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Messages - FatedCourage

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301
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.

302
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.






Here are some more pictures, because why not?




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.

303
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.

304
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.

305
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.


Squall with bandages(because I wanted to test out the code).


And Devina's Squall in battle. ...Just because I really like it.

306
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.

307
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.

308
Been testing your map Mcindus. I really like it.



But oddly enough, it only seems to work when it feels like it at times.

309
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.

310
Yeah... Running into that same issue as well. Not sure what the cause is there.

311
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.

312
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

313
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.

314
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

315
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.

316
Been messing around with Mago's textures and decided to try Ultimecia's. I actually really like it!

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

317
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.

318
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.

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.

319
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.

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

320
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.

321
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.

322
Okay... So I've ran into one texture problem with the gunblade and one question concerning high poly Squall. The first is simply this...
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.

323
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

324
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

325
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.

Code: zebody_13,4250197849

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