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Messages - Aavock

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176
It's all polygons yes, the only textures for field and battles models are eyes, mouth, Barret's tatoo, Cloud's belt and such. You can change/replace them using Kimera.

177
Mavirick, would it possible to have a Tonberry texture support for FFVII steam version since the game works in a similar way ? How much work would it take ?

178
Great breakthrough! Since you're both working on this, is it possible to use the hi-res worldmap textures and the UV coordinates from the PSX version?

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 ?



179
General Discussion / Re: Modeling Balamb
« on: 2015-03-29 04:26:27 »
Nice improvement!

More pictures for your project:





180
I find your character names questionable, at best.

Just a random screenshot I took from google. :-P

181
Okay, I can do that.  The reason I centered the other languages is because some of the words get rather lengthly, and would look odd not centered.  But if anyone knows the proper abbreviation for the words, that would be awesome!

Thanks! Just ask if you need the corret abbreviation for a specific word from the french menu. ;)


Also, compared to the PSP version, I really like how you removed all boxes for each sub menus:




PSP version looks very excessive:




However, I think the separators from the DS version is a very nice detail:




As for the battle menu, I have found the data for it, but its set up really weird and I'm still trying to figure it out.  It's designed for touch-screen.   I blame SE for not making a proper menu.  :p

Awesome job, looking forward for this!

182
Thanks for the latest release JeMaCheHi & mavirick, the game runs even more smoothly now! ;D

183
I had a dream, that the next things to come will be an HD texture pack :P
Yeah, a linear filtering option is definitely missing for both FFIII and FFIV...

IcePenguin, the mod for the french version works great but the main menu text (Item, magic...) is not aligned to the left but centered, can you fix it ? Also for the next release, would it possible to show all battle commands at once during encounters ?

184
Awesome, this is exactly what Square Enix should have done; thanks a lot!

185
Team Avalanche / Re: [FF7PC] Team Avalanche field scenes
« on: 2015-02-28 21:12:50 »
Indeed, this is brilliant.

Instead of asking for a full PS4 remake all I want for FFVII are high resolution backgrounds, that's it. Congratulations to the team.

186
Graphical / Re: [FFVIII] Working on a font replacer
« on: 2015-01-27 00:44:42 »
How does the text looks in dialogues? Because unlike FFVII, FFVIII uses only 1 font texture for both menus and dialogues. Dialogue font is displayed keeping the original aspect ratio; on the other hand, the font texture in the menu is horizontally shrinked (nearest neighbor interpolation) which leads jagged textures (like in your screen capture).

187
More unused maps and interesting facts: https://tcrf.net/Final_Fantasy_VIII

188
Great news, will you add this feature in the next "The Reunion" release?

189
Is there any way to increase the UV size to match the PSX version?

Wow, that would be amazing Mcindus! :-o

190
Browsing the Qhimm forums I've seen several threads about the black bar bottom screen but currently there is no solution for it so my question is how complex would it be to edit the Y axis of the fields screen in order to center it? This tweak would definitely be a must-have for Aali's custom driver.

Centered fields screen actually works that way in Final Fantasy VIII PC and it looks more natural and makes the bottom black bar less noticeable and distracting. Here's what I mean:


191
Graphical / Re: Help Me FF7 PC - Backgrounds Filter
« on: 2014-12-21 18:56:28 »
You can extract the backgrounds using Aali's Palmer unfortunately you can't repack resized files back to the game's format.

And yes, you can also apply specific filters like Sweet FX (not a shader like Hq2x, xBR...), keep in mind it wilk work for the the entire screen (not only the backgrounds).

193
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 ?


194
Amazing job Shunsq! Can't wait for Mcindus' SeeD Reborn update :-D

Don't forget to rename your "iconfr/it/ge/sp" folder "iconflmaster" to get it work!



This is how it looks with all *.png textures renamed to "iconflmaster13-28", some textures now worked but those who used to doesn't anymore, this is my hash1map.csv (french version):

Code: [Select]
iconflmaster_13,15435301983241370623
iconflmaster_13,15905287678778407935
iconflmaster_13,15507359577279298559
iconflmaster_13,15328826926474984447
iconflmaster_13,15471330780260334591
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15507359577279298559
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079
iconflmaster_13,15977354068909358079

For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks. It seems to come from the button palettes ( iconflmaster_17).

The game will also crash in all tutorial sub-menus.

Mcindus, have you noticed the distorted (narrow) font and icons in the main menu as well?

195
Yes, you have to edit all *.png files by hand in any image editing software for all alignment issues... for example when adding a smooth stroke sometimes you won't be abble to see the objet going outside of his box, use a strong green or pink background to verify along with the @4x upscaled original texture as a reference; the only hasmap problems are the missing/incorrect palletes. Tonberry is working just fine.

196
Nice work rufoos but why didn't you compressed the edited the files when importing to Deling? Your *.fs files are unnecessary bigger now.

JeMaCheHi, You can use the english ff8.exe and the spanish data files with some tweaks but the *.exe contains some english text like ennemies data, triple triad text, draw points text etc. It'll required some work to translate it.

In the french version only the character's name display the correct color (for critical, K.O. and elemental status) and the numbers of HP during battles always stays white, definitely a hasmap issue. I'm waiting for Mcindus SeeD Reborn update, hopefully the colors will be restored.

As for the alignment artefacts it is due to the *.png textures which needs to be "pixel perfect": I've upscaled the original textures @4x using nearest-neighbor interpolation and everything looks perfect so you must edit the *.png textures having the original in the background for reference.

Also, the green "restore damage" is really weird because there's no *.png texture for it... Somehow the game automatically converts the default white damage numbers *.png texture to green.

I should post this in Omzy's thread but here it goes:
Unlike FFVII, there's only one kind of font texture: normal display is during battles menus (100% wide) but in the main menu the game will shrink everything to fit the smaller space (narrow) problem is that it seems to be nearest-neighbor interpolation and even with @4x textures it looks awful... Is there a way for Tonberry to use bilinear interpolation ?

197
How did you get yellow fonts working? Looks like all palettes are showing correctly for you.

That's what I was trying to resolve with using Berrymapper... Those are the english hashmaps; the yellow (critical), grey (K.O.) and blue (status) textures works great with the english version (same during encounters).


198
Most faithful texture upgrade :o amazing job Crestian, did you use the original texture only with brushes to accentuate the details ?

199
The japanese FFVIII PC version already includes freshly made hi-res font textures because this is first time Japan get a PC release of the game. The Tonberry mods might work but probably needs some tweaks.

200
Hey livetruthfully, I was looking for this version as well because I was really curious as for the hi-res in-game font textures back when I was trying to re-insert upscaled *.tex texture files.

As you might already know, this is the official website: http://www.jp.square-enix.com/ffviii-pc-jp/ I have no idea how to get the game however a Twitch streamer painfully managed to get his hands on the JP FFVII PC version a few months ago.

By the way, notice the 2048x1536px wallpapers for a 1999 PSX game... Square-Enix sure keeps some hidden gems in their unreachable vault!

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