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

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I'm not sure if I can post possible update ideas but I do have a possible improvement idea.

Any chance you can name as many of the Vars that we know  as standard. I know between dlpb and Sega they must have most of them. Could really help some people.
 
There is a walkmesh editor included and it is very full featured, but even after learning it can be tricky. The game requires defining what triangle edge leads into what triangle. so for example line 2-3 of triangle 53 leads into triangle 54, and to get back line 1-2 of 54 leads into 53. So not only does each point of the triangle have an x,y,z but also the edges have to be set. I'm fairly certain that an obj wouldn't have this information when you imported it back into the field file and you would still have to define all those edges. But if it could be worked out that would be a nice feature to have.
Ah, my apologies, i didn't explain myself well, I'm interested in exporting the walkmesh and camera so that I have the perfect positioning to create 3D models of the areas but in much higher quality.
Its true that the data the game would use would be lost in an obj or FBX export, though it was only the camera position and walkmesh that I was interested in as a base to start creating 3D models from.

To export all the background layers export the files using the tool Palmer, then edit the png files with an image editor. After making your changes you use palmer to generate the modpath texture to get the changes in game. The palmer links seem to be dead, but I'm sure you can find it somewhere or someone can re-upload it.
I'll have a look for Palmer then, thankyou.

As mentioned above, I'm interested in remodelling things, but more for my own interests, I don't intend to create HD versions of the backgrounds for importing into the game at a later point in time.
I was interested in using the animated layers to create animated gifs like the album I did for FF9 (which recently got featured on Kotaku surprisingly enough), one exists for 7 but its still missing quite a lot of areas, and nothing exists for 8 or Chrono Cross, so I intend to go and do those like I did with IX.


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This is a want-to-do feature, here is the issue: https://github.com/myst6re/makoureactor/issues/17
I see, that tickets been open for a while it seems. Thankyou for letting me know. I'm aware its probably lower on the list than many other features though, as less people are probably interested in it.
 
I'm not sure if I can post possible update ideas but I do have a possible improvement idea.

Any chance you can name as many of the Vars that we know  as standard. I know between dlpb and Sega they must have most of them. Could really help some people.
The best way to do so is to use external text or xml files which can be edited and shared by users. An extra folder would be perfect to have, so we can use multiple files as input (for the normal game vars and vars of mods). It might be also good to color imported var descriptions depending on their source, that way we have an overview from where the description comes from.
 
It's not really Myst6re's job to be naming all the vars anyway, since that's a lot of work and has nothing to do with the tool.  It's better to just use a database - like mine - or the wiki.
 
The best way to do so is to use external text or xml files which can be edited and shared by users.
makou reactor does have a config file to store your varible names. its called vars.cfg. there is nothing stoping a group of users from naming all the vars in this file and sharing it. or even getting it put back into makou for distrubution with later releases. As for a folder with different versions of the file you can make one and name them stuff like vars_stock.cfg vars_mod1.cfg.. etc and when your ready to edit just move one of them to the makou folder re name it vars.cfg and do what you need to.
 
Yeah it was just a suggestion. Not so much for me personally just an idea to throw out there for other people
 
Can I save my change direct in ISO without black screen after start new game ?
 
Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project
 
Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project
Nope, there is a fixed limit of one byte in MESSAGE opcode.

Would it be possible to add a way to save a field script at a text file with the opcodes and arguments/parameters in text like http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes
Example
GOLDu(15)
WAIT(30)
With time, anything is possible :) Hum... I don't have this resource right now...
 
How about adding a new field that identical with the one you maxed out on and finding a clever time in the plot to switch them so it doesn't look awkward.
 
I have found a way but i need to be able to get inside the crash dump file so i can see a specific variable
 
Tsunamix, if you showed me a real script file you are working on, perhaps I could find a new way you could achieve this subtitle business.  Perhaps not.  But I'd be willing to look.
 
Okay so heres my very 1st scene.
You'll see exactly how what i do works.

The other way i CAN do this is have 4 seperate flevels for each option and the player chooses what they want in 7th heaven.
But that means coding the whole game 4 times....Making the mod massive.

So i created variables from empty ones to use as my stuff. Also here too to use with Makou Reactor.

The dynamic weapons mod uses the Cloud Swords variable that Kal got from somewhere to put inside 7th heavens "7th heaven.var" to allow them to be changed on the fly.All i know is he righ clicks play in 7th heaven and use the variable option to be able to get them.

Hopefully this makes enough sense

https://www.mediafire.com/folder/6nuulpzp1chhq/DLPB
 
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That field has an enormous bug in it - before I even get to the matter at hand.  You have put a loop in the "init" section - meaning the field will never load. The game will hang. And this is in the wrong thread. We need to take it elsewhere.
 You're also duplicating code for no reason

Code: [Select]
Code:
If Var[11][243] bitOFF 5 (else goto label 9) Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running Create window #0 (X=32, Y=32, Width=125, Height=41) Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0Label 9If Var[11][243] bitON 5 (else goto label 10) Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running Create window #0 (X=8, Y=198, Width=191, Height=25) Displays the dialog "C’mon,newcomer! Follow me." in the window #0Label 10
is the same as

Code: [Select]
Code:
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already runningIf Var[11][243] bitOFF 5 (else goto label 9) Create window #0 (X=32, Y=32, Width=125, Height=41) Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0 Goto label 10Label 9Create window #0 (X=8, Y=198, Width=191, Height=25)Displays the dialog "C’mon,newcomer! Follow me." in the window #0Label 10
Text will have to be duplicated in order to do subs and no subs... But there should be no reason why (unless there are 128 texts in one field), this will pose a problem.
 
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Okay not sure where to take the thread but ill explain why this code has to be exactly the way it is
 
What I'd say is this current way will take you years.  Even if you can get it working.  The best way I can find for subs would be to just use an installer.  Have 2 sets of touphscript field files.  You can position the dialogue and ts will do any autosizing. You can use {NEW} if the line is too big for screen.  The issue then is if you want the dialogue boxes removed.  That can be done with a simple exe edit.
 
Okay that makes sense. i already have all areas coded up to Aeriths church this way now.
But scenes like tin_1, mds7 ect have way too many lines to be able to duplicate them all.

The scene doesnt crash so not sure what that loop is for.
If you know how i can get the variables from the crash.dmp so i can ad them too 7th heaven.var it's all done. Its ready and i can release pretty much right now a playable demo.

Toughscript is still unclear to me, i did try it before and just couldnt do it. No idea why because it looks simple haha.

OH ALSO
The {NEW} thing doesnt work because it's not a new box so it doesnt have a seperate ID. I cant link Ultrasound to it to play a seperate file
 
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What you'd be forced to do there is make the window time match audio.  Or do it in parts as you prob have been doing.  Either way, it's a colossal task.  It may be better for you to just give up with Subtitles when it's WITH audio - or give up with normal boxes. Choose one or other.  Trust me... Not even I would attempt that.
 
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