[PC] Field background editor - Palmer (0.8b)

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FleetCommand after you import your edited PNG into Palmer click SAVE FIELD FILE and save it to a different folder. Then in this new folder you could have lots of PNG files and a field file. Put all the new PNG files into the texture folder in your FF7 folder (you need to be using Aali's driver 0.7 to have this folder) and then use a LGP editor and put the texture file back into the flevel.lgp (use Aali's LGP tools if you can but if its just for testing you can use a different program but i really do recommend Aali's tool.
 
Actually, that's pretty much what I did without results.

FIRST: I issued the following commands:

  • md g:\temp
  • cd /d g:\temp
  • DeLGP "F:\Final Fantasy VII\data\field\flevel.lgp"

SECOND:

  • I opened Palmer 0.3
  • I clicked OPEN FIELD FILE and then opened G:\temp\las0_1
  • I clicked EXPORT PNG FROM LAYER and saved the data into g:\lsass\. It gave me a bunch of PNG file.
  • I closed Palmer 0.3
  • I opened las0_0_00000000.png in Paint.NET and added a custom insignia to the background. Then I saved the image, retaining resolution and bit depth. The file size dropped to 61KB.
  • I re-opened Palmer 0.3
  • I re-opened las0_1
  • I clicked IMPORT PNG TO LAYER and clicked las0_0_00000000.png.
  • I clicked SAVE FIELD FILE and saved the new file into "g:\lsass\modified" folder as "las0_1". Palmer asked as to whether I want to compress the file or not. I requested compression.
  • I exited Palmer.
  • I moved the "g:\lsass\modified\las0_1" to "g:\temp" and overwrote las0_1

THIRD: I issued the following commands:

  • "EnLGP g:\temp g:\flevel.lgp"
  • "xcopy "F:\Final Fantasy VII\data\field\flevel.lgp" "%usersprofile%\Desktop\" /v" (This command backed the original flevel.lgp to my desktop.)
  • "xcopy g:\flevel.lgp "F:\Final Fantasy VII\data\field\"" It queried as to whether I want to overwrite the existing file. I consented.
  • "md "F:\Final Fantasy VII\textures""
  • "xcopy g:\lsass\modified\*.PNG "F:\Final Fantasy VII\textures\" /v" (Files las0_1_00_00.png through las0_1_18_11.png were all copied to F:\Final Fantasy VII\textures. I verified.)

FOURTH:

  • I run Final Fantasy VII with Aali's Custom Driver installed. The background scene had not changed event a bit.
  • Confused, I opened "G:\temp\las0_1" in Palmer. It looked just as the original las0_1. I checked the file size and time stamp but they were correct, meaning that they were genuinely made by Palmer!
  • I posted here.
 
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Ok then so it looked alright in palmer. did you try looking at the outputed PNG when you saved them to see if the edited section is still there ?
Also i would compare the LGP archive using Highwind and check to make sure that las0_1 is the modifyed one.
Also you said the files are las0_1_00_00.png to las0_1_18_11.png but i just checked and they should be las0_00_00.png to las0_18_11.png so this could also be a problem

EDIT:- Also if you still cant get it working if you upload your save and the outputed files by palmer and i will have a look.
 
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Ok then so it looked alright in palmer. did you try looking at the outputed PNG when you saved them to see if the edited section is still there ?
Yes, the .PNG files were a mess but my insignia was easily seen in tatters.

Also i would compare the LGP archive using Highwind and check to make sure that las0_1 is the modifyed one.
Highwind 1.21 only raises an arithmetic error exception when I try to preview anything inside flevel.lgp (both original and modified version) no matter what. However, if you review part FOURTH of my post, you'll realize that even after reopening a changed file inside Palmer itself, it didn't look changed at all.

Also you said the files are las0_1_00_00.png to las0_1_18_11.png but i just checked and they should be las0_00_00.png to las0_18_11.png so this could also be a problem
You must have mistakenly saved your field file as las0 instead of las0_1.

EDIT: Standby, uploading now...
 
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hm thats strange. After you Export the PNG from las0_1 files they are renamed to las0_0 (by Palmer) this may mean that when they are imported back they may be messed up, i would recommend try renaming the PNG files to what i mentioned before and seeing if they will work like that (i belive the file may be looking for the wrong PNG files after being edited although i could be wrong), This may be a problem for Aali to look into.
 
Upload complete. Here is the link.
Code: [Select]
Code:
http://rapidshare.com/files/261416425/LSASS.zip
Some notes:
1. I didn't include the extracted contents of flevel.lgp. It was 122MBs after all. You already have flevel.lgp, right?
2. The LSASS.rar contains the following folders:
2. A. "Palmer": Contain Palmer 0.3 which I'm using.
2. B. "Res": Contains the following contents.
2. C. "Res\Source": Contains the original las0_1, extracted using by EnLGP (part of Aali's LGP-MERC tool)
2. D. "Res\Work": Contains modified PNG files extracted by Palmer and modified by Paint.NET. Only las0_0_00000000.png is changed. (Since I don't want to spoil my mod just now, I have censored my insignia from it. I hope you understand. But this should be enough.)
2. E. "Res\Target": Contains Palmer's exports, namely las0_1 and .PNG files.

EDIT: Updated file. It now includes a saved game found from the Internet.
 
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do you happen to have a save where i can see the texture (or know if a place i can get a save)
 
The driver will complain if it can't find a .png it needs, check app.log for this. You should also know that Palmer cannot reopen a modified field file with good results. Always open the original and make a new import.
 
@Aali: Impossible to check now... I have raised an EInsufficientPrivacy in My.Room due to PRESENCE_OF_OTHER_PEOPLE = true.

@Karmner: Upload complete:
Code: [Select]
Code:
http://rapidshare.com/files/261416425/LSASS.zip
This new file includes a saved game. Load second slot and head north into the northern crater.
 
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ok i just tried your files and your save and it works fine



All i did was replace your edited field file and copied all the PNG's into the textures folder and ran the game and it worked fine. So i know your files are fine. Are you sure your uisng 0.7 of Aali's driver ? you will proberly need to check your app.log like Aali said or upload it here.
 
Thanks. I can't see your screenshot but your comments were helpful. Issue is resolved.
 
glad to hear to fixed your problem. but maybe you should tell people how you fixed your problem just incase anyone else has the same problem later.
 
We should be doing fractal scales and photoshop touchups. I'm wikking to try that. DO they make a fractal plugin for Gimp?
I agree with the fractal suggestion.  Doubling a scene image with a fractal plugin for photoshop yielded these results.

ORIGINAL                     FRACTAL​
Granted there hasn't been any touchups but it leaves a good starting point.  I've even done scales to 400% and it still looks good.

Palmer creates 4 .png files for this scene, once I modify them and attempt to import them, I do not see any change.  I'm not sure what I could be doing wrong, just wondering if anyone else has experienced this.  I am running Vista64, if that could be an issue.
 
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as was stated earlier....you cannot use ANY kind of advanced filter or resize method.  It will not work because the different parts will not join up exactly.

Until there is a solution for this (and I am not sure if there can be), fractals is out of the question and so is most resize methods aside from blurring to get rid of pixellation.

This will then have the added bonus of taking away detail.  However, you must have done something more wrong because it shouldnt have huge areas of green.

I also got that white square though, no idea why.
 
Thanks for the reply, I do look forward to any use of fractals one day.

However, you must have done something more wrong because it shouldnt have huge areas of green.
Not sure what else I could have done.  As I stated this is one of four images that were extracted when I exported the PNGs.  This is only one of the images.
 
well actually there is a way of applying filters onto some of the fields without the outline problem like this

its not a flawless method but it works on flat fields fine but it wont work on fields that have objects (like in my first picture a page or 2 ago you may notice the NPC is in the middle of the table, this is because it wasnt a flat field, but a field like the train station works and so would some other places like the stage where the play happens on your date and the first screen to the temple of the aicents etc)
 
just a simple question, is/will there be any way to add high-res texture support to the world map textures in the future?  I've made a few high-res version of grass, mountains, water but the engine only grabs the top left corner at original size and tiles that, resulting in some very interesting patterns.

;ee
 
just a simple question, is/will there be any way to add high-res texture support to the world map textures in the future?  I've made a few high-res version of grass, mountains, water but the engine only grabs the top left corner at original size and tiles that, resulting in some very interesting patterns.

;ee
untitled.jpg


Good too hear that someone is having the same problem as me. I actually wanted re-do the world map with HD textures for a while but as you can see, i havent figured out all of the mechanics yet
 
If you're using version 0.7 of the driver you can do the same thing I do for Palmer with the .png textures. Simply place EXT<null-terminated name goes here> as the very first bytes of the image data, and the driver will load textures/<name><_ palette, if any>.png instead. This will not be the same as replacing the texture directly because the game does not know the size of the new texture, it'll think you're using the original texture. (And thus won't try to cut it up)
 
If you're using version 0.7 of the driver you can do the same thing I do for Palmer with the .png textures. Simply place EXT<null-terminated name goes here> as the very first bytes of the image data, and the driver will load textures/<name><_ palette, if any>.png instead. This will not be the same as replacing the texture directly because the game does not know the size of the new texture, it'll think you're using the original texture. (And thus won't try to cut it up)
That was music to my ears (well eyes)
 
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