Author Topic: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...  (Read 7724 times)

Girl next door

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Thanks Maki, it works now. :)

Hazedge

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I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.

Maki

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I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.

main.fs/loop01.lzs up to loop14.lzs
The image is LZSS compressed. As far as Rinoa's Toolset can unpack LZSS and display raw images it can't recompress it back to LZSS.
Use a software by Myst6re to do this:
http://forums.qhimm.com/index.php?topic=15325.msg214413#msg214413

Quick look at the overture loop image:
It has header- (8 bytes)
int UNKNOWN
ushort width
ushort height
IMAGEDATA (RGBA) R-5 G-5 B-5 A-1 (maybe ARGB?)

TextureFinder example:


Anyway: From your path it looks like this is from Tonberry dump. Look for "loop" or "name" names.
« Last Edit: 2016-11-25 12:53:50 by Maki »

Mcindus

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I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.

You are trying to edit the Tonberry images.  I'm currently working on re-creating the intro images myself (just a quick upscale), but I have to piece the images together from 6 separate images, upscale, and then cut them back into the six images to get the upscale to work correctly.  So far, I have recreated half of the intro images, and will get on adding the rest.  This will probably be an addition to SeeDReborn, but I might release it as a standalone mod, so people can have easier access to modding their own images.

To do this process on your own, you must:
a.  change the 'debug0' folder name to 'debug' in /tonberry (this will dump the textures into the '/nomatch' folder within '/debug')
[i believe you can also just enable debug mode within the prefs.txt file, but not 100% sure]
b.  play the entire game intro sequence
c.  exit the game (or alt-tab)
d.  rename the debug folder back to debug0  (to make sure you're not dumping textures anymore)
e.  find the bitmaps for the images in tonberry/debug0/nomatch - there should be 6 different 256x256 bitmaps for each title image.
f.  rename the bitmaps something like 'intro_img1_13, intro_img1_14, intro_img1_15, etc.'
(For each different group of six images, you should have a different naming convention. I currently use 'intro_images_sq_13, etc.' for the squall image, 'intro_images_qt_13, etc.' for the quistis, etc.  This way, as I'm organizing the folders, I have everything in the same 'in' base folder, and can have access to each image for modding easily)
g.  download 'berrymapper' from shunsq here:  http://forums.qhimm.com/index.php?topic=15668.0
h.  put the bitmaps in 'input' and run Berrymapper
i.  open the 'output' folder and rename the hashmap.csv file to something that represents your mod, adding the _hm suffix to the name. (currently, mine is named 'TitleScreens_hm.csv'
j.  place this new hashmap folder in 'tonberry/hashmap'
k.  upscale your images, or if you have your own, make sure your original image is 3072x2048 pixels, rgba color, and a .png
l.  slice the image into 6 1024x1024 images
j.  rename the six images the same names as your bitmaps from before (look at the original bitmaps to see how this is setup - usually the top half of the image are the first 3 textures from left to right, and the bottom half is the next 3 textures from left to right)
k.  create a 'in' folder (if that's what your naming convention starts with)
l.  within the 'in' folder, create your different folders for the different images.  Mine are 'intro_images_sq', 'intro_images_qt', 'intro_images_ze' etc.
m.  place your 6 images within each of the different folders that match the names

This should work beautifully.

I will also post this as a tonberry mod 'guide' for modders to get started with their own mods.

[note: you can also -not- name the textures individually, and instead name them something like 'introtitles_13', 'introtitles_14', etc. and just keep going like that for the entire mod.  This makes organization almost impossible, though - and it becomes very easy to mix up your textures]

Maki

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1.2.6189 UPDATE



-New files-
-Added Magic/GF texture support
-Added MCH support *only Tpose/static* [requested feature]

-New features-
-World Map draw points editor [requested feature]
-World map region editor - groundID editor [requested feature]

-Stability fixes-
-Minor fixes