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How to make a Story Mod (WIP Tutorial)

Started by 3lric, December 28, 2011, 05:20:12 am

3lric

Master Grand, I already suggested that you watch my 2 event editing tutorial videos to explain those things you are asking for :P
  • Modding version: PSX

Jon

August 26, 2012, 09:34:46 am #41 Last Edit: August 26, 2012, 10:48:43 am by Jon
I'm still having difficulty with the camera movements. This is what happens (sorry the audio is like 1 second slow):



Code here (dialogue is not really done and this isn't the definite version):
Offset(x00004000)

UnitAnim(x01,x01,x07,x00,x00)

{63}(rC9)
Camera(+00500,-00144,+00775,+00341,+00512,-00000,+04096,+00001)
Camera(+00500,-00144,+00775,+00341,+00512,-00000,+04096,+00128)
{4D}(r78)
Camera(+00500,-00144,+00775,+00341,+00512,-00000,+04096,+00128)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x10,x0001,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
DisplayMessage(x10,x12,x0002,x02,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
Camera(+00224,+00000,+00392,+00512,-00000,+04096,+00128,+00128)
DisplayMessage(x10,x10,x0003,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
DisplayMessage(x10,x12,x0004,x02,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
DisplayMessage(x10,x10,x0005,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
DisplayMessage(x10,x12,x0006,x02,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
DisplayMessage(x10,x10,x0007,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00050)
DisplayMessage(x10,x10,x0008,x02,x00,x00,+00000,+00000,+00000,x00)
Wait(00050)
DisplayMessage(x10,x10,x0009,x01,x00,x00,+00000,+00000,+00000,x00)
Wait(00050)
EventEnd()

//Message x01
{font:08}Cloud{br}
{font:00}See Ramza, I'm no good to anyone. Not{br}
in this world or any other...{end}

//Message x02
{font:08}Voice{br}
{font:00}I think its time to go home,{br}
Cloud.{end}

//Message x03
{font:08}Cloud{br}
{font:00}Tifa...They're all waiting{br}
for us, aren't they..?{end}

//Message x04
{font:08}Tifa{br}
{font:00}What happened to you?{br}
You don't look well.{end}

//Message x05
{font:08}Cloud{br}
{font:00}...Yeah? It's nothing.{br}
I'm okay.{end}


Could you please help me out and get the camera right? Then I can continue with the rest :mrgreen:

Edit: Now how the camera looks...
There ain't no gettin' offa this train we on!

MasterGrand

Quote from: Elric on August 25, 2012, 08:12:27 pm
Master Grand, I already suggested that you watch my 2 event editing tutorial videos to explain those things you are asking for :P


Thanks Elric for reply me :) but can you teach me how make effects magic also move sprite to other place in event also how let him/her stand without move in same place...etc

Best regards
Let's be together !!

3lric

For standing on a panel without walking you need to add a unitanim command with SEQ 02 which is standing.

For making a different char appear after a effect happens, you need to change that person in the ENTD.

I have videos showing all the effect and effect numbers in the entire game on my youtube channel
I also have videos showing all the Unitanim.
As well as another video showing how to use ENTD ;)

I hope this helps
  • Modding version: PSX

MasterGrand

Thanks Elric but when i changed Rad in begin event no any character show ?
What is wrong ?
Let's be together !!

DrHobo

February 04, 2013, 11:02:34 pm #45 Last Edit: February 04, 2013, 11:22:38 pm by Elric
Please don't post the same thing in 2 different places, even if a thread has not had any recent activity, we can still
see when something new has been posted to it.

I answered your question in the other post.

-Elric

SojournerRena

I'm really sorry if I shouldn't be posting in this but I followed the Video instructions just fine up til the very end.. When I right click the test.evt there is no import option shown to me on CDMage. I have tried everything I can think of (Which probably isn't much) to get the file where it needs to go and of course nothing seemed to work.

I have all the programs this place has to offer and on a basic level I know how to use them..so I'm not really sure where I'm making an error.

-edit- Upon thinking I am even more sorry if this same question has already been asked in the thread.. When I looked I didn't see it..

3lric

The problem is that you have a old version of CDMage, use the one i linked in the first post, or find and download CDMage B5.
  • Modding version: PSX

MasterGrand

i have problem when i run Attack.OUT show message :Invalid filename  :?

Let's be together !!

Pride

Do you have the Attack.OUT in the same folder as the program?
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

MasterGrand

Quote from: Pride on April 23, 2013, 11:40:07 am
Do you have the Attack.OUT in the same folder as the program?


Sure
Let's be together !!

3lric

Download a clean copy of the attack.out editor, and use a clean copy of the attack.out from a vanilla FFT image.
also do not rename the attack.out file.

If all of these conditions are met then you won't have any problem
  • Modding version: PSX

MasterGrand

April 24, 2013, 01:32:41 pm #52 Last Edit: April 24, 2013, 03:49:51 pm by MasterGrand
Quote from: Elric on April 23, 2013, 06:26:59 pm
Download a clean copy of the attack.out editor, and use a clean copy of the attack.out from a vanilla FFT image.
also do not rename the attack.out file.

If all of these conditions are met then you won't have any problem


Yes i did it !

This is first step :D



Thanks Elric :)
Let's be together !!

3lric

Good Job MasterGrand, glad you were able to get it working :D
  • Modding version: PSX

MasterGrand

Hi Elric i wonder how use effect ?  Effect(xEFID,xID,XXX,YYY,x00) can you tell me what mean EFID..etc

Thanks advance
Let's be together !!

3lric

This is how effects work:
EFID = Effect ID, you can find these in my effect videos on my Youtube channel
the next byte (x15 in this example) is the Unit ID (,007,005) is the Unit X/Y Coordinates

Then you need to put a EffectStart and Effect End after it.

Use my Example below for this explanation

Effect(xEFID,x15,007,005,x00)
EffectStart()
EffectEnd()
  • Modding version: PSX

RavenOfRazgriz

To be more specific, EFID actually refers to the ABILITY ID of the skill that shares an animation with the Effect you want to use.

This is why some skill slots in FFTP appear to be "empty" and have an effect such as Summon Demon - those abilities literally exist for the sole purpose of using the Summon Demon effect during an Event.  There are some Effects you can call by calling an Effect ID over 200 that  are set via hardcoded "abilities", mostly Zodiac Stone effects, Fort Zeakden explosions, etc.

This is just something you need to be aware of if you're editing the Effects that play when you cast skills, so you can be sure you'll be calling the animation you want.

demitrius

I've recently started figuring out the basics of event editing and this has been a great resource.  I ran into a fairly major roadblock in trying to edit the Orbonne Prayer event and realized there's a small disconnect between the instructions listed for compiling the event and that actions needed to make it happen.

Compiling the event never overwrote the event.  Instead, I had to click Save Event and place the event in the Custom Event Dictionary before compiling. I assume this is something germane to v1.91 of EESP.

In any case, thanks for this leg up.  As I go through, I'll most likely make edits to my own personal documentation.  Did you have any plans of updating this document in the future?  If not, I don't mind doing it (since I'm going to anyway) and supply you with the finished documentation.  I do this kind of stuff for a living.

RavenOfRazgriz

Quote from: demitrius on June 22, 2013, 11:31:31 amCompiling the event never overwrote the event.  Instead, I had to click Save Event and place the event in the Custom Event Dictionary before compiling. I assume this is something germane to v1.91 of EESP.


Pressing Save Event has been required in every version of EVSP and I'm pretty sure it explicitly tells you this somewhere.  It might not.   It compiles an event.txt notepad file after putting your event through its error-checking system, not what's in your editing window.  This is meant to minimize errors based on illegal commands, etc.

3lric

Quote from: demitrius on June 22, 2013, 11:31:31 am
Did you have any plans of updating this document in the future?  If not, I don't mind doing it (since I'm going to anyway) and supply you with the finished documentation.  I do this kind of stuff for a living.


I do have the plans to do so, I've just been busy with Jot5 and some IRL stuff. My main goal was to get the harder to explain stuff done first, so that people could actually make a sample event and play around a bit to get the hang of things.

MY full intention is to make this more than a event editing tutorial, but also cover attack.out as well as worldmap. This will require
Pride to make an appearance long enough for me to get his worldmap info though :P

  • Modding version: PSX