[PSX/PC] General editor - Hades Workshop (0.50b)

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@Incinerator  but wait a minute : what option  i have to look in hades workshop to do that ?
 
@Tirlititi the  0.40 version of hades worhsop doesn't show all the battle spots , the previous version show almost 400 battle spots , but this version only show 127 battle spots , how can we fix that ?
 
@Incinerator  but wait a minute : what option  i have to look in hades workshop to do that ?
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@ploppo: The musics are in the "p0data61" archive. You can replace them using the Unity Assets Viewer (in the "Tools" menu). Only .ogg files are accepted. Incinerator's answer is more complete, if you want to change some the musics of individual battles.
Also, the battle spots are still there, just displayed better (there was only the first 4 battles in each spots before and spots at the same place were not shown together).

Update to v0.40:
- Improved the text changing window:
--- Fixed the crash of the PSX version,
--- Added a proper preview of most Steam text opcodes,
--- Allow to change all the languages on the same window,
--- Compute the dialog bubble size, approximately.
- Added a language link between scripts (AI scripts, World Map scripts and Field scripts):
--- When languages are linked, any modification on the script of one language also applies to the linked languages,
--- Except for dialog text IDs, the scripts of linked languages are the same (you can choose the translations of each text ID),
--- By default, if two language scripts only differ by the text IDs of the dialogs, they are linked,
--- The scripts batch exported are exported in all the languages checked in the "Preferences".
- Added a preview for the item icons in the Steam version (it was already there in the PSX version).
- Improved a bit the display of the World Map Battle Spots.
- Fixed some bugs (crash for some .hws files, crash when editing scripts after adding/removing a function, crash when trying to edit the "Opening-For FMV" Field...).

So, with this new version, you can, without too many troubles, create mods that are compatible with all the languages.
As I said, you can't automatically translate the texts right now, but it will be possible eventually (keeping in mind that it will be nowhere as good as true translations ; it will be about "google-translate" quality and manage the opcodes of the translations more easily). I didn't add a way to import PSX texts in Steam or vice versa. I'm not sure if it will be a thing one day (well, if really I don't have anything more to do).

Also, about the "STRT" opcode, it is updated when clicking on the "Auto-Size" button but it's not very important to have a precise width (the height is just the number of lines). If the specified width is too short, the game automatically choose the best fitting width.
It is however extremely important to have exactly one STRT opcode at the start of all the texts (at least in the "Texts" panel), even in texts that are not actually used.

Also, I tweaked the way that 3D models are imported, especially when custom model hierarchy are used, but I couldn't make everything work unfortunatly :/
I saw that replacing the 3D models of main characters is quite complicated (even swapping models) but it is possible: it needs to really make it perfect to have the good animations (so, let's say you use Quina's model instead of Zidane's, you'd need to rename the animations of Quina to fit the names of the animations of Zidane, not to mention to import everything properly with the right path names)... I'm not sure if I can make the process easier because it seems very dependant to what the engine expects... and when there is a dummy animation together with the model in the p0data4 archive, it has to be imported as well (for some reason, it's important to have this dummy animation when it's there by default).
Accessory, enemy and NPC models are much easier to change than models of the main characters (for battles, there's an additional problem since normal battle models and trance battle models share their animations).

EDIT: I forgot to add. About script languages that are linked and those that are not:
Most of the times Field scripts are the same between languages except for minor differences (but sometimes not so minor).
1) The Japanese version is not often linked to others because the buttons used are not the same. In particular, most of the time, when the script awaits a "Confirm" or "Moogle" button in the international versions (when dialog bubbles are handled by the script, for instance), it awaits a "Cancel" or "Moogle" button instead in the Japanese version.
2) In the Japanese and US versions, some "Wait" times are higher than in the other versions (surely to catch up with the PAL/NTSC frame rate). It is not always the case, far from that, but it may happen that a "Wait( 60 )" in the US/Japanese version is a "Wait( 50 )" in the European versions.
3) Dummy differences: it happens sometimes that dummy lines, with no effect, are present in some languages and not in the others. An example of this is the Chocobo Forest's UK script where an extraneous local variable is set up but never used (as part of the functions dealing with the display of the "Chocobo Forest" title tiles).
4) Real and important differences: there are a couple of real differences between the different languages. The most known is the reward of the Blank swordfight minigame (there is no static reward of 10000 gil when performing a 100/100), but there are also titles tiles that are displayed a bit differently, or some "Wait" lines added in some cutscenes... The AI script of Ragtime Mouse is also different in the US language because, contrary to all the other versions, the questions are displayed in 2 successive dialogs in US instead of 1 dialog with two lines.
Even though, it is usually safe to force the link on all the languages (except for the button mapping in Japanese that can be troublesome for people used to it). If you do force the link, you'll have to verify that dialogs used in the scripts are using the correct translation (as you may have noticed, the number of texts varies from language to language: some unused texts are removed/added in some versions, creating a shift in the text IDs).

I will now work on Alternate Fantasy for a while. I'll make an international version first, but then I'll also work on the mod ; I'm planning to only work sparsely on HW while doing that.

Also, I have once again changed a lot of things related to .hws file format (for script and text datas) ; I have done tests to check if that goes without bugs and didn't find any, but everything is possible. So I advise you to have copies of you .hws files (anyway, these files are so low-sized that I advise to have backups of them in any case).
 
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@Tirlititi  @ToraCarol ok thanks :D , and my interest in to change the background music of all the random battles
 
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Also, I tweaked the way that 3D models are imported, especially when custom model hierarchy are used, but I couldn't make everything work unfortunatly :/
I saw that replacing the 3D models of main characters is quite complicated (even swapping models) but it is possible: it needs to really make it perfect to have the good animations (so, let's say you use Quina's model instead of Zidane's, you'd need to rename the animations of Quina to fit the names of the animations of Zidane, not to mention to import everything properly with the right path names)... I'm not sure if I can make the process easier because it seems very dependant to what the engine expects... and when there is a dummy animation together with the model in the p0data4 archive, it has to be imported as well (for some reason, it's important to have this dummy animation when it's there by default).
Accessory, enemy and NPC models are much easier to change than models of the main characters (for battles, there's an additional problem since normal battle models and trance battle models share their animations).

I will now work on Alternate Fantasy for a while. I'll make an international version first, but then I'll also work on the mod ; I'm planning to only work sparsely on HW while doing that.

Also, I have once again changed a lot of things related to .hws file format (for script and text datas) ; I have done tests to check if that goes without bugs and didn't find any, but everything is possible. So I advise you to have copies of you .hws files (anyway, these files are so low-sized that I advise to have backups of them in any case).

Aaaaw, so no way for me to add Lani...  :oops: You know, I've tried by replacing names and stuff.. I've tried to check everything but.. I don't know, the game still go crashing! I think that for some reason I forgot something for sure!

Thank you anyway for your hard work Tirlititi!

Oh yeah I wanted to ask you

1) May you know the reason of that floating sword of Blank at the beginning and how to remove it?
2) I want to create a window ability exclusive for Blank.. but i REALLy can't figure how to create one, I mean there's no space in any case and it says me about "link" and stuff, but I don't know the best way to "sacrifice"  spells etc etc, can you give me a hint?
3) Talking about music... how is the best way if I want to replace a music with an external one, so not already in the game?
 
@ToraCarolmaybe i can help this time : i was having crush problems even before open hades workshop the very first time , so i take a look at some conversation on steam and i learned the cause : developers just were too careless to set the compatibility with the multiple core , so , to solve the problem , run the game and after the first logo appear , open the task manager , right click on FF9 process and click on " show more details " or something similar , then , right click on the FF9 process again and click on something similar to " set affinity " , that will open the panel of the affinity with the core , you must untick every core besides the core number 0 , that will assure limitless hours of play without any problem , i tested this solution :D
 
Awesome work as always T.
We got further now with importing custom model: HW will bring up a message to Insert New Asset: "Take001.anim", then proceed to crash. I'll be testing away with this one; been meaning to try this plan, see if it works.
 
@ToraCarol:
1) I don't know :/
The "set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L" line should be the one that hides the weapon if I am not mistaken. I'll look in the engine if there are special instances where it's not good enough.
2) You can select one of the "Seiken" command and link it to the other "Seiken" command because they share the same abilities anyway ; that frees 4 slots that you can distribute somewhere else. You can do the same with Dagger's summons (normal & trance commands).
3) I gave the answer to that: musics are stored in the p0data61 archive and you can swap/replace them at will. You only need to have your music in .ogg format (and define looping points if you want it to loop in-game ; it is a feature of .ogg files).
 
Error:
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Code:
The AnimationClip '' used by the Animation component '443(Clone)' must be marked as Legacy.
I got this error after tweaking my model; at least the game didn't crash, however:

Warning: Do not attempt model swapping; it will cause the game to use up all your ram.
 
@Tirlititi come to think of it , i always wanted to ask you something : long ago you said that the engine can't handle some enemy spells wen you try to make them usable for the player , how this is possible ? it's the same game , the same..everything , why should make a difference the fact that , for example , zidane is using ultima ?  :-o
 
@Tirlititi so i am the only one with this problem in the battle spot section ? the first 4 lines appear , but the other group of four lines doesn't appear
 
zidane is using ultima ?  :-o
I believe he said with Ultima, it's something about the battle not being able to continue after using it as a regular spell.
Of all the enemy spells this one can be used. Even some of the [Enemy-Death] animation can work as spells given it added damage figure points.
One hopes for HW to edit spell animations more deeply.

@Tirlititi so i am the only one with this problem in the battle spot section ? the first 4 lines appear , but the other group of four lines doesn't appear
Doesn't happen with me...
 
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I believe he said with Ultima, it's something about the battle not being able to continue after using it as a regular spell.
Of all the enemy spells this one can be used. Even some of the [Enemy-Death] animation can work as spells given it added damage figure points.
One hopes for HW to edit spell animations more deeply.
Doesn't happen with me...
i see , a temporary solution could be something like : create a copy of a global magic like doomsday , then give it the animation of ultima,  but not every aspect of the animation , only the physical appearance and the sound effect , but for the rest , it will be the usual doomsday
 
Doesn't happen with me...
[/quote]

hmm , maybe the problem is my pc , maybe something related with the video card , i have an outdated acer aspire 6930 g XD
 
I will now work on Alternate Fantasy for a while. I'll make an international version first
Will it be getting extra features exclusive for the international version??

*.
 
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@Incinerator  @Trilititi ok i solved the problem of the new battle spot interface , in my pc i have to reduce the window , then set the full screen , and the interface become completely visible , and now i see how this modification is excellent , it show the disposition of the enemies before and after the explosion of mist
 
It's stored resources.assets :: BtlEncountBgmMetaData.txt
It's arranged as:

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  "2924": { // field ID    "138" // Enemy ID : "35", // Music to Play
Though for You're not Alone event in particular, the function is ran from the script, with "RunSoundCode( 0, 0 )"; played throughout the scene. The three battles are not present in BtlEncountBgmMetaData.txt, to prevet the changing of music during battle encounter.
It is in the Main_Loop function of field: Pand./Mind Control IIRC.

Change it from the script; change it from p0data61.bin
i need some more instructions :\ , i found the p0data61 in the unity assets section , and i found the song i want to replace and the one to make the substitution , but from there i can't see how i can switch those osts , also , in the main_loop section of pand\ming control i didn't found " RunSoundCode( 0, 0 ) " , but only " RunSoundCode( 16897, 48 ) " and some other numbers , but probably i wasn't clear enough , my objective is to have the ost " you are not alone " , during the random battles , not the opposite :D
 
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@ToraCarol:
1) I don't know :/
The "set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L" line should be the one that hides the weapon if I am not mistaken. I'll look in the engine if there are special instances where it's not good enough.
2) You can select one of the "Seiken" command and link it to the other "Seiken" command because they share the same abilities anyway ; that frees 4 slots that you can distribute somewhere else. You can do the same with Dagger's summons (normal & trance commands).
3) I gave the answer to that: musics are stored in the p0data61 archive and you can swap/replace them at will. You only need to have your music in .ogg format (and define looping points if you want it to loop in-game ; it is a feature of .ogg files).
1) Ok, thanks a bunch! Let me know in case ;)
2) I know,  but I really cannot figure what can be the best solution if I want to make this slot for Blank with his 4 own abilities.. for example, I tried to share with Zidane..but the fact is that he simply share the same abilities with Zidane, and I cannot try to modify, because are linked and if I remove abilities for Blank I'll remove also for Zidane..so I really don't know how to do!!
So what is your suggestion? How did you do with Marcus's ability?
3) My god..sorry! I really missed it! :oops: Thank you so much!

Another little question, just because I'm curios.. it's possible to give to Blank a Trance comand too? Or is something kinda hard?
 
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