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Messages - Mcindus

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51
I have a crash because of the battlefield in the first fight of the 4° dream of Laguna, in Esthar.
Here a screenshot: https://imgur.com/G1TYEUz

Pretty sure that is the battlefield cause when I disable the feature  in demaster it loads normal.


Damn. I was almost positive I fixed all of the 24-bit pngs to be 32-bits.
I think I fixed it. Try this and if it fixes the problem, I'll have to update the pack.
https://mega.nz/file/uox12YxY#fwDieLY30KPuniCKrIt45lZcXeww4dUBK66Uev3luTo
Looks like there's another one, too.
https://mega.nz/file/bpohQIhR#Vlo-cKQwNwnKXlR0MVNgdXXJR0id0H1_l678heFVDbQ

put those in /DEMASTER_EXP/textures/battle.fs/hd_new/ and write over the old ones.

52
**Updated the mod with a HUGE update!**

Mod now includes ALL enemies, battle -and- field model textures!
Check the original post for the download link! (for use with Maki's DEMASTER only!)

53
I'm trying to make the Demaster work with the newest update possible, but it won't.

With Beta version 1.2.4, it worked fine with the new BattleField Pack Remastered released by MCindus. But I've updated the Demastered with the new DLL, and the new demaster.conf file, and none of the mods seems to be working now. Neither the Battlefield mod nor the UV fix, the fix to erase the bilinear filter, or other replacements for textures and files.

Tried to reinstall the game and unpack the files again, and as I said, everything works perfectly with the default Beta v1.2.4 (except for the fix for Bilinear Filter, that doesn't exist in this version). Once I update the ff8_demaster.dll and the demaster.conf files, is when everythin stops working.

I'm playing in Spanish. Perhaps the language is the problem?

This seems to be an issue with 1.2.8 -- I am currently using 1.2.6 and things are working fine.  Let's hope things get patched up!


Thanks for everything you do, Maki!

54
I have problem to install this.
Already had the demaster in the main folder, copy and paste the texture folder to demaster, but nothing happened.
Is there something i've been missing ?


You needed to run the Unpack feature of the ffviii_demaster_manager before you moved the textures folder. Also, make sure you have DEMASTER version 1.2.6 or higher!

55
Glad to see you're still active, it makes me happy.

I think it looks great, altho if I have to be honest, the floor here sort of bugs me a bit:

It sort of looks like they're fighting on dirt when I think it should look more like cobblestone (specifically, round cobblestone). Dollet is under Galbadia control and the floor currently looks more like a city that's been bombed, as opposed to one just being invaded by another.

I can't find anything totally accurate that's seamless, but I think this looks better:

I always got the feeling that Dollet, being a war-torn city, is supposed to resemble a sort of European town. It also gives me London vibes, hence why I think the stronger emphasis on cobblestone looks better.

I still don't own FF8 Remastered yet, but once I do, I'll defo play with your packs and look for improvement.

Well that actually is a cobblestone texture - but granted, it does look a bit grainy/dirty for what I was going for. I think I simply need to work the lighting and remove some of that grain.
Here's the texture:


Also, I'm doing my best to match the original texture's lights/darks in order to properly seam across the intended ground area without getting seams and ugly variations and without making the tiling too obvious. Also, the coloring and texturing doesn't match from fields to battlefields in Dollet, and I was going for an 'in-between' feel.

56
Awesome comparaison between before and after !
Amazing work as always, just need a mod for the world map and a mod for field upscale and we would finally get a real ff8 remastered :)
Thx a lot for your work Mcindus

You are very welcome! We are hard at work on bringing those other mods to you as well!  I'm releasing an alpha pack of world textures to my patrons this week!

Fantastic work, as always. Can't wait to revisit this game with your mods.

Thank you! I can't wait for this to be an 'essential' mod.

57
Wow fields in HD? ... i don't see screenshots?

Links are up, including screenshots!

58
BattlefieldPack: Remastered v1.3.1 for FF8 Remastered

Updated battle backgrounds! Custom textures galore, as well as full Gigapixel AI and ESRGAN upscales of all other areas!
Textures are 2048x2048 and are not currently compatible with 2013 original Steam version

**v1.3 had two textures that could freeze/lock/crash the game - they have been fixed and updated! Look below for the 'update' if you have v1.3!**

*Animations (lava/water, etc.) currently do NOT work. Once Maki makes them available for input, they'll be updated in the mod!*
**Join my PATREON HERE: https://www.patreon.com/mcindusmods**


Before/After:


Use only with maki's DEMASTER mod tool!
DEMASTER Instructions:

** 1. Download the DEMASTER release on github from the release HERE
** 2. Move/Install DEMASTER files into your .../FINAL FANTASY VIII Remastered/ folder.
** 3. Open 'ffviii_demaster_manager.exe' and run the 'unpack' feature - this will create a ...FINAL FANTASY VIII Remastered/DEMASTER_EXP/ folder.

Installation Instructions:
Merge the 'textures' folder located within the mod with the one in your DEMASTER_EXP folder!



Custom Battlefields:
Training Center by Zeeber
Comm Tower 1F original textures by Shunsq
Comm Tower 1F (+'on')/2F Updates by MCINDUS
Dollet Town / Bridge / Path by MCINDUS
Fire Cavern / Ifrit Battle by MCINDUS
Diablos Battle by MCINDUS
And MORE!

Outdoor areas: ALL Custom Texture Overhauls by MCINDUS
(Skies, Forests, Mountains, Plains, Snowy Areas, Lunar Cry Scenes, Esthar outdoors, etc and more!)

All other areas Upscaled using Gigapixel and/or ESRGAN by MCINDUS

*Textures match the textures used in 'HorizonPack' so there are minor differences from vanilla.

DOWNLOAD BattlefieldPack: Remastered v1.3.1 Direct: https://mega.nz/file/y9oywShD#-EyeGsW0jUcV2c-HGiwcO6C9a7-K6_7GJDU7_JMDWDw

To UPGRADE from 1.3 to 1.3.1, simply use this file:
DOWNLOAD v1.3.1 UPDATE




Enjoy, and happy modding!
-MCINDUS-

59
Hey there,

This looks like a great mod, however, after I install the texture and tonberry folders, the game is still not updating to the new textures. Any idea as to why this may be? I have gotten all the other mods installed and working correctly, this is the only one that does not seem to want to work.

Thanks for your help.

Hm.  Make sure the horizonpack hashmap from the tonberry/hashmap folder in the mod made it into your FINAL FANTASY VIII/tonberry/hashmap folder and replaced the old one.  Also, make sure the /textures/hp folder made it into FINAL FANTASY VIII/textures/ and let me know.

60
ALAS: as said above here, can confirm, I find this is a great work, BUT the downloaded file cannot be open (damaged or something). It downloads as a RAR file for about 65 MB but cannot open. Hopefully you will fix that, since above i read many people liking the work so i suppose it actually DOES work, it's just an uploaded file matter.

Try opening it in winrar or 7zip. sometimes, one program flags it damaged and one opens it just fine.  I can confirm it works fine after unpacking on my end.

61
Could you post a download link with a very precise guide? on how to install it and what exactly it does and how to use the old mods?

Step 1: Install DEMASTER into your FINAL FANTASY VIII Remastered folder
Step 2: Click 'ffviii_demaster_manager.exe and run the unpack files; this creates 'DEMASTER_EXP' which contains the mod directory.
-- You now have the injector! --
Step 5: Install currently available mods for Remaster (tonberry mods will NOT work, but remaster mods are listed as such in the forum!)

to install the mods I realeased that are .zzz files, you'll need deZZZArchive from Sebanisu and to unpack them from the .zzz file and then drop them in the proper folders in DEMASTER_EXP once you've installed Maki's demaster patch properly.

62
Going to do my best to do exactly what FC said -- Going to open the npc in Noesis, then pose them, then insert them into the fields.

Also - RELEASED NEW BATTLEFIELD PACK TO PATRONS! Public release available after bug fixes and testing!

63
Posted an update on the main thread!
Battlefield Pack Alpha will be available to my Patrons tomorrow!
Once it is tested, I will have a public release.

Also working on a Lunatic Pandora installer ::smile::

64
Support / Re: Looking for Triple Triad mod I saw on twitch
« on: 2020-03-08 21:07:45 »
Interesting. Looks like a Russian modder has compiled the card borders from another modder, the backing from another, and they use my cards, my font, my dragon background mat, and my icons for most of the rest. a LOT of the cards have been improved, but it looks like they are mostly bosses, characters, etc. that have been improved, and the rest are mine.  It's a beautiful mod, and I wish whoever made it would contact me - and I hope they credit me, since they're using a lot of my assets. They should also contact the other modders that they are using textures from, but I understand the language barrier can be an issue.

65
Thanks to Maki for this release!
So, following the instructions in the documentation, I've been matching Mcindus's (hi! thanks!) BattleFieldPack screens to a0stg-labelled screens I ripped from the original with Rinoas Toolset (by sight -- I feel like there had to be a better way to do this, but I'm dumb). Here's a Pastebin link to what I have so far -- https://pastebin.com/5ycV2Pym -- which expires in a week, because some of those matches are almost certainly wrong and I don't want to send folks down the wrong path indefinitely. Edited my post prior to mod approval, because I worked out my dumb question, but I thought I might as well leave the Pastebin link here for now, because I couldn't find a similar list anywhere and maybe it might be a handy reference to anyone else playing with the battle screens?

I've already completed this, but I'm also replacing all Waifu'd battlefields with Gigapixel and ESRGAN battlefields, and everything is 2048x2048.
I've completed porting all of the old images, and have replaced about 80% of everything, so my mod is nearly complete.  It is nice to be able to compare that list to mine, though. Good stuff :)

66
Releases / Re: [FF8-R:Steam] Triple Triad Remaster
« on: 2020-01-17 22:22:54 »
i've been working on replacing the cards with the new remastered models in a similar position and pose to the original cards, i'm about half way done with it, although i think i need to redo all of them because i didn't realise the textures are stretched when in game

anyways, what do you think?


I LOVE these.  Great work for the Remaster.

67
Is it possible to make completely new scenes using Maki's mod?

Yes and no.  Will still have to match the walkmesh and the transparency/swizzle information for the background, but you can modify the art however you like.

Are we going to be able to pick and choose what mods to install with this?

That's the plan. But... we'll see how that plan goes ;)

68
Hello, i have installed Lunatic Pandora in the install folder. When i start FF8_Ultra_Launcher it says "FF8_Launcher.EXE does not exist."  After changed the name of my "FFVIII_Launcher.exe" to "FF8_Launcher.EXE", game starts but without the new textures.

If you're trying to run it on the Remastered version of the game, it will not load.  Interesting to see that HextLaunch is trying to load other things, though. Hm.  The Hext will not work due to how the Remastered version of the game is written (variable mem addresses).  The LP Installer you have is meant for the 2013 version of the game only.

69
Completely Unrelated / Re: Remaking Midgar in Fallout 4
« on: 2020-01-16 19:40:20 »
Whoa... WUT.  This is crazy. Great work!

70
You should randomly add a tiny version of him to a few of the backgrounds, hidden in some out of the way place, like an Easter Egg hunt. 8-D

Haha that would be hilarious. Like the toy soldier mission from ff7 kinda

Oh... here's 'THE' fix for projectangelwing gp ai using the Remaster - live and working:

71
@Yagami Light - I am aware of the issue with animated battle backgrounds. So far the only workaround is rename the animated texture so game will not use it (if you already have PNGs- the game will load and load again dropping performance to unplayable state) and also disable Log- it spams errors :( - About Edea, it's now fixed in 1.2.1 - launcher should automatically download fixed DLL. I think the same problem may appear with Seifer. Thank you for all the info and bug reports!

Amazing release!!!
Unfortunately, for the boss fight and a few others, the battlefields have the animation page located with a main texture of the scene that ISN'T animated, so we lose about 1/2 of the battlefield and not just the animation. In this case, it's the throne background we end up not being able to replace.

NOTE: UV animation is set to the first 'chunk' so, in this file, the first fire blob is the 'draw' location and the other flames are the animation sprites that get called from that spot and then moved/drawn into the 'draw' location.  this is why in VRAM, it shows a different page for every animation frame.  It looks like this is how the game handles animated UV's, and Maki's tool can't work with those files. (similarly to how tonberry doesn't, but in tonberry we can force refresh the texture based on new hashcodes that the 'alternate' sprites call)


72
Using 1.1.2, my field_hd_new files don't seem to be working... giving an out of bounds exception. Maybe because I have all other mods I can have enabled as well? Would my fields and field models need to be the same dimensions?

73
Looking into it. If Gigapixel can't do it better then those fields might have to be upscaled by another program or manually touched up.

If someone gets those files with text from the english and other languages together, I can try my hand at one of the 20+ ESRGAN models that I have in my arsenal.


74
There is no XNALara for FF8's HD models as far as I know, so no, ripping models isn't feasible.
If for some reason we're desperate for a certain model in a certain position, I can give it a try.

And that's what I meant by copy-and-pasting, with some digital touching. For example, I would copy and paste that girl sitting by the pixelated mess, then edit the hair.

I'm glad that Mcindus' porting process is going smoothly.
Once the mod is out, we should all band together to test that the mod fully works, and find instances of all baked characters, and possibly instances where we can grab HD characters. For example, I remember there's a blurry Cid in front of the school directory board. Maybe we'll screencap a pic of Cid at Edea's orphanage, and use it in the school.

I believe Noesis can rip the models from the game. We just can't re-import them.  So, you can use Noesis, pose the character, and then cut/paste it into the scene in Photoshop or GIMP. Not difficult at all, really... just not sure if Noesis works with the new models, and this is just time consuming.  You would have to extract the field with pupu or deling and then make the edits, and use PuPu (newest release fix by maki) to re-swizzle the files properly for injection into the game.

Oh.. and here's this because I thought of the same thing about 2 months ago :) - hes' just a cutout from the other scene.
File (with Transparency):
https://mega.nz/#!bpBkga5a!sUMFaQpIcCEN5uafB5tQiP1KvUI5GPP-eEyIjxfj4Ag
Preview:

75
Updated main post with some progress!

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