STEAM CSOPORT
Final Fantasy - Modding FF-Modding
STEAM CSOPORT
Final Fantasy - Modding FF-Modding
197
JÁTÉKBAN
1,750
ONLINE
Alapítva:
2015. július 26.
Nyelv:
Angol
Hely:
United States 
101–110/140 bejegyzés mutatása
681
FFVI: Original Sprites Project
11
Final Fantasy VI Music/Sound Modding
The Math King eredeti hozzászólása:
Hi all,

I come seeking aid for a complete music overhaul project I'm working on. This is for the PC\Steam version of the game, but I hear that the game files are identical so it could be useful for other ff6 formats.

I cannot get the songs that I've included in the game (I've done them all) to loop properly.

~What I did:
I took all the music .akb files using FFVIExplore, found orchestral music online, converted those to .obb, looped them by samples (LoopStart= and LoopEnd=) in Audacity, created an .obb that has the same type of content in the file (looked at an .akb file and noticed it only had LoopStart= and LoopEnd= , no authors or comments, etc), took the akb header info for all the files and put them in the new.obb files, renamed file.obb to file.akb, and put them in the game. I did this for all the music except for the opera scene and the final battle (was going to do that later).

~The Result:
The result is that everything plays in the game, but the looping doesn't! It loops flawlessly in audacity, but the game doesn't seem to care where I put my LoopEnd=.


~Discoveries:
1): The game will only recognize new music up to the length of the original song. So if the original song goes for X samples, and my new song goes for Y>X samples, It won't recognize any loops or content after X samples.

2): All the loop information that the game uses is in the akb file. I tried making a song where all the loop information is within the original length of the song next. This resulted in the exact same looping behaviour in all previous attempts! It seems that the akb file contains not just the length of the song, but the entire loop content (despite the original ogg files containing loop data too).

If somebody can help me out with generating akb files from ogg files, that would be great!

Hey, I was just wondering if this was still in development :)
681
FFVI: Original Sprites Project
11
Sprite sheets
Saftle eredeti hozzászólása:
FafnirChaos eredeti hozzászólása:
So just a heads up, After multiple attempts of creating concept art for the game that wouldn't look creepy/ out of place, I've decided to repaint the sprites while changing certain aspects giving it a more darker feel. I am however completely changing as of now zero's sprite sheet I will be changing a few sprite sheets in the future, and If i decide to again change the sprites completely I will upload both the new sprites + the "reskin" characters for your preference. As of now though I will be focusing on the reskins.

Awesome. Let me know if you need help along the way :)

Hey, I've been trying to edit palettes using the guide but I'm having no luck getting it to display properly in the game.

I was using Gimp, but even when I rearranged the palette for the background and the outline it displayed wrong in game.

I got Photoshop CC to see if could duplicate your method, but I can't seem to reorder the color table in CC to place bg color and outline into the first two slots.

I opened the extracted sheet, the edited sprite sheet and made a new sheet. Background color is the same.

I copied my sprites into New sheet, cut them out and generated the palette. Saved palette. Pasted my sprites back.

Went to original sprite sheet and cut them out. Loaded my palette file, pasted the originals back.

Pasted my edits on top of the sprite sheet. Exported as a bmp. Inserted it into the corresponding GZ folder.

Load game, still looks like a zombie. Do I have to edit all of the entries in the color index one by one just to get the bg and outline to the top of the list?

Any help would be greatly appreciated. Thank you for your time!
681
FFVI: Original Sprites Project
1
FF3us Multi Editor for PC steam version?
14
Original Font Mod (FINAL RELEASE)
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