Author Topic: Final Fantasy VIII (Modder's Awakening)  (Read 78344 times)

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #100 on: 2009-07-26 21:34:02 »
I am honestly..
unsure...

Colly seems to be the expert on this thing here.. as he did mess with every texture...


BlitzNCS

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #101 on: 2009-07-26 21:36:53 »
oh, yeah, wmxset's the one. i forgot  :oops:

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #102 on: 2009-07-26 21:39:23 »
I am wondering if its Bit Burn that is deforming the models..
-.-

BlitzNCS

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #103 on: 2009-07-26 21:45:51 »
It's just the UV map which is screwed up. i assume you mean you're using biturn to convert?
i wasnt entirely sure it had the capability to convert FF8 models - although Aali said they were similar to FF7 models. guess the difference is the UV mapping then. however i could be completely wrong, and i normally am.

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #104 on: 2009-07-26 21:46:42 »
i just opened the MHC in bit burn and converted to 3ds.
do you know how to fix it?
O.o

obesebear

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #105 on: 2009-07-26 21:48:00 »
Doesn't RINOA have the ability to export FF8 field files to a .obj?

BlitzNCS

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #106 on: 2009-07-26 21:51:13 »
Yes, it does.
sadly, that version of RINOA is still in source-file form, somewhere on korals computer.

EDIT:
Rinoa, may i ask how you managed to exract the models in MCH format? i never really looked into it.
« Last Edit: 2009-07-26 22:20:37 by NeoCloudstrife »

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #107 on: 2009-07-26 21:55:57 »
i tried Rinoa Awhile ago..
it crumples up the model..
so i don't use it...

using bit burn gets the model whole.. just the UV mapping is srewy as neo says.
Neo Cloud any recommendations on fixing this?

-.-

I hate being  a  newb
« Last Edit: 2009-07-26 22:43:42 by Rinoa »

Aali

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #108 on: 2009-07-27 00:02:16 »
Can anyone confirm or deny that FF8 never used the high-res textures for the PC version? (Even on the hardware and software it was meant to run on)

Jamers

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #109 on: 2009-07-27 00:34:13 »
Can anyone confirm or deny that FF8 never used the high-res textures for the PC version? (Even on the hardware and software it was meant to run on)

I can confirm that I have never seen the high-res textures on my PC version, and I have played it through 100% in both hardware and software mode, and on both a typical machine when the game was released for PC and on a relatively new machine with a new generation graphics card.

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #110 on: 2009-07-27 01:22:30 »
To Quote something a friend of mine said...
If only we could mod the graphics of the PSX version..
Hahah... If only.

But, I am somewhat lost... I don't know how to do anything I am planning... I need to learn more.
xD

*feels like an utter newb*

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #111 on: 2009-07-27 01:27:41 »
Yes, it does.
sadly, that version of RINOA is still in source-file form, somewhere on korals computer.

EDIT:
Rinoa, may i ask how you managed to exract the models in MCH format? i never really looked into it.

I just used Garden...To deompile all the files..
and then i open the FIELD archive with FF8 AC


Quote from: Alkor
Oh k.

1) Download: _http://rapidshare.com/files/124242233/FF8_Edit.7z.html
2) unrar it all
Then
1) Open Garden. Open - Decompile data files - name it. Then wait. When it stop go to:
"ur folder with Garden"\ff8\data\eng\FIELD\model\main_chr

There will be files such us .mch this is battle and field models of main chars.

U can open it with Biturn.

Then if u wanna to redact monsters\boss etc.
Open 8_FF8AC.exe. load archive and go to ur FF8 folder\data\ and open battle.fi Then select all "c0m..." files and extract them. Then with Biturn or CharEdit u can open .dat files.
Some PS.
PS Biturn can open .dat BUT some of them don't open or open but u need wait tooooooooooooooooooooo long.
PSS It better to open it in CharEdit. But i have problems with hands and sometimes with head rolleyes

Ok if some qest write here cheesy
pSSS Sry for my eng. Me rus grin


Edit:
If someone can port this model to FF8 I'll be soo happy rolleyes

This model from KH2 wink
*image of squall is missing... cause i can't find the original post.. i just copied this to a word pad*

I just followed this...
:D
« Last Edit: 2009-07-27 01:40:49 by Rinoa »

BlitzNCS

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #112 on: 2009-07-27 01:47:43 »
Sweet, Thanks.
EDIT: For some reason, it doesn't give me the FIELD folder. this is strange.
« Last Edit: 2009-07-27 01:53:15 by NeoCloudstrife »

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #113 on: 2009-07-27 02:00:00 »
sure, no problem.
xD.

Goku7

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #114 on: 2009-07-27 05:35:51 »
Can anyone confirm or deny that FF8 never used the high-res textures for the PC version? (Even on the hardware and software it was meant to run on)

I can confirm that I have never seen the high-res textures on my PC version, and I have played it through 100% in both hardware and software mode, and on both a typical machine when the game was released for PC and on a relatively new machine with a new generation graphics card.

I also confirm this.  Tested in hardware mode on my trusty Win98se w/ 3Dfx Voodoo5 rig:



The V5 has hardware support of 8-bit palletized textures, so it is NOT a case of newer hardware lacking the feature and refusing to load it.  I suspect that during development, someone typo'd the file names in the texture call. :roll:

Prince Lex

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #115 on: 2009-07-27 05:41:03 »
This needs to be remedied somehow. I can't believe there's an error that huge that no one's noticed until recently. Grrr!

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #116 on: 2009-07-27 05:42:44 »
well i am glad... we figured this out ..
hahahahahha...

I just don't know how to fix it.
xD

hahahah

so well... good job.. people
xD

sorry i am really tired..
aali .. is the only one i remember.... who figured it out.. and neo cloud strife.....

thanks!

I am going to work on other stuff for now.. concerning modding FF8 of course.
xD

Aali

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #117 on: 2009-07-27 05:56:07 »
It's not easy to fix I'm afraid. The low-res textures are not in the same format as the high-res ones (not the same layout, they're both TIMs of course) so the game must be aware of that it's using those textures, and likewise it must be made aware of that it's using the high-res textures for that to work. If that code is missing, it will be very difficult to fix this.

Re: Final Fantasy VIII (Modder's Awakening)
« Reply #118 on: 2009-07-27 05:58:07 »
.........
I don't know how..
so it will have to be some one else...
But...

Ugh!
hhahaha i don't know.

Goku7

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #119 on: 2009-07-27 05:59:29 »
....Hold on.  Are we, in fact, dealing with two sets of textures here (low-res ones for far away and hi-res for close up)? :?

If so, a quick 'n' dirty workaround could be to rename all the hi-res ones with the names of their low-res counterparts.  Since we know the low-res texture loading code works, replacing them should force the game to load 'em. :wink:

If its just one set and the game's screwing up the scaling, then nevermind.

On the other hand....it'd be real ironic if they somehow inverted their distance/texture detail code and caused it to only load the hi-res stuff for really far away objects....

-edit-
Fixed Typo. :-P

Aali

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #120 on: 2009-07-27 06:04:43 »
As I just said, replacing the textures will not do you any good. It will either look like garbage or require alot of manual work (and a reduction in quality).

Goku7

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #121 on: 2009-07-27 06:20:55 »
....Right.  I ended up writing that suggestion while you posted, so I missed it. :|  My apologies for sounding moronic.

At the risk of still sounding retarded:

Is there any way to get the .exe to produce an error log of what it's doing and/or failing to load?  It might give us a clue as to whether or not the hi-res load code is there in the first place.  The lack of an error would then mean the code was never called.

Aali

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #122 on: 2009-07-27 06:24:32 »
Why would it give an error? The high-res textures are probably loading fine, it's just not using them.

Jamers

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #123 on: 2009-07-27 06:28:29 »
Is it possible that for hardware considerations, they simply hard coded the PC version to always use the low-res textures?

Prince Lex

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Re: Final Fantasy VIII (Modder's Awakening)
« Reply #124 on: 2009-07-27 06:44:42 »
Is it possible that for hardware considerations, they simply hard coded the PC version to always use the low-res textures?

This seems like the most likely explanation.