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Messages - Mcindus

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651
Oh snap - I finished HorizonPack v2.1 -- CHECK IT OUT! The whole world has been upscaled.
http://forums.qhimm.com/index.php?topic=15859.0

Thanks to FatedCourage's hashcodes, we all have a new World Map in this release!
Thanks to Crestian -  A couple of his textures made this release as well!

I had a LOT of fun flying around in the Ragnarok, even though the textures are 1/2 as nice as when you're on land.

Here's a video comparison I did a few days ago before the mod was complete:
http://www.youtube.com/watch?v=m-RJUWuAydQ

Let me know if we need more hashcodes! I haven't done a playthrough with these textures yet (which is why Esthar is not complete)

652
Hey everyone! New Release in the OP!  The entire world has been upscaled!  This release also includes a World Map replacement! Enjoy and let me know what you think!

Post any bugs please!

653
Whether it's original or not, we need to release whatever is available. Just the fact that something is there for the public will motivate others down the road to make their own styles. This happened with FF7, and I believe it can do the same for FF8, given enough time.

So now I'm just flying the ragnarok around to all of the continents looking for missing textures.  I feel like a kid on a scavenger hunt.  I am about 95% finished with the first release of ALL of the World Textures and putting together the roads right now.  I believe I will have a release in the next few hours!  I ran into a huge problem replacing anything with an animation, as it makes the game lag to an unplayable speed, so the ocean, waterfalls, coastline, the train, etc. are not included in this release.

This was a beast of a project - a lot of time went into organizing these textures together and finding the hashcodes... and I haven't even started putting my own touches on 3/4 of the map.  Right now, everything has been upscaled 4x through various means - aside from the Balamb Area, which is a full texture replacement done by myself with a little help from Crestian.

654
Any updates as of late?

Currently, I have upscaled 80% of the world textures using various techniques in photoshop.  Also, my Balamb Area upscale via HorizonPack is actually a texture -replacement- using the original as a template, while everything else I've been doing is a true upscale of the original. 

My question to you guys is - Should I replace the Balamb textures with true upscaled versions of the original and have a 'upscale' world texture package that is seperate from my -replacement- texture pack?  If so, why?  Or should I just merge the two and release more versions as I replace new areas?

Thanks!

655
Completely Unrelated / That moment...
« on: 2015-01-15 23:05:51 »
That moment you're working on a string of videos for YouTube and you run out of out of space on your HD....


656
For some people I have made a special feature "gamepad symbols".
It is within a .psd file, if it is not the correct symbols sequence.
download: LINK

Sorry for my bad english.

A few people thought I should post this here.

Thanks to Norwin, I've created a new mod for Xbox360 and PSX Controller Buttons!
Check it out:
http://forums.qhimm.com/index.php?topic=15905.0

657
Hey

thanks for making this mod for us

it was really had before running away from battles on this ff8 steam pc version before

thanks

You are quite welcome.  I was sick of trying to do the Timber Owl's Train mission without this mod. ;)

658
FF8 Controller Buttons v2.0 - by MCINDUS
For use with the STEAM version of Final Fantasy VIII
**FINALLY! An UPDATE! 9/07/2018**


This mod replaces the horrible "B1, B2, B3, etc." Button Icons with the proper Playstation and Xbox360 Buttons

***To use this mod, you MUST install Tonberry and SeeD Reborn***
***THIS MOD IS NOW COMPATIBLE WITH SHUNSQ'S FF8 BUTTONS PATCH!***
*Comes with Xbox360, PS3, PS4, DS4, SPC, and Steam controller files for use with Shunsq's controller mod*

-If using a PSX/PS2 default setup controller, Shunsq's mod, Tonberry 2.04, and Seed Reborn are all you need to get going! This mod is only needed if you want a different button setup, or you aren't using Shunsq's mod!

Get Tonberry HERE
Get SeeD Reborn HERE
Get Shunsq's FF8_Buttons mod HERE

Download:
FF8 Controller Buttons v2.0


*HID Buttons are for use ONLY with Mapping interfaces (Xpadder, JoytoKey, AutoHotKey, Pinnacle, etc):
*Using the HID interface buttons is destructive to the Green Text in the game - be warned, but the green text is BARELY used, so it shouldn't interfere with gameplay.

Directions:
1. Download and Install Tonberry and SeeD Reborn
2. Download the Controller mod above, unpack it and open the folder you need!
3. Move the 'sy' folder (OR 'ic' folder if using Shunsq's mod) into your 'textures' folder in the FINAL FANTASY VIII app folder. (steamapps/common/FINAL FANTASY VIII/textures/)
4. Merge the folders when asked
5. Enjoy!

***Disable the STEAM overlay in 'steam/settings/in-game' to prevent crashes!***
This should work with ALL versions of SeeD Reborn!

Donate to my PAYPAL to help keep these mods alive!

Special thanks to NORWIN and JeMaCheHi!
ALSO, Special thanks to the community for providing the feedback necessary to complete this mod!

Enjoy! Leave a comment and let me know what you think.
-MCINDUS-

Screenshot:


The only glitch is the "A" button showing up next to the "R Stick" button (or Triangle next to Start in PSX version) - this is due to the button being identified as "B10", where it pulls 1 and 0 for it's image.  If this can be changed in the future to "button 10" being represented but it being renamed "button 0", the glitch can be fixed -- otherwise, we just have to live with it ;) 
This glitch is not present in the HID version, but it's more destructive to the green text.  give/take.

659
I have no crashes.
For some people I have made a special feature "gamepad symbols".
It is within a .psd file, if it is not the correct symbols sequence.

Sorry for my bad english.

I had this idea a while ago -- is there any point in the game in which it uses green text for anything other than the selection buttons? because if so, then when that text pops up, it will just be a jumble of those PSX symbols... so this might be a problem at some point in the future....
However, I'm going to take your idea one step further and do the English version of the PSX controls and do the xbox 360 controls as well.

Thanks for the great work!

660
I tried the german version a little bit, but i got an exception and the game crashes :'(.
Something like "Unknown exception occured".

It happened two times:
1. in a battle (can not say what exactly happened before the exception)
2. when i got Seed Gil and the text on the bottom pops up

The second situation let me think that SeedReborn is the problem.
I have to test if the german version cause the problem.
I try the english version tomorrow and look if the same exception occures.

Turn off the steam overlay in Steam/Settings/In-Game/ -- this should solve your problem.

661
It seems like changing the world map textures causes a massive memory dump for some reason, I checked in my processes, and FF8 was running at 1.2GB of my memory... Whilst using the Ragnarok textures. Theory: It is likely because FF8 is re-reading the textures over and over and over again, a million times over. The world map is of course the biggest problem because it contains the most textures in one 'map' perhaps... It could be the case of conflicting hash codes..? Maybe, the game becomes confused and tries to duplicate the textures over and over instead of replacing the texture...? We'll have to test some more and find out what the problem is, I am certain it is fixable :) Field/Battle seems to have no problems, but the world map is definitely the issue here.

I've noticed that anything with animations makes the game run like a tortoise.  I tried to replace the ocean and it lags so hard that the game is unplayable.  Are you using objmap codes or hash1map codes for the Ragnarok?  I think we should stick to hash1map codes whenever possible and only use objmap codes when it is absolutely necessary.  I also believe that the game may be replicating the textures as well instead of replacing them - look in your 'error' folder after you run a debug.  Also - Omzy had an issue with memory when he first released Tonberry - so maybe this is a question best answered by someone with some RAM knowledge??

It's my only explanation why the UV is messed up.
If you look at the area around 4 you can clearly see that the 'quad' UV mesh is broken by strange placed tris, so the tile map is wrongly placed on this.
The texture is properly the same as on psx, but it looks like that the UV is smaller as the tile texture and that's might be the reason why the textures aren't displayed seamless.
Kaldarasha -- here is an example of messed up UV/texture coordinates using Crestian's Railroad texture for Balamb town -


662
The link is broken for me. All it says is "Diese Datei ist leider nicht verfügbar." And when I tried to use a Deutsche proxy, all it gives me is a red I/O graphic with the word OFFLINE.

It's working fine in Firefox.  I've noticed that Google Chrome users have more issues with downloads than any other browser.  Not saying you use Chrome, just that it seems to be a trend with downloads.

663
Hi,

Here is my german version here


Für die deutschen hier 8) , es könnte noch paar Fehler haben.

Damnit! I wish I knew you were working on it too I wouldn't have wasted all that time... lol... I was just finishing my last two palettes.

Seriously though - Norwin, Thank you!

Can you German speakers out there let me know how this works for you?

664
I believe I have found a reason for some of the transparency/misplaced texture issues.

In the hashing process, when you run across a jumbled mess of colors in one of the palettes, these palettes are either transparent in nature or RAM dumps not to be used.  It's easier to tell transparency vs. non-transparency because there is at least some part of the image that should be used vs. a RAM dump which is just a jumbled mess.  If it looks rainbowish, there are chances it's a RAM dump.  I think the transparency layers are greyscale in nature since varying degrees of Black = varying degrees of transparency, but the greyscale portion may only take up one of the two left image quadrants so don't be surprised if you have a texture that is half image and half RAM dump.  Also - I think that if we use these RAM codes, they cause collisions - or if they are transparency layers and are pointing to non-transparent textures, they fill in textures where there should be none.
This means that to correct this, you need debug dumps where there are errors - with your hash1map, objmap, and textures folders disabled (to get true debug dumps) so that we can sift through these textures and find the RAM dumps vs. the transparency layers.  If you find a RAM dump, berrymap it and then search your hash1map AND objmap files for that code and either remove/replace it with the correct one, or if it's a transparency, replace it accordingly.

I'm not too sure how the objmap codes work, but they seem to supercede any other hashing for texture placements.  If I use the worldmap objmap code instead of the hash1map code, it replaces every transparency layer that exists with the worldmap (the sky, the squaresoft logo, loooolz).  So if we have an incorrect objmap code somewhere, it would stick squall parts on other npcs in different areas, so that might be what's happening.

Okay, I've been hashing and using the textures given. So I want to post progress and whatnot.

So Mcindus, I've been using your test map and went around everywhere to gather the codes. Not sure if this is all of them(or if you already found them all) but here they are if you or anyone else needs them. This way the maps don't disappear anymore.
Code: [Select]
wm_worldmap_13,18446744073709025978
wm_worldmap_13,18446744073707452842
wm_worldmap_13,9223372036852153267
wm_worldmap_13,9223372036853201843
wm_worldmap_13,9223372036852677299
wm_worldmap_13,9223372036854250427
wm_worldmap_13,9223372036854250419
wm_worldmap_13,9223372036852153011
wm_worldmaptsp_13,18446744073707453883
wm_worldmaptsp_13,9223372036852154291
wm_worldmaptsp_13,9223372036854251451
wm_worldmaptsp_13,9223372036853202867
wm_worldmaptsp_13,9223372036852678323
wm_worldmaptsp_13,9223372036854251195
wm_worldmaptsp_13,9223372036854251443
wm_worldmaptsp_13,9223372036852154035
Second, after creating my own dummy low poly characters from Mago's textures, I believe I've found almost all the hash codes for every character...except Edea. Of course, some of these cause glitches... Like things going invisible. Not sure how to fix that.

Thanks, Fated!  I had found a few, but this looks really thorough!
Hope some of what I stated above helps you with your hashing.

665
Team Avalanche / Re: Spell effects
« on: 2015-01-04 20:52:58 »
A bit of progress:

Any chance you would like to work on Magic Textures for FFVIII?  These look amazing!

666
Completely Unrelated / Re: Birthday Blues
« on: 2015-01-01 03:18:35 »
1. I want this video.

2. It's a matter of perspective.  I don't have any family and few friends.  I didn't celebrate my birthday a few weeks ago or Christmas.  I've been alone for most of this term break.  But I feel nothing (at least nothing bad, except anger at Skyrim for being a buggy mess and FF12 for having an awful loot and treasure drop system).  I'm glad that I have a roof over my head, a fridge, freezer, stove, oven, private bathroom and shower, a bedroom, and a door i can safely lock.

If you're sad, then volunteer at a homeless shelter for a day or two.  Trust me, after you see how strawberriesty life in a homeless shelter is you'll be glad to live inside without crackheads as bunkmates.

1. It will be out soon. :)

2. Sad IS a matter of perspective.  You don't know who I am, what I have, where I live, or what I have experienced, etc. so don't jump to conclusions, please.  Also - I'd rather feel a little down or a little up than feel nothing at all.  I wasn't looking for pity,  I was looking for ideas on how to spend my time on broke birthday when I was feeling down.

Modding FF8 has taken over a lot of my old 'gaming' time and since I can't afford too many titles, we get mods! lol.
I haven't had the chance of running into the awful loot system in FF12 or the buggy mess that is Skyrim, but I hope to one day soon.


667
Try to use Gedosato. It can inject SweetFX without the need of a deirectx file. It also should be possible for it to unlock the internal 720p cap the game has.

Yep... Dark souls 2 modding! :p

Actually... I read into it, and it looks legit.  You should totally be able to do this to FF8 on Steam since it uses DirectX9.  It would enable the use of all sorts of goodies while still being able to use Tonberry.  Hell, you may even be able to put Tonberry through it too from what I see.  I however, would have no idea how to do it... lol.

668
Completely Unrelated / Re: happy new year
« on: 2014-12-31 20:15:40 »
So I use my last phoenix down, for this:



Happy New Year!

This is the best thing ever.  Thanks, Kaldarasha!

HAPPY NEW YEAR!

669
Completely Unrelated / Re: Birthday Blues
« on: 2014-12-31 20:01:52 »
I keep an emergency stash of alcohol and Left 4 Dead for just such an occasion.

This is a great idea.  Thanks for the suggestion, Covarr.  Glad I picked up L4D for free back when they had that crazy Steam deal.

Happy birthday!

You don't need to go out to have a wild night, you could host an ayahuasca ceremony in your living room... or just drink like covaar said.

Watching vice documentaries almost always makes me feel good about my place in the world.  :D

I haven't done any psychadelics in a loooooong time.... lol.  I don't know if I'm ready for the gates of the universe to pry open my third eye.  Thanks, though ;)

Thanks for the Bday wishes, you guys! Now that it's over and done with, HAPPY NEW YEARS EVE!

670
Completely Unrelated / Birthday Blues
« on: 2014-12-30 19:35:39 »
It's my birthday.  I was going to post a before/after horizonpack/worldmap video but I started to do it and it just made me depressed... lol.
Wish I could go out tonight :)


What do you guys do when you -really- want to go out, but you're flat broke?  I'm sick of netflix lol

**EDIT**
I started rocking out to my music and it's helping me feel better. :)
**WARNING -- Shameless Plug Below**

Take a listen if you want:
13 to Midnight on iTunes
My Music Website

671
You can't run SweetFX and Tonberry together because both would be trying to communicate with directX.

Not only that, but SweetFX shouldn't be needed with all of the new Tonberry mods.  After Eden/SeeDReborn/Tripod/HorizonPack/ShunsqCharacterReplacement, you should even be able to turn off linear filtering and get the best effect.

Try to use Gedosato. It can inject SweetFX without the need of a deirectx file. It also should be possible for it to unlock the internal 720p cap the game has.

I like this option -- even if only for unlocking resolutions.  I need to test this.

672
All you need to do is take Mcindus's test map, run it through whatever photo editing program you use (me, I use GIMP), and turn the opacity down to whatever you feel is suitable for you. I have mine set at 40%. Then just name the picture and the folder you're putting it in accordingly (wm_worldmaptsp) and it should work.

Thanks, Fated! I'm glad this works well for you guys... mostly.  I think I know why it's temperamental as well... read below.

A huge issue I think everyone should know about --  If you are hashing files, remember that different codes can correspond to the same images (or in most world textures, lower resolution images).  For example - the map, sky, and world textures all have different hash codes depending on being in the ragnarok or on foot.  Not sure if all vehicles have different hashcodes (yikes) but the largest issue facing us is finding these different instances and using the codes properly.

673
It's my only explanation why the UV is messed up.
If you look at the area around 4 you can clearly see that the 'quad' UV mesh is broken by strange placed tris, so the tile map is wrongly placed on this.
The texture is properly the same as on psx, but it looks like that the UV is smaller as the tile texture and that's might be the reason why the textures aren't displayed seamless.

Is there any way to increase the UV size to match the PSX version?  As I replace textures, the walkmesh errors become increasingly more obvious.

674
Mcindus, will we be seeing a youtube update with all mods soon?

I really want to see how the new world looks.

Very soon!

I tried to replace the ocean, but the game lags so hard it becomes almost unplayable.  Anyone have any ideas?
I'm going to leave it alone and focus on the first two towns - then a video.

675
Omzy Update!

Hello guys - Omzy messaged me back and wanted me to share with the forum!

----------------------------------------------------------

Hey McIndus, I am positively amazed at the things you guys have been doing. It gives me a great feeling knowing that people are actually using my work and taking it seriously to make new content! I definitely have you to thank for that, for jumpstarting the Tonberry movement, and Shunsq for being brave enough to put his programming hat on to help others out.

Unfortunately, time is tight right now, even over the holidays, but I do periodically check in and read the new threads. What Shunsq needs to know is that when I made the hash codes for hash1map, which I gave him the algorithm for, I ran into some collisions for the files that were mostly black/empty that only had a few pixels or were only different by a few pixels. In order to temporarily patch that, I decided to run a second hash algorithm that is similar but uses different pixels and more pixels (like 100 instead of 64). That algorithm I hand-selected the pixels in certain regions of the images that were most likely to be different. Then I ran that and if there was a collision on the first hash from hash1map, then it would run the second hash and that value would be in hash2map. I did make special case allowances for the text files for SeeD that had different palettes and had the same hash value. Those allowances just looked at a special hand-selected pixel in the images that was different color in each and detected which file to choose.

That's what I remember. I feel like chocobo sage right now, forgetting, lol. I do know that if he digs in the source files I uploaded, he will find the algorithms for the first and second hash in there. This double hashing system needs to be completely replaced with a smarter one that has no collisions. That would solve so many problems. Fortunately, the Tonberry injector is fairly modular, so one could write a hash algorithm and implement it without too much trouble. It just takes some bravery.

Keep up the good work!
Happy Holidays!
Omzy
------------------------------------------

Thanks, guys! Information GOLD.
MCINDUS

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