Custom graphics driver for FF7/FF8 [v.1-.7.6]

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yeah on my vista i have those graphic glitches as well! when i apply the AC (beta) mod or PRP mod, the characters are missing body parts such as legs, arms, etc. and even in battle, some of the monsters are invisible (i have the target icons on) and when i kill 1 of them, the others appear... any idea why is this? and wut the problem may be? this only happens on vista and not on xp so far as i know...
 
Aali, I see that you mentioned the .tex format early on in this thread and was wondering if your driver already implements the ability to use bitmap (or any other format) to use in place of it.  From your post I get the feeling that this is already possible?
 
Well, I don't control what the engine loads for me, but if you make a special .tex file that actually contains a filename, I'm sure we can do business :-D

I don't see the real benefit though, the .tex format is pretty capable on its own.
 
hey how do u post a pic on here? i want to show a pic of my gameplay to show my problems with any mod/patch that changes the character's appearances
 
hey how do u post a pic on here? i want to show a pic of my gameplay to show my problems with any mod/patch that changes the character's appearances
upload to photobucket, paste the image code
 
MissingParts.jpg

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
 
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Looks like the same problem as with the other missing custom models, will be fixed in 0.6b
 
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.
 
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.
 
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
 
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.
 
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 )
 
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
 
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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.
 
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^^
 
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.
 
Just a thought.  When this is out of beta, will a front end program be made as a launcher and option enabler?
 
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