Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mortael

Pages: 1 [2] 3
26
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.

27
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



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?)

28
More progress made :)



I've found/hashed the model for Balamb Garden, currently working on the textures for it..

29
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

30
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

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)

31
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

32
Here are the rest:












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:


33
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:




34
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.


35
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.

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

36
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!

37
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)

38
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 :)

39
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

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.


40
Well, I would need to record a long-version of each of the tracks, which would be a lot work ^^
But feel free to use my version of the Chocobo Theme of course !
And The Oath too if you want ;)

That is excellent! Well!! By all means, if you ever decide to record a track, not saying make it an ongoing project, feel free to let us know if you don't mind us using it for potential alternatives to the original soundtrack :) Your work is ace! Loved your IX medley, and I'm glad you got around to the eighth.

41
So I have a new map texture to replace the current one, but I have no clue as to how to get it working in-game. As far as I am aware... PuPu doesn't work for World.fs? And I have tried the hashmap codes and objmap codes, I am not sure what else to do.

42
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

43
Mark, any chance you would consider collabing to make a FF8 remaster soundtrack pack for the Steam-Release/PC2000? Or maybe do like 1 track or something?

I would very much like to use that Chocobo theme you did :D

44
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.



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:

  • Not all of the palettes have been found, textures are likely to change- but for the most part 12 palettes have been found for Squall's low-poly skin and it seems to work in all of the areas I have tested.

  • During the SeeD inauguration ball, because Zell's head texture shares the same hash code as Squall, it causes his textures to go all funky, but this is a minor bug that only occurs for one small section of the game.

  • Squall's body/head will be missing during the final scenes after fighting Ultimecia, so please use the following new codes to prevent this:
    sqpant_13,3304034731
    sqhead_13,970511871




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



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.


45
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

46
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?)


47
I feel we should revive this topic to kickstart the character textures modification!

So far, I've successfully managed to hash the rest of the battle textures, and, I am working on the uniforms as we speak, I'm wondering if Mago, you could perhaps work on a SeeD uniform for Squall? I can hash it to get it working in-game, all I need is the texture :D If that's possible? And also, if it's okay if I continue to use your textures to get them in-game?

So far:
(I fixed the blurriness of the griever pendant, this was merely to test the hash code)



Squall in high-res uniform


48
Low Poly Squall... Work in progress!


49
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.



I'll post more updates soon :)

50
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.

Pages: 1 [2] 3