[PSX/PC] Field Editor - Makou Reactor (2.1.0)

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Okay new version to fix this exportation bug.

Download Makou Reactor 1.6.5

1374939876-logo-shinra.png
 
Hi, I Found that characters are not displaying good in Tools/Field Models

I'm using windows xp

1.6.5
1.6.4 works fine

here is an example

bug.png
 
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^ Win7 here and I can confirm this.

makou_glitch.png


This happens when you select one model, then another. It doesn't seem to remove the previous model from the screen.
 
I've got a problem with removing materia from the inventory.  The ID is the same (Restore is 53), and the AP is the same (0 in-game, and 0 in the script), so I don't know what the problem is.  I haven't seen it used so I don't have any references.
 
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I'm having difficulties in understanding the BGM chosen for each scene: could you help?
 
BGM is decided on "play music #"  - and the # can be set in the sound menu in makou. Tools > tutorials/ sounds
 
BGM is decided on "play music #"  - and the # can be set in the sound menu in makou. Tools > tutorials/ sounds
thanks. Now I only have another problem: where do I find that list that appears, and is it possible to actually expand it with new tracks - so that Mako Reactor sees it?
 
See the menu and you'll see you can expand the list.
I'm sorry, I should have been clearer: I am trying to add entirely new tracks, and the drop-down menu does not recognise them, of course.
 
That would likely require editing the exe and a lot of other stuff.  Not the job of Makou.
 
Myst6re, any chance of making the field list alphabetical order by default?
 
The field list on the main window? I can add an option to remember which order you chosen.
Or is it for the map list in the script editor, when you wan't to set a mapjump?
 
main "file" "id" 

In order of "file" name.  Usually, I have to click "file" tab twice.
 
Problem.  Spy_Dragon brought to my attention another difference between PSX and PC.  The field Lastmap is different in PC to PSX.  In PSX Holy appears on its own with no background at first, as Cloud sees the light.  Then the background appears.  You can see by comparing the 2 fields how their backgrounds differ to achieve this effect (from what I can see, the PSX parameter 3 state 0 blocks out the background?).

Unfortunately, importing the script and background from PSX to PC does not work.  The PC game either can't display the information like the PSX can or, more likely, the import isn't working right. 

Is there any way to import a background properly from PSX to PC?  Or even check whether this is indeed the issue?
 
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The PSX to PC background importation was not finished completely, because I wasn't able to convert the Z-value properly. Right now MR uses an approximation to compute this value, but I really don't know how to obtain the right value from values in PS format.

That's the first problem. The second one concern the PC version: it does not support substractive blending. That's why startmap, fr_e and lastmap have issues or worst (sometimes a whole layer was removed/broken by the PC team). With Aali's OpenGL driver, substractive blending now works, but these maps are still broken.
 
The PSX to PC background importation was not finished completely, because I wasn't able to convert the Z-value properly. Right now MR uses an approximation to compute this value, but I really don't know how to obtain the right value from values in PS format.

That's the first problem. The second one concern the PC version: it does not support substractive blending. That's why startmap, fr_e and lastmap have issues or worst (sometimes a whole layer was removed/broken by the PC team). With Aali's OpenGL driver, substractive blending now works, but these maps are still broken.
You could put Luksy on to this ;)  He may have some luck with it since he's familiar with field script.
 
I've recently gained a big interest in Makou Reactor again. I'm seriously considering downloading the source code and building it and using it in some closely related projects.

One improvement that I was considering was to annotate animations with friendly names, so that it says "runs" instead of "animation xyz". Similarly, help track down the purpose of all the Var[][]s.

myst6re, if you'd like me to help out in any way, please send me a PM. Maybe I can take a crack at fixing graphical bugs and/or adding features. (I actually have experience with FF7 model files and 3D gfx.)
 
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