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Messages - FatedCourage

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26
Hello Hello ^^

Thanks a lot for your mod it look amazing! I just have a question:

There is already 2 files 'collisions.csv' & 'has2map.csv' in the folder tonberry" .
Should I replace them by the same file in your rar? The original files are bigger in tonberry 2.04 that why idk if i should replace them or not :)

Arigato

Thank you. :) All you really need to do is replace the "collisions" one with mine. I did go in and tweak that one. But for ease, I just tell people to replace both.

27
Hi all. Let me know if this post itself belongs. It's kind of an inactive thread, but I'll ask anyway.

I got all the mods running and working except for this one - there are a few random textures that don't seem to be working. Here's a screen:

http://imgur.com/6zIRYmE

Most of the textures work, but there seems to be a couple random ones that aren't working. Anyone know why?

I have the eden hashmap in the /tonberry/hashmap folder as well.

Project Eden's hashmap is missing a few hashes. You're welcome to use Project AngelWing's hashmaps which should fix a majority of the missing hashes for Eden's. But that's up to you.

28
hi
how i to patch backgrounds for spanish ver. ?
regards

Hello. I assume you mean to just install the mod? It should be the same for spanish as all the others. Not sure if the hashcodes will differ at all since I don't use that version.

29
That is very interesting. I know this is off topic here, but could it be possible to see these files in the backgrounds thread?
If the backgraunds are all that well defined (or at least some of them) i wouldn't mind get my hands on them :)

The plan is to release them at some point since they retain more detail than the ones I made for the initial release. Just need to sort out some black outlines on things and it should be good to go. :)

30
Thank you so much for the upscaled models! thats exactly what I was looking for!

You're welcome. :) Some people like to still have that "vanilla" feel. So this update was for them.

31
Uh, this is weird.





If we compare the 2 pictures: your background is way more detailed than mine, but my boss is more "sharp" than yours.
What's going on here?

To be clear: i don't have GeDoSaTo, and I have ProjectWing installed. Not sure if that has something to do with it.

I believe the image of mine is the "before" image and not the "after". Plus, I use Linear Filtering. As for the backgrounds... In my screenshot, I was using an earlier, unreleased version of the battlefield pack. All upscaled by me. And I have slightly better upscales sitting on my computer than in that picture. In yours, you're using the latest version of the pack. Mcindus and mine are mixed together in the latest version. He picked which ones he thought looked best depending on the field.

32
Let's say I want to improve/customize a background..(bgsecr2 in particular)

Could anyone explain me how the bg is composed from an HD version of the image?
I see the png in this mod folder are splitted in many stripes/fragment but I can't get what's the logic behind it to try make my own HD BG :(

Apologies for not responding sooner. Been away on a road trip.

You need PuPu and the proper files to get the fields/backgrounds. I just combine the layers that seams match (you do this for every file), upscale those images (or however you plan to do it), use upscaled alpha channels of the same files (before you combined them) to cut out the excess and run it back through PuPu (import). I suck at explaining things. But I hope this is what you wanted to know. :P

33
Thank you very much for the update. :)

By the way, has the problem with models turning into original PSX versions when afflicted by zombie or petrification status been fixed?

You're welcome. :)

Sadly not... I tried, but I ran into collision problems. Some codes with Petrify, Zombie, and just the normal textures are duplicated. Meaning some petrified textures will show on Zombie and vice versa. So I had to abandon it for now. :( If Tonberry ever gets updated again, I might be able to pull it off.

34
Now updated to v1.3. This update includes upscaled characters and weapons for those who don't want the new textures. (Might try and touch up the upscales some more later.) But know that using the upscaled textures will show some UV errors that even non-upscaled characters have. You can see what I mean with the pictures I've added to the download page.

I've also split up the textures into different downloads rather than one big one. Just to lessen the file size to download. I've also touched up some other textures. And...that should be it, I think.

35
Setting it to true fixed that issue, Thank you.
Although i'm still not sure if it's working correctly, i remember last time i used gedosato it used to tell you it was downsampling when u first launched the game
Now it's not doing that, it's also in windowed screen and the resolution doesn't look so great.

Edit

After changing the in game settings so that full screen is disabled
(keep aspect ratio doesn't seem to make a difference)
it launches to a windowed full screen, and the resolution looks better. I use MSI After burner overlay to monitor temps/etc for other games
with gedosato resolution set it makes the writing super small on msi afterburner overlay, which makes me think the resolution has been set right
but there is definately no confirmation of the downsampling by gedosato
quote mcindus from pg1 "You will see text in the top left of the screen confirming your downsampling rate if you did everything right"

Looking at the configs everything seems to be right, i've changed the presentwidth/height to 0 & hz to 144
theres no more errors in the logs.
Just no confirmation from Gedosato on the upper left makes me feel it's not working, plus being in full screen windowed annoys me
borderless windowed would be fine (i also edited the ini so that it forces borderless windowed but that didn't work

i also use RaW v06 i don't know if this would cause any issues seeing it doesn't use a seperate launcher anymore

And this is where GeDoSaTo does weird things depending on the user. Even I have issues going past the default resolution Mcindus has set. And it only appears to do it with FF8. No worries on RaW affecting anything. It doesn't. But, sadly, I haven't figured out a solution for why it doesn't work properly with certain resolutions.

36
Wanted to say I made another update a couple days ago. Reupscaled and tried to produce more detail/depth to the bosses. I also redid the field models using neutral textures for consistency. (Meaning they aren't tampered by lighting.) And if you aren't satisfied with them, I left v1.1 up. :) Enjoy.

37
Nice FC! Well done mate.

Missed your post, but wanted to say thanks. :)

Thanks for taking interest in my request! i actually, after a few more attempts managed to download it using jdownloader, the issue was that with my crappy connection sometimes just dying out of nowhere, google drive wouldn't keep the progress of the download but jdownloader would.

The mod is great! the game looks great thanks to all the enhancements i've applied with all the mods and i'm ready for a replay of one of my favorite game of all time, thanks a lot for the effort you put into modding the game, this game means a lot to me and with these graphics refresh it feels new and shiny :D

No problem. I'll try and set one up once I know how. :) It'll be a good alternative for people. I'm glad you got it all sorted out, though. You're welcome. I'm sure all of us here who worked on these mods appreciate it. :D Enjoy the game!

38
Does it still do this even after setting "interceptOnlySystemDlls" to "true" in the "Edit Settings"?

39
I would just love to say a big thank you for crediting me in this project and I would very much love to continue to be a part of it. Let's keep up the good work!

Would love to have more helping hands on these projects. It can get tiring between just Mcindus and I. So if you ever want to jump in and help out, be our guest. :D

hi, what the progress on the npc hashing so far? I start up on finding them so far up to Timber, lmk if I can help with some city, just some zone have same npc but differ hash code, repeatly zone in and out

I believe Mcindus and I have only gotten hashes in Balamb Garden. Mcindus might've gotten more from other areas, but I can't remember. :P Getting every hash has proven to be a big challenge. So we'd appreciate the help. :) We might go with an objmap and hashmap combination, but that remains to be seen.

40
Thanks for the great work :D, i've been downloading a few mods for my FFVIII replay and you seem to have participated in a lot of them, thanks for the effort :D. I wanted to ask if its was possible that you or someone else create a torrent, since my internet is not fast enough or  stable enough to download a 1.3gb file :D The battlefield pack which was only 400mb~ took a while to download after many connection errors, any help would be appreciated :D.

Haha. Yeah... I kinda have my hand in a lot of things on here. :D And you're welcome. :) As for a torrent... I've never actually done any of that before. But I should probably look into it and learn. Especially for people with not so great internet. (My internet is questionable at times, too. :P) Because what's the point of going through all this work if not everyone can use it. So... I'll see what I can do.

If we already have Project Eden installed will angelwing overwrite everything? Or should I look into deleting all the project eden stuff? Looks great, been waiting awhile for this. Thank you for all your hard work FatedCourage.

You are correct. :) If you already have Eden, then AngelWing will overwrite it. I did tweak the hashmaps, though. So those matter as well. You're welcome. And thank you. I appreciate it. :)

I also need to go through the hashmaps and disable codes that cause glitches that can't be fixed and add more missing ones. So that'll be the next update.

41
Hey guys, I've got one problem with this mod. Every other mod I installed works but this one doesn't seem to work as intented. I saw other screenshots and my in game characters don't look like them. Or they do? I'm confused. How can I fix it? (newest versions of tonberry/rebirth flame + every file is in right place checked 100 times).



Everything looks right to me... Unless I'm missing something. The game switches between low poly and high poly models is all. So models change depending on the areas you're in.

I believe you can make it all high poly, but no guarantee there aren't glitches and I never tested or made a hashmap for it.

42
Waouh, a better quality than eden and without loss of detail :O (Well for me). Actually it's more detailed and the pictures aren't distorted like some "upscale" we can see on others games. Really great job ! 

Thank you. :) Glad you think so! I made it a priority to make sure the backgrounds kept as much detail as possible with my settings.

wow thank you! looks great. I really like the sharpness



You're welcome. :) If there is one thing I'll commend waifu2x for is how sharp the images remain when upscaling. (Granted you don't go overboard with filtering.)

43
Real nice job here. I've been looking forward to these waifu2x backgrounds for a while now. Was maximum noise reduction used?

Thank you. :) First pass was with no noise reduction. I only used the maximum on the second pass. Luckily, very little detail was lost from what I could tell.

This is one of the best looking upscales I've seen. I really appreciate that you've gone for a more natural look than some.

Thanks. Glad you think so. :) That was my goal from the start. If I would've went with UpRGB rather than UpPhoto, then I would've gotten what I like to call the "noodle effect". And on landscapes it's...horrible. Plus RGB mode somehow wipes away more detail when combined with noise reduction.

44
I made some screens, first with project eden and then with angelwing. Some areas really look better now (sharpened, "less pixelated").

The only "downside" i've noticed is here:


The light sources look...well,no longer light sources, compared to project eden


(Don't mind the pixelation here. Apparently that's because i have the italian versione of the game and it has something to do with hashcodes. Not that i mind tho).

Exept for that, this looks awesome (to be clear: so far i've done very few screeshots-comparison, only inside Balamb's Garden).
Thank you for your work on this FatedCourage :)

I'll look into why the lighting doesn't seem to work properly. It might only be limited to a few areas since the lighting does work in a majority of areas. Even areas in your comparison pictures for Eden/AngelWing. And yeah, AngelWing isn't an extremely vast improvement. Just a sharper image. And less glitches.

You're welcome. :)

That's really good one!


Haha. I'm glad. :)

Edit: Good news. I fixed the lighting for those areas. At least, they now work for me. I'll upload a separate patch soon for it. :)

Edit 2: Actually... On second thought, they appear to have been working correctly before, too. Does anyone else have lighting issues?

45
Project AngelWing v3.0
Field Upscale (Steam Only)

Project AngelWing is a field upscale that uses Waifu2x and now Gigapixel with my own specific settings. It's not perfect and not everything is going to look mind blowing... But I feel it is an improvement compared to what you get out of the box. And I'm sure any errors or whatnot can be improved over time. And, of course, Esthar still isn't great. ...I don't like Esthar. But hey! Enjoy!

Update #1

Not going to lie... This took longer than it should have. But as of 11/27/18 I've updated Project AngelWing to v2.0 with Project Eden's edges. And I've tried to fix any real errors that came with it. Well...outside of some residue that I can't completely get rid of. As of now, only three areas still use v1.0 alpha channel/edges. Along with that, I've also done my best to add all the languages available on Steam with this update. (Japanese might get added in the future.)

I can't guarantee there won't be a few errors or missing hashes in the other languages. If you happen to find any, please let me know in case I might be able to fix it.

Update #2

It's been almost a year since the last update... Better late than never. I've finally added Gigapixel fields for people to try out. Currently in the "testing" phase. Some lighting issues and fields will need to be fixed or improved upon. The "final" version will also have smoother edges, I hope. Time will tell. Japanese is also incomplete because I can't run that version to get the hashcodes. And I also have to thank Mcindus for helping me out with the current problem fields.

Downloads:

v3.0 English: https://drive.google.com/file/d/1PUoPU_qh5Ou0bMgNgSkTEe0aeMTpHF1m/view?usp=sharing
v3.0 French: https://drive.google.com/file/d/1JUUdhC1KKBhBu5R4bMvVMmMATNfeWXWM/view?usp=sharing
v3.0 Italian: https://drive.google.com/file/d/1M-5UMerxgibxUsORRVfYKZQhzPHr2HzP/view?usp=sharing
v3.0 German: https://drive.google.com/file/d/18IS2uikboVjJucRMrh8yQWJjstEGrgX5/view?usp=sharing
v3.0 Spanish: https://drive.google.com/file/d/1kZXtvGOdbHLugaDOUm2NEkA6SVo68uC0/view?usp=sharing
v3.0 Japanese: https://drive.google.com/file/d/16rB9wcgXH19pxp-7FhfmyrT98aHhPtl5/view?usp=sharing

Directions:

1.   Download Tonberry v1.61 or later http://forums.qhimm.com/index.php?topic=15945.0
2.   Extract Tonberry and put all of it's components into your game's directory.
3.   Extract the file provided here.
4.   Drag the texture folder provided into your game's directory.
5.   Everything else (hashmap folder/collisions/hash2map) should be placed inside the Tonberry folder that resides in your game's directory.

If the game happens to crash after installing this mod, then I recommend lowering your texture cache in the preference document that resides in the Tonberry folder. Or you can find and download the 4GB patch and use it on your game's executable. This will allow the game to use more memory than it normally would.

Examples:

Original/New (Waifu2x and GeDoSaTo)





Gigapixel w/Reshade



Optional: Mcindus was kind enough to completely rework the game's directory sign and I gotta say that I quite like it. And he did it for all languages! But in case you don't want to use it, I've left the original upscales in the textures folder. Just find "bg_hall7" and delete the folder. Then remove the "a" from the alternate one below it and you'll be good to go.



Video Playlist: https://www.youtube.com/playlist?list=PL3WrE8Yj7r0E8DE8ZdITLmb2erpLs4jWZ

Special Thanks:

Omzy (Always)
Mcindus
Fraggoso
And everyone who has shown support in this.

46
Hello, Awesome mods u guys r putting to ffviii
I have few question, I'm using the high poly models, the majority of the texture work in most of the areas, expect some(missing the body texture, Head works) I was wondering if there a step by step where I can find the hash code for them I look all over the forum really confuse to finding them, all the low poly work great, but I prefer the high ones

thanks.

Thanks. :) It's not too complicated. You just go into the Tonberry folder and remove the zero from the "debug" folder. Start up your game, best in windowed mode, and just go into the areas the textures aren't replaced. They'll show up inside "nomatch", I think the folder is called? Use Berrymapper to hash the textures and put the hash codes in the RF hash map making sure to put the correct name/for the corresponding texture in front of the code.

47
Hang on, do I need to add all of the resized avi files into the /movies folder all at once and remove the ones already in /movies? Or do I leave them alone?

You should just drag the files into the folder and let it replace the ones already there. Everything should work properly after that. :)

48
I don't see any tutorial anywhere about where the files in the download go. What am I supposed to do???? I am running the Steam version.

Find whatever drive you installed FF8 or Steam on and the directory should be something like this "Steam/steamapps/common/Final Fantasy VIII/Data/movies". Movies is where you want to place the files.

49
If you've already exported them with Pupu, once you're done upscaling/editing them, you import them using Pupu and it'll convert them into what you need.

50
Pupu seems to limit the files to 8 bit when importing them into the readable game files, which makes no sense since we are using external textures, there should be no limit. If I export, import then upscale them there is no banding, but they appear black in game. If I export, upscale each file individually they look fine, but the moment I import them you get really bad banding and it just ruins the whole picture.

EDIT: Managed to fix the banding by importing the original and upscaling it using 8 bit mode, though the tile lines show up and I dont know how to get rid of them.

                                                   

Yes, upscaling the already cut textures will get rid of banding. Downside is... Upscaling them with waifu alters the lines/segments in the textures. Making them noticeably visible. The only way around this for me is to combine the textures, which gives a more accurate upscale, run them through Pupu, then use upscaled alpha channels to get rid of the excess from the textures. This is how I've been doing it. But it takes considerably longer and you'd still have to use Pupu. :P

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