K
Kaldarasha
Guest
Is it now possible to increase the poly size of the NPCs?
ldc.i4.3newarr 0x2000062 // ENEMY_TYPE...ldc.i4.s 18newarr 0x2000050 // AA_DATA
So, instead of naming the textures to 98_0.png, 98_1.png, 98_2.png and so on, I should rename to something other like, shirt.png, body.png?rename the texture dependancies in the FBX model to something else. The bug occurs when the model importer automatically catches the texture (more precisely, when another file as the same internal name as the texture, such as a material).
So you have to make sure that the program asks you what are the textures linked to the model.
It does, yet trying to find the texture from the list is horrific; like trying to find a needle in a haystack.So you have to make sure that the program asks you what are the textures linked to the model.
Wait( 1 ) Menu( 0, 0 ) Menu( 4, 0 )
set VAR_GenInt24_64 = GetEntryPosX(255)set VAR_GenInt16_67 = GetEntryPosZ(255)set VAR_GenInt24_69 = GetEntryPosY(255)set VAR_GenUInt8_72 = GetEntryAngle(255)set VAR_GenBool_184 = 1Menu( 4, 0 )set VAR_GenBool_184 = 0
if ( General_FieldEntrance==10000 ) { MoveInstantXZY( VAR_GenInt24_64, VAR_GenInt16_67, VAR_GenInt24_69 ) TurnInstant( VAR_GenUInt8_72 )}
ldarg.1ldstr 0x7003CA77 // "_B0_"callvirt 0xA0001A7 // bool System.String::Contains( string )brtrue IL_0098
call 0xA0000BB // !0 PersistenSingleton`1<class EventEngine>::get_Instance()ldfld 0x40019E6 // EventEngine::gModeldc.i4.2beq IL_0098
Excellent, that will do just fine for the moment, thank you.@Trostboot: I will fix that bug for the PSX version for the next release, but you can use an older version of HW in which there is not this bug. The version 0.37c doesn't seem to have that bug. Also, most recent features are for the Steam version mainly so you don't miss a lot. Sorry about that.
Yep, a deeper level of testing is needed...You're supposed to select the corresponding Texture2D file.
That is, however, very weird that your texture is named "98.fbx"...
thank you for your reply... I'll try as soon as possible.Thanks usb
Yeah, I thought that they fixed that bug, but apparently not. It doesn't concern only Italian but also French and Spanish. The bug lies in the CIL method "BattleHUD::SetBattleCommandTitle" but it's a bit tricky to fix it there with HW.
What you can do though is bypass the bug: go to the "Interface" panel, select the "Battle Spell Naming" field and add 13 entries to it (right-click -> Add), then write the proper full names ("Colpo Fire" etc...). Finally, go to the "Party -> Spells" panel and change the casting names of the magic swords spells to the entries that you just added.
It's a bit dirty as a fix, but it works. You should also translate the names in the "Interface" panel if you want it to work for all the languages (I think the game would crash in non-italian language otherwise).
For info, you can have up to 62 custom spell names in that interface field.
under spells panel there are only the basic magic and not the magic swords (they are under special). if i change the vivi magic when Vivi cast Fire magic it will be shown as Colpo Fire but the magic sword is still wrongchange the casting names of the magic swords spells to the entries that you just added