[FF7] LGP-Editor - Highwind (1.21) (Discontinued, use LGP/UNLGP)

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Hi, I little tested Highwind 1.20, but looks like it crash the game.
I have created char.lpg with lpgtool1.60 containing NPC Reconstruction, looks like its works normaly.
So I extracted all files from this char.lpg using Highwind, and created new char.lpg with Highwind. But this new char.lpg crash game. Not immediately, I can little play.
Button new archive give me unhandle exception.
System.IO.FileNotFoundException: Could not find file 'C:\Dokumenty\asd.lgp
so Highwind cant create new file. If I create new file myself, its works, Its ask replace, I give OK, and then no exception.
 
Hello kruci, thanks for your bug report.
Can you tell me, did you modify the files of the char.lgp before making the new archive that crashed the game?
And, when did the game crash?
Are you playing with FF7Music enabled? Because if yes, you could look in its log (when its still running after the game crashed) which file was not found / corrupted / whatever.
And, When do you get the exception by pressing new archive? Is it right after you start the program?
Christian

EDIT: The bug with the "New Archive"-Button is now fixed (Download the new build) and i'll try fixing the other bug when you report when it happens and which file was corrupted ;)
 
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Can you tell me, did you modify the files of the char.lgp before making the new archive that crashed the game?
And, when did the game crash?
Are you playing with FF7Music enabled?
I didnt change char.lgp, I only recreate working one(but not original, containg NPCrec)
Game crashed during testing in cosmo canyon, when I go out, left-down from savepoint, and then enter back, game crashed. Old char.lgp worked.
I didnt use FF7music.

EDIT:
I forget to say.
I extracted flevel.lgp with lgptool1.60 with decomresing all files. Then I wanted create flevel.lpg with Highwind, but Highwind crashed in about 75% of creating file.
Cosme can create new flevel from these, but game then dont work(if I dont unpack files, than it works)

Maybe good function could be multi replace.
 
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It didtn work with the uncompressed files because FF7 tried to uncompress them but they werent compressed.
Ill try to check the bug in highwind on weekend.
 
EDITED:
same error as cosmo, when I set locale to English and create, archive looks like working fine. If I create archive with my original locale(we have "ch" afer "h"), game crash.

If I give export all, so I can select folder, but I cant create new folder,so I must create it manualy.

Cant open archive from emerald, lgp created with cosmo with uncopressed levels, crash without warning/error message.
Cant create archive with files from flevel.lgp uncompresd with cosmo. Crash.
 
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Thanks for your bug reports.
I will try to remove the bugs, maybe this weekend.
If I give export all, so I can select folder, but I cant create new folder,so I must create it manualy.
Yeah thats a pre-built FolderBrowserDialog, i cant change that.
Try installing the newest .net Framework or something, because when i click that "export all", there's a button "Create new folder" in the bottom left corner of the dialog.

EDIT: I tried extracting all files from flevel.lgp with Highwind and uncompress them at the same time, then make a new archive with those files, and Highwind did not get an exception.
EDIT2: Theres no crash for me when extracting flevel with lgptools and decompressing and then creating an archive with those files with highwind.
But i didnt try if the game works now, i think it will crash because it looks for compressed files.
EDIT3: Yes, FF7 cant load the field backgrounds when they are uncompressed in flevel.lgp, ive checked that.
 
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I am wondering why it cant create archiv from these on my PC, becouse creating char.lpg looks like works normaly(except locale depending bug). Maybe I have some old version of .NET, or its system dependant(win98SE).
I am wandering why its crash without warning too.

I maybe do some more tests.
 
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Now it throwed excetption System.OutOfMemoryException, but before not(about 5 tries). Next try it didnt throw exception and crashed.
Out of memory could explain crashes.
 
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Now it throwed excetption System.OutOfMemoryException, but before not(about 5 tries). Next try it didnt throw exception and crashed.
Out of memory could explain crashes.
That could be because you added files that are bigget than your System Memory (RAM). Highwind loads all files you add into the RAM, try adding not all files at once, than save the LGP, then open it new (important!) and than add some more files.
 
I did as you say, created first archive with about 100M of data, close, open, then adding next 100MB of date, but with adding second 100MB of data it creashed.
I have 128MB RAM.

I got strange exception(created 3 archives, 3 times happend)
This ocur only if I give new archive first(no direct add folder, and then save)
I was load about 100M of data, then I clicked save and exception ocured(uncheched backup)
System.ArgumentNullException: Value cannot be null.
I give not quit during exception, I gave continue, checked create backup, and it saved file(saved it to file l.lgp11, but If I am not wrong, its showed patch to file l.lgp).
But before, this was not happen.

Next exception, acces denied, but this I got with other program too, and I really dont know what it do. It began with work with TEX files and replacing them in lgp archives(and using preview).
 
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I am found that higwind can export/import TEX files and looks like with right transparency(Yeah a few post above its saying:P), but looks like it do some mess with palette and file size(pictures still looks same).
Firstl I couldnt find preview, I didnt find it before becouse I was usualy clicked to blank space behind file name, and I must click on name, or where some text is.

And why PNG files have in the end BMP insted PNG?

I cant sort files, only sorting possible is compressed/uncompressed.
 
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I think my program can only handle .tex and .bmp images.
The sorting should be disabled at all, the sorting for compressed/uncompressed is a bug.
When sorted, i think the programm would extract the wrong files and so on, would you mind try that for me?
 
If I export bitmap, it save PNG file, but give BMP insted PNG on the end.

I can test it.
 
Hi, i've uploaded a new version, 1.21, i fixed some problems with the texture-editor.
Now you can select which file type the extracted image has.

Please, tell me when you find bugs because im sure it hase some!
 
TEX looks like he doesnt know 4bit color, or just say what is max number of colors. I thought that it use 4bit colors, but TEX never does. But documentation to TEX say that it can 4bit color, but it still use 1Byte for 1pixel. Thus preview/export use of 4bit TEX files use real 4bit colors, not 1Byte color and are messed.
Export to GIF doesnt work right, it doesnt use original palate, it use some kind of own palete. After export to GIF picture lose colors (exported BMP has 256 color, GIF has 56 color).
Export to BMP have always 24bit colors(good if find 16bit TEX?).

Only little sugestion, if I export image file, I must write name of file, but better is if it use TEX file name as default.

Edit:And TEX files use allways 256 palette entries?
 
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So the 4 bit color depth of tex files doesnt really make any compression compared to 8 bit?

About the GIFs, i think i cant change how much colors they have, thats a pre-built method i call.

The TEXs of FF7 always have 8bit color depth, i think.
 
So the 4 bit color depth of tex files doesnt really make any compression compared to 8 bit?
TEX created by Highwind, 4bit has ~33k, original TEX 4bit has 66k

About the GIFs, i think i cant change how much colors they have, thats a pre-built method i call.
I was wondering that GIF "destroy" colors. I think that GIF use some default palete, instead of creating new, or getting it from original.

The TEXs of FF7 always have 8bit color depth, i think.
Some files(their previews) are saying that they are 4bit.
http://wiki.qhimm.com/FF7/TEX_format says that 4bit TEX exist. But not use 4bits per pixel. So its not pixel size but max color?
 
I have uploaded a newer version, with the 4bit support FF7 needs.
About the GIFs, the current format is all i can do.
 
All right if you are dealing with character textures you will have some technical difficulties.
The textures for characters are mostly 4 bit.  However they have multiple palettes.  Editing this is likely to create some problems.
Cloud I think has 3 or 4 palettes alone.  When I was making something to view the battle models the only way I could extract the textures was to iterate through every textured polygon and plot it's area onto a bitmap using the fixed palette that polygon selected. That sounds great and easy save when you reverse the process.
The PS1 stores the textures with the battle model. The PC variant uses it's own texture system (mutter).  So if you wish to 'reverse' the model information and modified textures on a model you will need to keep this in mind.

For field backgrounds there is ONLY one size for the palettes these are 256 colors per set of blocks.  Some scenes have as many as 30 palettes.
I don't know why they picked such an overly complicated scheme (FF9 uses a much simpler and more efficient one).
If you need to figure out these things ask there are some OLD FF7 abusers still listening in ;)

Cyb
 
Yeah, thanks for your explanation, Cyberman.

But does this really make a difference when converting bmp/jpg/gif... to tex and vice versa?
Each texture has one single and own palette, or did i misunderstand something?
 
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