can check the elevator bug and see if the new flevel fixed it.
 
Seems this is a common bug. I just got to the part where your party stands outside the walls of Midgar, ready to leave. When you talk to your party members, several dialog options will appear. And it's the same bug on each of them.
Darn. Have to check this out. Either I'm a twit, or this is gonna have to wait 'til new ToughScript is out, possibly both.
 
Last edited:
Yeah that maybe a problem. Other than the changing disks screen I haven't had that problem before. I'll look into it more with the new flevel to see how much this comes up.
 
Yeah that maybe a problem. Other than the changing disks screen I haven't had that problem before. I'll look into it more with the new flevel to see how much this comes up.
I have a list of the errors from ToughScript log. I'll try fixing them manually if I don't hear anything more from PitBrat about game-breaking problems with the flevel.
 
Concerning the flevel.lgp:
Is it necessary to use the default flevel.lgp from "HQModelsCloudplay2" and merge its contents with Kaldarasha's reworked one (ver. 3), or do I just use the reworked one, "standalone"?
I did the latter. And I was just wondering if that was wrong, and thus maybe causing the bugs I mentioned.
 
Concerning the flevel.lgp:
Is it necessary to use the default flevel.lgp from "HQModelsCloudplay2" and merge its contents with Kaldarasha's reworked one (ver. 3), or do I just use the reworked one, "standalone"?
I did the latter. And I was just wondering if that was wrong, and thus maybe causing the bugs I mentioned.
Nope, you did it right. Kaldarasha is fixing the flevel because it's beyond me. You could go back to the original flevel for now, although the only bugs you are likely to find will be exactly like the ones you've run into already. I will update it ASAP. Sorry about the issues.
 
Status
Not open for further replies.
Back
Top