Freedom Reborn

Freedom Force Forums => FX => Topic started by: BentonGrey on April 09, 2020, 11:39:19 PM

Title: Fixing FF1 Area FX
Post by: BentonGrey on April 09, 2020, 11:39:19 PM
Howdy guys, is there any way to fix the effect delay for FF1 area of effect FX?  In other words, when you use, say, an FF1 plasma rocket in FF2, the FX will strike, and ther will be a second or two delay before the game will actually display the explosion.  Obviously, if you can replace the end.nif with an FF2 one, that fixes the issue, but I've got some FF1 nifs that I want to use, if possible.  Any ideas?
Title: Re: Fixing FF1 Area FX
Post by: Cyber Burn on April 10, 2020, 05:26:29 AM
While not exactly what you want, you could replace the textures of the FF2 FX with those of the FF1 FX.
Title: Re: Fixing FF1 Area FX
Post by: windblown on April 12, 2020, 11:00:44 PM
A couple of years ago I knew how to fix that, but I don't remember how... if you send the fx to me I can take a look and maybe refresh what I knew about it.
Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on April 14, 2020, 06:49:01 PM
CB, yeah, I probably should experiment with that more.  I'm sure there are nifs I could use, but it will take me sitting down and digging around in stuff.

Howdy WB, that would be really cool!  I'll send an example FX your way.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 03, 2020, 11:00:40 AM
WB would it be possible to look at the darkforce_bird fx for me as well? I can send it to you tomorrow.
Title: Re: Fixing FF1 Area FX
Post by: windblown on May 20, 2020, 03:07:57 PM
Hi Jim,
I've sent to BG a tutorial of how to fix this problem, he's going to check it and then I'll post it here, so everyone can fix their fx :)
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 20, 2020, 04:45:48 PM
That us gonna be super helpful, i have at least 20 fx i want to use and cant because of this. So you, managed to figure it out?
Title: Re: Fixing FF1 Area FX
Post by: Cyber Burn on May 20, 2020, 07:39:17 PM
That is fantastic!
Title: Re: Fixing FF1 Area FX
Post by: windblown on May 23, 2020, 09:31:04 PM
So, here's the tutorial I've sent to BG:

(https://i.imgur.com/GC88vul.jpg)

(https://i.imgur.com/SfZByf9.jpg)
Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on May 24, 2020, 12:19:10 AM
This is fantastic, WB!  Thanks for sharing this with us, man!
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 25, 2020, 09:45:02 AM
Alright, noob question regarding step 1  :P: How do we convert Fxs? I tried to use the EZNifConvert and it crashed. I have been converting meshes for years but i have never done it for FX.

Noob question 2: I see the NiTextExtraData in the core.nif but i dont see Root_NoteTrack in the core.nif. I only see a NiNode group. Btw , i'm trying to fix the Shazam_area FX if it helps.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 25, 2020, 11:04:16 AM
Ok, i managed to figure it out but the Root_NoteTrack doesnt paste very well. I get this message:

Nif Versions Different!
Current File Version: 4.0.0.2
Clipboard Data Version: 10.0.1.0
The results will be unpredictable!

If i press continue then i get this:
""array Children much too large. 603979776 bytes requested""

If i try to save i get this message:
failed to sanitize blocks order, corrupt nif tree?
link points to wrong block type
""block 152 Children array size mismatch""
Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on May 25, 2020, 06:06:12 PM
Yeah, that message you get is what happens when you haven't managed to convert the mesh.  I've had the same issue.  I'm not sure what to do when the mesh won't convert, though.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 25, 2020, 07:44:05 PM
Benton, did you manage to make it work? If yes, which fxs did you use?
Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on May 25, 2020, 08:15:32 PM
WB did it for the XS_smoke_cloud.  I haven't tried it myself.  Getting the FX converted might be the chokepoint.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 26, 2020, 06:06:06 AM
How can i do that? Eznifconvert crashes.
Title: Re: Fixing FF1 Area FX
Post by: WyldFyre on May 26, 2020, 02:46:22 PM
IIRC, isn't it possible to load a FF .nif into blender and save it as a FFvtTR .nif?  I think that works with characters so should work with FX as well?
Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on May 26, 2020, 08:20:00 PM
Hmm, that might be possible. That might be the method WB used, since he does fancier things with meshes than I do.
Title: Re: Fixing FF1 Area FX
Post by: windblown on May 26, 2020, 10:09:54 PM
oops, I didn't think that converting the fx to ffvstr was a problem, sorry.

I did it with the NPI_conversion_pack (if you have a character ready to convert you only need to delete the character.nif at the character folder, then you need to change the name of the core.nif of your Fx to character.nif and put it at the character folder), when you run the NPI_conversion_pack, the Fx will be converted and you only will need to change the name back to core.nif.


btw, I'd never thought of loading the fx with Blender, I need to try that.
Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on May 27, 2020, 01:28:52 AM
Nice, thanks WB!
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 27, 2020, 10:46:56 AM
Quote from: windblown on May 26, 2020, 10:09:54 PM
oops, I didn't think that converting the fx to ffvstr was a problem, sorry.

I did it with the NPI_conversion_pack (if you have a character ready to convert you only need to delete the character.nif at the character folder, then you need to change the name of the core.nif of your Fx to character.nif and put it at the character folder), when you run the NPI_conversion_pack, the Fx will be converted and you only will need to change the name back to core.nif.


btw, I'd never thought of loading the fx with Blender, I need to try that.

Just so to be clear if i need to convert let's say darkforce_bird do i need to rename the core.nif or the end.nif since it's a ranged explosive projectile? Also why do i need to put in the characters folder? If i keep it in the generic folder with the rest of the Fx, wont it work? Sorry for the many questions but i have enver used that program or converted an fx before.

Edit: Upon research, i cant find the NPI_Conversion_Pack, the link in the only thread i found is down. Can the process be done with EzNifConvert instead?
Title: Re: Fixing FF1 Area FX
Post by: Cyber Burn on May 27, 2020, 02:51:24 PM
A couple of things.

1.) I'm pretty sure I have the NPI _Conversion_pack.

2.) Usually, when a Nif File doesn't convert correctly, it's because the Nif File is broken. (See Tomato's tutorial on that)

3) You can use a Hex editor to find out what game a Mesh is for:

Open the Nif File with the Hex editor, and look in the top right corner. If it says:

4.0.0.2 - Then it is for  :ff:
10.0.1.0  - Then it is for  :ffvstr:

This is a good way to see if a Mesh converted or not, because there are times that a Mesh will convert without leaving a (.bak) File.

Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 27, 2020, 03:53:46 PM
Cb,  I would be grateful if you could e-mail it to me.

I'm still not sure I understood the process though.  Let's say I have a ranged explosive projectile fx.  Do I take the end.nif, rename it to character.nif and let it in a mesh folder in the characters section?

Title: Re: Fixing FF1 Area FX
Post by: BentonGrey on May 27, 2020, 04:51:37 PM
Jim, the end.nif is the only one that has the delay problem in  :ffvstr:, so that's the one you need to fix.  So yeah, you would take it and rename it character.nif, put it in a mesh folder, and run it through the converter.  Then, you could rename it back and put it where it belongs.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 28, 2020, 07:05:56 AM
But it absolutely needs to be placed in the characters folder, right? Can the same been done with EzNifConvert or will it crash?

Anyway, i will try to figure it out. Again, if anyone has the npi pack my e-mail is jmjimvas08@gmail.com
Title: Re: Fixing FF1 Area FX
Post by: abenavides on May 28, 2020, 05:59:43 PM
not familiar with NPI convert tool. Does it use the same command-line nifconvert.exe provided by Irrational ?
If it does - should be no difference using eznif

I've personally converted a lot of old FF FX to FFv3r using the command-line nifconvert that EZNifconvert (and now EZHero 4) uses
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 28, 2020, 07:09:45 PM
Alex,  when you say command-line what exactly do you mean?  I tried to convert an end.nif for a ranged fx in eznifcobvert and it crashed. Do you mean executing the lrogram as it is?
Title: Re: Fixing FF1 Area FX
Post by: abenavides on May 28, 2020, 07:14:23 PM
I mean typing at a command window (see pic below)
(http://alexff.com/mypix/cmdp.png)

This program nifconvert.exe came with FFv3r editor I think. All EZNIF does is run it for you with files you pick (to save you typing )
I actually converted most of what I needed to for EZFX 6.1 just using the command line since I didn't have eznif installed.

I was asking if NPI_conversion does the same thing , because then it won't make a difference which one you use.

BTW EZ Hero also uses nifconvert to convert meshes now .
Title: Re: Fixing FF1 Area FX
Post by: Cyber Burn on May 28, 2020, 07:58:13 PM
Here's the NPI version if you want to check it out: http://www.mediafire.com/file/r1aibp1k0y4kndo/NPI_Conversion_Pack.zip/file
Title: Re: Fixing FF1 Area FX
Post by: abenavides on May 28, 2020, 08:46:31 PM
Thanks Cyber. I had never heard of this thing until this thread.
I just took a look, yeah it's using nifconvert also, which makes sense.

So using this, eznifconvert, or ezhero should all work the same.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 29, 2020, 09:31:27 AM
The thing is Alex that when i try to convert an FX with EzNifConvert after i have renamed it character.nif, it crashes. So just to be clear if i want to convert an end.nif for a :ff: FX with EzNifConvert, the process would be to rename it character.nif, place it in a mesh folder in the characters folder and then convert it? Did i get this right?
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 29, 2020, 10:14:45 AM
Update: I managed to make it work with gas_pellet_yellow so the problem was with the nifs i tried to convert, they were probably broken. The first two i tried were darkforce_bird and shazam_area and they both crashed EZNifConvert upon conversion. Is there any way to fix those nifs?

WB, i cant make where the yellow arrow in your last pic is pointing. Is it towards NiTextKeyED000?
Title: Re: Fixing FF1 Area FX
Post by: abenavides on May 29, 2020, 03:49:51 PM
Quote from: Jimaras8 on May 29, 2020, 09:31:27 AM
The thing is Alex that when i try to convert an FX with EzNifConvert after i have renamed it character.nif, it crashes. So just to be clear if i want to convert an end.nif for a :ff: FX with EzNifConvert, the process would be to rename it character.nif, place it in a mesh folder in the characters folder and then convert it? Did i get this right?

OK, a couple of things:
1. The reason it's crashing is not because of what you named the nif. The problem is the NIF itself is corrupt or needs fixing (i think someone earlier in this thread explained how it may be messed up, I don't know much about hex editing nifs to fix this problem) I haven't used eznif in a long time, doesn't it just let you select any nif? (name doesn't matter except to the NPI one? EZ Hero definitely lets you select whatever)

2. As I said, all the conversion programs use nifconvert.exe to do the actual conversions. So they will all fail on the same NIF

Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 29, 2020, 05:20:00 PM
Yep,  they are probably broken.  Can someone try to convert either darkforce_bird or shazam_area or apocalypse_areawave just to make sure it's not just me?

I managed to make a couple fx work and I figured the time thing in the text keys but the broken ones I have no idea how to fix and unfortunately they are the ones I need the most.

Title: Re: Fixing FF1 Area FX
Post by: Cyber Burn on May 29, 2020, 10:32:07 PM
Quote from: abenavides on May 29, 2020, 03:49:51 PM
Quote from: Jimaras8 on May 29, 2020, 09:31:27 AM
The thing is Alex that when i try to convert an FX with EzNifConvert after i have renamed it character.nif, it crashes. So just to be clear if i want to convert an end.nif for a :ff: FX with EzNifConvert, the process would be to rename it character.nif, place it in a mesh folder in the characters folder and then convert it? Did i get this right?

OK, a couple of things:
1. The reason it's crashing is not because of what you named the nif. The problem is the NIF itself is corrupt or needs fixing (i think someone earlier in this thread explained how it may be messed up, I don't know much about hex editing nifs to fix this problem) I haven't used eznif in a long time, doesn't it just let you select any nif? (name doesn't matter except to the NPI one? EZ Hero definitely lets you select whatever)

2. As I said, all the conversion programs use nifconvert.exe to do the actual conversions. So they will all fail on the same NIF

Sometimes, when a Nif File gets edited, and re-edited, and then edited again, and so on, some of the Links in Nif File start to "Skip", and when this happens, when you run the Nif File through EZ NifConverter or whatever, because of those "Skipped" Links, the Nif is considered broken, and when you try to convert it, it will break the converter.

So basically, someone has to fix the broken Links in the Nif File before running it through EZ NIFConverter, or you will continue to have that problem.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 30, 2020, 09:55:07 AM
CB, is there any way for that to happen? A tutorial or someone who knows how to fix it? I need those fxs for certain powers i have in mind for the next version of the MA expansion pack.
Title: Re: Fixing FF1 Area FX
Post by: Panther_Gunn on May 30, 2020, 03:25:41 PM
I know I'm kinda new to this aspect of the game, but what about editing an already-converted nif to use the texture you need?  Is there an FX that is just a recolor of the darforce FX, like one of the Phoenix or GL ones?
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 30, 2020, 06:56:16 PM
It doesnt work most of the times. There is conistency between the core and end.nifs. or example i cant put a green end.nif to darkforce_bird, it doesnt look good. In theory i could ask for someone to recolor it but i dont want to have to do that every time. It's best to learn ho to do it myself and fix those nifs.
Title: Re: Fixing FF1 Area FX
Post by: Cyber Burn on May 30, 2020, 09:36:50 PM
Tomato wrote a really good tutorial on how to convert "Broken" Skopes and Meshes from  :ff: to  :ffvstr: , I would assume that the same principals would apply to FX Nifs as well. However, I have never gotten around to sitting down and trying this. I will post the tutorial though, it was on the Wiki, and in my Resources Yahoo Group, but since both are gone, I don't know if it's available anywhere else:

http://www.mediafire.com/file/phcze64q1x9oway/NifSkope_Tutorial_by_Tomato_for_Converting_Skoped_Meshes.pdf/file
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on May 31, 2020, 10:02:25 AM
Thanks for the tutorial CB however i'm encountering a problem. The tutorial speaks of empty children nods yet i cant find any of those in my darkforce_bird end.nif. There aren't any empty nods.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on June 02, 2020, 10:13:31 AM
So, anyone has any ideas how to make the skope tutorial work for nifs? So fari cant see any broken nodes in my end.nifs that need to be replaced although i bet that i'm not very well-versed in those things.
Title: Re: Fixing FF1 Area FX
Post by: windblown on June 02, 2020, 05:36:06 PM
oops, I didn't check the forums lately.
I've never had problems with this proccess, so I'm not sure what is happening with this fx. Send it my way and I'll check it and if I can fix it, I'll post it here again.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on June 03, 2020, 07:13:17 AM
Thanks WB. I have no idea why they dont work and the mesh fix doesnt seem to apply. If you manage to make them work, please tell which program you used  :D.

Here is the link:
http://www.mediafire.com/file/j69idie3bzhdb2w/broken_fxs.rar/file (http://www.mediafire.com/file/j69idie3bzhdb2w/broken_fxs.rar/file)
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on October 06, 2020, 04:08:04 PM
So wb, is it possible to share here the way to fix the broken fxs that don't convert? If the end.nif cant be converted the. The rootnotetrack cant be transfered.
Title: Re: Fixing FF1 Area FX
Post by: Jimaras8 on December 29, 2021, 12:34:33 PM
The thing a lot of nifs are broken and cant seem to converted with EzNifConvert without the program crashing. I have downloaded NPI_Conversion_Pack but i cant seem to make it work. I have replaced the xxxxxxx on txt file with the name of the folder (Darkstar_AA), i have turned the core.nif into a character.nif and put it in the folder and i have saved as  conv_single.bat but it doesnt seem to work. The nif is still the 4.0.0.2 version.