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Messages - rartart

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76
@Mcindus thanks , do you also found the location of the special visual effects that even in the remaster are the same as the first pc port ? you know , those low quality dust, light and air shock wave effects that we see during the battle, an example: the quality of the lights effect of meteor are so low that they have a colored square around them lol

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General Discussion / Re: FFVIII Remastered
« on: 2019-09-25 17:56:03 »
I know modders really hate to work with this remaster but I really really hope that someone could work on it.

I just can't stand at the ugliness of the 2003 character model. Even fanmade HD skin cant fix it.

fortunately the remaster solved the problem of the models

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General Discussion / Re: Clothes mod
« on: 2019-09-25 00:38:57 »
ok, and what about the other thing i asked? like i said i want to change the effect of the auto-abilities but to do that i need to know what's the file that contain the datas about those abilities, for example: i would like to have auto-triple instead of auto-reflex

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General Discussion / Re: Clothes mod
« on: 2019-09-24 10:18:53 »
of course this game don't get enough love, fortunately enough love for the game editors and the incoming hi res textures, but in general not enough love , hat's true , in any case in the remastered version the textures of the clothes should be easy to find , they are somewere in the main.zzz archive, and about mods, do you know were are stored the data of the various auto abilities? such as auto-protect , auto-reflect ecc... i want to change to put another positive status instead of auto-reflect

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General Discussion / Re: Clothes mod
« on: 2019-09-24 00:23:00 »
if you are addressing final fantasy 8 then i also hope for that , it would be nice to be able to change the costume for squall, zell and selphie since they have the two seed uniforms :O , also i want to change the effect of the auto-abilities so we can chose the positive status that we want to posses

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what's the file were are stored the data about the "auto" abilities? i want to change the effect of auto-reflect with another positive status such as triple or the invincibility effect granted by the item "holy war"

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That file needs to be there as far as I know. It is part of main.zzz so it needs to be in the repacked one.

ok thanks, that's what i needed to know :D

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i posted a new update tonight I edited the first post.

thanks , what about the null.pgn ? can i just proceed with the decompression and compression ignoring that file or not ?

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hi there , are there any updates incoming for this program? also , did anyone else besides me noticed a certain "null.png" in the "textures" folder of the extracted main.zzz ?

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I am at a loss. I think we should move on. You can use the mod and things work. We have flooded this post with slightly off topic material. So I am not going to reply anymore. Gotta work on other stuff. Thank you. Have a good day.

Sent from my Pixel XL using Tapatalk

at least tell me what's the post were everyone can tell you about all the problems related to your program and in general to the compression and extraction of the .zzz archivies,  after all nothing is going to be solved by itself if none discuss about it , and even if it was offtopic you have to admit that it was perfect to directly talk with you about the problem and solve it quickly ; @Mcindus talking about card modification, if it isn't too complicated to explain, could you create a tutorial were you explain how to increase or decrease the four values of the cards and how to add new images to the cards ? in that way we could finally create the cards for all those characters that still doesn't have any cards, those are : ultimecia, griever , grievermecia, ultimecia.zip , the violet galdadian machine

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I am at a loss. I think we should move on. You can use the mod and things work. We have flooded this post with slightly off topic material. So I am not going to reply anymore. Gotta work on other stuff. Thank you. Have a good day.

Sent from my Pixel XL using Tapatalk

ok then we can continue to talk about it in the private messages ? the problem is still unsolved you know , also it won't kill anyone if we do a little off topic since it is still for a matter of inprove the possibilities of mod this game

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Png stand for portable network graphics. That's just spelling it out.

Sent from my Pixel XL using Tapatalk

oh ok ok , but what about the fact that initially that null.png never appeared in the textures folder ? why all of a sudden is appearing now ? and it is really supposed to be a microscopic black and white square ? or it is just a little bug that occur during the extraction ? i need to know all this because even if the game doesn't crash on startup it is still strange that all of a sudden we get this image that initially never appeared after the extraction , what do you think about all this ? :O 

in short: knowing that the game doesn't crash on startup with the null.png inside the textures folder, i need to know if i can keep recreating the main.zzz without any problem or if it is better to wait until you discover more about this file ; there is another strange fact about the textures , maybe it is because i didn't searched properly , but i didn't found anywere the textures of the world map, could they be compressed inside one for those packs that are smaller than one mb ? also consider that english is my second language , so if you don't fully understand me just tell me ok ? it is still better to not continue the conversation and solve the problem

89


oh ok so i misunderstood , still i remember that with the first version of the unpacker, the one with only the prompt page , this null-png never appeared in the "textures" folder , it started to appear there with the latest released update of the unpacker and also with my first failed attempts to inject the modded textures (before you released the update and explained me with that video how to correctly apply the modded textures), as for the mediainfo about that file , i don't know what to say , it mention a "network" function , but i am sure that this game doesn't have any online feature besides the link with the achivements list in the steam client program , also according to you what is the reason why initially the extractor never showed this "null.png" in the "textures" folder ?

90
zzzDeArchive does a hash of the files and verifies they are a correct match on write and merge. But it currently doesn't on extract. So I'll add that to the next version to prove that a file extracted is the correct file.

If you open main.zzz in a hex editor and search for null.png you'll find the header entry for it.
In the original main.zzz entry for null.png:
The first 8 bytes after the filename are the offset to the file (1229669125 bytes from start) and the following 4 bytes are the size (169 bytes).
If you seek in the hex editor to that offset location. You can see what the null.png's hex looks like and compare it to the one that was extracted.

Sadly the error message you gave me doesn't tell us much. Most of the error's I've gotten give me a filename that is missing or something.

i see , in any case this "null.png" keep begin extracted from the original archive, but this mean that the original game actually have a "null.png" right ? also if i understood you correctly, that file should be 8 bytes size , not 4 bytes , it mean that the current version of the extractor only take out half of that file, infact remember that some days ago i got an error message that said something like "unable to read null.png" but i thought that "null" was like a temporary name for a file that should have a different name , about the other .zzz extractor , i prefer your because it is more practical to use , the other .zzz extractor only open and immediately close a prompt screen whatever i click on or if i paste the main.zzz on it , so i will always use your version of the extractor ; the extracter 4 bytes null.png basically appear like a microscopic image , a little square composed by two while little squares and two little black squares

91
I added the length checker it'll be in the next version. Per google the max path length is 260. Your folder you keep the main.zzz in is 176. And the longest path in main.zzz is 79. So 176+79+1 = 256. It's a limit of most windows things including the libraries in C# I use to code this.

The null.png is actually a real file. I dunno what it's used for, but it exists in main.zzz

Can you get a screenshot of the error box that ff8 gives you? I cannot get mine to crash. :P

What I did was I unpacked a main.zzz that I had previously merged to a folder and repacked it. *shrugs*

Also the log was incomplete mine is like 56039 lines heh though mine is unpacking and repacking. *shrugs*
Though mine also incomplete... I guess i need to fix that too. must not be writing everything before exit.

I feel like it isn't the biggest issue.

You could also download qt-zzz and try them out see if you get the same issue.

You can mod the game with merge so I'll consider that a win for now. :)

@Sebanisu

thanks for the incoming update for that program, the "null.png" really is a file used by the game that doesn't get correctly extracted, and now i know why i get that error message   https://www.sendspace.com/file/yg0x89 (tell me if the link doesn't work and i will reupload the image), it is because i delete the "null.png", infact when i give it a try recreating the main.zzz with also the null.png inside , the game proceed , but it doesn't mean that it won't cause any problem while in game since it is still a missing file, but the point is that the crash on startup occur if you recreate the archive without that null.png, also sorry for the late reply , it is because of the time difference , i was sleeping , sorry again , i wasn't deliberately ignoring you especially because i really care about mod this game especially now that we can finally inject the modded textures inside the game

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It's kinda as soon as we can. Some of them are easy because the remaster has the files and we just replace them. But some of them are harder. Thing with all 2013 mods have Tonberry to work with, and tonberry doesn't work in the remaster. So it'll take more time for the community to find workarounds. Once the community finds a way to load the textures it's a simple matter of porting the textures from one game to the other. Just need that new tool/hack to come along.

no problem, i always wanted to inject the modded textures directly in to the game,  so if it take more time to get that result in this remaster then is ok , i never liked the solution of tonberry , while i am enjoying very much the triple triad modded textures and the seed reborn modded textures quite because we can finally inject them in to the game , so the game doesn't have any choice but to load them correctly since after all those are the very only thing at disposal for that specific part of the game , but were are located the textures of the world map elements in the remastered version ? i am taking a look right now

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I wonder if you can still cause this to happen maybe you can grab the log.txt and post it somewhere like pastebin or something.

log.txt is created in the zzzdearchive folder. It will be started over every time you run the program. You must exit the program to make sure the log.txt has been finished writing to.

I need to try to cause this to happen on my computer. Sounds like there is a bug in zzzdearchive, if you are getting a file named null. Though It's hard to tell what that could be, if I cannot get the same bug to happen on my machine.

If main.zzz's path extraction is too long. You might try extracting to C:\foldername. I like to use D:\ext


sure, here is the log file https://www.sendspace.com/file/81zkci , so in short: i can use the marge option correctly to add the modded textures with the UI updated version of your program , and i can compress and decompress the base non modded archive with the original textures , but when i decompress the archive that was modified with the marge option to get the modded textures , i get that "null" png file , and the game crash on startup even if i recreate the main.zzz immediately and without do any change , it is like the main.zzz get corrupted during the extraction, and i can swear that i never dared to interrupt the process of extraction , infact i only start to do something when the program tell that the extraction is ended and the program switch to the folder of the main.zzz archive that got extracted ,still when i take a look at the log file , it suddenly stop to show the progress , before the end of the extraction , you watched the log file ? you now know where is the problem ? it is important because if this problem doesn't get solved then it will be impossible to recreate an updater main.zzz, for now the only thing that work is the merge option

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The way to make your own mod, or to manually merge. Extract the main.zzz to a folder. Change the files you want or extract another zzz into the same folder. And then Write a new zzz of that folder. Then replace the main.zzz in your FF8R directory. (The Replacing can be done automatically via the windows gui. Just click Set button next to main.zzz. Then execute.)

If it's crashing you might be a subfolder/file not being in correct path or something.

I think the game maybe case sensitive too. Unsure of that.

The sub folder structure must be 100% the same for any file used by the game or it'll crash.

Also remember to wait till it is done or it might not work. I copied the zzz out of the folder before it was done baking and I was like why is the file smaller and crashes. And I had got some prerelease mods for testing and they had the wrong folder structure in them so even the pros can do it wrong. :P

And if possible I use the most automated procedure possible to save me time and reduce the possible issues with doing things manually.

i see , and it is very strange because i never touched the name of the files , and of course , never touched the structure of the folders , and of course i never closed the prompt window until the end of the process (when the program say to press any key to close the window), there is another strange thing that happen when i decompress the archive: i get a .png file called "null" , but i don't know if it is an addictional file that get created or if with any decompression there is one more texture that get corrupted,  what do you think about it ? also i noticed that the program tend to not finish the extraction if the path of the main.zzz file is too long , and , i get again the crash of the game and the "an unknown error etc" after extracting a marged main.zzz , of course before try to recreate the archive i deleted the "null" .png file , but still the game crash, and i can swear that i not even dreamed about change a name , or change a folder structure , i barely browsed and opened some images in order to take a look at them

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thanks :D , are those modded textures compatible with the remastered version ?

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Releases / Re: [FF8:Remastered] SeeDRemastered-UI v1.0
« on: 2019-09-19 11:34:58 »
thanks :D , i give a look at the folders, and actually there are the icons from the ps4 version, so at this point a mod for the buttons icons would only require to switch the respective files with the icons so the game will  use the ones from the ps4 version :D

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I'm gonna try again with a clean main.zzz and a fresh d/l of mod see if I messed something up.

I was able to install no issues. I recorded a video of it. Sorry for no vocals I don't have a mic.
https://www.youtube.com/watch?v=bCKF29iVi_c&feature=youtu.be

thanks for this demonstration, now i know were my mistake was: i initially selected the triple triad mod as source archive , and the main.zzz as the input archive, but in truth i must do the opposite, thanks again , now it is working even for me and i can't wait for all the other variations of the modded textures, but still there is something that i need to ask you, why the game just crash if i manually inject the modded textures? to make things clear, i initially also tried to decompress the triple triad .zzz archivie , and put each modded texture in place of the original ones in their respective folder, but with such an accurate procedure nothing could possible go wrong , so why that manual procedure didn't worked for me ? and more important , even you and macindus only use the automatic procedure or you can actually effort to manually replace each single texture ? ; i give a look at the folders, and actually there are the icons from the ps4 version, so at this point a mod for the buttons icons would only require to switch the respective files with the icons so the game will  use the ones from the ps4 version :D

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I updated the zzzDeArchive. You might want to "Verify integrity of game files..." in the game's options of steam. Then give it another try. The new version has logging so you can copy the log.txt and send it if you still have issues. And a new hopefully bug free Windows GUI. So if the Command prompt interface was giving you trouble maybe the new UI will be easier to use.

Possible issue in Command prompt interface:
I had to change the order of the console ui to accept multiple file adds. So Mcindus's instructions might need updated, read the prompts. I highlighted them yellow to hopefully stick out. I've been working on updates all week. Sorry about that.

thanks , but fortunately i don't have any problem with the prompt unpacked and with those three options, infact since the creation of that prompt program i managed to rebuild the main.zzz countless times , the problem only occur with this mod for the new textures , and that's quite the reason why i am asking help , because even after doing correctly all that mecindus said , the game keep crashing, like i said the problem isn't the merge option , it is quite the fact that the game see some new textures , infact i also tried to manually inject the modded textures by using your program in order to extract the .zzz archivie of this mod , so the problem is something in the game , not in the program or in the modded files :\ ; i tried just now the updated version of your unpacker, this time the file mantain the same size and appearently the program succesfully marged the new textures , but when i go in to the game , the new textures just doesn't appear , so clearly the problem is some missing step that we must know about , even this time i tried to manually apply the textures, and even this time the game just crashed, so at this point the possibilities are that macindus and all the other people involved admit that they made the mod to work only for them , or, remember what they forgot to tell us to do, because again , whatever is the method used to inject the new textures , the game keep refusing them, like , we must know about a certain modification to the exe of the game that must be done in order to not reject the modded textures

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Releases / Re: [FF8-R:Steam] Triple Triad Remaster
« on: 2019-09-18 13:51:12 »
the game crush on startup and give me the error message "unknown error" whatever i inject the mod with the merge option of the prompt program or if i manually inject each single .png file , the main.zzz archive become bigger and i don't know if that's the problem or if mecindus forgot to specify the final step to make sure that the game don't crash with the modded textures since he can actually use this mod in the remastered version

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@Mcindus i tried the procedure you explained and double checked every single step but the game still crash on startup , it appear an error message that say "unknown error", and i also tried to manually inject each single modded texture, i don't know if this happen because the game doesn't accept a bigger main.zzz file or if it block the modded textures , but if the injection worked for you it mean that you forgot to write in the instruction the step that allow the game to actually accept the modifications

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