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Miscellaneous Forums => Graphical => Topic started by: Shunsq on 2014-10-22 21:28:52

Title: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Shunsq on 2014-10-22 21:28:52
_________BERRYMAPPER_________
Berrymapper is a tool to use in combination with the texture injector TONBERRY, written by Omzy. Tonberry is a program that extracts texures from the game and replace them with HD ones. To make this possible Tonberry has to identify the texture to be replaced, by giving them "hashcodes". Those hashcodes are generated with BERRYMAPPER.

Here is what Berrymapper produces:
sql_13,1721133567

And when Tonberry reads it it gives this in runtime:
(http://fc01.deviantart.net/fs70/f/2014/295/9/9/2014_10_22_00004_by_shunsquall-d83s41h.jpg)

LAST EDIT 2014-12-06:
Here is the program i created to generate the hashmaps:Berrymapper (https://www.dropbox.com/s/vbpbsy6nxtrtslq/BerryMapper-001-.zip?dl=0)

It's a little console program that reads the content of Berrymapper.exe/INPUT and converts it to hashcode in the OUTPUT folder.

For character hashcodes copy "objmap.csv" and put it in FINAL FANTASY VIII/tonberry/hashmap/

For other textures copy "hashmap.csv" and put it in FINAL FANTASY VIII/tonberry/hashmap/

Follow the directives in the links below: Tonberry directives (http://forums.qhimm.com/index.php?topic=15945.0)

Release log:
Version    Published on       Comment       
0002014-11-06First release
0012014-12-06Now you can add entire directories with subdirectories in INPUT/.Fancy loading bar.Columns are clearly identified in objmap.csv.
Press [ESC] TO EXIT

____PROJECTS USING BERRYMAPPER_____

____TONBERRY_____
The original tool (v1.5) can be found there:Tonberry v1.5 (http://forums.qhimm.com/index.php?topic=15291.0)
I put the link there to give tribute to its creator Omzy.

The newest version of Tonberry ( with brandnew functionalities) is provided there:Tonberry v1.6 and higher (http://forums.qhimm.com/index.php?topic=15945.0)


Thank you for contributing to the characters hashmap:
Mortael
FatedCourage

Thank you for painting the textures:
Magochocobo
Devina
Yagami Light
Mortael
Crestian
Mcindus




Title: Re: [FF8-steam] Character texture replacement
Post by: obesebear on 2014-10-22 21:46:28
Awesome
Title: Re: [FF8-steam] Character texture replacement
Post by: gtrhitman on 2014-10-23 00:39:21
It worked! Thank you! (and Magochocobo of course)  I hope you're able to find the hash values for the other characters.
Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-10-23 00:52:40
Oh my gosh!!! I can die now!

(http://www.stephaniefeagan.com/wp-content/uploads/2013/04/matthew-broderick-oh-my-god.gif)

(https://c1.staticflickr.com/1/24/49489638_784cc7abcd.jpg)
Title: Re: [FF8-steam] Character texture replacement
Post by: magochocobo on 2014-10-23 03:00:56
ooooh it's great!!
to finally I have a reason for finish the edea and ward texture xD
Very thanks for your work!!
:D
Title: Re: [FF8-steam] Character texture replacement
Post by: ChaosFenrir on 2014-10-23 04:23:19
Seems great but i can't get it to working. Did everything you say , but still doesn't work. Someone reply and help please!!
Title: Re: [FF8-steam] Character texture replacement
Post by: Shard on 2014-10-23 12:15:46
Seems great but i can't get it to working. Did everything you say , but still doesn't work. Someone reply and help please!!
Do you have the Steam version of FF8? Omzy's mod only works for the Steam version.
Title: Re: [FF8-steam] Character texture replacement
Post by: K43SJ on 2014-10-23 12:32:38
awesome !

textures was worked !
but only disc 1 at balamb Graden

i hope this project will complete soon as you can, i love you  :evil:
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-23 14:44:02
Awesome start, can you give a tutorial for finding out which textures you need from the texture dump, because Omzys explanation doesn't really help, and I'd like to help also how did you know what to name the files for the new textures etc. Also when I was looking at the textures it looked like every scene has them differently if thats the case doing all characters is gonna take a while
Title: Re: [FF8-steam] Character texture replacement
Post by: ChaosFenrir on 2014-10-23 16:13:43
Do you have the Steam version of FF8? Omzy's mod only works for the Steam version.

Yes i have the steam version and have others mods installed as well. This just doesn't seem to work. You put the textures in the texture folder in tonberry right?
Title: Re: [FF8-steam] Character texture replacement
Post by: ChaosFenrir on 2014-10-23 16:28:04
And one more thing, i change the "objfile" to "objmap" and he says to copy the text on it at the end , but for me the file doesn't have anything when i first open it. Is it supposed to be like that?
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-23 16:35:17
And one more thing, i change the "objfile" to "objmap" and he says to copy the text on it at the end , but for me the file doesn't have anything when i first open it. Is it supposed to be like that?

Yes the objmap should be empty just copy the names and hash numbers using notepad and save, then copy the sq folder into the textures folder, keep in mind only certain parts of balamb garden work and only with Squall
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-10-23 17:27:55
Hi everyone and thank  you for your positive feedback,
To help me, play the game  ::). Each time  you see that a texture isn't replaced do as follows:
-Switch to your desktop without quiting the game and open your FINAL FANTASY VIII/Tonberry/ folder. Change "debug0" into "debug".
-Go back to the game and move around during 5 seconds in the scene( don't move into another scene !).
-Switch back to the tonberry folder and change "debug" into "debug0".Look into  debug/nomatch/ for textures that look like sqpant, sqhead or sql. Even if it seems to be the same texture send it to me anyway.
-Copy them into a new folder, zip it and send it to me.

I use my own program to generate hashcode from the textures. It is based on Tonberry hash generator.

Title: Re: [FF8-steam] Character texture replacement
Post by: Mirrorman95 on 2014-10-23 18:15:14
It appears you've only changed Squall. Do you think you'll get to Mago's other reskins eventually?
Title: Re: [FF8-steam] Character texture replacement
Post by: ChaosFenrir on 2014-10-23 22:02:16
I probably have it correct , maybe i just haven't run across the specific parts you speak of. Can you give me a place to test that you know works for sure?
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-24 13:37:57
Make sure theres only 1 sq folder with 3 files inside that one, it actually works at most places just try balamb garden to be sure.
Title: Re: [FF8-steam] Character texture replacement
Post by: ChaosFenrir on 2014-10-24 18:14:47
I tried every area in Balamb Garden and Balamb town but still doesnt show up for me. I don't understand whats the problem , do i need to add support for these textures to tonberry or something?
Thx also for the fast replys.
Title: Re: [FF8-steam] Character texture replacement
Post by: Erik on 2014-10-25 19:53:45
Wow, really nice. Imagine too get this working 100% in game and for every (major) character! Great job.
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-26 01:04:31
I really dislike some aspects of the texture that I feel are unfaithful to the original, so I changed a few things.

- Made the necklace higher so it doesn't have that black pixel near the bottom
- Desaturated the jacket from brown to black
- Made the jacket and pants darker. This fixes the weird line on the thigh.
- Made the hair darker

Left = original
middle = original HD
right = my version

(http://i58.tinypic.com/28hzk85.png)

If you can retexture all the other models, I'd be happy to collaborate on an HD texture project.

Also, any idea about retexturing the world map and battle backgrounds? The grass and stuff looks bad.
It would be great to put in HD grass and clouds.

(http://pcgamingwiki.com/images/thumb/6/62/FF8battle.png/800px-FF8battle.png)
Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-10-26 08:41:27
That is some great improvement! I hope some day it will become complete! Thanks a lot for that contribution Dev! Highly appreciated!
Title: Re: [FF8-steam] Character texture replacement
Post by: eXistenZe on 2014-10-26 11:38:11
Very very nice...

This image with the comparisson just shows an amazing work we've been expecting for a long long time...

Thank you.
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-26 19:52:59
I really dislike some aspects of the texture that I feel are unfaithful to the original, so I changed a few things.

- Made the necklace higher so it doesn't have that black pixel near the bottom
- Desaturated the jacket from brown to black
- Made the jacket and pants darker. This fixes the weird line on the thigh.
- Made the hair darker

Left = original
middle = original HD
right = my version

[/img]

If you can retexture all the other models, I'd be happy to collaborate on an HD texture project.

Also, any idea about retexturing the world map and battle backgrounds? The grass and stuff looks bad.
It would be great to put in HD grass and clouds.

[/img]

I think it looks better, but your versions neck looks like 1 giant pixel though lol I'd recommend turning off linear filtering since all it does is blur the image. still keep in mind chocos textures were made for the battle models, I have extracted the battle scene backgrounds etc and made them tonberry ready I'll pm you the files. As for the world map, Ill start on that after, the problem with the world map though is there's a lot of messed up mesh areas that nobody knows how to fix but we can still try new textures to see what it looks like.
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-10-26 20:11:29
2014-10-26:Hashmap updated on first post
I've been testing hashcodes for Selphie and Zell. But it's a pain to adapt Magochocobo's battle model textures to field models. What would be really helpfull is a tool to export the field models to have their UV coordinates.
So far i can give you the hashcodes but not the HD textures. If people are willing to help ( Devina , Mago...), could you paint the textures?
Title: Re: [FF8-steam] Character texture replacement
Post by: obesebear on 2014-10-26 20:58:46
You can export battle models.  I would assume the UV coordinates would be the same
Title: Re: [FF8-steam] Character texture replacement
Post by: Kaldarasha on 2014-10-26 22:06:37
Field and battle have two different models which are different in detail similar as in FF7.
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-27 01:12:30
your versions neck looks like 1 giant pixel though lol

I can fix that. :P

I prefer the filtering on because it hides the pixelated look.

The thing is, I want accurate textures faithful to the original artist's intentions, like the Resident Evil 4 project.
When HD texture developers begin doing things that begin changing the original look too much, it turns me off.

Squall's neck in the original is also very one pixelly. But Magochocobo's neck looks WAY too tense and muscular. It looks too flexed and unrealistic.

Here's my current progress. If anyone has suggestions, let me know.

(http://oi57.tinypic.com/or7y10.jpg)

(http://i61.tinypic.com/sc81w7.png)

Now just imagine this, but for all characters, world map and battle scenes. It'd look amazing.
Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-10-27 09:29:29
Along with the voiceover project... dreams are being fulfilled!!! :D

Suggestion: Is it possible to open the eye sockets a little bit? I'm referring to the second image. Compared to the original he looks kinda sleepy. In the original he looks more focused. Unless you captured him in a blinking moment.

In the meantime we need to give a lot of credit to Magochocobo for his love and devotion to create those awesome textures that nobody else has had so far!! Well done to both of you guys! You rock and never cease to amaze me!

I wish we will be able to achieve textures like that in the future and a complete overhaul in another engine.

(https://i.ytimg.com/vi/gvMf3--wdUQ/mqdefault.jpg) (https://www.youtube.com/watch?v=gvMf3--wdUQ)
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-27 11:10:39
I can fix that. :P

I prefer the filtering on because it hides the pixelated look.

The thing is, I want accurate textures faithful to the original artist's intentions, like the Resident Evil 4 project.
When HD texture developers begin doing things that begin changing the original look too much, it turns me off.

Squall's neck in the original is also very one pixelly. But Magochocobo's neck looks WAY too tense and muscular. It looks too flexed and unrealistic.

Here's my current progress. If anyone has suggestions, let me know.

[/img]

[/img]

Now just imagine this, but for all characters, world map and battle scenes. It'd look amazing.

Squall looks possessed in the first picture, prefer chocos eyes to yours, I agree with trying to keep to the original but sometimes keeping it too similar makes them look weird especially when it comes to very outdated models. Anyway got first selphie model and zells head working, zells body wont load maybe it needs more hash files?

(http://i.imgur.com/uBH4u1S.png)  (http://i.imgur.com/FtjkDZg.png)
Title: Re: [FF8-steam] Character texture replacement
Post by: olearyf2525 on 2014-10-27 12:32:54
I can fix that. :P

I prefer the filtering on because it hides the pixelated look.

The thing is, I want accurate textures faithful to the original artist's intentions, like the Resident Evil 4 project.
When HD texture developers begin doing things that begin changing the original look too much, it turns me off.

Squall's neck in the original is also very one pixelly. But Magochocobo's neck looks WAY too tense and muscular. It looks too flexed and unrealistic.

Here's my current progress. If anyone has suggestions, let me know.

(http://oi57.tinypic.com/or7y10.jpg)

(http://i61.tinypic.com/sc81w7.png)

Now just imagine this, but for all characters, world map and battle scenes. It'd look amazing.

Can't wait for these texture replacements to be fully done/working. Awesome job guys!
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-27 13:43:08
Small Squall update (ignore the one in the middle, the one on the right is the most recent)

http://oi62.tinypic.com/1zpiiw8.jpg

And here is Magochocobo's for comparison:

http://fc01.deviantart.net/fs70/f/2014/295/c/7/2014_10_22_00006_by_shunsquall-d83s412.jpg

Upon comparison, you can see how my style deviates. :P
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-10-27 23:09:26
Nice job Devina and Yagami ;D !
It doesn't matter whose texture is the closest to the original. There will possibly be as many textures as there are artists. Anyway ,to say something constructive,  Magochobo's eyes are too "anime-ish"  whereas nose and lips are too much contrasted. Devina's sqhead has strange frown eyebrows and strict eyestare. For the sql texture I deformed mago's texture to fit with lowpoly squall. The eyes are too little, they need to be opened up a bit.

Yagami: i didn't put all the hashcodes for selphie and zell. It was just for a test. I will post all the hashcodes within this week.
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-28 05:08:40
Looking forward to it.

Btw, I think there may be more models to deal with. I entered a house in Balamb and the textures don't work.
Battle models would look great too.
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-28 08:33:00
magechoco already made squall textures for the field version in his texture thread, I fixed the hair and really like the result, apparently he did the field textures for sephie and quistis as well but I can't find them.

(http://i.imgur.com/OM4AGZb.png)
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-28 09:25:17
magechoco already made squall textures for the field version in his texture thread, I fixed the hair and really like the result, apparently he did the field textures for sephie and quistis as well but I can't find them.

I know, I mean go into Balamb and enter the first house on the right and you'll see that the textures don't load.
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-28 09:36:20
I know, I mean go into Balamb and enter the first house on the right and you'll see that the textures don't load.

Loads fine for me, did you update the hash files Shunsq posted on Sunday
Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-10-28 11:01:21
magechoco already made squall textures for the field version in his texture thread, I fixed the hair and really like the result, apparently he did the field textures for sephie and quistis as well but I can't find them.

(http://i.imgur.com/OM4AGZb.png)

Eyebrows and eyes look a bit weird.... it might be the distance between them... something doesn't match quite well. I'm not sure what exactly.
Title: Re: [FF8-steam] Character texture replacement
Post by: Faendra on 2014-10-28 12:00:01
Eyebrows and eyes look a bit weird.... it might be the distance between them... something doesn't match quite well. I'm not sure what exactly.
The distance between them, to cloose from each other
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-28 13:08:13
Loads fine for me, did you update the hash files Shunsq posted on Sunday

This worked, thanks!

I guess we still need the hash files for Squall's torso and face during battles.
Title: Re: [FF8-steam] Character texture replacement
Post by: Fischkopf on 2014-10-28 17:00:15
This looks awesome, great to finally see some actual FF8 modding going on.

I guess the era of FF8 modding has begun just NOW.  :-D
Title: Re: [FF8-steam] Character texture replacement
Post by: Mcindus on 2014-10-29 22:08:53
This makes me so happy!

Hey Shunsq - when you finish with all of the hashing for the characters it should be easy to get Omzy to update Tonberry so we can make this mod as easy to use as possible!

Sorry I've been so MIA - life happens and when it rains, it pours.  I'm still working on SeeD Reborn Translations and compiling all of the world map textures for hashing, but it's taking a long time since I barely have any free time.  This economy sucks for artists/musicians. ;)  As soon as I get more time, I will be updating a -lot-.  I even have an update to Tripod that's sitting on my proverbial shelf.
Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-10-29 22:38:53
This economy sucks...

...in general! Indeed!
Title: Re: [FF8-steam] Character texture replacement
Post by: trrz on 2014-10-30 11:41:20
Can someone share their texture folders for all characters?

I can only see squall avalable for download
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-30 12:52:34
Wait a little longer.

Is there anyone willing to work helping remastering the textures, or is it just me?
If so, I can give you my Squall textures so far. I'd love a go at those Selphie textures.

(http://venturecosplay.com/wp-content/uploads/2009/12/selphie.jpg)

You can actually edit them in realtime in-game, by the way. Just open the menu and exit and the textures refresh.
Title: Re: [FF8-steam] Character texture replacement
Post by: EQ2Alyza on 2014-10-30 12:57:06
Can someone share their texture folders for all characters?

I can only see squall avalable for download

The downloads are at the first link of the OP.

Wait a little longer.

Is there anyone willing to work helping remastering the textures, or is it just me?
If so, I can give you my Squall textures so far.

You can actually edit them in realtime in-game, by the way. Just open the menu and exit and the textures refresh.

What kind of work is needed?
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-30 13:14:50
What kind of work is needed?

Making the textures look as best as possible, and as close to a perfect FF8 remaster.

Fixing graphical glitches and seam correction.

Basically, anyone with texture expertise and knows a lot about the visual design of FF8.

http://i.imgur.com/uBH4u1S.png

For example, look at Selphie's necklace and how her neck texture is cutting it off.

Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-30 13:54:56
Everything is WIP, heres the files I have https://www.dropbox.com/s/015mqf1or8bqj6p/chara%20textures.rar?dl=0
Title: Re: [FF8-steam] Character texture replacement
Post by: Devina on 2014-10-30 14:16:17
Everything is WIP, heres the files I have https://www.dropbox.com/s/015mqf1or8bqj6p/chara%20textures.rar?dl=0

AHHH, the field Squall is kind of disturbing.

Here's mine:

https://www.dropbox.com/s/lxfkrj7o4g0tsw4/sq.rar?dl=0
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-10-30 17:50:23
2014-10-30:Update on first post for Squall/Zell/Selphie textures
Devina and Yagami,
Thank you for repainting Mago's textures to match the field models. I will update first post with your textures. In the meantime Magochocobo is repainting his own field texture. I will also update the hashlist.
Title: Re: [FF8-steam] Character texture replacement
Post by: Crestian on 2014-10-30 18:57:06
Hello All,
 Nice work on the breakthrough with the textures. I have been working on Weapon reskins for the FF8 crew.
These are upscailed/upressed/redesigned(slightly) textures. I have Squall, Rinoa, and Zell Done-ish and working on Quistis and Irvine.

http://imageshack.com/a/img673/6601/3em7IU.png

http://imageshack.com/a/img661/9943/WxZMCk.png

http://imageshack.com/a/img673/1278/wKrMcA.png

Purpose: Maybe you guys can take what I have done and see if you can get them in game.
Ill include the textures for Squall/Rinoa/Zell Weapons as well as my Maya files for viewing.

https://www.dropbox.com/s/a0m9ilwddl1kp1l/FF8%20textures1.zip?dl=0
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-10-30 19:20:03
Thank you Crestian but i don't work on the weapons right now. Maybe on a later mod.
Title: Re: [FF8-steam] Character texture replacement
Post by: Crestian on 2014-10-30 20:07:51
Shun
Of course! I just didn't know if someone could easily slap them in or not hehe. I did see, on one of the squall textures, that you provided, a gun blade texture on its top part. I merged my revolver texture over that portion of the map and it seemed to work. I just couldn't get a good shot of it because I'm guessing its for one of rare occasions Squall pulls his weapon out not in battle.

But for anyone else message me if you want the models and their original base textures to rip apart yourselves I have most of them. With any luck, we might need to make a new thread for texture critiques soon!
Title: Re: [FF8-steam] Character texture replacement
Post by: EQ2Alyza on 2014-10-30 20:58:40
@Crestian

I would say to keep working on those weapons and post a new topic for them here in the Graphical Mods section. Eventually the hashmaps will be made, but it will take time since the mods themselves are pouring in quicker than the amount of people we currently have working to get them ingame.

Be patient and don't quit :)
Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-10-30 22:45:29
So much progress for VIII just blows your head off!!! Keep it up everyone! Looking forward for my next guide update!!! ;)
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-10-30 23:03:59
Shun
Of course! I just didn't know if someone could easily slap them in or not hehe. I did see, on one of the squall textures, that you provided, a gun blade texture on its top part. I merged my revolver texture over that portion of the map and it seemed to work. I just couldn't get a good shot of it because I'm guessing its for one of rare occasions Squall pulls his weapon out not in battle.

But for anyone else message me if you want the models and their original base textures to rip apart yourselves I have most of them. With any luck, we might need to make a new thread for texture critiques soon!

Tested your metal knuckle texture it works, had to edit it a bit so it fit properly. If you want suggestions to improve it I would say round the metal corners and use a shiny metal texture to make it look more realistic. Good job so far though  8)

(http://i.imgur.com/o8P10XP.png)
Title: Re: [FF8-steam] Character texture replacement
Post by: trrz on 2014-10-31 13:23:05
>Wait a little longer
Ok. It's just such an improvement against the original, I can't go back to the old models anymore.
First post teased selphie and zed as well, but only Squall was available for download.

Thanks for your great work, making the one of best FF timeless.
Title: Re: [FF8-steam] Character texture replacement
Post by: olearyf2525 on 2014-11-06 02:07:08
Please keep us updated on any progress.
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-11-06 16:41:33
Shunsq are you going to share your hash program, so we can help find them. Only having 1 person do it will take forever
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-11-06 21:14:19
Yagami Light,
Here is the .exe i've created :Berrymapper (https://www.dropbox.com/s/oz7m6f0ayrjwc64/Berrymapper.exe.zip?dl=0)
It's a little console program that reads the content of Berrymapper.exe/INPUT and converts it to hashcode in the OUTPUT folder.

Everyone, can you test the program?

You just have to put in /INPUT all the files you extracted from Tonberry.
Title: Re: [FF8-steam] Character texture replacement
Post by: Yagami Light on 2014-11-07 10:28:51
So how do we find out what to name the files after they have been hashed

EDIT: Ok got it working the obj map gave me 2 sets of hashes, I used one of them and it seems to work. To get the names all I did was use deling to extract the relevant files and use psicture to find out the names by saving each palette.

EDIT2: Ok seems they use the same name for every palette, dont know what to do now
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-11-07 11:25:52
You name the textures as you like, it doesn't matter. As there are tons of textures i use another program to rename properly all the textures (search for "ant renamer" ). In objmap.csv the first code matches the top left textures, the other code matches the bottom left texture.
My program creates both hash codes for character textures and menu/worldmap/field textures.
Title: Re: [FF8-steam] Character texture replacement
Post by: K43SJ on 2014-11-22 18:33:10
Hello everyone !
Here, I remake shirt of Selphia . I hope everybody love it. Sorry my english bad because i'm vietnamese   :-D
Special, thank you very much Shunsq for mod textures character

Link download textures :
Code: [Select]
https://drive.google.com/file/d/0B965guF9-5ugRWNwV3BPSTlCWWM/view?usp=sharing
(http://i.imgur.com/NOFB6IH.jpg)
(http://i.imgur.com/f6KG2AD.jpg)

Title: Re: [FF8-steam] Character texture replacement
Post by: LeonhartGR on 2014-11-23 01:28:48
(http://www-scf.usc.edu/~jiyeonmo/itp104/cutemarshmallow.jpg)

That is the cutest thing anyone has ever done for FFVIII! :) Well done!
Title: Re: [FF8-steam] Character texture replacement
Post by: JeMaCheHi on 2014-11-23 11:06:37
Hello everyone !
Here, I remake shirt of Selphia . I hope everybody love it. Sorry my english bad because i'm vietnamese   :-D
Special, thank you very much Shunsq for mod textures character

Link download textures :
Code: [Select]
https://drive.google.com/file/d/0B965guF9-5ugRWNwV3BPSTlCWWM/view?usp=sharing
(http://i.imgur.com/NOFB6IH.jpg)
(http://i.imgur.com/f6KG2AD.jpg)

That was unexpected O.O
I'd never thought I'd say this kind of things in FFVIII... definitely, this is amazing. Just a few months ago, the character texture modding was just a dream, and now it's happening hahaha
Title: Re: [FF8-steam] Character texture replacement
Post by: JordieBo on 2014-11-23 12:10:27
When it comes to remastering the textures is it just a case of getting the textures, opening them in Photoshop and remaking them? Because that's something I can do if anyone's willing to send me the textures. I only know a little bit about 3D right now and it's Cinema 4D which probably isn't helpful here, but Photoshop I can do!
Title: Re: [FF8-steam] Character texture replacement
Post by: olearyf2525 on 2014-11-23 13:31:25
Awesome shirt, is it possible to get these textures into the battlemodels?
Title: Re: [FF8-steam] Character texture replacement
Post by: JeMaCheHi on 2014-11-23 13:42:02
Awesome shirt, is it possible to get these textures into the battlemodels?

That exact ones? Nope, the field textures and battle textures are different ones. We'd need to hash the battle texture and design its own one.

By the way, I can hash some textures for you guys, I've been making some tests and I think I got it. A sample pic:

(http://i.imgur.com/lCXnbrO.jpg?1)

As you can see it's just a placeholder, I'm not good at graphic design so I won't even try it xD

@Shunsq, your Berrymapper works like a charm, by the way.
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-11-23 15:08:59
2014-11-23: Hashmap updated
As said in the first post sq means squall, se selphie and ze zell. As for the suffix:
**l is lowpoly
**body is the body texture
**head is the head
***t means the texture is in the top corner instead of the bottom corner
***b means the texture is in the bottom corner instead of the top corner

@K43SJ: what a funny idea! It doesn't shock me at all. ;D
@JeMaChehi: Thank you for using Berrymapper. It's possible to change worldmap textures, you just have to try. On a side note i may change the name of the program to something like "tonberry-mapper" which is more clear.

I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling (http://forums.qhimm.com/index.php?topic=13050.0) . I replaced lowpoly squall with highpoly squall in main_chr.fs. Indeed the lowpoly and highpoly models have the same bone architecture so you can swap the models as you want. The animations are stored elsewhere( maybe in chara.one).
But beware: create a copy of main_chr.fi/fl/fs and field.fi/fl/fs in a secured directory before doing any modification of those files!
Title: Re: [FF8-steam] Character texture replacement
Post by: JeMaCheHi on 2014-11-23 15:24:08
@K43SJ: what a funny idea! It doesn't shock me at all. ;D
@JeMaChehi: Thank you for using Berrymapper. It's possible to change worldmap textures, you just have to try. On a side note i may change the name of the program to something like "tonberry-mapper" which is more clear.

I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling (http://forums.qhimm.com/index.php?topic=13050.0) . I replaced lowpoly squall with highpoly squall in main_chr.fs. Indeed the lowpoly and highpoly models have the same bone architecture so you can swap the models as you want. The animations are stored elsewhere( maybe in chara.one).
But beware: create a copy of main_chr.fi/fl/fs and field.fi/fl/fs in a secured directory before doing any modification of those files!


@Shunsq: I really like "Berrymapper", "Berry" comes from "Ton-Berry", isn't it?

About model replacing, we'd appreciate if you explain it in a little more depth. I was trying some months ago to replace character textures with Deling with no success... [OFFTOPIC]However, the scripting features are so fun![/OFFTOPIC]

EDIT: I'm stupid I answered into the quotation xD
Title: Re: [FF8-steam] Character texture replacement
Post by: Aavock on 2014-11-23 15:31:08
Hey Shunsq, I've been using your tool placing all different palettes files from Tonberry's debug foder in "input" and Berrymapper is generating the exact same code for all files... What am I missing; how does it work exactly ?
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-11-23 15:37:12
It merely means that all the files have the same hash codes. Even if you have different palettes, if their grayscales are the same then their hash codes are the same too. So far Omzy (or any coder) didn't implement an algorithm that see the differences between the palettes. I would do if i succeeded compiling tonberry but i can't :'(
Title: Re: [FF8-steam] Character texture replacement
Post by: Aavock on 2014-11-23 16:02:14
Thanks, hopefully you'll implement the algorithm you're looking for.

How did you find the different codes for all icon.tex palettes for SeeD reborn ? I was looking at re-insert the critical (yellow) and K.O. (red) status for the iconfr hasmap files...
Title: Re: [FF8-steam] Character texture replacement
Post by: Shunsq on 2014-11-23 16:25:29
I think i don't understand what you want...But i'll try to answer.
People here(yourself, Mcindus,....) sent me all the palettes for icon.tex. Tonberry generates a .bmp each time it sees a texture that is not listed in hash1map.csv. In fact it doesn't see the difference between two different palettes but it knows that their common grayscale is not listed.
I then put all the palettes into Berrymapper.exe/INPUT/ and launch berrymapper.exe. It will generate hashmap.csv and objmap.csv. For the menu you only need hashmap.csv. If multiple hash codes are identic it means that their sources can't be distinguished by tonberry. While playing the game it's the first one listed in hash1map.csv that will be inserted into the game, the other ones will be ignored.
I will repeat myself but you can use 1 palette with different icon colors. For exemple in the "yellow" texture you can color the death icon in red.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Shunsq on 2014-11-23 20:01:25
(http://fc01.deviantart.net/fs70/f/2014/327/4/7/illustration_by_shunsquall-d87f9zy.png)

How to switch lowpoly and highpoly models? (https://www.dropbox.com/s/wg0pb2fkord64b9/Replacemodels.pdf?dl=0)
As i said earlier  it is possible to change the field models from lowpoly to highpoly.

If someone wants to test this with other models here is a description of all the .mch:
Code: [Select]
#name,character,definition,version
d000,squall,low,casual
d001,squall,high,casual
d002,squall,low,uniform
d003,squall,high,uniform
d004,squall,high,casual
d005,squall,high,graduate
d006,squall,high,casual
d007,squall,low,casual with weapon
d008,NONE,NONE,NONE
d009,zell,low,casual
d010,zell,high,casual
d011,zell,low,uniform
d012,zell,high,uniform
d013,NONE,NONE,NONE
d014,zell,high,graduate
d015,irvine,low,casual
d016,irvine,low,casual
d017,irvine,high,casual
d018,quistis,low,casual
d019,quistis,high,casual
d020,quistis,low,uniform
d021,quistis,high,uniform
d022,rinoa,high,ballroom dress
d023,rinoa,high,ballroom dress
d024,rinoa,low,casual
d025,rinoa,high,casual
d026,rinoa,high,casual with accessory
d027,selphie,low,casual
d028,selphie,high,casual with weapon
d029,selphie,low,uniform
d030,selphie,high,graduate
d031,NONE,NONE,NONE
d032,seifer,low,casual
d033,seifer,high,casual
d034,seifer,low,casual with weapon
d035,seifer,high,casual with weapon
d036,seifer,low,worn out
d037,seifer,high,casual with weapon
d038,NONE,NONE,NONE
d039,NONE,NONE,NONE
d040,edea,low,with mask
d041,edea,low,casual
d042,edea,high,casual
d043,laguna,low,casual
d044,laguna,low,uniform
d045,kiros,low,casual
d046,kiros,low,uniform
d047,ward,low,casual
d048,ward,low,uniform
d049,squall,high,with bandage
d050,quistis,low,uniform
d051,rinoa,low,casual
d052,squall,low,casual
d053,squall,low,with bandage
d054,kid squall,low,kid
d055,kid zell,low,kid
d056,kid irvine,low,kid
d057,kid selphie,low,kid
d058,kid quistis,low,kid
d059,kid seifer,low,kid
d060,space suit,low,blue version
d061,space suit,low,red version
d062,space suit,low,red and green version
d063,space suit,low,blue version
d064,space suit,low,blue version
d065,seifer,low,casual
d066,soldier,low,uniform
d067,soldier,low,uniform
d068,soldier,low,uniform
d069,soldier,low,uniform
d070,soldier,low,uniform
d071,laguna,low,mayor
d072,kiros,low,counselor
d073,ward,low,counselor
d074,edea,low,normal
d075,rinoa,low,casual



Title: Re: [FF8-steam] Character texture replacement
Post by: Vehek on 2014-11-23 20:34:34
I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling (http://forums.qhimm.com/index.php?topic=13050.0) . I replaced lowpoly squall with highpoly squall in main_chr.fs.
I don't think that's safe. When I was doing some high-texture model tests (http://forums.qhimm.com/index.php?topic=14846.0) last year, I found that too many model textures can cause graphical glitches. The cube model I showed in that thread was an extreme case of extra textures, but just a few can glitch up cutscenes sometimes. For example, Edea's scene in the Timber studio, and the scene after the prison.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Yagami Light on 2014-11-23 21:51:34
Shunsq I got the high poly model working but like Vehek said it will cause graphical glitches heres an example I found going to the infirmarys bed area and coming back out, selphies textures gets put onto the Dr's model.

(http://i.imgur.com/IsZ87kE.png)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Shunsq on 2014-11-23 21:58:34
Thank you Vehek and Yagami Light, it's really interesting...I will try to clear this out. It's strange because i don't have this glitch when i go to the infirmary ( even with Zell and Selphie). Have you replaced also Zell and Selphie models ?
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Yagami Light on 2014-11-23 22:34:40
I only did it with Squall modified, there is probably more glitches out there, depending on what part of the game you are on. For example that glitch doesn't happen during beginning of game when Squalls alone, there's too many variables a full playthrough is needed.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: olearyf2525 on 2014-11-24 14:10:24
Shunsq so I am going to try these out in game but my question is what happens when Squall changes his Seed Uniform will that mess up the textures?
Title: Re: [FF8-steam] Character texture & model replacement
Post by: JeMaCheHi on 2014-11-24 21:22:06
Shunsq so I am going to try these out in game but my question is what happens when Squall changes his Seed Uniform will that mess up the textures?

No, they just won't be replaced, but everything will work fine. Uniform's textures aren't hashed so they won't be replaced and the game will show the original ones.

Am I wrong Shunsq?

BTW: Didn't magochocobo retexture the seed uniform too...?
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-29 12:05:19
Using Deling, I think I may have found the battle textures. Well, under Battle.fs ;) I'm going to try and find the hash codes fro them now- HOPING this is it, it also has the squall seed uniform battle textures as well. You know, I think the textures for all the other characters are close to how they should be represented, I always thought that Squall was the least realistic!(Also found Ultimecia's battle skin/and the unconscious Rinoa/Adel file)

Update:

Hashmap:
d0c000,18446744073709551615
Objmap:
d0c000,4294967295

Not sure if these are it, need somebody to confirm

If these numbers are at all relevant, this is the hash code for Squall's apparent 'battle' texture
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Shunsq on 2014-11-29 15:24:31
Thank you mortael! To detect all the battle textures( because deling only shows 1 palette but there might be up to 16 palettes) you have to use tonberry and start multiple battles.
If you don't know how to collect textures with Tonberry go there:Tonberry (http://forums.qhimm.com/index.php?topic=15291.0)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-29 16:15:27
Already a step ahead of you! ;) I ran a few tests, when I 'replaced' or tried different textures, and ended up with the texture replacing else (such as the Squaresoft logo, which was amusing to see Squall's distorted texture file fade in..) I will keep on trying!

Update:

Whilst trying to figure out an efficient way to work the Battle field script, I have the textures for Squall's student uniform- I find it interesting that it's available for nearly all of the areas! It's interesting looking/viewing these files as I feel I'm beginning to understand more about how this game works; as complicated as it is... No master, but a step closer.

(http://i285.photobucket.com/albums/ll65/Leographic/627.png)

Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-29 23:43:01
(http://i285.photobucket.com/albums/ll65/Leographic/Again.png)

Successfully hashed face/other details- all that needs to be fixed are the gunblade textures, apparently they just happen to come with each skin... Which will be a pain, but nonetheless, I can do this :)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: olearyf2525 on 2014-11-29 23:49:38
(http://i285.photobucket.com/albums/ll65/Leographic/Again.png)

Successfully hashed face/other details- all that needs to be fixed are the gunblade textures, apparently they just happen to come with each skin... Which will be a pain, but nonetheless, I can do this :)

!!! :D
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-29 23:59:10
Also, the guy who was doing weapons earlier? Yeah I can add the retextures too <3


Update: For some bizarre reason (despite having textures for all of the different gunblades, it seems only the lionheart is required to fix! After testing each gunblade though, the model works perfectly! I've only tested it in Balamb, but I can safely assume that it works.

(http://i285.photobucket.com/albums/ll65/Leographic/Itworks.jpg)

p.s. I'll fix the textures so that it's not as blurred (save for the face, because the blurring makes it more realistic, and less sharp)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: LeonhartGR on 2014-11-30 01:06:47
Squall looks so impressive on those screens!
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-30 05:25:11
Now that I have Squall casual complete and looking relatively decent- I am going to proceed by doing the uniforms and the Squally you see at the beginning, with the bandages. I have managed to find every single Squall texture file, as a reference, so the rest should be easy :) I will be busy throughout most of next week, but I'll do my best to get these done as soon as I can; I will release the textures/hash codes for Squall's face/details relatively soon.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Shunsq on 2014-11-30 07:27:30
Thank you for doing this mortael.
If other people want to test other textures (battle fields, worldmap, ...) don't hesitate to use berrymapper and participate to this forum.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-30 07:46:19
I've started working on the uniform- problem is, the lowpoly needs hashing in various areas- so if people could start doing that, up until the return to balamb- I would be eternally grateful, I'm working on slicing/dicing the tex file to fit the uniform, so far so good :) the high-res is fine with no errors. I've altered Squall's face just a very little... You wont notice much difference, but it's just there for detail.

(http://i285.photobucket.com/albums/ll65/Leographic/SqwoolUniform.jpg)

I'll post more updates soon :)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: olearyf2525 on 2014-11-30 13:32:02
Awesome work Mortael! I would help cause I have free time, but I have no idea how to do any of this.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-11-30 23:28:12
Low Poly Squall... Work in progress!

(http://i285.photobucket.com/albums/ll65/Leographic/Progress.jpg)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-12-01 02:06:15
So I finished up low-poly Squall in the uniform (not looking too shabby)

And also just finished hashing the battle uniform. Just doing a few gameplay tests- until I get back to Balamb Garden, and then for the final Squall texture, it should be the SeeD uniform, which should be incredibly easy to hash! (Hopefully Mago can fix something up, or did he already do a texture for it?)

(http://i285.photobucket.com/albums/ll65/Leographic/SquallUniformBattle.jpg)
Title: Re: [FF8-steam] Character texture & model replacement
Post by: olearyf2525 on 2014-12-01 21:39:41
So I finished up low-poly Squall in the uniform (not looking too shabby)

And also just finished hashing the battle uniform. Just doing a few gameplay tests- until I get back to Balamb Garden, and then for the final Squall texture, it should be the SeeD uniform, which should be incredibly easy to hash! (Hopefully Mago can fix something up, or did he already do a texture for it?)

(http://i285.photobucket.com/albums/ll65/Leographic/SquallUniformBattle.jpg)

Yea Shunsq said he did but I don't know where to find it.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-12-02 08:30:04
Every Squall uniform has been hashed- including the fire cavern area, and the infamous Balamb home - low poly/battle model and high res are completed and require no further update. Furthermore, there are no known bugs!!

Unfortunately, when it came to the 'SeeD uniform' it is much more tricky. First of all, the texture works fine on Squall, but his 'head' texture shares the same hash code as Zell's..... Which means you end up with a really funky looking Zell, for no more than about 10 seconds of gameplay. I haven't found a workaround for this yet- I will see what I can do.

I've also hashed a few extra areas for Squall's casual texture, nearly all 13 palettes for the poly squall have been found (just one more to go, so no more disappearing new textures!) A couple of other areas all hashed up to after the training centre. I have also added a new texture for Squall when he uses his gunblade in the field.

Once I have found all the palettes, the new textures for Squall should be permanent and hopefully no need to hash any more for his model!

As far as I know.. All the textures are complete, save for the SeeD uniform- I have begun working on them myself, but I would rather see Mago's textures being used, I'm an average artist at best... :D

New codes:

sql_13,1721133567
sql_13,1721199103
sql_13,1855352319
sql_13,1855417855
sql_13,2061135359
sql_13,2061200895
sql_13,2126409215
sql_13,2126474751
sql_13,2130603519
sql_13,2130669055
sql_13,2787557085
sql_13,2867228226
sql_13,2984921949
sql_13,4002835967
sql_13,4002901503
sql_13,4273892863
sql_13,4273958399
sql_13,2061135359
sql_13,2061200895
sql_13,2130669055
sql_13,2130603519
sql_13,2130607615
sql_13,2130673151
sqpant_13,4215270997
sqpant_13,4214484565
sqpant_13,4214353493
sqpant_13,4282383965
sqpant_13,4214877781
sqpant_13,4214746709
sqhead_13,836294143

Eventually you will want to add these for the battle textures/uniforms:

sqlionheart_13,3303903659
sqlionheart_13,3303903403
squniform_13,3923293695
squniform_13,3687299908
squniformhead_13,1769491967
squniformhead_13,1777880575
squniformhead_13b,3688348552
squniforml_13,515265023
squniforml_13,515330559
squniforml_13,1052201471
squniforml_13,1052135935
squniforml_13,1056395775
squniforml_13,1056330239
squniforml_13,1052144127
squniforml_13,519467519
squniforml_13,519533055
sqseedhead_13,3968939419 (bugged, shares the same hash code as Zell's head)
sqseedhead_13,3985716667
sqgunblade_13,3057077977
Title: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Mortael on 2014-12-02 09:46:28
Project Lionheart 0.1beta, a project started by Shunsq, textures by Magochocobo
(Thank you for your great work!!!)

** This is still a work in progress, and may not cover all of the areas just yet.

(http://i285.photobucket.com/albums/ll65/Leographic/Itworks.jpg)

So what is Project Lionheart? To put it simply, it is a mod that replaces the textures of the characters.

However, I have only replaced Squall's textures- provided Magochocobo/anybody else decides to make more textures, I will gladly do my best to get them working in-game!

**Known issues:



(http://i285.photobucket.com/albums/ll65/Leographic/SquallUniformBattle.jpg)

Credits:

//  First of all, I would like to thank Shunsq for discovering how to replace textures in-game. I would also like
to thank Magochocobo for his excellent textures; you can find his work here:

http://forums.qhimm.com/index.php?topic=13345.0 //

I would like to thank Shunsq also for his 'berrymapper', a pretty nifty tool in which you can hash textures, in
order to replace them; you can find his work here:

http://forums.qhimm.com/index.php?topic=15668.0


I would also like to thank Omzy for creating the Tonberry mod! You can find this here: http://forums.qhimm.com/index.php?topic=15291.0

Furthermore! I hope you all do not mind me uploading this!

You can find the link here: http://www.mediafire.com/download/i2dicxu6mib9lzl/Project+Lionheart+Mod+0.1b.rar (http://www.mediafire.com/download/i2dicxu6mib9lzl/Project+Lionheart+Mod+0.1b.rar)

(http://i285.photobucket.com/albums/ll65/Leographic/SqwoolUniform.jpg)

Please! If you find any bugs/issues/glitches, feel free to post them here and I will do my best to fix them. If there are any areas that need hashing/do not have the new textures- let me know and I'll work on it as soon as I can.

If I have failed to mention anybody else, here's a big thank you for making this all possible.

Title: Re: [FF8-steam] Character texture & model replacement
Post by: Shunsq on 2014-12-02 21:16:38
Nice, thank you mortael!
Most of Squall field textures were already listed on first page but i added 4 of yours:
sql_13,2130607615
sql_13,2130673151
sqbody_13,4214877781
sqbody_13,4214746709

Concerning the battle textures i'm also adding yours to the first page list.

Title: Re: [FF8-steam] Character texture & model replacement
Post by: olearyf2525 on 2014-12-03 00:04:40
Nice, thank you mortael!
Most of Squall field textures were already listed on first page but i added 4 of yours:
sql_13,2130607615
sql_13,2130673151
sqbody_13,4214877781
sqbody_13,4214746709

Concerning the battle textures i'm also adding yours to the first page list.

Nm I see it.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Mortael on 2014-12-03 07:36:27
Shunsq! I apologise for not consulting with you first, in-fact it should REALLY be -your- mod, so you can take full credit if you wish, but I have packed all the essential files here:  I guess we could consider it a team project, and get others roped in as well, after all- this is a nightmare to do as a solo...

p.s. having a playthrough of the game, so I will be as thorough as possible to find as many palettes as I can- there are key areas that will have different codes/palettes FOR definite (Working on Quistis now):

Dollet Comm Tower (lower floor)
Fire Cavern
Balamb Town Dincht Home, living area
Secret Area

http://forums.qhimm.com/index.php?topic=15810.0
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: olearyf2525 on 2014-12-03 13:51:10
Hi Mortael as a complete newb at this, I have already implemented Shunsq texture pack from the other topic and his updated hash codes via your work as of yesterday. I haven't tested this out in game yet but I should already have the textures/hashcodes right? Or have you updated with even more values?
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: dkma841 on 2014-12-03 13:54:09
.
Title: Re: [FF8-steam] Character texture & model replacement
Post by: Shunsq on 2014-12-03 17:31:47
Thank you Mortael for your work,
Feel free to use Berrymapper, as long as you refer to this main topic. Indeed you will be more free in your experiments if you create your own topic.  I will update this topic with everyone's hashcodes.
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Mortael on 2014-12-03 19:37:48
Hi Mortael as a complete newb at this, I have already implemented Shunsq texture pack from the other topic and his updated hash codes via your work as of yesterday. I haven't tested this out in game yet but I should already have the textures/hashcodes right? Or have you updated with even more values?

Shunsq will have updated the hashmap with all the values anyway, so just keep referring to this page for updates on the hashmap! Of course, all the codes for Squall are in the objmap there for those who haven't already installed the textures or are unsure how to go about it.  http://forums.qhimm.com/index.php?topic=15668.0 (http://forums.qhimm.com/index.php?topic=15668.0)

Also, so far this mod only replaces Squall, yes- I am currently working on Quistis, and hopefully by the end of next week will have the texture completed and hashed. I have a feeling this will take a good amount of time, so bare with!

Here are some things I wish to also accomplish:

-Find a way to work on the world map textures
-Once completed the character models, work on objects such as the AI vehicles, trains etc.
-World map objects such as the Lunatic Pandora/Gardens/Ragnarok

I have a map texture to replace the original one as well.. Not sure if I can use it IG because I haven't asked for permission yet, and I haven't worked out how to get it working as of yet.

(http://i285.photobucket.com/albums/ll65/Leographic/worldmap1_13.png)
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: LeonhartGR on 2014-12-03 20:35:52
That is fantastic! I think Devina has some map textures as well. I wish this will be able to be imported in the near future!
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: FatedCourage on 2014-12-04 05:58:29
I've tried this out. Works great. I decided to try it at end game. After beating Ultimecia for the final time, Squall's textures revert back to his original in the following scenes. Then after the scene with Matron, it uses the new textures again.
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: FatedCourage on 2014-12-05 01:47:21
Okay, well I tried seeing if I could add the new textures myself. It appears I can get the new textures for the pants/outfit to show up, but... Everything else is...gone. I can keep the original body with the new outfit textures, though. (http://i.imgur.com/YoCYImg.png)

Edit: Nevermind. Looks like I managed to find the right codes and fixed it. Seems to work fine, now. (http://i.imgur.com/XBaQ9AP.png)

I used these codes if needed:

sqpant_13,3304034731
sqhead_13,970511871
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Mortael on 2014-12-05 07:10:26
I will update this hash codes in the pack- be sure to make a post on Shunsq's page/or message him the new codes so he can update his page as well :)
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: kela51 on 2014-12-05 19:43:11
This mod works only with steam version?
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Mortael on 2014-12-05 19:46:47
This mod works only with steam version?

For the time being, as it relies on Tonberry injecting the textures into the game. (There might be another way to physically replace the textures, since some of the files are compressed, so it will take time to figure out how to do that)
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: FatedCourage on 2014-12-06 00:44:52
Ah, okay. Glad to be of assistance. Okay. I will do that.

Edit: Also, I did manage to find another set of hash codes needed for high poly Squall in the Deep Research Center. Why he needs to be high poly in this room, I have no idea. (http://i.imgur.com/bdA8Ppz.jpg)

Codes:

sqpant_13,4286578687
sqhead_13,836296191

Edit #2: Also, here are some low poly Squall codes for Ultimecia's Castle. Without all of them in place Squall gets kind of glitchy or the new textures don't show up in some areas. I've been everywhere else in the castle and with these, I don't see any other problems with Squall. But I'm also fairly new at this so don't hold me to it.

Codes:

sql_13,2126413311
sql_13,2126478847
sql_13,2147450367
sql_13,2147384831

And I'll post them on Shunsq's page, too.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-05)
Post by: FatedCourage on 2014-12-06 00:47:38
Here are some more hash codes for you. They keep Squall's new textures at end game or else he reverts back for one scene. (http://i.imgur.com/XBaQ9AP.png)

sqpant_13,3304034731
sqhead_13,970511871

Edit: Hash codes for Deep Research Center for one room oddly enough-

sqpant_13,4286578687
sqhead_13,836296191

Also some low poly codes for Squall in Ultimecia's Castle.

sql_13,2126413311
sql_13,2126478847
sql_13,2147450367
sql_13,2147384831
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: JeMaCheHi on 2014-12-06 11:21:08

I have a map texture to replace the original one as well.. Not sure if I can use it IG because I haven't asked for permission yet, and I haven't worked out how to get it working as of yet.

(http://i285.photobucket.com/albums/ll65/Leographic/worldmap1_13.png)

Wow man, nice work. That world map texture would be amazing. Also replacing objects as you said would be pretty interesting, since towns like dollet looks like painted by a 3 year old kid. Seriously, I don't see why SE called this an HD version.

Congrats Mortael, this is pretty cool :)

EDIT: Oops, I forgot to mention, I'd actually replaced a world map texture some time ago, as I showed in this post:
http://forums.qhimm.com/index.php?topic=15668.msg221332#msg221332
I don't exactly know what you mean with "Find a way to work on the world map textures" but if there's something I can do... just tell me ;)
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Mortael on 2014-12-06 17:52:54
Guys, feel free to participate in this mod, teamwork will mean faster progress! Besides, I'm stuck with a little bit of work between now and next week, but I'll do my best, nearly finished with Quistis' textures, she's quite a difficult model to map the textures onto (whilst keeping high-definition)

Okay, so Fated- if you could work on finding hash codes, that would be amazing. Especially once I release the Quistis textures.

JeMaCheHi - HOW do you insert the world map textures in-game? Once I know how to do this, I can pretty much reskin anything world-related. I have a few good ideas of where to start too... *cough* BALAMB GARDEN. Textures are but a first step... Imagine what we could achieve with models as well? :3 ...But let's not get ahead of ourselves, we should focus on high-res-ifying the textures we've got ;) I was thinking of doing some basic things like grass/sky and oceans- the sky is pretty outdated!
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: JeMaCheHi on 2014-12-06 19:29:58
JeMaCheHi - HOW do you insert the world map textures in-game? Once I know how to do this, I can pretty much reskin anything world-related. I have a few good ideas of where to start too... *cough* BALAMB GARDEN. Textures are but a first step... Imagine what we could achieve with models as well? :3 ...But let's not get ahead of ourselves, we should focus on high-res-ifying the textures we've got ;) I was thinking of doing some basic things like grass/sky and oceans- the sky is pretty outdated!

I just extracted with tonberry and hashed with Shunsq's berrymapper. I searched for Balamb Garden and Balamb Town (I guess you mean the crappy world map models) but didnt found anything at all. Maybe you should take a look at this thread:
http://forums.qhimm.com/index.php?topic=13787.0
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: FatedCourage on 2014-12-06 23:44:55
I'm all for teamwork.  :) Okay, I will continue to do that. I look forward to using your Quistis. But quick question... Should I put the codes here or on Shunsq's page or both?

Update: Regarding that glitch at the SeeD ball, I was able to fix it. I removed one of your codes and replaced it with two others.

Code removed:

sqseedhead_13,3968939419

Codes added:

sqseedhead_13,2103987711
sqseedhead_13,2112376319

With these, I was able to keep Squall's head in the rooms where he changes and at the ball/after it with Quistis. And as you can see, Zell's head is glitch free. :D (http://i.imgur.com/IDN4oaq.jpg)

The only problem I can think of is that since there are no new textures for the uniform, I can't truly test out everything to make sure it's 100% good to go. But I will do that when they are ready. Since I'm not using Deling, this is mostly just trial and error while I learn.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-06)
Post by: FatedCourage on 2014-12-07 02:29:32
Question. In the original Zell picture, was Yagami able to get his outfit to work? I did manage to find a code to show Zell's entire model off. Head still works fine with the codes in place already. (http://i.imgur.com/ZPID8Go.jpg)

Code: zebody_13,4250197849
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Shunsq on 2014-12-07 07:15:35
Hi FatedCourage,
Thank you for your researches. I'm discussing with Mortael about merging (or not) our BerryMapper and Lionheart topics. I think you can continue posting your experiments in the Lionheart topic, until we agree about anything. I will copy the hashcodes in my list and notice people about any update.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Shunsq on 2014-12-07 07:23:15
Zebody and Squallseedhead updated.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: K43SJ on 2014-12-07 10:39:22
last update:2014-12-07 : lost textures pants (textures old) of squall (in squall's room)
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Yagami Light on 2014-12-07 11:56:48
Been messing with battle scene textures, if anyone wants to make a mountain texture that doesn't look out of place feel free, the top halfs of the battle chara textures are tied to the weapon, so I need to finish getting the rest of those in. Looking at the world map textures a lot of them keep getting hashed the same, and the ones I did manage to replace ended up making some of the world map original textures to disappear  so gotta wait till Omzy updates his algorithm.

(http://i.imgur.com/PRY9Odl.png)
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Shunsq on 2014-12-07 14:39:40
Hello everyone,
Just to tell you that Mortael previous Lionheart topic was merged into this topic. Hope we'll continue to work together :lol:
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: FatedCourage on 2014-12-07 16:21:45
You're welcome. And thank you. Ah... Okay. So, I'll be posting here from now on. Works for me! Also, I've tried the updated list and my Squall's pants revert back to old for some reason too. But when I use the list I've been working on myself (with the included codes for the other characters from your updated list), everything appears fine.

Here is my list if you need a look. Perhaps something is different? https://www.dropbox.com/s/78v5t4gp9wr8hg2/objmap.zip?dl=0
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Shunsq on 2014-12-07 16:57:55
Just rename all the textures sqbody_13.png instead of sqpant_13.png. You just have to match the name in the objmap with the actual texture name.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: FatedCourage on 2014-12-07 17:18:12
It did the trick. Oddly enough... I thought I did that the last time...but knowing me I probably didn't change the texture names.  :P

Edit: Also, here are some more high poly Zell codes...

zebody_13,4283948889
zehead_13,1991731711

Also, I'm not sure why having all the high poly characters with the new textures in the same room make the game slow down a bit. But I've noticed that on my end.

Edit #2: Here are more codes for Squall's high poly body. With these, his body won't revert back when he saves Rinoa at the sorceress parade or when he's in the area where he hands Irvine the rifle. Also one before Irvine delivers the shot.

sqbody_13,4215008853
sqbody_13,4286578559
sqbody_13,4282384221

Edit #3: I found codes needed for Squall when he is put up on the torture device in the prison. Apparently, the model with Squall's gunblade is used for it. It glitched at first until I found both codes. I assume one code is for blinking, which it seems to override and everything still works.

sqgunblade_13,1791651327
sqgunblade_13,1791716863
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: FatedCourage on 2014-12-08 10:05:03
Okay... So I've ran into one texture problem with the gunblade and one question concerning high poly Squall. The first is simply this... (http://i.imgur.com/wm1rASw.jpg)
Not sure how to fix that.

And the other is that Squall's textures are in opposite spots (head being top corner, body being bottom corner) for another area under Garden. And I'm wondering what needs to be done to get those to work. The scene for it is extremely short. But I'm trying to get everything that I can done for Squall.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Halfer on 2014-12-08 12:36:04
Hello.

I've been lurking a long time in these forums and just now made account to interact with you modders a little bit.
Sorry in advance for off-topic post but I've been thinking if you guys could livestream your modding sessions so everyone interested in this would have an opportunity to watch and possibly give real-time hints about these graphical mods.
Also it would give a chance to newcomers/newbies (like me) a better insight of FF8 modding.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Mortael on 2014-12-08 16:29:27
Okay... So I've ran into one texture problem with the gunblade and one question concerning high poly Squall. The first is simply this... (http://i.imgur.com/wm1rASw.jpg)
Not sure how to fix that.

And the other is that Squall's textures are in opposite spots (head being top corner, body being bottom corner) for another area under Garden. And I'm wondering what needs to be done to get those to work. The scene for it is extremely short. But I'm trying to get everything that I can done for Squall.

It could be a different texture entirely, so it simply needs to be found using Tonberry, using debug to find the file and then changing it as necessary. And it could also be that this texture shares the same hash code... I would start on that basis! I could be wrong
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Shunsq on 2014-12-08 18:37:09
If the gunblade is black it might means that the hd texture doesn't contain the gunblade. If the texture contains the gunblade but it still shows black then it means that the texture with gunblade has the same hashcode as the one without .
Concerning the top and bottom textures swapped. You need a specific texture folder with a specific texture where the top and bottom are swapped(ex:sqheadt /sqheadt.png  and sqbodyb/sqbodyb.png). There is a" t" at the end when the texture is at the top instead of the bottom and there is a "b" when it's bottom instead of top.
I've mentionned that in first post.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: FatedCourage on 2014-12-08 19:08:50
It could be a different texture entirely, so it simply needs to be found using Tonberry, using debug to find the file and then changing it as necessary. And it could also be that this texture shares the same hash code... I would start on that basis! I could be wrong

I tried Tonberry, but didn't come up with anything. But I'll give that another shot. It's a possibility. I was surprised that low poly Squall was used for this scene rather than the model with the gunblade.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: FatedCourage on 2014-12-08 19:14:11
Concerning the top and bottom textures swapped. You need a specific texture folder with a specific texture where the top and bottom are swapped(ex:sqheadt /sqheadt.png  and sqbodyb/sqbodyb.png). There is a" t" at the end when the texture is at the top instead of the bottom and there is a "b" when it's bottom instead of top.
I've mentionned that in first post.

Well, the texture used in this one scene is low poly Squall without the gunblade. Not sure why, though. Maybe that's the problem with the gunblade. Oh no, I saw the first post. I just wasn't really sure if the textures given by you guys were fine as they are or needed editing of some sort. But I guess they need to be swapped around.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Mortael on 2014-12-08 19:35:05
In my pack, there's a texture with a different texture for when Squall uses the gunblade- as you're using a different texture, it wont have that included, unless you map it- at the moment, the gunblade is being 'skinned' by Squall's leg, because that's where the model of the gunblade is located to be textured.

Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: FatedCourage on 2014-12-08 20:03:34
I have been using that texture, too. Because it's used in the scene where Squall is being tortured and other moments. Sadly, my inexperience prevents me from understanding this. After using tonberry again, I noticed there is a texture for Squall and his gunblade...on the bottom right. Perhaps I'm missing something obvious. Or maybe there is a hashcode being shared here.

Edit: Okay, I did figure it out. There were two codes that were shared with low poly Squall and his gunblade counterpart. Thus why it ended up that way. (http://i.imgur.com/AOS2mBE.jpg)

These codes were the reason.
sql_13,2061200895
sql_13,2061135359
Just change them to sqgunblade. As long as people are using Mago textures which include low poly Squall and gunblade Squall (I'm wanting to use Devina's if they get finished), nothing should change in any of the areas.

Also, here is just a list of codes I've found that I don't think have been added to the list yet.

sqbody_13,4215008853
sqbody_13,4286578559
sqbody_13,4282384221
sqgunblade_13,1791651327
sqgunblade_13,1791716863
sqgunblade_13,2061200895
sqgunblade_13,2061135359
sqgunblade_13,1791715839
sqgunblade_13,1791650303
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Mirrorman95 on 2014-12-09 04:01:17
I usually just wait until the list on the first post is updated. Can you just arbitrarily add those extra codes to the end of objmap.csv without taking out other codes?
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Crestian on 2014-12-09 06:02:16
If anyone has had any luck extracting whole textures ( not Palettes or fragments from Tonberry Debug0) please box them up and send them to me for uprezzing. Im not looking for Characters, I think Mago and Dev have got that covered. However, World map, Battle Backdrop, Vehicles, and Towns would be awesome. I have gotten all but Irvine's weapons completed, and have started the Blue Dragon Monster started, ( I KNOW we're not there yet, but a man can dream)

Also if there some misc step about combing paletted or fragmented Debug textures in order to create whole texture that CAN be manipulated, I don't know of it. I'm open to instruction if palette/fragment texture combining is the only way to go.

Here's a shot of the Blue Dragon for fun

OLD
(http://i59.tinypic.com/35k0cah.jpg)

NEW
(http://i61.tinypic.com/qp2uf8.jpg)
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Aavock on 2014-12-09 14:30:57
Most faithful texture upgrade :o amazing job Crestian, did you use the original texture only with brushes to accentuate the details ?
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-07)
Post by: Crestian on 2014-12-09 17:08:53
Yeah, its the Original, resized x2 or x4 not sure atm.. with a resampling filter, noise reduction, black/white level balances and then manual highlight and shadow touch-up. I still have to bring detail back to a lot of his scale to skin junctions, but the initial results still look pretty dope.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: Shunsq on 2014-12-09 18:50:52
2014-12-9: Objmap updated.

@Crestian: There is no easy way to "combine" all the palettes. In fact each worldmap texture is only a tile of about 32pix*32pixfor low res textures and 64pix*64pix for highres texture. You'll have to find what is the purpose of each tile. Each tile uses a different combination of colors; that is what we call a palette.
What is the correct way to use HD textures:
-Rename all your palettes like this ( this is only a proposition):
"wml_XX.png" for lowres textures and "wmh_XX" for highres textures, where XX is for palette number.
-Use BerryMapper with the above textures.
-Copy the codes from  BerryMapper/OUTPUT/hashmap.csv
-Put them in hash1map.csv in FINAL FANTASY VIII/tonberry/

So far tonberry will recognise the worldmap textures when they are used by the game. Now you can put your upscaled textures in FINAL FANTASY VIII/textures/wm/wml/ and in ./textures/wm/wmh.

I purpose to you a solution to understand where each tile is used:
-Create a texture of 1024pix*1024pix named  "wml_0.png"(or wmh_0 for high res) where each 128pix*128pix(or 256pix*256pix for high res ) has a distinct color. Put it in ./textures/wm/wml(or /wmh).
-Make sure you have the hash codes for wml(or wmh)
-run the game

You'll see that the worldmap textures are switched with plain colors. All you have to do is to match the colors with the correct tile in the original texture.



Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: LeonhartGR on 2014-12-09 22:17:32
Like a dream! :)
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: FatedCourage on 2014-12-10 03:59:24
I've been everywhere with Squall and I haven't found another place where his textures disappear. The only places where his textures revert are places where his textures are swapped. One, is in an area under Garden where they are trying to activate it. And the second one is where Squall is carrying Rinoa. I tried to ticker with the textures to get them to work... But I'm not good at it, it seems. I was at least able to test the code where Squall carries Rinoa. Sadly, Squall has white spots on his face due to my inexperience. (http://i.imgur.com/DOmmeBY.jpg)

So I'll just wait until someone good at it has time to swap the textures. I just need a low poly, high poly body, and head. But other than that, everything appears to be good. And once I can test it (along with a SeeD uniform texture for Squall), I should hopefully be done.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: Mortael on 2014-12-10 06:40:25
Side project: WEAPONS, Crest has kindly given me the textures for his weapons, so I am now getting them to work in-game, so here's the revolver/lionheart:

(http://i285.photobucket.com/albums/ll65/Leographic/LionheartTextureGunblade.png)

(http://i285.photobucket.com/albums/ll65/Leographic/Revolver_2.png)
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: Mortael on 2014-12-10 07:32:00
Here are the rest:

(http://i285.photobucket.com/albums/ll65/Leographic/ShearTrigger.png)

(http://i285.photobucket.com/albums/ll65/Leographic/CuttingTrigger.png)

(http://i285.photobucket.com/albums/ll65/Leographic/TwinLance.png)

(http://i285.photobucket.com/albums/ll65/Leographic/FlameSaber.png)

(http://i285.photobucket.com/albums/ll65/Leographic/Punishment.png)


p.s. (Great work Crestian on the weapons! I'll work on the others for the next release of the mod)

Also, to those who are starting to work on battle textures!! Keep up the good work! We also got the world map to do as well, so sky/sea/land textures!


Here's a bonus:

(http://i285.photobucket.com/albums/ll65/Leographic/SQworldtweak.png)
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: dkma841 on 2014-12-10 13:57:09
.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: Mortael on 2014-12-10 18:40:38
Those weapons *0*

What I love about these weapons are how true they stay to the original! And the nice fine details on the twin lance/cutting trigger to set them more apart from the their counterpart weapons <3

I have a couple of textures for the world map that need high-ressifying, if we could have different people working on different areas of the map.. Say, Galbadia/Esthar/Trabia..? I find that the most difficult textures are the mountains... The ocean seems to be pretty straight forward/shares the same texture, what would be good is to tonberry the textures, zip them up, and put them on here for everyone to get the chance to work on- and then send them over to be hashed, and then have the testers use Ragnorak/Debug-Room/Balamb Garden to troubleshoot

For some reason, I'm still having a difficulty getting the 'map' texture to display... It comes up as 'noreplace' on Tonberry. Any thoughts?

Also Shunsq, could we safely say that the 'character texture replacement' should be changed to 'texture replacement' so we can include field/battle/world as one big mod?

Also, good job Fated!! Finding the hash codes, I can have a go at fixing Squall's face if you want :D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: FatedCourage on 2014-12-10 23:16:49
Thanks, Mortael. I'm not saying it's 100% but everything looks to be good. I wouldn't mind if you did. :) But no rush. You seem to be working on various things at the moment.
Title: Re: [FF8-steam] BerryMapper-Character texture replacement-(2014-12-09)
Post by: JeMaCheHi on 2014-12-11 00:36:10
(http://i285.photobucket.com/albums/ll65/Leographic/SQworldtweak.png)

Oh man, you've managed to replace Squall's worldmap texture?!?? We're gonna love you A LOT!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: FatedCourage on 2014-12-11 05:53:09
Been messing around with Mago's textures and decided to try Ultimecia's. I actually really like it!
(http://i.imgur.com/5P6fvUY.jpg)
Yes, I am aware of the white along the feathers. I have that problem with Rinoa's hair, too. I just don't know how to fix all that. :P
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: olearyf2525 on 2014-12-11 06:52:00
Awesome work guys!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: Mortael on 2014-12-11 07:10:53
Been messing around with Mago's textures and decided to try Ultimecia's. I actually really like it!
(http://i.imgur.com/5P6fvUY.jpg)
Yes, I am aware of the white along the feathers. I have that problem with Rinoa's hair, too. I just don't know how to fix all that. :P

You need to make sure that the area around the feathers are 'transparent' if it has a white/black background, you will end up with a filled in texture (good job btw, perhaps you could do Edea's as well; one day we could perhaps learn how to access Edea's battle MCH model and swap it with the field model)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: LeonhartGR on 2014-12-11 22:01:58
Oh my GOSH!!! It is the real EDEA KRAMER!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: JeMaCheHi on 2014-12-11 22:24:45
(http://i.imgur.com/5P6fvUY.jpg)

Wow, this is kinda amazing, you guys are working pretty fast and pretty well. I really like how Artemisa Ultimecia looks. In situations like, this, i'd like to know some graphic design... u.u

By the way, my heartfelt congratulations guys  ;D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: FatedCourage on 2014-12-12 00:22:22
Thanks, guys. Mago did a great job with her. And I did fix the textures for transparency. The only downside is that using Ulti's textures make my game lag to the point where it crashes. I would love to try Edea, but I didn't find her in a pack or anything.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: FatedCourage on 2014-12-12 02:48:28
Also, here are the rest of the codes I have for Squall.

sqlt_13,3923211621
sqlt_13,3923211629
sqlt_13,4225234287
sqheadt_13,3042268505
sqbodyb_13,2075274751
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: olearyf2525 on 2014-12-12 08:25:19
Thanks, guys. Mago did a great job with her. And I did fix the textures for transparency. The only downside is that using Ulti's textures make my game lag to the point where it crashes. I would love to try Edea, but I didn't find her in a pack or anything.
Yea, at the beginning of this thread a few posts down Magochocobo said he was going to do Edea and Ward, that he never finished them. Whether he actually went through and did that or not I don't know but he posted like two days ago I think so he still checks in and maybe he will see this.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-09)
Post by: Mirrorman95 on 2014-12-12 11:48:04
FatedCourage:
Can we just put those codes at the end of Shunsq's recommended Objmap.csv, or do we need to wait until he updates his list?
Also, will you release your new texture implementations, or will you wait until you fix them so they don't crash the game?
Lastly, you are right. Magochocobo has not released the textures he has done for Edea, Raijin, Rinoa's Party Dress, Kiros, Ward, Garnet, and Zidane.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-12)
Post by: Shunsq on 2014-12-12 16:34:29
Updated on the 2014-12-12.
To Mirrorman95: You can just add the lines that fatedCourage provided.No need to wait for the list to be updated officially.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-12)
Post by: Mortael on 2014-12-12 23:39:14
Just a quick update:


I'm going to be working on world map models and battle textures, if anybody is kind enough to lend me a save game which is the end of Disc 3, just before the Lunatic Pandora, I would be most grateful!

For 0.2 of project lionheart:

Objectives:
-Squall should have most all of his textures (including his world map), and all of his weapons and hashed most of the areas (Fated is working on getting these codes currently)
-Complete the hash codes for Selphie/Zell if possible
-Quistis textures released, ready to be hashed
-Balamb Garden model retextured
-Ragnarok Model retextured
-Battle textures begun

I want to take my time with each of the characters, fortunately Zell and Selphie are already done- I'll at some point work on their uniforms too.. Unless somebody else wants to do this for me, which I can't refuse any offers of
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-12)
Post by: FatedCourage on 2014-12-13 00:12:12
olearyf2525 & Mirrorman95: That's a shame. But it's okay. I'm patient! Maybe with the holidays coming up that might give time for Mago to be around and finish them.

And Mirrorman95, like Shunsq said, you don't have to wait. They should work. And as for Ulti's codes, I can release them for people to try them out and see if they experience the same problem. That's if anyone wants me to.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-12)
Post by: FatedCourage on 2014-12-13 00:16:29
I'm going to be working on world map models and battle textures, if anybody is kind enough to lend me a save game which is the end of Disc 3, just before the Lunatic Pandora, I would be most grateful!

I actually have a Steam save on disc 3, right before you save Rinoa from being sealed away. If that works for you, I can lend you that save Mortael. :D

Update: One last code I found for Squall.

sqlt_13,4225234799
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-13)
Post by: Mortael on 2014-12-13 11:29:05
More progress made :)

(http://i285.photobucket.com/albums/ll65/Leographic/Progress-1.png)

I've found/hashed the model for Balamb Garden, currently working on the textures for it..
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-13)
Post by: Nunsrgr8 on 2014-12-14 10:03:19
Just a quick update:


I'm going to be working on world map models and battle textures, if anybody is kind enough to lend me a save game which is the end of Disc 3, just before the Lunatic Pandora, I would be most grateful!

For 0.2 of project lionheart:

Objectives:
-Squall should have most all of his textures (including his world map), and all of his weapons and hashed most of the areas (Fated is working on getting these codes currently)
-Complete the hash codes for Selphie/Zell if possible
-Quistis textures released, ready to be hashed
-Balamb Garden model retextured
-Ragnarok Model retextured
-Battle textures begun

I want to take my time with each of the characters, fortunately Zell and Selphie are already done- I'll at some point work on their uniforms too.. Unless somebody else wants to do this for me, which I can't refuse any offers of

I went from playing Final Fantasy Tactics to making a Seifer sprite for it... to playing Final Fantasy 8... to now playing with FF8...

Anyway, I would like to help out this project if I could! I'm starting a new play through relatively soon and was wondering exactly how you are generating the hash codes. I am willing to help with the uniform hashcodes, I just need to know exactly what you need from my play through. I downloaded and used Berrymapper on my texture folder tonight and got a fair amount of hashes (256kb worth), not sure if they'd be useful but I can post if need be. I currently have SeeD Reborn, Tripod, a couple character textures and Project Eden installed. Is it simply that? A new objmap generated between from hashmap of Berrymapper and the input folder? Am I missing something obvious here?

Also, having just recently done some work with Square's PS1 era sprites/pixelart/formatting... can someone post some textures that need some love? I'd love to get my hands on the world map town textures especially. I'm not really familiar yet with FF8's file structure and honestly wouldn't know where to look. Sorry if this is was a stupid post, it's been a while since I've been on Qhimm. Looks like its an exciting time to be getting back into FF8. :)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Shunsq on 2014-12-15 13:52:58
Updated Objmap on the 2014-12-15:
+zelb_13 and selt_13 hashcodes.
 I also put links on first page  to download Zell texture pack and Sephie texture pack. The seed and graduated uniforms are not present yet.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Encore on 2014-12-15 17:20:09

Problems with the model of "Zell", the author of the model Shunsq (most complete), the model is applied to another model "studiozusov" those who are in a big hat in the garden  :)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Encore on 2014-12-15 18:17:34
Superimposed on the texture weapons from Selphie disappear some NPC, the author of the model Shunsq (most complete)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: LeonhartGR on 2014-12-16 01:34:09
I'm so hyped about this project! Keep it up folks!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: olearyf2525 on 2014-12-16 02:42:36
I'm so hyped about this project! Keep it up folks!

Dude I come into this thread every time there is a new post and I'm like...
https://www.youtube.com/watch?v=eh7lp9umG2I (https://www.youtube.com/watch?v=eh7lp9umG2I)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: eXistenZe on 2014-12-16 10:07:59
I'm so hyped about this project! Keep it up folks!

+1
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: LeonhartGR on 2014-12-16 16:14:53
https://www.youtube.com/watch?v=eh7lp9umG2I (https://www.youtube.com/watch?v=eh7lp9umG2I)

Fake 'n gay! :P :P :D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-17 02:35:26
Oooooh.  I like this tool.

My first experiment with it:

(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshot.png)

Yay! Mountains and sky that don't make my eyes bleed!

Next post update will be finished with the 'plains' battle scenes.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: MarinoKadame on 2014-12-17 03:39:09
This look quite nice, I think the next step would be the pre-rendered backgrounds since they kind of clash with the new HD textures now. I love that HD battle scene tho and can't wait to see the HD summons animations.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-17 05:18:36
Done with the 'PLAINS' battle field and backgrounds

BEFORE and AFTER:
(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshotold.png)(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshot3.png)

Let me know what you guys think!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Kaldarasha on 2014-12-17 05:44:20
The mountains need some kind of mist on the lower part to give them some kind of depth. Maybe also a decrease of the contrast might help as well. That's all I guess.

Btw can you make some mountain textures for FF7's snowboard minigame? I could send you the files if needed.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-17 05:56:50
The mountains need some kind of mist on the lower part to give them some kind of depth. Maybe also a decrease of the contrast might help as well. That's all I guess.

Btw can you make some mountain textures for FF7's snowboard minigame? I could send you the files if needed.

I like these ideas - i'll implement them right now.

As far as the minigame - I'm swamped right now - working on the German and Italian versions of SeeD Reborn, hashing the worldmap textures, and making youtube videos this week.  Maybe in the next few weeks?
You can send me the files if you want.  [email protected]
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: nRage on 2014-12-17 07:03:32
Hey guys, been lurking a while now.. Glad to see such progress! Thank you for all you do!  :-D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: K43SJ on 2014-12-17 08:36:04
Done with the 'PLAINS' battle field and backgrounds

BEFORE and AFTER:
(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshotold.png)(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshot3.png)

Let me know what you guys think!

So beautiful, i love it, nice work

(http://ww4.sinaimg.cn/large/e3870814jw1elu6c7cwj7j20cs0770t6.jpg)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: olearyf2525 on 2014-12-17 12:25:32
Good job Mcindus!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: dkma841 on 2014-12-17 13:15:24
.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Shunsq on 2014-12-17 17:34:05
That's fantastic Mcindus!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: JeMaCheHi on 2014-12-17 19:17:43
Done with the 'PLAINS' battle field and backgrounds

BEFORE and AFTER:
(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshotold.png)(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshot3.png)

Let me know what you guys think!

Wow, look at this grass... Finally we're having full graphical mods for FF8 n.n
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: nRage on 2014-12-17 19:44:18
I'm not as tech savvy as some of you guys are. But if there is any grunt work/testing I can do to help I would be glad too.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: JeMaCheHi on 2014-12-17 19:58:54
I'm not as tech savvy as some of you guys are. But if there is any grunt work/testing I can do to help I would be glad too.

Actually, for now we need more skilled people in graphic design than tech savvy ones. Omzy and Shunsq (amongst others of course) did the most hard job with hashes. If you wish you can extract some textures with tonberry, upscale them, and "remaster" them.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-17 20:30:11
I'm not as tech savvy as some of you guys are. But if there is any grunt work/testing I can do to help I would be glad too.
Actually there is some grunt work.  My main issue right now is that after I'm done collecting files for hashing,  I have hundreds of duplicates to delete.  The problem with the duplicates is that some of them look nearly identical and if I miss some,  we end up with missing textures.   Message me if you'd really like to help.... this is the most tedious part of the project but I have managed to organize the battle backgrounds and the opening world map textures. 
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: LeonhartGR on 2014-12-17 21:32:34
Yay! Mountains and sky that don't make my eyes bleed!

But my eyes are bleeding from awesomeness now!
:D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mortael on 2014-12-17 22:27:41
If anybody would like to take the Balamb garden textures off my hands and work on them? I could rip the textures for you all, and give you the hash codes I have already; I have been busy with work and Uni, I'll try and do my part with other textures if I can though <3

http://www.mediafire.com/view/hopg694214ikheu/wm_bg_13.png#

Already scaled/changed to .png

(http://www.mediafire.com/convkey/0f56/hopg694214ikheuzg.jpg)

hash code:

wm_bg_13,3714628809

(also in future, for those who have got their battle textures hashed, put the codes up alongside your preview image and the original textures if you can, so more graphic artists can work on different interpretations.. We could expand our pack to have options, further more, I'll be visiting Trabia, so I can pick up the snowy battle textures for you guys if you wish?)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: JeMaCheHi on 2014-12-17 23:16:52
If anybody would like to take the Balamb garden textures off my hands and work on them? I could rip the textures for you all, and give you the hash codes I have already; I have been busy with work and Uni, I'll try and do my part with other textures if I can though <3

http://www.mediafire.com/view/hopg694214ikheu/wm_bg_13.png#

Already scaled/changed to .png

(http://www.mediafire.com/convkey/0f56/hopg694214ikheuzg.jpg)

hash code:

wm_bg_13,3714628809

(also in future, for those who have got their battle textures hashed, put the codes up alongside your preview image and the original textures if you can, so more graphic artists can work on different interpretations.. We could expand our pack to have options, further more, I'll be visiting Trabia, so I can pick up the snowy battle textures for you guys if you wish?)

OMG, you always find new ways to amaze us Mortael... may I ask you how did you rip it? I tried so hard to do it with Tonberry and I couldn't. Also tried to rip Balamb with no success...  :|
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mortael on 2014-12-18 00:21:27
I also have Crestian working on the Ragnarok ;) Give me a few more days and I can upload some more world object textures- I've done Squall's model by the way, and I will add it to the pack...

During the Christmas break for me though, I will be even more busy ironically and wont be doing as much stuff until early-mid January.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mirrorman95 on 2014-12-18 00:30:23
I opened Mortael's wm png in an image scaler, but it told me "iCCP: known incorrect sRGB profile".
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mortael on 2014-12-18 00:34:09
I opened Mortael's wm png in an image scaler, but it told me "iCCP: known incorrect sRGB profile".

Works fine in photoshop, what software are you using?

I just test-downloaded it, works fine in paint/photoshop... What software are you using? And why scale it? It's already at a scale factor of x4
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-18 01:36:29
Hey guys -- I'm trying to replace the world textures, but when I insert the hash code, insert the proper texture folder, etc - the world texture disappears instead of getting replaced.  Am I missing the correct objmap.csv codes?   I tried to use what berrymapper gave me and I came up empty. Literally.

Figured it out. BAM.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Nunsrgr8 on 2014-12-18 07:25:07
I worked on this for a couple minutes tonight after work. I'll try a little harder over the holidays. For now if anyone else wants to try, I sharpened the texture and put a few quick fixes in. You can at least test with this texture, as the "Halo" will be noticeably fixed. Side by side with the original, you'll notice a lot of the noise has been taken care of. I think this is a texture that needs/deserves to be drawn by hand.

(http://i1291.photobucket.com/albums/b541/HipC/wm_bg_13sharp_zps15c35213.png)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-18 18:32:47
Hey guys!  Here are the original textures for the battle scenes for the Balamb/Dollet Field and Mountain areas.  I will be moving on to the shore and forests next.  My upscale is based from these files.

Here:

Original Battle Textures (http://adf.ly/vPJ7f)

I've renamed them to match the following hashcodes:

battlebg_13,17831852604694459502
battlebg_14,17831852604693935214
battlebg_15,17831852604685546606
battlegr_13,15942366056746504654
battlehl_13,15197104878038969553
battlehl_14,15196682650528935129
battlehl2_13,6430622871864048478
battlehl2_14,6444276607255673694
battlemtn_13,17062048567752300113
battlemtn_14,17134391764230526805

Insert these codes into hash1map.csv
Upscale these to 1024x1024 and convert them to .png file format if you want to see them in-game.  I didn't do it to save file space.
Enjoy trying your hand at these textures!

I will be releasing my upscaled textures by the end of the day for this area as a precursor to "Projekt Lokust" my battle texture replacement project.

I'm also compiling the enemy textures for hashing because it's incidental in doing the battle scenes.  Let me know if you are looking for them.

I'll be compiling all of this as well as the worldmap textures over the holidays! Here's how it all starts:
(http://www.13tomidnight.net/FF8/seedreborn/worldrock_25.png)
(http://www.13tomidnight.net/FF8/seedreborn/numbertestworld.png)(http://www.13tomidnight.net/FF8/seedreborn/groundworldtext.png)
I like how the test ground looks!

You know you love it!

Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mortael on 2014-12-18 23:12:01
Hey guys!  Here are the original textures for the battle scenes for the Balamb/Dollet Field and Mountain areas.  I will be moving on to the shore and forests next.  My upscale is based from these files.

Here:

Original Battle Textures (http://www.13tomidnight.net/FF8/seedreborn/ba.rar)

I've renamed them to match the following hashcodes:

battlebg_13,17831852604694459502
battlebg_14,17831852604693935214
battlebg_15,17831852604685546606
battlegr_13,15942366056746504654
battlehl_13,15197104878038969553
battlehl_14,15196682650528935129
battlehl2_13,6430622871864048478
battlehl2_14,6444276607255673694
battlemtn_13,17062048567752300113
battlemtn_14,17134391764230526805

Insert these codes into hash1map.csv
Upscale these to 1024x1024 and convert them to .png file format if you want to see them in-game.  I didn't do it to save file space.
Enjoy trying your hand at these textures!

I will be releasing my upscaled textures by the end of the day for this area as a precursor to "Projekt Lokust" my battle texture replacement project.

I'm also compiling the enemy textures for hashing because it's incidental in doing the battle scenes.  Let me know if you are looking for them.

I'll be compiling all of this as well as the worldmap textures over the holidays! Here's how it all starts:
(http://www.13tomidnight.net/FF8/seedreborn/worldrock_25.png)
(http://www.13tomidnight.net/FF8/seedreborn/numbertestworld.png)(http://www.13tomidnight.net/FF8/seedreborn/groundworldtext.png)
I like how the test ground looks!

You know you love it!

Excellent work, we're onto a major breakthrough here with those world map textures, just another question... I've constantly tried to replace the actual 'map' texture, it comes up as 'noreplace' however... I'm not sure how to get around that.


Also in terms of labelling folders.... For world map, if you have a texture that's based on that, make a 'wm' folder

Battle Field, could go under 'bf'

So when it comes to making textures, we have a standardised format of 'naming' the textures so-to-speak, starting with wm_balamb_13 just as an example. It just allows for convenience with the hash codes later on :)

p.s.:

(http://i285.photobucket.com/albums/ll65/Leographic/wm_world_13.png)

The code should be: 4294967295

Any chance for some research into why this is not working?


ALSO: here is another Christmas treat, Squall's world map model:

Textured and hashed:

first of all, in your 'sq' folder, make a 'sqworld' folder and place this file in it:

(http://i285.photobucket.com/albums/ll65/Leographic/sqworld_13.png) (http://s285.photobucket.com/user/Leographic/media/sqworld_13.png.html) Download it from here

Add this hash code: sqworld_13,2926926198

Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mortael on 2014-12-18 23:33:50
Found the problem... I had another CODE in identical to it as another 'worldmap' file...

(http://i285.photobucket.com/albums/ll65/Leographic/worldmap.png)

works, but... replaces other textures too.. In need of a hash code, but I think I have a good idea of where to get it :)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: JeMaCheHi on 2014-12-18 23:42:48
Found the problem... I had another CODE in identical to it as another 'worldmap' file...

(http://i285.photobucket.com/albums/ll65/Leographic/worldmap.png)

works, fully tested :D

Wow... almost impressive. I really love how everything looks. Nice work you all guys.

May I do a little appreciation? I'd remove the Deep Sea Lab location from the map, since it wasn't in the original map and it's a "secret".
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mortael on 2014-12-19 00:05:47
(http://i285.photobucket.com/albums/ll65/Leographic/Revolver_4.png)

Updated Revolver,

With Crestian's help, I asked him to make the revolver look closer to what's seen in the FMV's, I also tweaked the file a little to add more contrast to the metal, to make it a little more realistic.

(http://i285.photobucket.com/albums/ll65/Leographic/Revolver_3.png)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-19 02:05:49
Some progress:

(http://www.13tomidnight.net/FF8/seedreborn/worldgrstree.png)

Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: olearyf2525 on 2014-12-19 03:16:33
Awesome!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Nunsrgr8 on 2014-12-19 06:52:42
(http://i1291.photobucket.com/albums/b541/HipC/FF8MEME_zpseeaa9abe.jpg)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-19 08:04:03
(http://i1291.photobucket.com/albums/b541/HipC/FF8MEME_zpseeaa9abe.jpg)

LOL!

How about this one?

More world texture progress!

(http://www.13tomidnight.net/FF8/seedreborn/wmold.png)
(http://www.13tomidnight.net/FF8/seedreborn/wmtest2.png)

It seems like I may have made things a shade too olive... ;)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Nunsrgr8 on 2014-12-19 08:46:08
It's looking really good Mcindus! For the first time ever those amorphous blobs actually resemble trees! The cliff textures are superb as well.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Shunsq on 2014-12-19 09:43:05
Great improvement Mcindus and Mortael. I'm thinking about how to organise all these hashcodes coming from everywhere. Either each category(worldmap, battle, character) would have a specific thread with the first post containing an updated list. Or i will update my first post with a specific list for each category and i will put a link to each texture pack.
For the second option my problem is that each time anyone would create a texture i would have to add a new link to the list. So people will be confused and won't know which pack  to download. So i would like to request you something: could you give me the right to download your textures and put them in common folders on my dropbox? I will ask you this each time i will upload a new texture.
That way there would be a unique folder for each texture category and unique links to them.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Yagami Light on 2014-12-19 10:29:41
How did you get different hash codes for the world map? Berry just gives me the same codes..

(http://i.imgur.com/y5sWsNJ.png)

Also heres original textures for world map and a battle scene separated and x4 res for artists all you gotta do is put a new texture on top. If you want to upres them differently I only used nearest neighbor so you can just downscale them and upscale however you want.

https://www.dropbox.com/s/lo9wtflxf1e4rzr/Tonberry%20ready%20ff8.rar?dl=0
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: LeonhartGR on 2014-12-19 11:53:31
(http://img1.ak.crunchyroll.com/i/spire1/fd1560981616aa7cdd8c2f3cba0367e41402456129_full.gif)

(http://www.newparadiselaboratories.org/uploads/response_images/1349154147bleeding-eyes-o-gif.gif)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: olearyf2525 on 2014-12-19 11:58:55
LOL!

How about this one?

More world texture progress!

(http://www.13tomidnight.net/FF8/seedreborn/wmold.png)
(http://www.13tomidnight.net/FF8/seedreborn/wmtest2.png)

It seems like I may have made things a shade too olive... ;)

Saw this and started singing
 https://www.youtube.com/watch?v=E2VCwBzGdPM
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Crestian on 2014-12-19 18:13:36
I have all the files! and its the weekend! Textures incoming....



Good work guys.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-19 18:45:22
How did you get different hash codes for the world map? Berry just gives me the same codes..

(http://i.imgur.com/y5sWsNJ.png)

Also heres original textures for world map and a battle scene separated and x4 res for artists all you gotta do is put a new texture on top. If you want to upres them differently I only used nearest neighbor so you can just downscale them and upscale however you want.

https://www.dropbox.com/s/lo9wtflxf1e4rzr/Tonberry%20ready%20ff8.rar?dl=0

-some- of the codes are the same.  I don't know why you're getting the same code for everything.  are those texl files the original bitmaps?

ALSO - I can't seem to get summons to load with new textures.  I have hashes and obj codes and i've tried with just hashcodes, with just objmap codes and with both.  I use the proper codes for top/bottom loading, etc.  Anyone have any clue where I might be going wrong?  Mortael? Shunsq?  Will this be any different than loading characters?


OOPS! I figured it out.

(http://www.13tomidnight.net/FF8/seedreborn/queztest.png)
(http://www.13tomidnight.net/FF8/seedreborn/queztest2.png)
(http://www.13tomidnight.net/FF8/seedreborn/shivatest.png)
Made him purple to make sure the texture was working!
Shiva's going to be sexy.
Hashing these should be easier than I thought.  I'm going to make a package with all of the summons hashed for upscaling.  I probably won't upscale them myself (this is crazy!) but who knows?

***Update ***
I only have the sea and the coast to upscale and then I'm going to release a Balamb Worldmap Upscale for you guys to enjoy!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Aavock on 2014-12-20 02:32:51
Awesome job guys!

Don't know if someone noticed before but PSX textures are better than PC as for the worldmap;  I've been looking in the world.fs file and there is 2 kinds of worldmap textures, one is low res and the other is 2 times bigger; the road doesn't even have borders... is the PC version uses the low res textures only ?

(http://image.noelshack.com/fichiers/2014/51/1419045508-worldmap.png)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-20 05:59:06
Awesome job guys!

Don't know if someone noticed before but PSX textures are better than PC as for the worldmap;  I've been looking in the world.fs file and there is 2 kinds of worldmap textures, one is low res and the other is 2 times bigger; the road doesn't even have borders... is the PC version uses the low res textures only ?


The low res original is this:
(http://www.13tomidnight.net/FF8/seedreborn/302.bmp)

Whereas the PC version has 3/4 of that page upscaled as 3 different files separated by the 4 quadrants.  For some reason, the top right corner quadrant doesn't seem to have an upscaled version... maybe it's in the PSX version (the road too?) Or maybe they updated it for japanese and not for English/everyone else?

As Kaldarasha has mentioned several times, the Walkmesh is also messed up somehow on the PC version... they are either doubled up over themselves OR there is some other glitch.  I've noticed that every archway and 'curve' in the game on the worldmap seems to have the walkmesh go crazy and fold itself upwards into the left top corner of the texture block.

Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Kaldarasha on 2014-12-20 09:58:32
Quote
As Kaldarasha has mentioned several times, the Walkmesh is also messed up somehow on the PC version... they are either doubled up over themselves OR there is some other glitch.  I've noticed that every archway and 'curve' in the game on the worldmap seems to have the walkmesh go crazy and fold itself upwards into the left top corner of the texture block.

It's my only explanation why the UV is messed up.
Some progress:

(http://www.13tomidnight.net/FF8/seedreborn/worldgrstree.png)



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.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-20 10:14:03
Hey guys!

Merry early Christmas!

These are the GFs!  Have fun upscaling these babies!

I have found, named, and hashed them to make it as easy as possible to upscale! Remember to upscale the file 4x (to 1024px) and save as .png if you want to see it!  All of the file names correspond to the appropriate files (head,body,tail,wing,etc) and hashcodes.

Here's the file!

GF Textures Low Res (http://adf.ly/vPHbs)

Code: [Select]
sum_axbd1_13,15935377769621977511
sum_axbd2_13,15971406566640942502
sum_axbd3_13,8022270368522877477
sum_axbd4_13,17245642405376604708
sum_bmbdy_13,15932217990091329690
sum_bmhd_13,7757904884579093101
sum_bmtl_13,7757904884548946541
sum_bmwng_13,14779296210602381466
sum_br1bdy_13,8464346616054501679
sum_br2bdy_13,11336235803404490027
sum_brhd_13,9180427752882653487
sum_cblbdy_13,5063725404343096626
sum_cblhd_13,5649193356438132022
sum_cbrsbdy_13,2762481545044277883
sum_cbrshd_13,2762481545044277883
sum_cbrstl_13,7842273896358048938
sum_ctbd_13,7853509650918636627
sum_dblbdy_13,6512026207192540327
sum_dblhd_13,6584083938669388967
sum_dblwg_13,16638888973858463546
sum_dblwg2_13,16638889523614277434
sum_dtbd1_13,9032173104019760426
sum_dtbd2_13,8450254200304383590
sum_dtbd3_13,8450254200304383590
sum_dthd_13,9032137919647409450
sum_ednbdy_13,9190349637454457363
sum_ednbdy_14,9190349637454457363
sum_ednbdy_15,9190349637454457363
sum_ednbdy_16,9190349637454457363
sum_ednbdy_17,9190349637454457363
sum_ednbdy_18,9190349637454457363
sum_ednbdy_19,9190349637454457363
sum_ednfc_13,15362752834859918522
sum_ednfc_14,15362752834859918522
sum_ednfc_15,15362752834859918522
sum_ednfc_16,15362752834859918522
sum_ednhd_13,16557192545203745110
sum_ednlt_13,15362752800495920307
sum_ednst_13,17133653280327299670
sum_ednwng_13,9190349637454457371
sum_ifbdy_13,7230199162327160154
sum_ifhd_13,7230200812534157786
sum_lvhd_13,6227781700387628843
sum_lvbdy_13,6804238604534572843
sum_pnbdy_13,7802028211296754859
sum_pnhd_13,18209413859569354283
sum_pnsc_13,7802027111785135275
sum_quezbody_13,8536139567466345131
sum_queztail_13,6806441483047646774
sum_quezwing_13,17759511599891903163
sum_shvabdy_13,8489889433990430059
sum_shvahd_13,8489907026176474475
sum_shvahd_14,8489907026176474475
sum_shvahd_15,8489907026176474475
sum_srnbdy_13,15180664260399887786
sum_srnhrp_13,15180724732432117162
sum_srnwng_13,14761505877821443511
sum_tbft_13,12797980175438140837
sum_tbhd_13,8021278812566934005

Some codes happen multiple times - this is due to the texture having an animation.  Not sure how these animations will really work out, but if you guys have squall's eyes blinking with the main character replacement mod, then this should be the same concept.  Let me know if you have any ideas :)

Happy Modding!

HOLY CRAP I just made a huge breakthrough. I think. It's tested positively so far anyway.
If I'm right, I can unpack the .tim and .tex files from the game and put them through berrymapper!  This means certain files will be MUCH easier to hash... we won't have to depend on the 'debug' process in Tonberry for a lot of the game files!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: eXistenZe on 2014-12-20 18:45:49
This is progressing so fast that I come here twice a day just to check the awesomeness of this...

Great work...
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: JeMaCheHi on 2014-12-20 22:35:06
This is progressing so fast that I come here twice a day just to check the awesomeness of this...

Great work...

+1  ;D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Encore on 2014-12-21 08:41:02
Through what program you are improving texture? =)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: renginered on 2014-12-22 04:35:26
Through what program you are improving texture? =)

I Think most guys are using photoshop. Any way please start your own thread if you have questions on modding.

Sorry, off topic here.

Just wanted to point out the awesome work being done here!

Although i have found some bugs, it appears sometimes my npc's get retextured. Ill double check my objmap.csv.

And if anyone was wondering, tonberry does work under linux using wine. :-D
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-22 12:22:56
I posted a release for HorizonPack v1.0 - a world texture replacement pack.  Check it out. Use it ;)
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Shunsq on 2014-12-22 13:38:00
Hi Mcindus,
There is now a link to Horizon pack on first page ! To your paintbrushes texture modders!
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: olearyf2525 on 2014-12-22 18:57:46
Okay so I'm using all the hashcodes from this thread as well as McIndus new textures and I'm having two issues. One is the bottom half of Squalls/Mago's new texture will use the old texture in some spots. So far I've seen this in Dr Kadiowaki's office in the window room. As well as in Squall's dorm. Secondly if I alt+tab and try to alt+tab back into the game  I can't the graphics are all messed up all I can hear is the noise of me moving when I try to move I can't see anything.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: FatedCourage on 2014-12-22 20:52:31
Okay so I'm using all the hashcodes from this thread as well as McIndus new textures and I'm having two issues. One is the bottom half of Squalls/Mago's new texture will use the old texture in some spots. So far I've seen this in Dr Kadiowaki's office in the window room. As well as in Squall's dorm. Secondly if I alt+tab and try to alt+tab back into the game  I can't the graphics are all messed up all I can hear is the noise of me moving when I try to move I can't see anything.

Make sure the names of your textures match the name of your hashcodes. Like, the hash name is sqbody_13. So make the sure the texture is named that as well.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: olearyf2525 on 2014-12-22 21:27:35
Make sure the names of your textures match the name of your hashcodes. Like, the hash name is sqbody_13. So make the sure the texture is named that as well.

I'm using Mortael's Squall textures and there is no folder called sqbody there is a sqpant should i rename that?

Edit: Also when your about to embark on your first mission to dollet after Cid gives his speech he is a pixelated blob/mess, like it's really bad is this normal? Should I turn on linear filtering? I don't have it on.

I was able to workaround the alt+tabbing issue by just doing it multiple times and quickly.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: FatedCourage on 2014-12-22 21:53:28
I'm using Mortael's Squall textures and there is no folder called sqbody there is a sqpant should i rename that?

Yes, just rename the folder sqbody and then rename the texture inside that is sqpant_13 to sqbody_13. I made that same mistake.

I've ran into Cid looking like that long before using the textures. Not sure why he looks like that. No, linear filtering will not fix it.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-23 11:27:22
Edit: Also when your about to embark on your first mission to dollet after Cid gives his speech he is a pixelated blob/mess, like it's really bad is this normal? Should I turn on linear filtering? I don't have it on.

Lol that's because he's rendered as a background image... and they were way less resolution than the character models...
Same issue with any NPC that doesn't move in a scene (like in your classroom at the beginning of garden)

If someone wants to find these NPCs and then use PuPu to paste new images of NPCs over them, this would help the overall appeal of the game.  One of the only things that truly looks poop.
Title: Re: [FF8-steam] Character texture replacement
Post by: JeMaCheHi on 2014-12-24 11:25:49
That exact ones? Nope, the field textures and battle textures are different ones. We'd need to hash the battle texture and design its own one.

By the way, I can hash some textures for you guys, I've been making some tests and I think I got it. A sample pic:

(http://i.imgur.com/lCXnbrO.jpg?1)

As you can see it's just a placeholder, I'm not good at graphic design so I won't even try it xD

@Shunsq, your Berrymapper works like a charm, by the way.

Hi everyone. Mcindus and me are trying to replace the clouds in the worldmap but they are restored to original ones when you go into some cities or to the Ragnarok bridge and then return to the worldmap. However, it doesn't happen when you go into some others (the garden for example, the static garden, no the driven one).

I'm using the objmap code since it works, but hash1map code will also work. Any combination of the two codes will make this problem disappear.

Well, I'll leave you the codes so you can do your testings:

I used the second hashcode Berrymapper gives because the other seems to correspond to the world map. I don't understand anything  :o
Title: Re: [FF8PC-Steam] Project Lionheart Mod 0.1b (Character Textures)
Post by: Mcindus on 2014-12-25 11:33:54
Also, so far this mod only replaces Squall, yes- I am currently working on Quistis, and hopefully by the end of next week will have the texture completed and hashed. I have a feeling this will take a good amount of time, so bare with!

I have a map texture to replace the original one as well.. Not sure if I can use it IG because I haven't asked for permission yet, and I haven't worked out how to get it working as of yet.

(http://i285.photobucket.com/albums/ll65/Leographic/worldmap1_13.png)

I think I figured it out, Mortael.

Poked around at some hashes and then set to some photoshop smashing to make a derivative work to post for fun.

(http://www.13tomidnight.net/FF8/wmaptest1.png)
(http://www.13tomidnight.net/FF8/wmaptest2.png)

Hash codes:
wm_worldmap_13,18446744073707977386
wm_worldmap2_13,18446744073706928818
wm_worldmaptsp_13,18446744073707978427

worldmap2 should just be a copy of worldmap, but i separated them to show that they are pulled up in different instances. you could technicallly just name them both wm_worldmap_13.png and it would work great.
worldmaptsp is a transparency layer that I haven't messed with yet, but feel free to let us know what to do if you figure it out!

For testing:
(http://www.13tomidnight.net/FF8/wm_worldmap_13.png)

Merry Christmas!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: JeMaCheHi on 2014-12-25 12:01:38
Oh god, that map looks GORGEOUS. I can't wait to see this finished...
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Mcindus on 2014-12-27 21:01:33
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.
Title: Re: [FF8-steam] BerryMapper- texture replacement for Tonberry mod-(2014-12-15)
Post by: Aavock on 2014-12-27 21:29:13
Is there any way to increase the UV size to match the PSX version?

Wow, that would be amazing Mcindus! :-o
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2014-12-28 00:43:52
Been testing your map Mcindus. I really like it.

(http://i.imgur.com/aeug7ZV.jpg)

But oddly enough, it only seems to work when it feels like it at times.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Encore on 2014-12-28 12:26:56
Been testing your map Mcindus. I really like it.

(http://i.imgur.com/aeug7ZV.jpg)

But oddly enough, it only seems to work when it feels like it at times.
how to make a map?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2014-12-28 23:06:52
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.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2014-12-29 02:05:04
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.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2014-12-29 02:51:49
No problem. I figured it was something along the lines of that. Hopefully, that can all be sorted out. Besides, it only activates when you're in the Balamb area. So I just assumed there might be different codes for different areas. And I've ran into that issue with the codes already. Haven't figured out any way to work them out, though.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-01-03 05:34:40
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.

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.

And here are some pictures of other things...because why not?

Seifer, in your first battle against him.
(http://i.imgur.com/V6tO7RP.png)

Squall with bandages(because I wanted to test out the code).
(http://i.imgur.com/lfHND1v.png)

And Devina's Squall in battle. ...Just because I really like it.
(http://i.imgur.com/plBvQsL.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mortael on 2015-01-05 17:55:51
(http://i285.photobucket.com/albums/ll65/Leographic/HashedSometextures.png)

Crest's textures for the Ragnarok, not looking too bad! I've hashed only half so far, will have it fully hashed shortly :)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-05 20:27:39
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.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mortael on 2015-01-06 13:16:07
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.

In other news, I'm going to rework the weapon textures that Crest gave me, feel free to help tweak them some more, worked hard on the revolver texture as it is the most important gunblade texture I feel!

http://www.mediafire.com/download/dri5j1gg9l2fqiu/FF8weaponsSqReplacement.rar

(http://i285.photobucket.com/albums/ll65/Leographic/Revolver_3.png)


Re-texturing the Punishment:

(http://i285.photobucket.com/albums/ll65/Leographic/Punishment2.png)

(http://i285.photobucket.com/albums/ll65/Leographic/Punishment-1.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-06 20:46:15
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 -

(http://www.13tomidnight.net/FF8/railroadbaduv.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-01-07 00:11:57
Squall and Rinoa have been the least glitchy of the bunch. The only issue I've had with Squall is one battle area gets replaced with his low poly texture. Other than that, he's fine for me. Perhaps I should try different methods, I guess. I'm still learning here. Any code that conflicts with the world map I don't use. And as for rainbow colored palettes... I've only ever found one. And I never bothered trying to hash it due to not knowing what it was.

No problem. Looking back, I probably missed the codes for the full screen map... So, I'm sure there are more I missed.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: moundar on 2015-01-09 21:21:19
I have some problems with this mod.

As you can see in the images the textures of Zell are used on other NPCs.
This happened for the shumis in balamb garden and one time for Shou.
From time to time the correct texture is used for a short time.

I used these textures:
Squall: Mortael
Selphie: Shunsq
Zell: Shunsq

I copied the hash codes from the first post to the objmap.csv and to the end i copied Mortaels hash codes.
Maybe this was wrong?

See images:
(http://fs1.directupload.net/images/150109/2xhrcgpk.jpg)
(http://fs1.directupload.net/images/150109/t37gsksz.jpg)

Edit: I testet Shunsq textures for Squall and only used the hash codes in the first post and the prblem is the same.
If it matters, I use the german version of Final Fantasy 8 and the only other mod used is Seed Reborn(german).
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Shunsq on 2015-01-10 09:10:42
Hello moundar,
You say you only use seed reborn, but i see that you also use Eden(upscaled background). Could you disable it( in texture folder change bg/ to bg0/). I don't think anything will change.

When i tried to replace lowpoly models with highpoly this problem appeard. Have you modified field.fs?
Try to disable zell hd texture( rename the ze/ folder to ze0/). If there is still a problem then tonberry is not involved. Maybe field.fs has been modified.

The last reason would be that the templars and zell texture share the same hashcode.
In tonberry folder change debug0 to debug then replay this part. After 5s change debug back to debug0.
Look into the debug/replaced folder. And see if you have the templar texture.
If it is the case then use berrymapper on it and show me the objmap codes.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: moundar on 2015-01-10 10:47:07
Sorry you are right. Eden was enabled too.

I think the Problem is the german version of FF8.
I changed to english and Shou has the correct textures now.
This solved the problems which i had with eden as well.

Are the problems with the german version known?
Maybe the hash codes are different.

I can not test the exact same situation cause i dont have the save anymore.

Edit: I got another hash1map from norwin and now the textures seems to work in the german version.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-01-12 00:32:03
Okay, after doing some more work, I've come to the conclusion that using the hashmap codes for the characters does resolve the issue with certain objects disappearing. Game will still lag no matter which codes are used though. The only issue with those codes is that it requires a lot of codes to keep the textures from disappearing. And that can be for just one area. So, I've been taking out the glitchy ones and trying to hash the areas those worked in for the hashmap ones.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Nunsrgr8 on 2015-01-20 05:09:32
Any updates as of late?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-20 19:34:11
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!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-01-21 05:21:44
Should probably post some more, here. I'm thinking about releasing all the objmap codes here for all the characters that have textures. Sure, they do cause certain things to go invisible. But maybe that'll hold things over until I'm able to get all the hashmap codes. Which will take a very long time. Not to mention I'll be away for more than a week starting on Friday, so I won't be able to work on anything. I can also release the hashmap codes I do have, if people want to use those. Guess I'll see.

I most likely won't release my dummy low poly characters, though. For obvious reasons. But I can show to give an understanding.

(http://i.imgur.com/KlHZJSK.jpg)
(http://i.imgur.com/OMLp7VL.jpg)
(http://i.imgur.com/CR8My0C.jpg)
(http://i.imgur.com/iucT0wm.jpg)

Here are some more pictures, because why not?

(http://i.imgur.com/EygqBMp.jpg)
(http://i.imgur.com/8n7iLbO.png)

And Mcindus, I like your texture pack so far. I don't care too much about whether or not they are the originals. I'm sure some do. Merging seems like a good option, though. Like you said, you could release more versions. But it's ultimately up to you.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: EQ2Alyza on 2015-01-21 05:27:48
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.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: LeonhartGR on 2015-01-21 07:59:28
That sounded so sweet to my ears Alyza!!! :P :P Looking forward for any updates!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Halfer on 2015-01-21 13:29:35
EQ2Alyza, exactly, this is probably what many people do including me. Joined just recently and looking for motivation. I'm going to drop out here that i'm right now working on Squall cgi model and going to plan something huge with it :P .
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-01-21 15:18:09
Halfer, that sounds good, as long as it doesn't use proprietary textures from other games.
FatedCourage, it seems everyone wants you to post your awesome new texture converts and hashmap codes you do have, including me.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-22 03:27:33
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.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-01-22 07:08:54
Since I'm off on a week long adventure tomorrow, I'll now post my progress here.

https://www.dropbox.com/s/hzna8rzvwicle8j/Texture%20Replacement%20Progress.zip?dl=0

*Update*
New version here:

https://www.dropbox.com/s/thpfgrw618n0yse/Texture%20Replacement%20%28Alpha%29.zip?dl=0

This contains the textures I've used and the codes for the characters. You'll probably find some extra stuff, too. Use the objmap by itself if you don't want the characters' textures to revert and are fine with objects disappearing from time to time depending on the situation/character in your group. I've put a star next to the codes that I know cause this. Remove them to use. Use my second objmap(just rename it) that I've used in combination with the hash1map codes which fixes quite a bit of the glitches. But the characters will lose their textures from time to time in some areas and some glitches will still occur. Simply because I'm not finished sorting everything out.

Also, if you use my dummy low poly characters, don't facepalm too hard. They were simply made to help me find all the codes. Quistis is especially bad. So fair warning.

I think that's about it... If anything doesn't work, it might be because how I have my textures set up. Other than that, everything should be fine. Have fun.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-23 05:54:45
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)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-01-23 17:26:48
In FatedCourage's new texture hashmaps, there are a lot of entries that start with asterisks. Will they still work, or do the asterisks comment those hashes out?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: EQ2Alyza on 2015-01-23 17:39:35
In FatedCourage's new texture hashmaps, there are a lot of entries that start with asterisks. Will they still work, or do the asterisks comment those hashes out?

He says what they are for in his last post.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-24 20:33:53
I'm bad.  I was modding Shiva... and in testing, I summoned her and I was pleasantly surprised that by not putting the markings on her body...
Well, she was naked :X  So then I had to..... well... let's just say no one gets THAT mod.

Oh jeeze.  Time to put those 'cleverly' placed frozen markings on her before I give myself a nose bleed.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: rufoos on 2015-01-24 22:19:30
here upscale GF textures https://yadi.sk/d/rVrQhb-weD8FT
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-01-24 23:48:23
here upscale GF textures https://yadi.sk/d/rVrQhb-weD8FT

Er..uh...rufoos. The same issue Mcindus was having with Shiva is also happening in yours. Just wanted to point that out.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: rufoos on 2015-01-25 11:38:29
I accidentally added to the archive does not finish Shiva. Here the original body of Shiva https://yadi.sk/d/mErj9WmzeDt33 (https://yadi.sk/d/mErj9WmzeDt33)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-27 19:09:48
Main HDD with current mods died.  I'm sad.  At least everyone has my hashcodes.  Crestian has all of the codes for the battle backgrounds for Balamb, the community has my HorizonPack codes and the Summons hashcodes, and the only codes I lost were the ones for the roads on the worldmap - and those will be easy enough to find again.

My HDD is currently being 'recovered' - but I don't know what I have lost.  We will find out.  At least I'm smart enough to have a separate OS disk.

I hope I still have the photoshop originals of the mods.  At least I released HorizonPack already.... phew.
But my recordings.... oh my poor music.  I'm stupid for not having a backup, but I'm broke so - cause effect I guess.   :'(

Anyway - I think I might have SeeD Reborn Italian, so I'll try to piece that together. 
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: LeonhartGR on 2015-01-27 22:04:02
Oh my gosh! My greatest condolences brother!!! I'm using avg tune up for recovering data and fixing disks.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Erik on 2015-01-28 19:04:27
I installed the char models for Squall, Selphie and Zell but I can't seem to speak with them. I tried this when I was at the cockpit for the Balamb Garden. The appearances did work but no way of talking to Selphie and Zell (Squall I don't know, but it doesn't matter anyway for obvious reasons).

Maybe I did something wrong, but I added the folders to the textures folder (had to rename se to se2, because another mod had se as a folders name). I replaced and changed the name of the csv file and added them manually.

Anyway great job on this!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Sega Chief on 2015-01-28 20:37:32
Can you talk to your party members in the Balamb Garden c*ckpit? I remember them being 'static' there, though can't say for sure. Try talking to them elsewhere just to be sure.

Edit: We're censoring cockpit now apparently.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-01-28 21:04:56
Maybe I did something wrong, but I added the folders to the textures folder (had to rename se to se2, because another mod had se as a folders name). I replaced and changed the name of the csv file and added them manually.
So - just make sure you also change all of the ".png" file names to include se2 as well and not just the objmap.csv hashcodes or else Selphie won't show up.   
I ran into this same issue - and everything would be corrected if we renamed the files to ch_sqhead_13.png, etc.  If we add a suffix beforehand, we can put all of the character folders in the same place and it won't have to interfere with any other mods - this is how I handled filestructures for the worldmap.
Currently, Project Eden takes up the "se" folder and if you merge the folders, it works, but it makes it really messy - as the Selphie textures are then found intermittently in the Project Eden textures folder location.

I have changed all of the objmap codes and my .png's to include the "ch_" title and everything is nice and tidy.

Can you talk to your party members in the Balamb Garden c*ckpit? I remember them being 'static' there, though can't say for sure. Try talking to them elsewhere just to be sure.

Edit: We're censoring c*ckpit now apparently.

I agree, I don't think you're supposed to be able to chat with them in that scene.

PS.  c*ckpit wasn't dirty until it was censored. ;)  Now it's more fun to say than ever.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Covarr on 2015-01-28 21:30:55
It shouldn't be censored in the future. SMF was just being a d*ck.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Erik on 2015-01-29 21:41:53
So - just make sure you also change all of the ".png" file names to include se2 as well and not just the objmap.csv hashcodes or else Selphie won't show up.   
I ran into this same issue - and everything would be corrected if we renamed the files to ch_sqhead_13.png, etc.  If we add a suffix beforehand, we can put all of the character folders in the same place and it won't have to interfere with any other mods - this is how I handled filestructures for the worldmap.
Currently, Project Eden takes up the "se" folder and if you merge the folders, it works, but it makes it really messy - as the Selphie textures are then found intermittently in the Project Eden textures folder location.

I have changed all of the objmap codes and my .png's to include the "ch_" title and everything is nice and tidy.

I agree, I don't think you're supposed to be able to chat with them in that scene.

PS.  c*ckpit wasn't dirty until it was censored. ;)  Now it's more fun to say than ever.

Yes, it's the Eden mod who had it I looked it up.

And you guys might be right about it isn't possible in that area, I didn't really had time to check anywhere else. Though you can talk too Quistis actually. When I have more time I will report if there was any error. But it shouldn't be since the appearances changed.

Did I mention I'm loving this? Though, I may have to change my standard party now haha.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: CaffeinatedKing on 2015-02-01 18:44:34
Any news on how or when we might be able to get textures with smooth transparent edges to show up properly via Tonberry?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Petit-Chocobo on 2015-02-09 02:34:36
Guys this looks aboslutely awesome! But unfortunately I get confused in your installation process thing (I'm French so I don't understand everything that you say), is there any way to make a tutorial video on how to install this? I really don't get it, it's so confusing! XD I'm so afraid to mess up my game If I do something wrong :o
anyway your work is awesome! I'm so glad to see people work so hard on FF8 (which is my fav game of all time) :D
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: dbgager on 2015-02-09 03:29:51
I installed Tonberry and the character texture replacements for Squall. I attached the hashmaps to the end of the objmap.csv file as instructed in the install instructions. In game at the very beginning of the game Squalls face is blue and looks pretty bad. It appears the face texture is not loading. His clothes however look pretty nice however.  Can you tell me what the problem is. How can I fix this.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-09 04:04:09
I installed Tonberry and the character texture replacements for Squall. I attached the hashmaps to the end of the objmap.csv file as instructed in the install instructions. In game at the very beginning of the game Squalls face is blue and looks pretty bad. It appears the face texture is not loading. His clothes however look pretty nice however.  Can you tell me what the problem is. How can I fix this.

If you've used the objmap codes on the first page, then all it is is that the code that allows Squall to use the Lionheart gunblade shares the same code as the face in the beginning. I've fixed this problem in the codes I've released so far. So, if you want, you can download what I've posted a little while back on here. If you do, just remove the "stars" I've placed before some of them.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: dbgager on 2015-02-09 05:08:17
Thank you. That did indeed fix the problem
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Petit-Chocobo on 2015-02-10 13:45:16
I finally figured it out, guys this is awesome!! :D although it seems like sometimes the old textures are back ?? but that's okay most of the time it's working! can't wait till the other characters come out :D (especially Linoa ^^) Thank you for this awesome mod!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-11 09:36:59
Currently, I have compiled about 25/64 of the enemies, hashed them, and I'm working on upscaling them.  As soon as I have a more complete listing, we will have pretty baddies.  goodnight.
Title: Textures
Post by: Nathan on 2015-02-12 02:26:23
Hi All, I'm currently doing a paint over on Shiva from the files Mcindus provided (thanks!). One question though - do I need to stay exactly within the jagged borders of the textures? Like say I smoothed out the lines so the borders are clean, would that create a problem when the texture is applied to the model? This is my first time doing a texture painting so I'm in the dark about all this stuff. Thanks!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-12 02:42:57
Hi All, I'm currently doing a paint over on Shiva from the files Mcindus provided (thanks!). One question though - do I need to stay exactly within the jagged borders of the textures? Like say I smoothed out the lines so the borders are clean, would that create a problem when the texture is applied to the model? This is my first time doing a texture painting so I'm in the dark about all this stuff. Thanks!

Actually, it looks like with the models, you don't have to be exact.  If you go "outside the lines" it shouldn't have a detrimental effect except for things that don't wrap around a 3d object, like some hair and other parts.  Just test the model as you go - glacial eyes are good enemies to face because ice heals them and you can cast shiva many times.

I'm a sad panda because my HDD crashed and I lost my Shiva upscale.  She was done.  I was stupid and didn't back it up.  Can't wait to see your progress!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-18 02:05:12
I updated my download for my progress and textures a little. Firstly, I corrected a few names(if people are using them) that I messed up on. I was in a rush. Secondly, I put Devina's Squall in the SeeD uniform for battle and the high poly areas. Thirdly, I added a new folder for Tonberry 1.6(for those who are using it) where the characters have their own specific hash files. I also forgot to mention one particular bug regarding Quistis. The one code for her body I have canceled out will cause her chain whip to take on the red scorpion texture. If you take away the red scorpion texture on her body, then the red scorpion will then go invisible but fixes the chain whip. The code is used only for one scene. If you used the hashmap codes, then the problem isn't there. I also forgot to mention that I did find two more codes for the world map. Which I just added to the end of both the normal and transparent map codes but forgot to bring it up. Again, I was in a rush. I believe that's it.

I'll just repost the download here for people who don't feel like finding it or are new.

https://www.dropbox.com/s/hzna8rzvwicle8j/Texture%20Replacement%20Progress.zip?dl=0

*Update*

New version here:

https://www.dropbox.com/s/thpfgrw618n0yse/Texture%20Replacement%20%28Alpha%29.zip?dl=0

Also, I did upload a few videos showing the textures in action. Just for people curious on how it looks.

https://www.youtube.com/watch?v=j9Pl5wIN1II
https://www.youtube.com/watch?v=zbggrdripv0

I plan to start working on this again soon now that I'm out of my funk.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: JeMaCheHi on 2015-02-18 08:17:51
Also, I did upload a few videos showing the textures in action. Just for people curious on how it looks.

https://www.youtube.com/watch?v=j9Pl5wIN1II
https://www.youtube.com/watch?v=zbggrdripv0

I plan to start working on this again soon now that I'm out of my funk.

Wow, great work. I think I fell in love with that Ultimecia <3
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-19 02:48:35
Wow, great work. I think I fell in love with that Ultimecia <3

Yeah... I really like Mago's Ultimecia, too.

On a side note, I'm trying to fix my test Seifer to something suitable. :-D

(http://i.imgur.com/BZdjOIt.jpg)

I've also fixed Irvine's face as well.

(http://i.imgur.com/WOp2cVc.jpg)

Doubt I'll figure out how to fix Quistis. But I'm hoping Mortael will eventually release the one he's been working on.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: JeMaCheHi on 2015-02-19 16:29:20
Cool! Don't delete the debugging textures so we can rehash them in case Tonberry algorithm is remade...
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: LeonhartGR on 2015-02-19 20:30:51
This is so amazing! Thank you all guys!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-02-19 23:01:24
Thirdly, I added a new folder for Tonberry 1.6(for those who are using it) where the characters have their own specific hash files.

Are the Tonberry 1.6 hashes working for anyone else? I disabled all other mods and tested them out but it seems like the hashmap organization is a bit off. If I use the character-specific .csv's, only the Selphie texture loads. If I only use the objmap.csv, all characters except Selphie load. I have to use both the objmap.csv and all character-specific .csv's to get all the textures to load. Irvine's texture doesn't seem to load regardless.

They look amazing in game though!

character-specific .csv's only:
(http://i.imgur.com/7y8HfSu.png)

objmap.csv only:
(http://i.imgur.com/LqKm9d5.png)

both together:
(http://i.imgur.com/l7zi8nV.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-19 23:30:03
Are the Tonberry 1.6 hashes working for anyone else? I disabled all other mods and tested them out but it seems like the hashmap organization is a bit off. If I use the character-specific .csv's, only the Selphie texture loads. If I only use the objmap.csv, all characters except Selphie load. I have to use both the objmap.csv and all character-specific .csv's to get all the textures to load. Irvine's texture doesn't seem to load regardless.

They look amazing in game though!

character-specific .csv's only:
(http://i.imgur.com/7y8HfSu.png)

objmap.csv only:
(http://i.imgur.com/LqKm9d5.png)

both together:
(http://i.imgur.com/l7zi8nV.png)

The reason is probably that the hashes aren't completely done, yet. The main things that won't disappear with these are the battlers and high poly characters. The low poly characters will take a lot of time to gather all of the codes. But if you use the objmap by itself, yeah, the characters won't revert because all the low poly codes are found for that. Things will just disappear or glitch at times.

Though, I am surprised that Irvine doesn't load... Maybe something is misplaced or named wrong somewhere?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-02-19 23:33:10
The reason is probably that the hashes aren't completely done, yet. The main things that won't disappear with these are the battlers and high poly characters. The low poly characters will take a lot of time to gather all of the codes. But if you use the objmap by itself, yeah, the characters won't revert because all the low poly codes are found for that. Things will just disappear or glitch at times.

Cool, well thanks for all your work, really really awesome to be have such an active community for this game!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-19 23:46:03
Cool, well thanks for all your work, really really awesome to be have such an active community for this game!

No problem. Thanks. I probably have a lot more free time compared to others here. But you said Irvine doesn't load no matter which one you use? He should be using his new textures in that spot regardless of which one you use. 
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-02-20 00:31:56
No problem. Thanks. I probably have a lot more free time compared to others here. But you said Irvine doesn't load no matter which one you use? He should be using his new textures in that spot regardless of which one you use. 

Nope, can't get his low-poly to load on Ragnarok or elsewhere. His high-poly texture works fine in battle. I may not be the best guinea pig for this though--I've been having problems getting the background mat to load with the Tripod mod as well, so I guess it's possible there's something specifically wrong with my setup.

Also I think I'm starting to see what you mean by things disappearing :P

(http://i.imgur.com/Y1OZgFV.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-20 00:47:14
Nope, can't get his low-poly to load on Ragnarok or elsewhere. His high-poly texture works fine in battle. I may not be the best guinea pig for this though--I've been having problems getting the background mat to load with the Tripod mod as well, so I guess it's possible there's something specifically wrong with my setup.

Also I think I'm starting to see what you mean by things disappearing :P

(http://i.imgur.com/Y1OZgFV.png)

Ah...um... That's new. But I figured out what is causing it. It's the code for Squall out on the world map that allows his new texture or "sqworld_13" in the objmap.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-02-20 02:51:38
So for whatever reason, once I
Spoiler: show
got Rinoa back from the Esthar Sorceress Memorial
Irvine's low-poly texture started loading. Not sure if that is related or just a happy coincidence. It persists even if I load to an earlier save, so it was probably just a glitch on my end. Not sure what caused it, as I tried everything earlier (restarting Steam, even my computer).

(http://i.imgur.com/9nQEkbt.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-20 21:35:46
Omzy and I were talking, and it came to my attention that there is a HUGE hashing issue that may be currently overlooked by us modders.
This is regarding collisions.... let me just link to my Tonberry post.

Check for Duplicate Hashcodes (http://forums.qhimm.com/index.php?topic=15945.msg224399#msg224399)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-02-21 09:00:11
Is there a program or method to check the hashcodes of objmap and hash1map against the csv files in the hashmap folder for duplicates?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: jomies_ on 2015-02-21 20:01:37
Hello! My name is jomies_ I'm from Spain and is the first time I write! But I've been reading it for quite some time and using some mods!

I had to format the HDD, which I had to install the Tomberry 1.6, but now mods doesn't works, like the mod of FatedCourage. I mean, in battle the characters look with texture mods, but outside they look as are standard.
What I have to do to see them with the textures out of battle?

Thanks!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-21 21:16:21
Hello! My name is jomies_ I'm from Spain and is the first time I write! But I've been reading it for quite some time and using some mods!

I had to format the HDD, which I had to install the Tomberry 1.6, but now mods doesn't works, like the mod of FatedCourage. I mean, in battle the characters look with texture mods, but outside they look as are standard.
What I have to do to see them with the textures out of battle?

Thanks!


Make sure you are using FatedCourage's objmap.csv (the one for use with hashmaps) AND the hashmap codes from the Tonberry v1.6 folder he provides.  Also, make sure you have objmap.csv, hash2map.csv, and collisions.csv from the original Tonberry 1.5 in:
steamapps/common/FINAL FANTASY VIII/tonberry/

Put each character.csv ("Squall.csv" etc.) from Fated Courage's hashmap folder in:
steamapps/common/FINAL FANTASY VIII/tonberry/hashmap
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: jomies_ on 2015-02-21 22:25:05
Make sure you are using FatedCourage's objmap.csv (the one for use with hashmaps) AND the hashmap codes from the Tonberry v1.6 folder he provides.  Also, make sure you have objmap.csv, hash2map.csv, and collisions.csv from the original Tonberry 1.5 in:
steamapps/common/FINAL FANTASY VIII/tonberry/

Put each character.csv ("Squall.csv" etc.) from Fated Courage's hashmap folder in:
steamapps/common/FINAL FANTASY VIII/tonberry/hashmap

Thanks for reply Mcindus!
Ok, the second part I have already done, but the  objmap.csv, hash2map.csv, and collisions.csv weren't on the download of Tomberry 1.6, I'm gonna to download now the tonberry 1.5 and take the files.

Thanks!


EDIT: Done and works fine! Thanks Mcindus!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-22 06:54:51
Just wanted to post an update that I'm still tweaking the textures a bit. I also used current textures to work on a low poly Zell in his SeeD uniform. Don't think it came out too bad, really.
(http://i.imgur.com/5hrCwLc.jpg)
I'll release him after I find the codes and finish editing the other textures. And perhaps I'll do Selphie's as well.

Edit: I worked on Selphie. Far from perfect, but I think she'll get the job done for now.
(http://i.imgur.com/iyUMeu8.jpg)

Edit #2: Finished up Laguna as good as I could. Shoulders are still kind of wonky, though. Much better than the one I believe I accidentally left in the folder.
(http://i.imgur.com/qrzmH6Y.jpg)

I also have Irvine as good as I can make him.
(http://i.imgur.com/zQQ99vb.jpg)

All I need to do is tweak Seifer a little more and hopefully have the textures and codes for the SeeD uniforms added tomorrow. And probably tidy up the folder a bit.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: All-My-Circuits on 2015-02-22 10:03:51
Hello everyone,

I have been watching these forums as a guest for a little while now, and felt compelled to sign up and speak my mind.

I have so much admiration for your skill and passion for modding this game! You are truly artists, thank you so much for helping keep FF8 fresh and alive. I've been using these textures for Squall, Selphie and Zell and I'm extremely impressed!

I've no modding skills but I hope that my presence here is still welcome.

I'll be very interested in seeing the things you create next.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-26 02:06:11
Alright - I have finished upscaling 50/59 of the normal enemies, but I have a few minor bugs to work out.  I was hoping on having a full pack before release.... but I can release an alpha version here for you guys if you'd like, but it would be for testing purposes only, seeing as how I'm missing 9 enemies and (probably) a bunch of hashcodes.  Should I?

I need to upscale and hash these enemies:

Esthar Soldier
Esthar Soldier Terminator
Elastoid
Gesper
GIM47N
GIM52A
SAM08G
Paratrooper
Slapper

If anyone out there is using the English version of the game and would like to send me these .bmp textures (and any duplicates of them as well) from your Tonberry debug, I would be -extremely- grateful.  I've already spent too much time finding these ;)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-26 03:17:31
Okay, guys. I'm glad to say that most all the codes for the SeeD characters are done(hopefully). Downside is, Selphie's causes this.
(http://i.imgur.com/0ngE1eY.jpg)
Which is kind of annoying and these are hashmaps. Zell's causes no problems at all to my knowledge. I put a "star" next to the two codes that cause this to disable them, but can be removed if you're okay with this. Still going to release an update soon, though.

Alright - I have finished upscaling 50/59 of the normal enemies, but I have a few minor bugs to work out.  I was hoping on having a full pack before release.... but I can release an alpha version here for you guys if you'd like, but it would be for testing purposes only, seeing as how I'm missing 9 enemies and (probably) a bunch of hashcodes.  Should I?

I need to upscale and hash these enemies:

Esthar Soldier
Esthar Soldier Terminator
Elastoid
Gesper
GIM47N
GIM52A
SAM08G
Paratrooper
Slapper

If anyone out there is using the English version of the game and would like to send me these .bmp textures (and any duplicates of them as well) from your Tonberry debug, I would be -extremely- grateful.  I've already spent too much time finding these ;)

You can always release a test version. I have no problem testing. :D But it's up to you. I believe some of those enemies are in Lunatic Pandora. I have a save for both Squall and Laguna there. See what I can do.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-26 05:40:27
Alright. Here is the next small update to the characters and textures. Things I've worked on:

Zell and Selphie now have low poly SeeD uniforms. (Two codes are disabled due to the glitch/sharing a hashcode seen above.) I also fixed up Squall's SeeD uniform.
Character's low poly versions have been tweaked. This includes Irvine, Laguna(no codes for him yet), Zell, and Seifer.
Added the newer glove texture to "zeheadt".
I've deleted all loose items in the folders. No need to have them and lowers file size.
Added "Char_" in the hashmap names.

Download here: https://www.dropbox.com/s/thpfgrw618n0yse/Texture%20Replacement%20%28Alpha%29.zip?dl=0

I plan to tweak Quistis and Rinoa later on. And also plan to actually start gathering codes again, soon.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-26 07:32:27
Alright, well - here's the Alpha version of Lunar Cry, my enemy upscale.

This is for testing purposes only!
Please let me know of any bugs/glitches/missing textures!  Currently, I know that the Geezard texture pops up sometimes where it should not - but let me know if you find more!  Thanks!

LunarCry v1.1a (Alpha Release) by MCINDUS
Download HERE (http://goo.gl/UceCtO)

For bugs:  Give me detailed information on WHERE the glitch was encountered (continent/area) and WHAT type of glitch it was.

3 Steps:
1:  Move the "en" folder into: /FINAL FANTASY VIII/tonberry/textures/ (Merge folders if prompted)
2:  Add LunarCry_v1.1_hm.csv to your tonberry/hashmap directory (for Tonberry v1.6)
3:  Copy/paste the codes from the "LunarCry_v1.1_objmap.csv" file into 'objmap.csv" in your /FINAL FANTASY VIII/tonberry/ folder!

Enjoy testing!

Okay, guys. I'm glad to say that most all the codes for the SeeD characters are done(hopefully). Downside is, Selphie's causes this.
Which is kind of annoying and these are hashmaps. Zell's causes no problems at all to my knowledge. I put a "star" next to the two codes that cause this to disable them, but can be removed if you're okay with this. Still going to release an update soon, though.

Hrm... well - if you hash XATMblahblah, it should fix your problem.  I only have about 10/60 boss textures - but I might just add that one boss to my mod so that your Selphie stops stealing its textures.

By the way, I really like the char_ prefix.  I've added it to every file name and every folder name, so that your mod now occupies the "ch" folder in my textures folder instead of having all of the different folders (a few which merge with others).  This is really just personal preference since we now have a new way to keep track of hashcodes.  I'm going to do the same to my mods in the future, so that way they are easily uninstalled.  I've also made a master hashfile for your mod for Tonberry v1.6 called "FatedCourage_MagoTextures_hm.csv" instead of every character having a separate hashmap file.  The separate files make WAY more sense for testing, but the master file makes sense for the release, as it doesn't 'clutter' up the tonberry v1.6 hashmap folder directory.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-26 16:29:31

Hrm... well - if you hash XATMblahblah, it should fix your problem.  I only have about 10/60 boss textures - but I might just add that one boss to my mod so that your Selphie stops stealing its textures.

By the way, I really like the char_ prefix.  I've added it to every file name and every folder name, so that your mod now occupies the "ch" folder in my textures folder instead of having all of the different folders (a few which merge with others).  This is really just personal preference since we now have a new way to keep track of hashcodes.  I'm going to do the same to my mods in the future, so that way they are easily uninstalled.  I've also made a master hashfile for your mod for Tonberry v1.6 called "FatedCourage_MagoTextures_hm.csv" instead of every character having a separate hashmap file.  The separate files make WAY more sense for testing, but the master file makes sense for the release, as it doesn't 'clutter' up the tonberry v1.6 hashmap folder directory.

I tried hashing it. It's code is exactly the same as Selphie's. And it appears the objmap ones don't fix it, either. I mean, making a special texture for the codes with both Selphie and the machine combined would fix it. But I don't really want more clutter.

Actually, I really like your way of adding it to everything. That way it does save space and keep things in check. I'll change everything around once I'm able to do so. I'm always looking for ways to keep things simple. As for the master file thing, it makes sense and I probably should do that. And the name reminds that I better add Mago's Squall as an option for everything. Since I've only been using Devina's all this time. :P Wasn't sure what was the best option for everything. And any suggestions are welcome to help make things better.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-26 18:38:07
I tried hashing it. It's code is exactly the same as Selphie's. And it appears the objmap ones don't fix it, either. I mean, making a special texture for the codes with both Selphie and the machine combined would fix it. But I don't really want more clutter.

Actually, I really like your way of adding it to everything. That way it does save space and keep things in check. I'll change everything around once I'm able to do so. I'm always looking for ways to keep things simple. As for the master file thing, it makes sense and I probably should do that. And the name reminds that I better add Mago's Squall as an option for everything. Since I've only been using Devina's all this time. :P Wasn't sure what was the best option for everything. And any suggestions are welcome to help make things better.

I ran into exactly the same thing when I made my "ochu" enemy upscale.  I tried a method of putting two of the same textures on the top/bottom of the .png, so if the character texture is a single tiled texture, the game pulls up that .png even if the hashcode collides.  This seems to work beautifully, but on characters with multiple tiles, if I do the same thing, we end up with messed up textures when there is a hash collision... so I have to offset the tiles  (like they are in the original .tim files) and put body/head or whatever in alternate top/bottom tiles, which I have yet to do... mainly because it messes up my hashcode names and requires me to rename everything... :P  If you look in the enemy_ochu folder, the first tile has been fixed this way, which reflects how all multiple tiled enemy textures will be in the Beta release.

Also - have you tried JUST using the objmap codes for selphie and boss on that part?  Get rid of your hashcodes for them from the Comm Tower escape and just try the objmap codes.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-26 19:28:12
I ran into exactly the same thing when I made my "ochu" enemy upscale.  I tried a method of putting two of the same textures on the top/bottom of the .png, so if the character texture is a single tiled texture, the game pulls up that .png even if the hashcode collides.  This seems to work beautifully, but on characters with multiple tiles, if I do the same thing, we end up with messed up textures when there is a hash collision... so I have to offset the tiles  (like they are in the original .tim files) and put body/head or whatever in alternate top/bottom tiles, which I have yet to do... mainly because it messes up my hashcode names and requires me to rename everything... :P  If you look in the enemy_ochu folder, the first tile has been fixed this way, which reflects how all multiple tiled enemy textures will be in the Beta release.

Also - have you tried JUST using the objmap codes for selphie and boss on that part?  Get rid of your hashcodes for them from the Comm Tower escape and just try the objmap codes.

Ah... So it isn't just me having that problem. Haven't had a chance to download it, yet. But I will soon and take a look. As you probably saw in my first version of my downloads, I combined a few textures myself. But removed them on this download because the hash codes work fine for them. Except for the battlers. They cause no problems set up that way and I can keep the textures in very few folders.

Yes, I used the objmap codes when I was creating Selphie and the boss shows up fine. But two NPCs disappear. That being the dog you save for a better SeeD score and the hotel receptionist in Balamb. Which you see she is gone in the picture. I could just get the objmap codes for them to fix that, though. Just wasn't sure what to name them or where to place them.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-26 19:53:01
Yes, I used the objmap codes when I was creating Selphie and the boss shows up fine. But two NPCs disappear. That being the dog you save for a better SeeD score and the hotel receptionist in Balamb. Which you see she is gone in the picture. I could just get the objmap codes for them to fix that, though. Just wasn't sure what to name them or where to place them.

I have a folder where I'm storing NPC's.  If I were you, I would just create a char_npc_balclerk, char_npc_doldog, etc folders and hash them there.  And then add it to your mod - I'll even upscale the textures a bit for them if you'd like.  You can treat NPC's like an on-going project that way, just as I plan to do with the Bosses.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-02-27 05:37:31
I have a folder where I'm storing NPC's.  If I were you, I would just create a char_npc_balclerk, char_npc_doldog, etc folders and hash them there.  And then add it to your mod - I'll even upscale the textures a bit for them if you'd like.  You can treat NPC's like an on-going project that way, just as I plan to do with the Bosses.

I'll probably do that then. I might take you up on that later on since my upscale skills are...not too great. But that's what you get for using a free program also. Also, here are a few .bmps I debugged from a few areas you can upscale. All the enemies textures should be there. The only enemies I haven't gotten to yet are the Paratrooper and Slapper.

https://www.dropbox.com/s/qhkoo22ydbmnwu7/Enemies.zip?dl=0
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-27 08:52:50
I'll probably do that then. I might take you up on that later on since my upscale skills are...not too great. But that's what you get for using a free program also. Also, here are a few .bmps I debugged from a few areas you can upscale. All the enemies textures should be there. The only enemies I haven't gotten to yet are the Paratrooper and Slapper.

https://www.dropbox.com/s/qhkoo22ydbmnwu7/Enemies.zip?dl=0

This is excellent!  You wouldn't happen to have any alternate bitmaps that you haven't thrown out, would you?  for example - where the tiles are flipped to the opposite sites of the image (top/bottom).  I'll have all of the codes if I use all 4 objmap codes for each enemy.  I think it has something to do with if the texture is loaded with multiple rows of enemies... let's use forbidden as an example:

(http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_13.png) (http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_13a.png)
(http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_14.png) (http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_14a.png)

If I provide all of these codes (objmap codes actually), then it seems like most every instance of that enemy works unless they share a hashcode.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Omzy on 2015-02-27 20:23:47
where the tiles are flipped to the opposite sites of the image (top/bottom).  I'll have all of the codes if I use all 4 objmap codes for each enemy.  I think it has something to do with if the texture is loaded with multiple rows of enemies...

If I provide all of these codes (objmap codes actually), then it seems like most every instance of that enemy works unless they share a hashcode.
I sent some relevant info to someone in a PM the other day regarding what it means when images fall into different dump folders. I remember encountering this problem and designing a solution for it (this is why objmap file exists, but no one uses it and I haven't tested if it works):

Quote
-unsupported: size/format is not yet supported (256x256 currently only supported)
Originally I programmed Tonberry to only care about 256x256 size textures, which is the size of the memory image buffer. The hashing algorithm only looks at the left side of this square since the left half (128x256) contains the last image loaded into memory. I later added the getobj() function, which checks the top/bottom left quarters of memory for a single texture since I noticed many objects like save points and many character textures use only a quarter of the memory (128x128), so it searches through hashes in the objmap.csv. I'm not sure that anyone uses/knows about that functionality, but maybe they do (might explain why many character hashes fail). Anyhow, unsupported fall outside of those ranges and really only should occur if the texture is larger than 256x256 (video frames, for example).
-nomatch: not yet hashed, but will be in the future with modder help
In other words, there isn't any hashcode in the csv files that matches the image (hasn't been replaced yet by modders)
-nomatch2: hashed once, failed second round of hashing (shouldn't happen)
When textures are so similar that the second hash fails too
-noreplace: hashed and intended to be replaced but the new texture failed to load or didn't exist
-replaced: successfully replaced
-error: texture not otherwise accounted for (shouldn't happen)

Last bucket category, no images should really fall into it
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-27 20:41:08
I sent some relevant info to someone in a PM the other day regarding what it means when images fall into different dump folders. I remember encountering this problem and designing a solution for it (this is why objmap file exists, but no one uses it and I haven't tested if it works):

All of the character texture mods currently use the objmap.csv file for their locations.  I am using them in conjunction with a few hashmap codes for my enemy upscale and they seem to work great!  They seem to dominate, so if you use a texture that shares a hashcode with another one, Tonberry will populate both and show incorrect textures.  The reason a lot of people are seeing 'missing' textures is because the game is populating the art from the same hashmap, but possibly a different part of the image.  I'm still working on an effective fix without the need for a better hashing algo, and I'm making progress.
As far as 'missing' textures - it seems to be because the game is trying to pull a texture from a page with a code that has only one filled quadrant.. (the other quadrant is transparent, so the object pulls a transparent texture and 'vanishes').  To test this, an image with only a top or bottom 128x128 tile should have a bright neon color (like green or pink) placed in the adjacent top/bottom tile.  You can then discover which .png the texture is trying to access.

P.S. - with some of the objmap files I've run into and with the "wm_worldmap" texture (hashmap) that I added to HorizonPack, I get file dumps in my "error" folder regularly.  This is probably due to being on the worldmap, considering that it only seems to regularly dump the textures visible on the wm (like world squall, the world map, some random text)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Omzy on 2015-02-27 20:47:53
Ah, ok, I didn't realize that. In that case, BerryMapper may benefit from a simple rewrite for all objects(including character textures and other 'quarter' memory objects). Here is the algorithm for hashing objects that takes into account these quarters of memory:
http://pastebin.com/N3VKFuJs

Edit: This algorithm simply takes all of the pixel values from Hash_Algorithm_1 from the top half up to 32 pixels and the same for the bottom half up to 32 pixels. It then produces a hash value from those 32 pixels only. If these values are plugged in, (theoretically) Tonberry should recognize them regardless of whether they are top left or bottom left.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-28 00:45:49
For those of you who are curious about my enemy upscale, here are a couple of screenshots:

(http://www.13tomidnight.net/FF8/Debugstuff/lunarcryscreen.png)
(http://www.13tomidnight.net/FF8/Debugstuff/lunarcryscreen2.png)

And then phoenix showed up RIGHT after I turned off the debugger.... lol.  Oh well.
(http://www.13tomidnight.net/FF8/Debugstuff/lunarcryscreen3.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Shunsq on 2015-02-28 08:42:55
Hello Omzy,
Actually Berrymapper already integrates this algorithm, otherwise it wouldn't read the character textures. The problem is sometimes top and bottom textures are switched for the same character. Berrymapper can't identify which texture (top or bottom) is useful. Berrymapper delivers both  top and bottom hashcodes. You have to choose manually which one to use.

Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-02-28 09:45:03
Hello Omzy,
Actually Berrymapper already integrates this algorithm, otherwise it wouldn't read the character textures. The problem is sometimes top and bottom textures are switched for the same character. Berrymapper can't identify which texture (top or bottom) is useful. Berrymapper delivers both  top and bottom hashcodes. You have to choose manually which one to use.

And in fact, both -need- to be used in order to not have missing objmap codes :)  At least in my experience so far.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: JeMaCheHi on 2015-02-28 12:00:11
All of the character texture mods currently use the objmap.csv file for their locations.  I am using them in conjunction with a few hashmap codes for my enemy upscale and they seem to work great!  They seem to dominate, so if you use a texture that shares a hashcode with another one, Tonberry will populate both and show incorrect textures.  The reason a lot of people are seeing 'missing' textures is because the game is populating the art from the same hashmap, but possibly a different part of the image.  I'm still working on an effective fix without the need for a better hashing algo, and I'm making progress.

Since Tonberry internal implementation of the hashmap was made with a map structure, if you guys put two or more texturenames with the same hashcode, the map structure will keep just one of them. By definition, every key on a map (in our case, the hashcode) is unique. That's why a duplicated hashcode means losing one of the textures.

BTW Mcindus, I LOVED you changing the red 0 in battle hud with a skull. Hope you include it on the next SeeD release ;)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Omzy on 2015-03-01 03:31:25
Actually Berrymapper already integrates this algorithm, otherwise it wouldn't read the character textures. The problem is sometimes top and bottom textures are switched for the same character. Berrymapper can't identify which texture (top or bottom) is useful. Berrymapper delivers both  top and bottom hashcodes. You have to choose manually which one to use.
Ahh, I see. Sorry for my ignorance about your program--I haven't had time to test it myself. I can see that since the hash algorithm is not symmetrical across the 2 quarters, the hash codes for each are different. In the future, this should be considered so that we can have only a single hash code to represent each no matter which position it is in. For now, perhaps Tonberry can be modified to add 'top' or 'bottom' to each of those names, to allow it to use both codes.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-03-01 06:22:58
I can see that since the hash algorithm is not symmetrical across the 2 quarters, the hash codes for each are different. In the future, this should be considered so that we can have only a single hash code to represent each no matter which position it is in.

I've thought a lot about this in trying to design a better algorithm.  Ideally there wouldn't have to be separate algorithms for full 128X256 textures and the 128X128 "objects." If the hashing algorithm is good enough, then just running it on the top left corner should be able to match both objects in that corner as well as 128X256 textures based only on their top half. Then we would only have to check the bottom for objects when either a) there are no matches for the top or b) to resolve collisions.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-03-01 10:10:21
Hey guys! Just wanted to you to know I've released the official Lunar Cry Enemy Upscale mod!

All 59/59 regular enemies are complete!  Let me know if you run into any problems! This is my first time using objmap codes :)
http://forums.qhimm.com/index.php?topic=15977.0
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Encore on 2015-03-01 11:56:37
(http://i1291.photobucket.com/albums/b541/HipC/FF8MEME_zpseeaa9abe.jpg)

Where can I find the background for fighting?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-03-01 12:37:37
FatedCourage, I've got your new textures working on my Windows 7 FF8 installation, but Squall's bandages texture looks terrible. Upon further inspection, it seems you upscaled it nearest neighborly, instead of linearly or by applying a pixel filter like 4xBRZ. Now if I had the bandages texture without the rest of Squall's face on it I could perform such an upscale myself, but otherwise it could take a while to isolate that particular region. Also, I'd suggest moving your Texture Improvement mod to its own topic, because it's gotten far bigger than a mere offshoot of this topic, and it would make it easier to post further replies to inquiries just regarding those files.

Also, the objmap hash zel_13,2080093695 from the front post causes background characters to be skinned incorrectly.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-01 20:02:14
This is excellent!  You wouldn't happen to have any alternate bitmaps that you haven't thrown out, would you?  for example - where the tiles are flipped to the opposite sites of the image (top/bottom).  I'll have all of the codes if I use all 4 objmap codes for each enemy.  I think it has something to do with if the texture is loaded with multiple rows of enemies... let's use forbidden as an example:

(http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_13.png) (http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_13a.png)
(http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_14.png) (http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_14a.png)

If I provide all of these codes (objmap codes actually), then it seems like most every instance of that enemy works unless they share a hashcode.

I didn't find any alternates like that. But I didn't change out my party to see if that made a difference. And some of the monsters spawn in different areas than I was in, so that could change it up. But I'm glad you were able to get the rest. Excited to use the actual release. :D

FatedCourage, I've got your new textures working on my Windows 7 FF8 installation, but Squall's bandages texture looks terrible. Upon further inspection, it seems you upscaled it nearest neighborly, instead of linearly or by applying a pixel filter like 4xBRZ. Now if I had the bandages texture without the rest of Squall's face on it I could perform such an upscale myself, but otherwise it could take a while to isolate that particular region. Also, I'd suggest moving your Texture Improvement mod to its own topic, because it's gotten far bigger than a mere offshoot of this topic, and it would make it easier to post further replies to inquiries just regarding those files.

Also, the objmap hash zel_13,2080093695 from the front post causes background characters to be skinned incorrectly.

That's because it is terrible. I didn't do a good job with it, I'll admit. At the time it was only for testing the code and my upscale skills...well aren't great. I'll admit that it is somewhat tricky posting the progress here at times. But this all branched off Shunsq's and Mortael's work which all reside here. I'm really only adding to what they've done so far.

I do know of two places where I've seen that happen. One, being the bar in Timber. And two, outer space where one of his codes skins itself to the space suits. Also, I think one did something to Irvine at one point, but I believe I fixed that. Where is yours happening?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-03-01 20:21:59
I didn't find any alternates like that. But I didn't change out my party to see if that made a difference. And some of the monsters spawn in different areas than I was in, so that could change it up. But I'm glad you were able to get the rest. Excited to use the actual release. :D

That's because it is terrible. I didn't do a good job with it, I'll admit. At the time it was only for testing the code and my upscale skills...well aren't great. I'll admit that it is somewhat tricky posting the progress here at times. But this all branched off Shunsq's and Mortael's work which all reside here. I'm really only adding to what they've done so far.

I do know of two places where I've seen that happen. One, being the bar in Timber. And two, outer space where one of his codes skins itself to the space suits. Also, I think one did something to Irvine at one point, but I believe I fixed that. Where is yours happening?

Thanks! Your textures were a huge help.

I think that you really should make your own release post  - make it a Beta.  We can contribute to it en-masse that way.  Also, I'd like a crack at the bandage... could you send me links to the original bitmaps through pm?

I just clarified this a bit for mavirick:
In my images above, my objmap codes turn out to be:

enemy_forbidden_13,3941295447
enemy_forbidden_13,1856653823
enemy_forbidden_14,1571182079
enemy_forbidden_14,3665278502

Because I have two textures on each .png - 2 .png's total, 4 codes - no issues (mostly)

I hope this helps with erroneous objcodes!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-01 22:36:44
Thanks! Your textures were a huge help.

I think that you really should make your own release post  - make it a Beta.  We can contribute to it en-masse that way.  Also, I'd like a crack at the bandage... could you send me links to the original bitmaps through pm?

I just clarified this a bit for mavirick:
In my images above, my objmap codes turn out to be:

enemy_forbidden_13,3941295447
enemy_forbidden_13,1856653823
enemy_forbidden_14,1571182079
enemy_forbidden_14,3665278502

Because I have two textures on each .png - 2 .png's total, 4 codes - no issues (mostly)

I hope this helps with erroneous objcodes!

No problem.

You think so, too, huh? It does make sense. Perhaps I should. It would be good to have a place where it's easier for people to help out.

I think it helps a bit. Any questions about it, and I'll come to you.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-03-02 02:39:46
I didn't find any alternates like that. But I didn't change out my party to see if that made a difference. And some of the monsters spawn in different areas than I was in, so that could change it up. But I'm glad you were able to get the rest. Excited to use the actual release. :D

That's because it is terrible. I didn't do a good job with it, I'll admit. At the time it was only for testing the code and my upscale skills...well aren't great. I'll admit that it is somewhat tricky posting the progress here at times. But this all branched off Shunsq's and Mortael's work which all reside here. I'm really only adding to what they've done so far.

I do know of two places where I've seen that happen. One, being the bar in Timber. And two, outer space where one of his codes skins itself to the space suits. Also, I think one did something to Irvine at one point, but I believe I fixed that. Where is yours happening?
After the tour with Selphie at the start of the game, if you go northeast of the Save Point near the Balamb directory, there's a schoolgirl whose base texture flickers in and out with the zel_13 texture if you have that objmap enabled. Additionally, I have found that the Texture Improvement mod highly improves the game's quality on the whole, despite a few rough patches here and there.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-03-02 20:39:20
Here is a new bandage texture for Squall.  Something I threw together in 20 min - but it looks better than what we've got! :)
(http://www.13tomidnight.net/FF8/artwork/char_sqbandage_13.png)

And here it is in action:
(http://www.13tomidnight.net/FF8/artwork/bandage1.png)
(http://www.13tomidnight.net/FF8/artwork/bandage2.png)
(http://www.13tomidnight.net/FF8/artwork/bandage3.png)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-02 22:03:43
Here is a new bandage texture for Squall.  Something I threw together in 20 min - but it looks better than what we've got! :)
(http://www.13tomidnight.net/FF8/artwork/char_sqbandage_13.png)

And here it is in action:
(http://www.13tomidnight.net/FF8/artwork/bandage1.png)
(http://www.13tomidnight.net/FF8/artwork/bandage2.png)
(http://www.13tomidnight.net/FF8/artwork/bandage3.png)

Looks fantastic. Much better, now.

After the tour with Selphie at the start of the game, if you go northeast of the Save Point near the Balamb directory, there's a schoolgirl whose base texture flickers in and out with the zel_13 texture if you have that objmap enabled. Additionally, I have found that the Texture Improvement mod highly improves the game's quality on the whole, despite a few rough patches here and there.

I've tried to find the person you're talking about at that point, but I didn't find any flickering texture. Which means I probably already had it disabled on my end. I agree. It's just that sometimes codes are shared and cause things like what you just saw.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-03-03 09:05:41
Looks fantastic. Much better, now.

I've tried to find the person you're talking about at that point, but I didn't find any flickering texture. Which means I probably already had it disabled on my end. I agree. It's just that sometimes codes are shared and cause things like what you just saw.
That new texture looks great! By the way, here are some snapshots I took of that hash glitch:
http://www.brickshelf.com/gallery/mirrorman95/FF8/2015-03-01_00002.jpg
http://www.brickshelf.com/gallery/mirrorman95/FF8/2015-03-01_00003.jpg
EDIT: Screenshots taken down; I'll need to wait for Majhost to come back up again to repost them.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Falkenauge on 2015-03-03 17:59:50
Hi wanted to ask if there is a guide on how to install this mod?
have the steam version
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-03-04 03:17:07
Where can I find the background for fighting?

It's a HUGE undertaking.  I'm only doing little pieces at a time.

Current Complete Battlefields:
Grasslands
Grasslands Coastline
Grasslands Mountains
Fire Cavern

In Progress:
Main Forest
Path to Comm Tower
Snowy Forest
Snowy Tundra
Main Desert

Need help with:
Training Center
Communications Tower
Dollet Street

Extras:
"Analyze Target" and Status Text for Scan - complete

Considering the size of this project, I am looking for people to help with a few textures! Let's get this machine rolling!

I'll release the first 'draft' of this mod as soon as I clean up the mountiains in the grasslands mountains battlefield.  I figure I can release the mod one area at a time, so as not to tease too many people.
I'm going to release the entire collection I have of the battlefield bitmaps as soon as I've collected a few bit more.  I've just fixed my hyne save and can go to more of the battle areas in the game.  I just collected all of Ultimecia's Castle, and I'm digging for more and more battle scenes.  I haven't collected ANY from the laguna flashbacks, so I guess that's next.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: NewBeginning on 2015-03-07 00:53:06
Hi wanted to ask if there is a guide on how to install this mod?
have the steam version

Seconded. Been trying to get this mod to work. It's especially confusing, even for a FFVIII mod. Can anyone give us a step-by-step?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-03-07 01:11:01
Seconded. Been trying to get this mod to work. It's especially confusing, even for a FFVIII mod. Can anyone give us a step-by-step?

If it's the character textures you're talking about, the mod is really in Beta right now so if you wait for the release, it will have thorough instructions and I will even make a tutorial video.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-07 01:35:03
If it's the character textures you're talking about, the mod is really in Beta right now so if you wait for the release, it will have thorough instructions and I will even make a tutorial video.

I've been working on getting this into a standalone and whatnot. Was just trying to fix a few textures and get everything organized. And deciding on a suitable name... Though, with the textures being buggier than other mods and the lacking of a huge amount of codes, I wasn't sure if it was deserving of beta status or not. :P
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-11 06:31:34
Just wanted to post the textures I've been fixing up. Think they look better...in my opinion. :-P And I've fixed the wrapping issue with both.
(http://i.imgur.com/tQf92Th.jpg)
(http://i.imgur.com/0ZQ5CC9.jpg)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Devina on 2015-03-16 17:08:33
FatedCourage, when you're ready, feel free to post your next update pack, containing all the textures.

I'd like to re-do the eyes and possibly other features:

(http://i57.tinypic.com/6zsy1e.png)

I'm not a fan of the weird, fish-like, doll-like eyes they have...
I'd prefer something more realistic, or Final Fantasy/Kingdom Hearts.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-17 01:36:11
FatedCourage, when you're ready, feel free to post your next update pack, containing all the textures.

I'll actually post it soon. Right now, all it'll be is texture edits anyway. Now that Tonberry 2.01 is out, which gives quite a speed boost, I'll do more work on the codes. It's fine if you want to edit them. I actually look forward to your versions/edits. Gives some variety. As for the low poly characters... They are more like placeholders until someone wants to make or edit some better ones.

Edit: Here is the link to the slight update I've made to the pack.

https://www.dropbox.com/s/thpfgrw618n0yse/Texture%20Replacement%20%28Alpha%29.zip?dl=0

Besides the minor texture tweaks, I've took some advice from Mcindus and renamed everything and put the textures into their own folder(ch) to be placed inside the texture folder for Tonberry. This helps to make sure things aren't cluttered. I've also put all the codes into one big master list as well. So delete the old stuff relating to this(hm and obj too) and just put in the new.

Another option I added is to choose between Devina's version or Mago's version of Squall. This is for people with preference to one or the other. You now start with Mago's textures. To change, all you need to do is simply rename them.

I believe that's everything. ...I think.

This'll probably be the last update here for now. Will probably start a new thread soon-ish like others are recommending for this.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: magochocobo on 2015-03-17 19:50:45
I spent a lot of time making this character textures, all was done hand painted, so please Devina if you dont like my textures its ok, but you always write bad comments about my textures and please if you want edit the textures give some credit, because you only edit some parts over my work.

anyway I am really happy with this project, and its great that more people work in texture mods
Its a great option too the user can choose what texture can be use :D

sorry for my bad english! xD
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: LeonhartGR on 2015-03-18 11:49:42
Devina loves you mag! ;) I know it!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-03-18 14:56:51
FatedCourage: Which csv should we use for maximum texture coverage, Char_Textures_obj.csv or Char_Textures_obj(recommended).csv? And why are some of their hashes asterisked?
Magochocobo: Do you plan on releasing the rest of your textures like Rinoa's Party Dress, Edea, Raijin, Kiros, and Ward?
Devina: The new eyes look good, it shouldn't take too long to add them to all of the current Quistis textures. I'd be very interested to see more new KH-style eyes on other characters.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-18 15:36:43
FatedCourage: Which csv should we use for maximum texture coverage, Char_Textures_obj.csv or Char_Textures_obj(recommended).csv? And why are some of their hashes asterisked?
Magochocobo: Do you plan on releasing the rest of your textures like Rinoa's Party Dress, Edea, Raijin, Kiros, and Ward?

The recommended one has less glitches, but also less coverage. The other has more glitches, but more coverage. The asterisks are there to disable the glitchy codes. You can remove them. If you truly want as much coverage, then just copy and paste all the low poly codes that are disabled into the recommended one. That way you have all the low poly activated without the battlers and high poly ones glitching out.

I'm also curious about this. Especially the Rinoa party dress one.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Devina on 2015-03-18 22:38:03
I spent a lot of time making this character textures, all was done hand painted, so please Devina if you dont like my textures its ok, but you always write bad comments about my textures

Sorry, didn't mean to offend you! Your work is beautiful, the eyes are the major issue for me, that's all.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: larax on 2015-03-19 12:33:34
hi, I just found this forum and I'm trying to learn everything about the textures, Tomberry and everything related to the game mods of ff8 .

I just made these test and I want to offer everything that could help to advance the development of the textures or whatever

I would like to learn more to help something

(http://oi60.tinypic.com/2zgxi0z.jpg)
(http://oi60.tinypic.com/8yxdvc.jpg)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-20 16:27:30
hi, I just found this forum and I'm trying to learn everything about the textures, Tomberry and everything related to the game mods of ff8 .

I just made these test and I want to offer everything that could help to advance the development of the textures or whatever

I would like to learn more to help something

(http://oi60.tinypic.com/2zgxi0z.jpg)
(http://oi60.tinypic.com/8yxdvc.jpg)
Hey, looks neat! There are various things you could work on. You could pick and choose what you'd like to work on or help someone out with their own. As long as you know how to work Berrymapper and Tonberry then you should be fine and able to get the textures you need. If you need an explanation on anything, there are plenty of people here that can probably answer your questions.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Thatamos on 2015-03-20 18:27:26
This thread is littered with screenshots of great work between several parties, but none of it is readily available on the first post. Is there any way to update it with links for all these new textures, including the fight-background ones? My FF8 is jelly.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Shunsq on 2015-03-20 18:48:14
Hello Thatamos,
Yes indeed sorry for not updating the first page. But you can dowload the latest mods using tonberry, there:

http://forums.qhimm.com/index.php?topic=15945.0 (http://forums.qhimm.com/index.php?topic=15945.0)

Berrymapper is only a tool to convert a texture into an hashcode.

FatedCourage, and other artists there ,from today would you create your own thread regarding battle texture and character texture? I'm not able to follow the increasing amount of hashcodes and texture packs.

Thank you all for using Tonberry tool, Magochocobo textures and Berrymapper!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-20 20:26:27
FatedCourage, and other artists there ,from today would you create your own thread regarding battle texture and character texture? I'm not able to follow the increasing amount of hashcodes and texture packs.

Thank you all for using Tonberry tool, Magochocobo textures and Berrymapper!
Alright then. Seems like it needs to be moved sooner rather than later to save time and confusion. Thanks for the Berrymapper tool. Couldn't do anything without it.

Is there any way to update it with links for all these new textures, including the fight-background ones? My FF8 is jelly.
To my knowledge, none of the battle backgrounds have been released yet. It's still a work in progress and will probably take Mcindus quite some time to finish everything.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: larax on 2015-03-21 21:41:07
hello, im doing something wrong.

Im using Deling to export backgrounds of field.fs, I place this edited background on berrymapper Input folder and create hashmap and objmap csv files.

When I put this files in tomberry, nothing append in the game. The backgrounds not change.

Thanks for your help!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-21 21:59:01
hello, im doing something wrong.

Im using Deling to export backgrounds of field.fs, I place this edited background on berrymapper Input folder and create hashmap and objmap csv files.

When I put this files in tomberry, nothing append in the game. The backgrounds not change.

Thanks for your help!
I extract textures using the debug folder in Tonberry and run the unedited textures through Berrymapper. I've never actually used Deling before. Did you name the codes the same as your files/textures. Nothing will change if the names don't match.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: larax on 2015-03-21 22:26:58
I extract textures using the debug folder in Tonberry and run the unedited textures through Berrymapper. I've never actually used Deling before. Did you name the codes the same as your files/textures. Nothing will change if the names don't match.

Thanks. I will try with this!!!


EDIT: I try this and i cant make work. I take from debug folder one bmp and I put it on BerryMapper input folder but the code in hasmap.csv I receive is not the same as have other hasmap with that texture that do work correctly.

sorry for my bad explanation

Thanks
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-22 03:00:39
Thanks. I will try with this!!!


EDIT: I try this and i cant make work. I take from debug folder one bmp and I put it on BerryMapper input folder but the code in hasmap.csv I receive is not the same as have other hasmap with that texture that do work correctly.

sorry for my bad explanation

Thanks

Huh. Sometimes, the code can change. Because each texture you extract can slightly differ from one that looks exactly the same, which produce different codes. And you'll need every code you get pertaining to that texture. But what textures are you working on exactly? Is it still the world map? And it's okay. I'm pretty poor when it comes to explaining things because I can be pretty dense at times.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: rufoos on 2015-03-22 13:24:11
mini hash update for project eden
bgroom_5_4,11072887873423955668
before
(http://s16.postimg.org/8yv3aub5t/FF8_EN_2015_03_22_16_18_04_86.jpg) (http://postimg.org/image/8yv3aub5t/)
after
(http://s16.postimg.org/9cwfafv9d/FF8_EN_2015_03_22_16_15_57_84.jpg) (http://postimg.org/image/9cwfafv9d/)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: larax on 2015-03-22 16:37:43
Ok, after a few attemps already works well and I have done some tests:

(http://oi62.tinypic.com/2rxttmv.jpg)


Thanks FatedCourage for your help!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: pogimax on 2015-03-23 01:45:44
Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-03-23 02:03:04
Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?

I assume you already have the steam overlay disabled and such. Also, what version of Tonberry are you using? As for the random crashes on those moves... I've never had it happen using Defend or Lion Heart. I've had it rarely happen with Angelo Cannon, though. And I have a pretty big chance of it happening if a dang Grendel uses Breath. :P But I'm not exactly sure what causes it.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: pogimax on 2015-03-23 02:59:50
I am using 2.02 right now.  I've tried switching between 2.01 and 2.02, but it doesn't help.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-03-23 21:59:06
Ok, after a few attemps already works well and I have done some tests:

[img width=640 height=416]


Thanks FatedCourage for your help!

Larax, I highly recommend you get in touch with Mcindus, who is already deep into a background upscaling project. I would hate to see you do duplicate work :)

Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?

Hi Pogimax, if there are problematic textures, try this:

Hopefully that will help you identify the problematic textures and disable them. Also, if you're successful, please let us know so we can identify the problem and whether it's a texture issue or a bug in Tonberry. Also, please direct future questions and bug reports to the Tonberry thread (http://forums.qhimm.com/index.php?topic=15945.0).
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: pogimax on 2015-03-24 02:00:47
I seem to have identified the texture issue. The debug textures captured Rinoa and Tonberry (the enemy proper). I was fighting in the Centra Ruins. I disabled the Lunar Cry mod and voila, it worked like a charm.

I think the Tonberry enemy texture is the culprit.

Thanks for the help, Mavirick!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-03-24 04:19:29
I seem to have identified the texture issue. The debug textures captured Rinoa and Tonberry (the enemy proper). I was fighting in the Centra Ruins. I disabled the Lunar Cry mod and voila, it worked like a charm.

I think the Tonberry enemy texture is the culprit.

Thanks for the help, Mavirick!

Yeah, I figured there might be a problem with him in the future... he is one of the few enemies that has an 'animation'.  If it captured Rinoa and Tonberry, it's probably not an issue with Lunar Cry, but from FatedCourage's Character Texture mod colliding with Lunar Cry.  The next version of Tonberry will have fixed these issues.

You can always go into your objmap.csv and hashmap.csv files for Lunar Cry and delete the enemy_tonberry_XX,XXXXXXXXXXXXXX files for now and use both mods. :)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: larax on 2015-03-26 23:31:07
Hi

What do you thing about this screens of battle backgrounds? please tell me which could improve :)

(http://oi58.tinypic.com/2i89kif.jpg)

(http://oi61.tinypic.com/2afh2yh.jpg)

In movement is better


maybe I create a new thread to not mess this


Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: LeonhartGR on 2015-03-27 01:19:31
I like the sky and clouds style in the first screen but the floor texture looks better in the second one of course.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Fly2015 on 2015-04-07 20:27:41
So any news??  :)
I am checking almost everyday  :-\ :-\ :mrgreen: this project is amazing !!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Qwazor on 2015-04-08 08:27:44
Hi

What do you thing about this screens of battle backgrounds? please tell me which could improve :)

(http://oi58.tinypic.com/2i89kif.jpg)

(http://oi61.tinypic.com/2afh2yh.jpg)

In movement is better


maybe I create a new thread to not mess this

You can provide the works? Thank you very much
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Qwazor on 2015-04-15 16:21:28
Dead everybody ? Hey!!! People!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Qwazor on 2015-04-30 18:28:12
Hey where are you ?!!!
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-04-30 20:35:02
Hey where are you ?!!!

If you're referring to character texture replacement... That's on a different thread, now. As for everyone else, I can't speak for them. We all have personal lives, so they're probably busy with that.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-04-30 20:49:57
If you're referring to character texture replacement... That's on a different thread, now. As for everyone else, I can't speak for them. We all have personal lives, so they're probably busy with that.

Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :P

The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.

The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-04-30 21:19:51
Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :P

The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.

The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.
Tonberry does work great. I have managed to solve almost all of the glitches on my end. Except for the codes that are literally shared. Like a Zell code being the same as a spacesuit, a few world map objects, and a special one with the Squall student uniform and the square soft logo in the beginning. You'll only see it if you reset the game at times.

Animations would benefit a few things. But I'm no artist, so I can't contribute there. So I can understand why you'd hold off until more people are onboard.

I am still collecting textures though. So once I near the end, do you still want those sent to you?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-04-30 21:44:53
Tonberry does work great. I have managed to solve almost all of the glitches on my end. Except for the codes that are literally shared. Like a Zell code being the same as a spacesuit, a few world map objects, and a special one with the Squall student uniform and the square soft logo in the beginning. You'll only see it if you reset the game at times.

Animations would benefit a few things. But I'm no artist, so I can't contribute there. So I can understand why you'd hold off until more people are onboard.

I think the only really relevant thing for you would be blinking eyes (which is, inconveniently, one of the most troublesome parts of the new hashing algorithm). The shared codes problem would be solved off course but as you say, it doesn't appear to by that big of an issue.

I am still collecting textures though. So once I near the end, do you still want those sent to you?

Yes, please. All textures help. In a perfect world I would have every texture in the game and then I could make the algorithm optimal, perhaps even eliminating all collisions besides the few basically-impossible ones like all-black-except-for-a-few-dots, e.g. the twinkling stars.

Edit: on an unrelated note, why is it that when I type "off course" it is sometimes corrected to "off course" ??
Edit 2:  :-o I am trying to write "of"
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Shunsq on 2015-04-30 23:24:33
As for me,Berrymapper won't evolve until a new hashing algorithm is found.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-05-01 00:51:44
Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :P

The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.

The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.

This makes me a sad Panda.  Currently, we can't have a Shiva, Blinking Eyes, and Tonberry animation (irony).  I know I've been MIA lately, but that is due to some new opportunities that have dropped in my lap.  I'm not done modding FF8 by any means.  If we can make exceptions for those files individually, then maybe it's not a huge deal, but it would still be nice to have a 'complete' model.  Trust me, mavirick - Fated has done a BEAST of a job finding all of those hashcodes, and I don't think any other modder out there would have had the patience for it, IMO.  I know I wouldn't.  Please keep up your amazing work.  Just don't feel rushed -- that's the benefit/pitfall of the free modding community... it's all on your own time ;)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-05-01 01:22:10
This makes me a sad Panda.  Currently, we can't have a Shiva, Blinking Eyes, and Tonberry animation (irony).  I know I've been MIA lately, but that is due to some new opportunities that have dropped in my lap.  I'm not done modding FF8 by any means.  If we can make exceptions for those files individually, then maybe it's not a huge deal, but it would still be nice to have a 'complete' model.  Trust me, mavirick - Fated has done a BEAST of a job finding all of those hashcodes, and I don't think any other modder out there would have had the patience for it, IMO.  I know I wouldn't.  Please keep up your amazing work.  Just don't feel rushed -- that's the benefit/pitfall of the free modding community... it's all on your own time ;)

Oh don't worry, I'm not done here either. I only mean that things are moving slower on my end. Up until the 2.04 release I was spending a ton of time on Tonberry because there were bugs and people's games were crashing and I didn't like that one bit >:( I also had JeMa to work with and to bounce ideas off of up until ~2.03, but he has had some stuff come up that is going to keep him from contributing for the foreseeable future. That combined with the fact that a stable Tonberry takes the pressure off me just means that you shouldn't expect the new version to be available next week ;)

JeMa did ask me to apologize for his withdrawal, however unneeded the apology may be. He's the reason development progressed past 1.06 and his significant contribution should be recognized; without him we wouldn't be where we are today.



Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: EQ2Alyza on 2015-05-01 02:15:58
People (particularly those who only chime in once a blue moon to ask "when do you think xxx will be finished, I can't wait...") need to understand that modding any game of this caliber won't happen over night. It takes years of work to finish some projects, and equally as much patience to wait for them. FF7 modding started 10+ years ago, way before my time began here to know exactly when it did, but it still has projects being worked on. Everything we experience along the way is what keeps me going and digging for more. If you keep that in mind, then you'll always feel happy to be here knowing there is always something new ready to be discovered and modded.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: genesis063 on 2015-05-01 02:23:47
Yeap I started mine back like two or so years ago and still not finished with the project as some bugs that where fixed persisted and forbid some pc's go down so sometimes you have to start over that is why you want to get external hard drives or cloud storage.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-05-01 02:41:01
People (particularly those who only chime in once a blue moon to ask "when do you think xxx will be finished, I can't wait...") need to understand that modding any game of this caliber won't happen over night. It takes years of work to finish some projects, and equally as much patience to wait for them. FF7 modding started 10+ years ago, way before my time began here to know exactly when it did, but it still has projects being worked on. Everything we experience along the way is what keeps me going and digging for more. If you keep that in mind, then you'll always feel happy to be here knowing there is always something new ready to be discovered and modded.
Yeap I started mine back like two or so years ago and still not finished with the project as some bugs that where fixed persisted and forbid some pc's go down so sometimes you have to start over that is why you want to get external hard drives or cloud storage.

Thanks for the encouragement guys, it means a lot.

When I first found the mods here for FF8, I tried to register a new account and found out that "mavirick" had already been taken. Turns out I had come here for FF7 graphics mods in 2008 and totally forgotten. All I remember is that FF7 has always been my favorites and it was awesome getting to play it for the umpteenth time with better graphics.

I plan on sharing the github for Tonberry (after I clean up the code a little bit), and the same approach may be applicable to the Steam version of FF7. If the same D3D9Callback interceptor could be used, all it would require is one speedrun to collect a bunch of textures, my same program for finding crucial coordinates for hashing, and building a hash table for all the beautiful textures modders have already created.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2015-05-01 03:56:06
That sounds groovy, I'd love to track Tonberry on GitHub. I wonder, are there any games besides FF7 and FF8 that the injector could be used on?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-05-01 14:11:31
I suspect there's lots of neat things that could be done with this approach for other games, so long as they use Direct3D 9. It's possible that the same approach could be used with newer versions of D3D as well, although the callback interceptor would have to be rewritten and that could take quite a bit of work. Obviously newer games would be more difficult: textures are larger, which means they're harder to hash distinctively, and much more numerous per scene, which slows things down quite a bit. But if your PC is substantially faster than the requirements for the game it should be possible.

As far as I know, nothing like this has ever been done--generally textures are replaced at the source whereas Tonberry replaces textures as they're actually set to the device stage for the GPU to render, hence the need for a good hashing algorithm. Omzy deserves a lot of credit for dreaming this up and figuring it out.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Rufus on 2015-05-02 08:11:38
Hi

What do you thing about this screens of battle backgrounds? please tell me which could improve :)

(http://oi58.tinypic.com/2i89kif.jpg)

In movement is better

maybe I create a new thread to not mess this

they look great, I have never seen one battle map retexture mod for FF8, are you working on a mod for it?

yes a dedicated thread for FF8 battle maps would be good, It's a very important thing that must be done.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: SquallLeonhart on 2015-05-30 16:00:44
Please i need help :C, i don´t know how to put the textures Battlefield and G.F from "Mcindus" and how to upscales files :C i´m not good in english , but a need help, anyone does one video for youtube to explain how to put this mods, the others mods texture and etc i know right, because they have everthing and its so easy to put on tonberry, please, i want know how can put the textures battlestage with hd clouds and montains , grass etc, and g.f texture in hd :C...
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Asker ツ on 2015-06-02 11:54:13
can you tell me how you do it ? :-D
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: The Berserker on 2015-06-08 18:50:03
really loving this great work :D
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatherMcKenzie on 2015-06-20 21:50:46
First of all, thanks for all your hard work.

Here's one glitch I noticed (but failed to screenshot, sorry.):

In Timber (Disc 1), when Squall & co. are watching Seifer take Deling hostage on the huge outdoor TV, Seifer & Selphie's textures are switched. It's only for this short scene, and they flip back once Squall enters the TV station.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatherMcKenzie on 2015-07-25 16:39:14
(http://i.imgur.com/2uLsRLC.png)

So, I'm having a bit of trouble proceeding. In the Lunar Base on Disc 3, Squall's spacesuit is mapped to Zell's texture as you can see in the pic above. This isn't so much of a problem, but when Squall goes out of the pod in order to save Rinoa, Rinoa is completely gone! Her model texture is completely invisible, making it impossible to catch her and proceed with the game.
When I try to remove the char_textures hashmap file, everybody in the game reverts to their normal texture, except for Squall and Rinoa's spacesuit!  >:(

Can anybody help?


NM, Found solution... http://forums.qhimm.com/index.php?topic=14868.msg227628#msg227628
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Nunsrgr8 on 2015-10-14 09:16:27
I've been trying to mess around with battle scene textures and can't figure out how to properly hash them to appear in game using Tonberry 2.04. I turn on debug mode, find the textures in the noreplace folder but all the textures have a numerical sequence (ex. 1026, 1027, 1028...) as opposed to the scheme I see in released mods (ex. sql_13). I attempted to run these through Berrymapper after moving them to the input folder (and editing them with an X in Paint as a test) but they are obviously not working in game. I moved the new textures to the textures folder under a new "10" folder and then named the folders inside (1026, 1027 ect.) I also named the hashmap "test" and moved it to the hashmap folder. Obviously this isn't right.

Is there a guide to using Berrymapper/Tonberry debug? How do I get the correct file name for the texture and what is the proper file hierarchy once you are going to add them to the textures folder? Are there limitations on texture size? Let me know guys, I'd love to start a new project sprucing up battle textures similar to what others have posted.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-16 06:27:04
I've been trying to mess around with battle scene textures and can't figure out how to properly hash them to appear in game using Tonberry 2.04. I turn on debug mode, find the textures in the noreplace folder but all the textures have a numerical sequence (ex. 1026, 1027, 1028...) as opposed to the scheme I see in released mods (ex. sql_13). I attempted to run these through Berrymapper after moving them to the input folder (and editing them with an X in Paint as a test) but they are obviously not working in game. I moved the new textures to the textures folder under a new "10" folder and then named the folders inside (1026, 1027 ect.) I also named the hashmap "test" and moved it to the hashmap folder. Obviously this isn't right.

Is there a guide to using Berrymapper/Tonberry debug? How do I get the correct file name for the texture and what is the proper file hierarchy once you are going to add them to the textures folder? Are there limitations on texture size? Let me know guys, I'd love to start a new project sprucing up battle textures similar to what others have posted.

You have to create your own filenames.  In textures, create a 'master folder' with the first two letters of your new file names.  I used "wm" for worldmap textures for horizonpack.  Then, you name the files xxxxxx_13.png and place them in that folder - pretty sure you should always start with the number 13 and then numerically sequence them from there.  What I do is change all of my bitmap file names -before- i hash in berry mapper, that way berry mapper plots the right hash codes to the right textures and i can just drop the new hash file in.  There's also some more info on the original Tonberrry v1.5 thread that Omzy posted if you need more help.

I am working on my own battle backgrounds along with FatedCourage - but my time is spread far too thin to really finish this project.  I would love to get everyone together who is working on it currently and split up the tasks so that we aren't all making the same backgrounds.  Eff it... I guess I'll just release my progress thus far.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Nunsrgr8 on 2015-10-17 19:20:39
You have to create your own filenames.  In textures, create a 'master folder' with the first two letters of your new file names.  I used "wm" for worldmap textures for horizonpack.  Then, you name the files xxxxxx_13.png and place them in that folder - pretty sure you should always start with the number 13 and then numerically sequence them from there.  What I do is change all of my bitmap file names -before- i hash in berry mapper, that way berry mapper plots the right hash codes to the right textures and i can just drop the new hash file in.  There's also some more info on the original Tonberrry v1.5 thread that Omzy posted if you need more help.

I am working on my own battle backgrounds along with FatedCourage - but my time is spread far too thin to really finish this project.  I would love to get everyone together who is working on it currently and split up the tasks so that we aren't all making the same backgrounds.  Eff it... I guess I'll just release my progress thus far.

Awesome, thanks for the reply Mcindus! I was actually just going to message you on YouTube to see if you could do a Berrymapper tutorial. I appreciate you clearing that up for me, I wasn't sure where these file names were coming from. I'll check the Tonberry 1.5 thread as well if I am unsure of things... chances are it's probably been answered already. Check your inbox Mcindus, you should have a new PM.  :)

EDIT:
It turns out I had the process already down, just my file naming was WAY off!  :-P If there is interest I might throw together a quick tutorial! It's not as daunting as it seems, there just isn't much info on using Berrymapper and actually hashing things. I'm pretty confident even novice modders could get the hang of it quickly if there was a guide. People are always much more willing to try things when there is something to hold their hands, I know I am.

(http://i1291.photobucket.com/albums/b541/HipC/2015-10-17_00004_zpsvxzv5hey.jpg)

Anyway, proof of concept. This is the stage you battle Diablos in completely upscaled! It actually looks great, the only thing that throws it off now are the pixelated particle effects during attacks. Maybe that's another project?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-21 19:11:35
HEY everybody! Please don't let this die. I'm an artist willing to help!
I always end up finding modding forums late in the process and never get a good chance to help out.

Is there a "master thread" where all the projects are being collectively tracked? I'm trying to find a place where I could be of assistance. Please get back with me. I'm willing to work on any textures or background painting.
-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Maki on 2015-10-21 19:47:49
Hi!
Welcome to our friendly community! It's awesome you're an artist willing to help. You can find collection of all mods and tools at FFVIII steam page article, here: https://steamcommunity.com/app/39150/discussions/0/648814213843615508/?l=polish

LionHartGR is making a good job updating this article/guide/collection.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-21 20:37:09
Thanks for the quick response, MaKiPL!
I guess the first order of business is to start trying out some of the mods that've already been made. I do hope to find a way to start pulling textures and reinserting them, as I could get to work immediately on updating/repainting backgrounds or textures. I'm sure there are insane amounts of them to be done!

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-21 21:47:42
Thanks for the quick response, MaKiPL!
I guess the first order of business is to start trying out some of the mods that've already been made. I do hope to find a way to start pulling textures and reinserting them, as I could get to work immediately on updating/repainting backgrounds or textures. I'm sure there are insane amounts of them to be done!

-Zeeber

I have a whole collection of battle backgrounds that need to be done!  Would you like a pack to start with?

Try these:
Original Bitmaps To Be Done (https://drive.google.com/file/d/0B2nrTZG_QLw5OFZ5QXZkc3JPaVE/view?usp=sharing)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-22 04:35:47
I have a whole collection of battle backgrounds that need to be done!  Would you like a pack to start with?

Try these:
Original Bitmaps To Be Done (https://drive.google.com/file/d/0B2nrTZG_QLw5OFZ5QXZkc3JPaVE/view?usp=sharing)

Thanks, I will certainly check these out and see what I can do. But first thing's first... what dimensions are these being upscaled to?
-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-22 06:09:02
Thanks, I will certainly check these out and see what I can do. But first thing's first... what dimensions are these being upscaled to?
-Zeeber

Everything is 4x - so from 256 to 1024.  Shunsq was actually doing some great work on this project as well!  He sent me a 'test' of the battlef_dolcomtwr1_13  image, which is amazing and I currently use in-game (lol)

Speaking of - is Shunsq still around?

As for me,Berrymapper won't evolve until a new hashing algorithm is found.

Well - I know that a new hashing algo has been found, but the programmers got discouraged because a lot of the same duplicates were still a huge issue, as well as many of the same collisions were found.  I still think it should be completed, and still think it should be updated (please!!!!) so that I can upscale the intro/credits, the ocean, and the animations! (please mavirick lol)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-22 06:34:11
Well - I know that a new hashing algo has been found, but the programmers got discouraged because a lot of the same duplicates were still a huge issue, as well as many of the same collisions were found.  I still think it should be completed, and still think it should be updated (please!!!!) so that I can upscale the intro/credits, the ocean, and the animations! (please mavirick lol)

I believe all mavirick and the crew needs is a playthrough of the game with debug on. With all the textures collected from that, it should help them finish. I have done this playthrough with the intent to send it to him. But...it came to about 80GB... And that's without world map textures. Not sure on a proper way to send something that massive. Feels almost easier to mail an external hard drive with all that on it. :-P
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-22 16:30:11
Awesome; thank you Mcindus! I got the file you posted and am ready to get started.
I hate to keep bugging everyone with questions... (I did try and find answers to no avail) but... I see the textures in separate folders. My question is about the files that have the same image, only shaded differently. Maybe these are for certain lighting effects?
If anyone could explain, that would be a tremendous help. Also, if I can be pointed in the direction of a way to view them as they would appear in-game. I know that's specific, but I don't actually own a copy of FF8 on Steam... just on PS3. I'm poor atm, so if there's a way to view them in-game without purchasing a Steam copy, that would be optimal. If not, I'm still going to get started and just hope for the best.
-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-22 17:14:09
Awesome; thank you Mcindus! I got the file you posted and am ready to get started.
I hate to keep bugging everyone with questions... (I did try and find answers to no avail) but... I see the textures in separate folders. My question is about the files that have the same image, only shaded differently. Maybe these are for certain lighting effects?
If anyone could explain, that would be a tremendous help. Also, if I can be pointed in the direction of a way to view them as they would appear in-game. I know that's specific, but I don't actually own a copy of FF8 on Steam... just on PS3. I'm poor atm, so if there's a way to view them in-game without purchasing a Steam copy, that would be optimal. If not, I'm still going to get started and just hope for the best.
-Zeeber

In the original game, in order to preserve filesize, etc - they created CLUT palettes for each texture and each texture had pages of different 'palettes' so they could cram several different images of different colors onto a single image.  Tonberry grabs these 'texture palette' pages individually.  In the original backend, there would just be a file like: battlef_doltown1.tim that has 6 palettes... so Tonberry grabs them as 6 different images.  In reality, if you can find what each part of each image is for, you can combine them into a 'master' page and just have all four different hashcodes use that one same texture.  For example, In the case of the world map, for the large textures, it was 16 different pages that combined into a single texture for each 'zone'.

No way to test these in anything other than Steam - Tonberry only works for the Steam version.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-22 20:30:03
Hello again. I started messing around with the Training Center battle textures… mainly just the part that appears to be the ground.

(http://ultraimg.com/images/battlef_trainingcenter_13copy-updatedground.png)

If anyone wants to load this in and grab a screenshot of it in-game, I would definitely be appreciative! I'm hoping I did everything properly. Let me know, and I will continue work!

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Maki on 2015-10-22 20:57:37
Dear Lord... This is just perfect! 1:1 texture redone. You are a master!
Here's the preview:
(http://ultraimg.com/images/Beztytulu13cd3.jpg)

3DS Max:
(http://ultraimg.com/images/Beztytulu17091.jpg)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-22 21:19:52
Wow! Thanks, MaKiPL!
I can see clearly now where I can smooth things a little bit to reduce the obvious mirroring of the pieces.
This may be because I can't see it properly… but does it really look good? It almost seems to be similar in resolution to the original. Are my eyes just broken? lol

Thanks a ton for loading it in. I'm gonna clean up some of the mirror issues and then move forward.

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Maki on 2015-10-22 21:24:19
This is going to look superb in-game, but not really outside the game. Don't worry.

Here's the link with ripped a0stg012.x to OBJ with CLUT mixed texture.

Here: https://www.dropbox.com/s/tv8mrwdw1bm2csk/a0stg012OBJ.zip?dl=0

You can test the changes in real-time and experiment with it. :3
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-23 00:03:45
And if you're curious, this is how it looks in the game.

(http://i.imgur.com/08ve7cL.jpg)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-23 02:22:32
Thanks MaKiPL, I got that file working and it totally helps me understand the locations of the textures!

And thank you, FatedCourage! That looks way better! That totally gives me a lot of motivation to continue! I'm excited, guys, I really am.
I've done a lot more work since my first image post. I'm reducing the mirroring, now that I can see it clearly. And I'm doing my best to stick to the original look and feel.
Thanks for the help, friends. Let's continue to push forward :)

-Zeeber

EDIT: I'm just going to go ahead and drop another small piece of what I've been working on for anyone interested.
(http://ultraimg.com/images/battlef_trainingcenter_19copy-signfixuplded.th.png) (http://ultraimg.com/image/IHdp)

It's just the danger sign on the electric fence, but I think it came out pretty well! I'll keep chugging along, but for now I'll leave with a question.
When I get to the objects with transparency (fence, tree branches, bushes, etc.) how exactly does that work? Can I actually alter the entire shape and it will still display properly in-game? If so, that should make things way easier!

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-24 00:54:28
You're welcome. I'm glad it does. :)

I'll try out the sign now and edit this post with the results.

As for the objects with transparency... I know the black areas in them will have to go. I can't really speak on how the shaping goes as I've never tried to alter it.

Edit: Here you go.

(http://i.imgur.com/SofsSCQ.jpg)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-24 07:08:53
You're welcome. I'm glad it does. :)

I'll try out the sign now and edit this post with the results.

As for the objects with transparency... I know the black areas in them will have to go. I can't really speak on how the shaping goes as I've never tried to alter it.

Edit: Here you go.

(http://i.imgur.com/SofsSCQ.jpg)

Looks awesome!
You can pretty much fill in the transparency with anything you want.  That's how I 'smooth' edges when I upscale, etc. Belhelmel was a buttercup with all those knifey things sticking out, but it works beautifully.  You don't always have to get rid of black (for example, black 0,0,0 should always be transp no matter if you delete it or not)  but in the upscale process, the upscaler often adds a tinting to pure black, which messes up it's transparency.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Maki on 2015-10-24 11:38:45
The models are not cut-out, but simple plane geometry. This mean, that the texture is grabbed via bounding zone. I'll explain this:
(http://ultraimg.com/images/146209.jpg)
In above image you can see, that the background element of Balamb garden is just four quads (16 triangles)
You can do whatever you want as far as you keep the changes inside shown square/rectangle.
Also take a look here:
(http://ultraimg.com/images/229cdc.jpg)
You can see how's the texture formed and also you can see, that you can alter the sign form as you wish, as far as you keep inside the blue rectangle.

For transparency:
Mcindus wrote it all. :3
In raw TIM formats, the transparency was set by the last bit in palette entry, but you're working here on ripped texture from renderer, so no need to worry about this.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-24 16:23:17
Ah, okay. It's just the upscaling in certain cases that cancel out the transparent areas. Well...some, but not all. I was wondering how you managed to keep things so smooth in your textures. I'll have to try that out as there are a lot of places in my upscale that need smoothing.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-24 19:22:37
Ah, okay. It's just the upscaling in certain cases that cancel out the transparent areas. Well...some, but not all. I was wondering how you managed to keep things so smooth in your textures. I'll have to try that out as there are a lot of places in my upscale that need smoothing.

It looks like he re-created those textures by hand.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-24 19:35:08
It looks like he re-created those textures by hand.

Hm? Oh, I'm pretty sure he did and that's why they look awesome in the examples. So I'm sure he won't have to worry about it too much. I was referring to my own upscaling in other areas and enemies I was doing.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-10-24 20:33:21
Hm? Oh, I'm pretty sure he did and that's why they look awesome in the examples. So I'm sure he won't have to worry about it too much. I was referring to my own upscaling in other areas and enemies I was doing.
Oh sorry about that!  I guess I skimmed over your post and didn't quite get it.   So - any chance you'll release your version soon? None of my fence grating comes out good lol
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-24 22:02:19
Hello, all. Here's the png copy of my latest edits altogether. I've done the sign on the electric fence, the boulder, the fallen log, and the palm tree trunk. This is also the latest version of my ground, with reduced mirror effect. I'm curious to see if this stuff looks good rendered in the game, as, I actually changed the palm trunk's shape slightly.

(http://ultraimg.com/images/a0stg012_col789c4.md.png) (http://ultraimg.com/image/IQZ3)

Hope y'all like it. I think I'm going to try for the walls next.

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-25 00:04:35
Oh sorry about that!  I guess I skimmed over your post and didn't quite get it.   So - any chance you'll release your version soon? None of my fence grating comes out good lol

It's okay. I'm not the best at wording. Now I'm confused... Are we talking about Zeeber's version?

Hello, all. Here's the png copy of my latest edits altogether. I've done the sign on the electric fence, the boulder, the fallen log, and the palm tree trunk. This is also the latest version of my ground, with reduced mirror effect. I'm curious to see if this stuff looks good rendered in the game, as, I actually changed the palm trunk's shape slightly.

(http://ultraimg.com/images/a0stg012_col789c4.md.png) (http://ultraimg.com/image/IQZ3)

Hope y'all like it. I think I'm going to try for the walls next.

-Zeeber

(http://i.imgur.com/m6vMWE2.jpg)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: mavirick on 2015-10-26 21:04:37
Really pumped to see some activity around here. These tex look gorgeous!

I believe all mavirick and the crew needs is a playthrough of the game with debug on. With all the textures collected from that, it should help them finish. I have done this playthrough with the intent to send it to him. But...it came to about 80GB... And that's without world map textures. Not sure on a proper way to send something that massive. Feels almost easier to mail an external hard drive with all that on it. :-P

Fated, I had no idea! To be honest I'd been concerned with the filesize as well... when I lost the textures I'd collected it was 20-30gb and I was devastated. With 80gb from a complete playthrough we should be able to generate a really good set of pixels to hash using my new method! At least, it's enough to test out and see what we can do.

Have you tried throwing the textures in an archive (I'd try 7-zip or rar) to see how much space you can save? I have 65GB on my Google Drive, so maybe there's a way I could give you access to that briefly... The HDD-by-mail is actually not a bad option, though depending on where you're mailing it from we could rack up some shipping costs. Any have any other suggestions?

EDIT: You could also split up the archive into separate pieces and use FTP to get it to me. I'd be willing to set up a client and leave my PC running, you could send the pieces at your leisure. It also looks like MEGA (http://www.mega.co.nz) is offering 50GB of storage for free, so you could compress it down to that size or split it into two chunks and switch them out after I download it. off course, this is all assuming you don't have a hard cap on your uploaded data...
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: FatedCourage on 2015-10-26 22:15:11
Really pumped to see some activity around here. These tex look gorgeous!

Fated, I had no idea! To be honest I'd been concerned with the filesize as well... when I lost the textures I'd collected it was 20-30gb and I was devastated. With 80gb from a complete playthrough we should be able to generate a really good set of pixels to hash using my new method! At least, it's enough to test out and see what we can do.

Have you tried throwing the textures in an archive (I'd try 7-zip or rar) to see how much space you can save? I have 65GB on my Google Drive, so maybe there's a way I could give you access to that briefly... The HDD-by-mail is actually not a bad option, though depending on where you're mailing it from we could rack up some shipping costs. Any have any other suggestions?

EDIT: You could also split up the archive into separate pieces and use FTP to get it to me. I'd be willing to set up a client and leave my PC running, you could send the pieces at your leisure. It also looks like MEGA (http://www.mega.co.nz) is offering 50GB of storage for free, so you could compress it down to that size or split it into two chunks and switch them out after I download it. off course, this is all assuming you don't have a hard cap on your uploaded data...

It's okay. I never said I finished until about a few days ago. Didn't want to waste your time if I didn't find a suitable method to get them to you. :P But that is good to hear!

I thought about that. Could give it shot but wasn't sure if it would skim off enough to make a difference. I do have the textures separated by discs already(for playthroughs sake). All 4 discs, each folder has about 20 GB in it. Well, I do live in the states.

I'm not too sure if I have a hard cap... My service claims they don't cap anything but you can never really trust that. Anyways, it's take about 30 minutes to upload 1GB so it's a slow process.

To be honest, I'd like to find a good method to send it all. This way I can move on and do a playthrough of FF7 and see where that can go. ;)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-10-27 02:53:24
Hey again, everyone. Still managed to make some progress over the weekend. The newest additions are the metal bridge, the palm branch, and the massive wall. Honestly, that had me the most worried… but if y'all think it looks good, the rest should be a breeze!
Have a look :)
(I decided to go with an alternate coloration for that door to more closely match how it looks outside of battle.)

(http://ultraimg.com/images/a0stg012_col61af5.png) (http://ultraimg.com/image/I2sj)
-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: olearyf2525 on 2015-10-27 15:25:32
Hey again, everyone. Still managed to make some progress over the weekend. The newest additions are the metal bridge, the palm branch, and the massive wall. Honestly, that had me the most worried… but if y'all think it looks good, the rest should be a breeze!
Have a look :)
(I decided to go with an alternate coloration for that door to more closely match how it looks outside of battle.)

(http://ultraimg.com/images/a0stg012_col61af5.png) (http://ultraimg.com/image/I2sj)
-Zeeber

Man I'm loving the rapid progress being made, good job all.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-11-02 01:04:23
Alright everyone!
I'm mostly finished with all of the updates to the Training Center battlefield, except for some nitpicky fine tuning.

(http://ultraimg.com/images/a0stg012_colcd5e5.png) (http://ultraimg.com/image/IkA0)

Check it out and let me know if anyone has ideas for changes. Soon, I'm going to move past this project and start on the next one.
Til next time… Enjoy!

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-11-02 07:10:50
Alright everyone!
I'm mostly finished with all of the updates to the Training Center battlefield, except for some nitpicky fine tuning.

(http://ultraimg.com/images/a0stg012_colcd5e5.png) (http://ultraimg.com/image/IkA0)

Check it out and let me know if anyone has ideas for changes. Soon, I'm going to move past this project and start on the next one.
Til next time… Enjoy!

-Zeeber

Damn... Great work!!
Here's what it looks like in game:

(http://i.imgur.com/GPzHcCH.png)
(http://i.imgur.com/ZXqGCu4.png)
(http://i.imgur.com/hY2AZSV.png)


Two things I noticed, Zeeber:
1.  The 'gate/fence' that has the danger sign on it takes up too many pixels.  it bleeds a bit too far to the left. I had to resize it a tiny bit and pull it away from the other fencing that is to the left of it (caution, etc)
2.  The walkway to the doorway is off-center.  It looks like that cross-hatched grating needs to be more centered between the two metal bar edges it has (bottom left of main texture page image, just to the right of the ground)
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Qwazor on 2015-11-02 13:22:58
Where url for download ??? ?
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-11-02 17:56:37
Where url for download ??? ?

As soon as Zeeber is finished, I'm going to ask him if we can include it in the BattleField Upscale Mod.
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Zeeber on 2015-11-03 05:55:51
As soon as Zeeber is finished, I'm going to ask him if we can include it in the BattleField Upscale Mod.

Thank you; I would be honored to have any of my work in a release!
I'm going to check out some of the things you mentioned when I get some more free time. I know for the mesh on the bridge, I just laid it the way it was in the original, but I can center it if you think it would look better that way. I also need to fix the end of the fallen log... it isn't quite right yet.

As for the next project... I figured I would start on the Dollet Comm Tower 1F, unless you suggest otherwise. I look forward to continuing providing artwork as long as someone is enjoying it! :)

-Zeeber
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mcindus on 2015-11-03 06:00:22
Thank you; I would be honored to have any of my work in a release!
I'm going to check out some of the things you mentioned when I get some more free time. I know for the mesh on the bridge, I just laid it the way it was in the original, but I can center it if you think it would look better that way. I also need to fix the end of the fallen log... it isn't quite right yet.

As for the next project... I figured I would start on the Dollet Comm Tower 1F, unless you suggest otherwise. I look forward to continuing providing artwork as long as someone is enjoying it! :)

-Zeeber
Thanks!   I checked and the grate is supposed to be off center,  you're right!   Actually,  shunsq did the comm tower 1f already, so maybe you could do elvoret/biggs wedge battle?  The one that is the top of the comm tower?   Let me know! 
Title: Re: [FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)
Post by: Mirrorman95 on 2016-02-04 09:50:20
FatedCourage, when you're ready, feel free to post your next update pack, containing all the textures.

I'd like to re-do the eyes and possibly other features:

(http://i57.tinypic.com/6zsy1e.png)

I'm not a fan of the weird, fish-like, doll-like eyes they have...
I'd prefer something more realistic, or Final Fantasy/Kingdom Hearts.
I don't mean to necro this topic, but I took all 6 Quistis textures from the pack, and replaced the eyes with Devina's new ones. Just replace those 6 subfolders of /textures/qu with these: http://www.mediafire.com/download/s33urhm4lq2nmon/qu.zip