[WIP/ALPHA REL]Battle Interface Reconstruction

  • Thread starter Thread starter Kranmer
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I tried deleting some stuff, and here is the result :

image2qui.jpg


I would also like to delete the HP and MP gauges, any idea where those are located ?

EDIT :

And here is what happens if you delete the borders in btlcl_00.png (thanks a lot to Team Avalanche, by the way) :

image3xc.jpg


Now, with the transparent background Kranmer came up with, as well as with the removal of the HP and MP bars, I think I'd get the menu I'd like  :)

I love the one with no borders! Are you going to release that? Or at least tell me how to do it!
 
I love the one with no borders! Are you going to release that? Or at least tell me how to do it!
Just replace your btlcl_00.png texture (in your Final Fantasy VII\textures\MenuArt folder) with this one (right click on the picture, and select "save image"). But it is wise to make a backup of the original, just in case. You also need Team Avalanche's GUI for this to work.
 
I have been working on this since yesterday and would like to hear people's opinion's on this, Basically i wanted to move the battle interface to the bottom of the screen (while using Aali's Custom driver new battle interface it isn't at the bottom of the screen) so i managed to move the interface to the bottom of the screen successfully but lost transparency, so i came up with a method of removing the background so it wont need to be transparent, here is the result
removedbattlebackground.jpg
I was wondering if you could post the edited files so I can apply this particular UI to my game. Do I just need to override a .png file in the Final Fantasy VII\textures\MenuArt folder for that too? I'm sick of the gap at the bottom.
 
I have been working on this since yesterday and would like to hear people's opinion's on this, Basically i wanted to move the battle interface to the bottom of the screen (while using Aali's Custom driver new battle interface it isn't at the bottom of the screen) so i managed to move the interface to the bottom of the screen successfully but lost transparency, so i came up with a method of removing the background so it wont need to be transparent, here is the result
removedbattlebackground.jpg
I was wondering if you could post the edited files so I can apply this particular UI to my game. Do I just need to override a .png file in the Final Fantasy VII\textures\MenuArt folder for that too? I'm sick of the gap at the bottom.
If you're talking about moving the battle menu bar to the lowest level then no it is not just replacing .png files. Kranmer edited some thing in the .exe for that and he's still working on it to make it look better.
 
how are you planning on implementing these patches? Something similar to the way the YAMP patches were installed i guess?
 
Thanks for the info on removing borders. One more thing. How do I remove the holder bars(lack of better name..) for Barriers/Limit/ATB?
 
Thanks for the info on removing borders. One more thing. How do I remove the holder bars(lack of better name..) for Barriers/Limit/ATB?
From what I see in the texture folder in the menu arts folder the textures for those are btlbh_01.png and btlbh_07.png(for the barriers).
 
Now all I need is to know what to do to those and which ones are limit and time....

Also replaced the file for  the borders and now I get a missing texture error even though Im looking now and its clearly there and spelled correctly(On a side not the other files are 1024x1024 and the one you gave is 640x640, is that an issue?) Anyway I REALLY liked how yours looked in that post and I would like to make mine look that way as well.

BTW what were your RGB's on each corner? I like your menu coloration!
 
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The bars themselves are not textures. If i were to take a guess i would say they are a vector colored poly hidden somewhere in the battle lgp. I may be way off base though.
 
Texture dimensions have to be a power of 2 to be compatible with older hardware and drivers. At the moment it's not difficult to find cards that don't support NPOT textures though, so if you intend to release something it would be best to resize accordingly.
 
Not the bars themselves, but the gray object that holds the bars.
 
I posted the texture at the right size. I guess the problem is that imageshack/yfrog.com resizes it on the main page.
Try to zoom on it, Jeff, and save the big texture instead. I guess it should fix the problem.
 
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Will do..also as I said what can I do about the Barriers/Limit/ATB Gray bars....
 
I was just uploading the images as you typed that ;)
You can find my btlbh_01 and btlbh_07 here. Just remember to zoom on each pics before downloading them.
I just hope Nikfrozty is right about the important files being those 2. I don't know which do what : I just edited all of them. So if it still doesn't work after trying those, tell me and I'll just rar my menu textures and upload them all at once.

EDIT :

Actually, to get this out of the way, I just uploaded all of them to megaupload. Link here.
 
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OK i have just finished resizing the magic menu and e-skill windows (or at least i think i have), I will start work on summon,item,limit and coin tomorrow (throw uses the same as item so i don't need to worry about doing that)

how are you planning on implementing these patches? Something similar to the way the YAMP patches were installed i guess?
I had planned on just releasing a patch using the same program Saint used for his high res patch or maybe with codefusion3 (don't confuse this with the other program called "code fusion"), Or i could make a installer what would copy the patch to the FF7 folder and patch the EXE for you, or i could try making a loader so that people won't have to patch their EXE's they just run their game from the loader instead.
Which would you prefere ?

I was wondering if you could post the edited files so I can apply this particular UI to my game. Do I just need to override a .png file in the Final Fantasy VII\textures\MenuArt folder for that too? I'm sick of the gap at the bottom.
I haven't released it yet, its still just a WIP, i may make a ALPHA release when i get the sub windows sorted (like summon,item etc).

I think textures have to be in a power of 2
Was this directed at me or at jeffdamann ? (i just want to be clear on this)

I was just uploading the images as you typed that ;)
You can find my btlbh_01 and btlbh_07 here. Just remember to zoom on each pics before downloading them.
I just hope Nikfrozty is right about the important files being those 2. I don't know which do what : I just edited all of them. So if it still doesn't work after trying those, tell me and I'll just rar my menu textures and upload them all at once.

EDIT :

Actually, to get this out of the way, I just uploaded all of them to megaupload. Link here.
Some nice work there Armorvil, when i complete this (version 1 at least) i will try your modified PNG's, but from what i can see from your screenshots they look pretty good (but i am unsure how the bar's will look without a background, without a background they may be hard to see).
 
Bars look AWESOME with no background, however I feel in the MENU that the letters should be moved because they look out of place with the bar.

And if you dont like the transparent bars, it might be nice to see the proper parts on the prper file replaced with a new darker bar that only rests behind other bars.

I mean something similar to ff9's bars. Notice how they have to fill a black space but DO NOT HAVE BORDERS?(I use caps instead of bold...)
Maybe that would look nice
 
I'm guessing this would be quite tricky to implement, but how feasible are dynamically changing bars? I remember Eight using different colours to signify haste / slow / stop states on the time bar. We *should* know where in the memory map Status:Haste / Slow / Stop are, though.
 
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