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FF1 compatable with FFv3R?

Started by daglob, January 09, 2008, 10:45:20 PM

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daglob

Are the FX in FF1 compatable with FFv3R, or do they have to be converted or something. I have tried my hand at installing some today and have had nothing but failures. I did try converting the nif files and changing the tga files to dds, but that didn't work either.

Is it more complicated than this?

GogglesPizanno

The few that Ive tried have been hit or miss.
Some work just fine.
Others not at all.
I believe that others have had similar results.

Unfortunately i think its just a try and see if it works sort of thing.

Previsionary

it's helpful to list which fx you tried and what you tried installing them into: base FF, ffx, a mod

for the record, like meshes, most fx work for better or worse in ffvttr

Xenolith

I've never had a problem installing old in FFvTR, but I haven't done a ton of them.  Could you give some examples of ones that didn't work?  I'd be willing to try it on my end.

daglob

I've been trying Vinyl Throw and Dynamite Throw, both by Phantom Altern, I think. I'm going to try the Luke Cage Concrete Throw and Cap's Shield today.

Xenolith

Do you have a link to the dynamite throw?  I've never seen that one.

daglob

I can't tell you because I can't seem to find my way back to that site. I got several SFX designed by The Phantom Altern. This is the first one I've tried to install.

There is also a dynamit throw effect that came with The Phantom. I'll dig it out and see what I can do with it over the weekend.

HumanTon

There's a dynamite throw over at FXForce (somewhere, I don't remember exactly):

http://www.fxforce.com/FXINDEX.html

FF1 FX generally work in FFVTR. However, area-of-effect attacks have a bug with timing of the end.nif in FFVTR, meaning you usually have to use a FFVTR end.nif instead (or kitbash a FFVTR end.nif to look like the FF1 end.nif.) I think Benton has some experience with that; you can ask him.

electro

Renegade has an Dynomite FX that comes with the Vigilante Mesh - I find it to be the best looking version :blink:

GGiant

Or alternatively, you can convert the fx, and use nifskope to skope it to an ffvtr fx that has the same motion.

daglob

Well, I tried to re-install from the beginning, and tried the Shield Throw from Canadian Shield, and they still aren't in the list.

What I'm wondering is, are the installation processes the same between the two versions of Freedom Force? I've noticed that the FFEdit programs are slightly different, and I wonder if that is the problem.

I had asked , but didn't get and answer: do you need to convert the .nifs to FFv3R like you do characters? I did that on the first set of SFX, but haven't on this last set.

Previsionary

Quote from: daglob on January 13, 2008, 07:55:29 AM
Well, I tried to re-install from the beginning, and tried the Shield Throw from Canadian Shield, and they still aren't in the list.

What I'm wondering is, are the installation processes the same between the two versions of Freedom Force? I've noticed that the FFEdit programs are slightly different, and I wonder if that is the problem.

I had asked , but didn't get and answer: do you need to convert the .nifs to FFv3R like you do characters? I did that on the first set of SFX, but haven't on this last set.

It wasnt outright said, but:

Quote from: GGiant on January 11, 2008, 07:40:06 PM
Or alternatively, you can convert the fx, and use nifskope to skope it to an ffvtr fx that has the same motion.

Quote from: Previsionary on January 10, 2008, 05:03:09 AM
it's helpful to list which fx you tried and what you tried installing them into: base FF, ffx, a mod

for the record, like meshes, most fx work for better or worse in ffvttr

Quote from: HumanTon on January 11, 2008, 06:36:34 AM
There's a dynamite throw over at FXForce (somewhere, I don't remember exactly):

http://www.fxforce.com/FXINDEX.html

FF1 FX generally work in FFVTR. However, area-of-effect attacks have a bug with timing of the end.nif in FFVTR, meaning you usually have to use a FFVTR end.nif instead (or kitbash a FFVTR end.nif to look like the FF1 end.nif.) I think Benton has some experience with that; you can ask him.

So no, ff1 fx do not have to be converted. In the mean time, you also ignored my question, so I guess we're even on that front, no? Also, ffedit2 isn't much different from ffedit1. The install process is still the same.

HumanTon

Quote from: daglob on January 13, 2008, 07:55:29 AM
Well, I tried to re-install from the beginning, and tried the Shield Throw from Canadian Shield, and they still aren't in the list.

What I'm wondering is, are the installation processes the same between the two versions of Freedom Force? I've noticed that the FFEdit programs are slightly different, and I wonder if that is the problem.

I had asked , but didn't get and answer: do you need to convert the .nifs to FFv3R like you do characters? I did that on the first set of SFX, but haven't on this last set.

For 3D objects (like the shield) you definitely need to convert the NIF for the FX to look right, otherwise you'll get the lighting problem FF1 meshes usually have in FFVTR.

Whether the .nifs are coverted shouldn't affect whether the effect shows up on the list, tho. And yes, the installation processes are basically the same.

Here are some things to check if FX aren't showing up on the list:

-Make sure the Primary Data Path on the Options tab is set to the folder you think it is, and not to some other mod you're working on. (I've made that mistake more than once.  :doh:)

-Make sure the FX themselves are somewhere the game can find them. In particular, remember that for FFVTR FFX is a mod, so if you're playing FFX then the game expects the FX to be in either:

Freedom Force vs The 3rd Reich\ffx3\Art\library

or:

Freedom Force vs The 3rd Reich\Data\Art\library

-Note that if you set an FX to be be an "Explosive Projectile" then it won't show up on the list unless you make a projectile power that has a radius.

-Make sure you don't have too many FX installed. The game starts doing wacky things once you go above a certain number.

daglob

Many thanks to everyone; I actually did get one FX installed to plain old FFv3R. It was The Shadow's panic attack. It occured to me that the Pulp Fiction for FFv3R had the Fx already converted if that was what was needed. Now I need to get it into FFX3 and start on the other fx.

Thank you all again.

Um... y'all aren't going anywhere in case this doesn't work, are you?

Previsionary

glad you got it working.

Sidenote: the dynamite and vinyl throw fx both install into FFVTTR and show up in the character screen fine enough. How they behave in game, I dunno. ^_~

electro

Quote-Make sure you don't have too many FX installed. The game starts doing wacky things once you go above a certain number.

I have never experienced a problem with having to many FX - what problems occured for you?

HumanTon

Quote from: electro on January 16, 2008, 05:42:32 PM
I have never experienced a problem with having to many FX - what problems occured for you?

FFX fails to initialize correctly, and pretty much stops working. See here:

http://freedomreborn.net/archive/index.php?topic=40930.msg599467#msg599467

It only happens if you have 800+ FX installed (which is only likely to happen to you if you do what I used to do and merge in the .DATs from just about every mod that comes out....)

GGiant

Quote from: Previsionary on January 13, 2008, 08:08:10 AM
Quote from: daglob on January 13, 2008, 07:55:29 AM
Well, I tried to re-install from the beginning, and tried the Shield Throw from Canadian Shield, and they still aren't in the list.

What I'm wondering is, are the installation processes the same between the two versions of Freedom Force? I've noticed that the FFEdit programs are slightly different, and I wonder if that is the problem.

I had asked , but didn't get and answer: do you need to convert the .nifs to FFv3R like you do characters? I did that on the first set of SFX, but haven't on this last set.

It wasnt outright said, but:

Quote from: GGiant on January 11, 2008, 07:40:06 PM
Or alternatively, you can convert the fx, and use nifskope to skope it to an ffvtr fx that has the same motion.

Quote from: Previsionary on January 10, 2008, 05:03:09 AM
it's helpful to list which fx you tried and what you tried installing them into: base FF, ffx, a mod

for the record, like meshes, most fx work for better or worse in ffvttr

Quote from: HumanTon on January 11, 2008, 06:36:34 AM
There's a dynamite throw over at FXForce (somewhere, I don't remember exactly):

http://www.fxforce.com/FXINDEX.html

FF1 FX generally work in FFVTR. However, area-of-effect attacks have a bug with timing of the end.nif in FFVTR, meaning you usually have to use a FFVTR end.nif instead (or kitbash a FFVTR end.nif to look like the FF1 end.nif.) I think Benton has some experience with that; you can ask him.

So no, ff1 fx do not have to be converted. In the mean time, you also ignored my question, so I guess we're even on that front, no? Also, ffedit2 isn't much different from ffedit1. The install process is still the same.
Sorry. :unsure: