You know the ugly low quality grey background behind the text is that replaceable?
This mod seems to cause minor glitches or artifacts or whatever you call it in the text itself in form of small black lines or dots, which can even be seen in your own screenshots if you enlarge them but other than that, awesome mod. Good work and cant wait for the beta release. I'm very grateful for all your hard work guys. Keep up the good work, let's get closer and closer to perfection. Cheers.
Edit: Oh btw the Pet Pals won't work properly for me. Shows no image, only text. Hope this will be fixed in future releases. Once again, keep up the good work, you rock.
I'm gonna wait for the beta release before i start another complete run through FF8 from start to finish :D Hope it will be soon, but take your time to get it right.
OK, i'll see what i can do to help, but i might not be the fastest tester but i'll get on it and see if i can make a list ;) Give me a week or so though, lol.
one tiny line underneath the y, tiny dot above the e, underneath x and v, two lil dots right underneath the w and tiny line underneath the exclamation mark, that's all im noticing at this point. But it doesnt even bother me that much, was just saying. Love the mods, cheers.
I see. There is something I can do? Do you want me to post it in the Tonberry thread?At the moment there is a problem with the hashing algorithm that is resulting in hundreds of these issues throughout the game. My goal with the next release of Tonberry is to fix all that so there's no need to report them at the moment because they will completely change in the next version.
At the moment there is a problem with the hashing algorithm...
Main post (http://forums.qhimm.com/index.php?topic=15291.msg213836#msg213836) updated with hashmap_v1.3 (http://goo.gl/EzvYTM). This version should be compatible with Mcindus' next SeeD release, which will be awesome, btw!
The background is in that image you posted. I has added some smoothing to it but thats about it.Nice to see you here sl1982!! I just updated the OP with an update with a much better background gradient!
I'm still having the same issue with non replaced chars... and I'm using the Tonberry v1.5, hashmap 1.3 and this last SeeD release :'( :'(
I'm starting to really HATE the spanish version! And unfortunately, I cannot appreciate the real improvement of this update due to this issue...
OMG...dude, this is the most incredible update ever...Thank you so much, this is PERFECT. Now all we need is an EDEN update that fixes glitches and the magochocobo character models and i'm in heaven, lol. Thank you so much for all your hard work, you rock bro, cheers.
I like.
Thank you! :) This update was a pain, but it makes the game feel shiny and new in my opinion.
I'm glad you and sunz like it so much! Thanks guys! It means a lot!
I'm pretty sure the spanish version is calling different pages for different letters and textures... the issue is that there would need to be a special exception made in tonberry for each of the different languages... AND I would have to re-do a master texture page for each of the main languages. I only have access to the English version myself... so I wouldn't even know where to look. I'm sure it's just a .TEX file named something based on the language it's in... and the icons would probably have their own .TIM file, but this would be a beastly project.Problem with non-english versions is that they all use a single 256x256px texture for the icons (icon.tex); this file is located in ff8\data\*language\menu\ while the english version uses 4 divided 256x256px "upscaled" textures in ff8\data\eng\menu\hires\. I've tried the characters/GF avatars and start screen with the french version and it works fine so I guess this icon.tex is the only unreadable SeeD Reborn texture so far for non-english versions.
Great job Mcindus!
Problem with non-english versions is that they all use a single 256x256px texture for the icons (icon.tex); this file is located in ff8\data\*language\menu\ while the english version uses 4 divided 256x256px "upscaled" textures in ff8\data\eng\menu\hires\. I've tried the characters/GF avatars and start screen with the french version and it works fine so I guess this icon.tex is the only unreadable SeeD Reborn texture so far for non-english versions.
BUT that confuses me. Why then it replaces certain letters? And the right ones, not another letter! I posted a screenshot in a previous post...There's 2 divided textures for fonts: sysfld00 and sysfld01 (2 folders with 8 *.png files each for SeeD Reborn). It looks like the only folder working is sysfld00 because all sysfld01 letters remain untouched. Not sure about the german and italian versions but both sysfld00 and sysfld01 works fine with the french version.
There's 2 divided textures for fonts: sysfld00 and sysfld01 (2 folders with 8 *.png files each for SeeD Reborn). It looks like the only folder working is sysfld00 because all sysfld01 letters remain untouched. Not sure about the german and italian versions but both sysfld00 and sysfld01 works fine with the french version.
Are the icon.tex files working for the french version? Do they share the English version (4 seperate quadrants)?
Only the english uses the 4 separate quadrants 256x256px icon files (iconfl00.tex, iconfl01.tex, iconfl02.tex and iconfl03.tex inside the hires folder); those files are inexistant for the other languages, instead of that the game use the single icon.tex 256x256px file in the root folder of main.fs (this file is also included in the english version but unused).
Just watched a little bit of your newest playthrough, and I must say this is looking really good. Do you have any plans to mess with the letter spacing?
Yes, since Mcindus told me he cannot support all languages (for obvious reasons) I've been investigating a little and the texture you're talking about is that one (however I don't know why is palletted with yellow):
(http://i57.tinypic.com/28r0bau.png)
BUT that confuses me. Why then it replaces certain letters? And the right ones, not another letter! I posted a screenshot in a previous post... here is it :D
(http://i62.tinypic.com/9rkuib.jpg)
I ALWAYS replaces "a" "e" "M" for example but never do it whith "S" "u"... and most of them hahaha. I editied Mcindus textures, specifically the "a" from "sysfld00_20.png" (the white fonts, and edited the a because is one of the replaced ones). Then I put it on Tonberry's textures folder and.... It works! The change is made! So it's actually using letters from that textures.
What do you guys think about this? Is it posible that the game uses some letter from a texture, and the rest from another...? There's something wrong here...
So you fixed the problem? i have the spanish version too, and the same problem.
Hi! this mod is amazing, unfortunately I have the Spanish version :'(. Maybe we can help you?
ESP: A los amigos que también están esperando, ¿podríamos ayudar en algo quizás?
PS: excuse me for my bad english haha
Yeah, in Spain, but not in this forum Anyway, Spanish version always sucked. When I bought the Steam version I thought the game would be multiregion, I'd really like to switch version, I don't care to play it in English...
LoL... don't say that... I'm spending all this time on making the Spanish version... :?
LoL... don't say that... I'm spending all this time on making the Spanish version... :?
LoL... don't say that... I'm spending all this time on making the Spanish version... :?
Now I need to go buy the Steam version. Can I request some things to be changed for the French version? As you see there are still English names in there, and it would be nice to have it all in French. I can provide words that fit in the same space as they do right now.
All menu headers never got translated in french (but they did in Final Fantasy IX). The french words are not that different: Name=Nom, Time=Temps, Choice=Choix, Num.=Qte. (abbreviation for "Quantité"), Item=Item/Objet, Magic=Magie, Status=Statut (badly translated to "Situation" in the main menu), Help=Aide, Target=Cible, Attack=Attaque, Ability=Compétence, Wait=Attente, Elemental=Elementale, Bullet= Balle(s), Cards=Cartes, Price=Prix.
Squall's limit "Trigger" and "Hit" got translated but "Perfect" was left in english wich is quite inconsistent; personally I'm okay with the english words.
What is "Estado" though? Is that more than one word? Because it's definitely not a French word :P
Also I had never noticed the Elemental and Status defense icons were shields
I made a few changes to the translation here.... JeMaCheHi - any suggestions on re-translating? The T. jue and T. Res seem kind of lame to me... should I make T. Jue into Duracion? and what about Time Remaining? Does any single word work or does it have to be a phrase? Any help will be greatly appreciated!
T. Juego = "Tiempo de juego", maybe just "Tiempo" (Time).But what about the "Time" at the end of the line that means "Time Remaining"? Could I use Juego for "Play" like they do in the English version? (or "Game" like in the German version?) Then T. Res could be Tiempo.
But what about the "Time" at the end of the line that means "Time Remaining"? Could I use Juego for "Play" like they do in the English version? (or "Game" like in the German version?) Then T. Res could be Tiempo.
Does that make sense in Spanish? Or just the English translation?
"T. Juego" could be "Tiempo" and "T. Res" just "Restante", btw T. Juego and T. Res they are not that bad haha
Heheh, ok - I'll keep T. Jue and T. Res. Anything else?
Vibration = Vibracion.
The "trigger! (aprieta!)" what is the context? it sounds a little weird
german version "WAHL" to "AUSWAHL", "FAHIGKEIT" to "FÄHIGKEIT", "FEHL" to "VERFEHLT" if it's to long "MISS", "BESONDERE" to "SPEZIAL", "TREFFEN" to "TREFFER" ;)
thank you for dealing with a german version of SeeD !!!
]
~Snip
@Wursttiger THANK YOU!!! I have been doing this via Google translate and a few other reference websites to put this together. I'm glad I made so few mistakes! LOL
You are welcome! People around the world deserve to have SeeD Reborn in their lives ;)
I will work on this right away :)
If you guys want to know a way to thank me -- you could always buy my album on iTunes ;)
Oh yes... Vibracion ... along with si and no. Derp. I will fix that right away.
"Aprieta!" is only on screen when you trigger squall's Renzokuken and have to hit the 'trigger' button several times in order to score the limit break's "Perfecto!"
The idea of it being a real "trigger" is that squall has a gunblade - and on PSX, you hit the 'trigger' button R2 (or R1, its been a long time.)
i have made a mistake ;D "FAHIGKEIT" to "FÄHIGKEITEN" or to "ABILTITY" ("ABILITY" is in the original german version)
also "Nv." is also "Lv." in German, "notice" or "Bescheid"(not used outside of a sentence with the exception being legally...) is more likely "notiz" or "erkennen" I don't recall how it's used in the game but I think it was either as help or when you scan an enemy the first means "note" and the second "to notice"
I also do not remember how "Num." or "Menge" is used... if it's Number as in this is number five it would be also Num. in German if it's a number for the amount though it would be "Menge"
"HP" is also called "HP" in the German version of the game but TP should be fine since it's a transliteration "LP" as in "Life Points" would also be acceptable incidentally the same in German "Lebens Punkte"
I don't know when "bullet" or "Kugel" is used but kugel is correct but means the same as "ball" (same word in German btw.) as in a spherical object... so maybe "Munition" the german word for "ammunition".
Fast and Slow and many others like bullet are actually in English in my dumped files (got the german disc version) make of that what you will^^
PS: the "Ausloer" was seemingly done for concern of space in the file -.- like much stuff if you get it to work "Auslöser" would be correct
also I'd like to remark I'm royally greatful and will do my darndest to support your project so tell me if you need anything
isn't "Fähigkeit" fine? it's not plural in english...
Bitte hilf ihm! Ich habe kaum Zeit mich um Final Fantasy 8 zu kümmern.
By the way we could stay with 'Trigger' for 'Auslöser'. It has become slowly a German word. (It's a wrong translation because we are talking about the trigger of a gun and this would be an 'Abzug'.)
There stands Fahigkeit.
also "Nv." is also "Lv." in German, "notice" or "Bescheid"(not used outside of a sentence with the exception being legally...) is more likely "notiz" or "erkennen" I don't recall how it's used in the game but I think it was either as help or when you scan an enemy the first means "note" and the second "to notice"
I also do not remember how "Num." or "Menge" is used... if it's Number as in this is number five it would be also Num. in German if it's a number for the amount though it would be "Menge"
"HP" is also called "HP" in the German version of the game but TP should be fine since it's a transliteration "LP" as in "Life Points" would also be acceptable incidentally the same in German "Lebens Punkte"
I don't know when "bullet" or "Kugel" is used but kugel is correct but means the same as "ball" (same word in German btw.) as in a spherical object... so maybe "Munition" the german word for "ammunition".
we call items in games also "Item" as in an item you can use like a potion not for example items on a list. so I'd change "Objekt" actually back to "Item"
Fast and Slow and many others like bullet are actually in English in my dumped files (got the german disc version) make of that what you will^^
PS: the "Ausloer" was seemingly done for concern of space in the file -.- like much stuff if you get it to work "Auslöser" would be correct, though I think trigger is meant to be imperative.... which would be more like "Lös Aus!" transl. "trigger it!"
also I'd like to remark I'm royally greatful and will do my darndest to support your project so tell me if you need anything
HP.You've got it :)
Bitte hilf ihm! Ich habe kaum Zeit mich um Final Fantasy 8 zu kümmern.
Also - anyone out there who is using the german version - I still need a few palettes to finish the translation, so if you are willing, PM me and we can get through Omzy's debug process together.I'll see if I can get my hands on a steam version, if so you'll get one
I'm not sure in which conection Fast and Slow are, but the translation for the spells are 'Hast' and 'Gemach'.
I'm not sure what context they are in either... I think they are status effects from the spells... so not the spell (noun) but the effect of the spell. Would the current translation work for that? Or would it be better just to leave it "Fast" and "Slow"?
they are likely in the settings buttons for text speed but don't really knowyou're right Kabooz.
you're right Kabooz.
PS: Mcindus i like your music 8-)
OMFG, this thread is burning. Sorry about my absence, it's been hard days...
For me, this is a pretty amazing work, Mcindus. Really, I can't stop looking at the texture xD. I have to do some comments about. "Golpes" should not use exclamation marks (¡!), because is the result of renzokuken's hits (you know, when you finish and it say "4 hits" for example. "golpes" is "hit") If you don't quit that ¡! marks the message will be "4 ¡Golpes!" which will look very weird. Actually, it's a mistranslation, because hits means "success" in that context but it's translated as "smash"
I also would change "Espere" for "Espera". In the original it wasn't translated, but "Espere" is like more a formalism, and "Espera" it's more coloquial.
Finally, "¡Completo!" could be changed for "Adquirida", which was the original, but this is IMO the less important of that three things.
About what necross said (substituting "aprieta" for "presiona", or changing T.Juego for Tiempo) and the mistranslation with "Golpes". I think is better to stick to the original texts, not "retranslating" the menus.
And... I think that's all, thanks again for your hard work Mcindus, I envy your skills...
EDIT: Wait a minute... what are "Rapido" and "Lento"? I didn't notice that this existed. In the original tex file they are a "+" and "-"
EDIT2: I'm stupid, I perfectly know what that symbols are u.u They are used in the preferences section, when you choose the battle speed and all that stuff. For english I think it work well the "Fast" and "Slow" words because they are little, but for Spanish, "Rapido" is a long word and I fear it will overlap with the border of the screen, and "Lento" could overlap with the text on the left
What would Golpes be then? 4 what? 4 successes? lol. 4 strikes! maybe? I'll drop the ! marks, but I'd like to have a better word there.
The reason I used "completo" is because in the english (and other versions) of the game, this means 'fulfilled!' meaning you've met the requirement for the ability. Is Adquirida "acquired"? It works, but it seems kind of loose.
I would like to fix some of the issues, but not everything. I like Aprieta because it literally means 'press the gun trigger' correct? I'll leave T. Jue and T. Res because it seems to be the best fit for size reasons. Also - if 'rapido' and 'lento' don't fit, I will probably change the words to '+' and '-' again, but I like being as close as possible. I think the reason they didn't use longer words than "fast" and "slow" is more because of the pixel/text ratio rather than the length of the word... it should have enough space unless i'm off in my grid in photoshop ;) I very well could be, so we will find out.
Mcindus, JeMaCheHi, what about changing "golpes" for "impactos"? Since you're triggering the gun in the blade, that makes sense. Also, could you elaborate on the "completo" word? What are you referring to when you say "you've met the requirements"?
As for the "rapido" "lento", I'd leave the "+" "-" symbols, or add an accent in "rápido".
@Jemachehi: I'm glad that we're having thIs discussion. It brought up a lot of really great points. I will go with all of the changes... and switch completo to adquirado.It's "adquirida". (It ends with "a" because in Spanish "a" is feminine and ability is a feminine noun.
It seems like Spanish was translated really well whereas German and French had some missing bits. I really side with you that nostalgia matters in a huge way and want to keep things comfortable and familiar. Thanks so much for all your input!!
It seems like Spanish was translated really well whereas German and French had some missing bits.the german version is actually translated really well (text wise), I think most of the not translated expressions like "fast" and "slow" instead of "schnell" and "langsam" were because of space constraints in the palette files.
the german version is actually translated really well (text wise), I think most of the not translated expressions like "fast" and "slow" instead of "schnell" and "langsam" were because of space constraints in the palette files.
never played the Japanese version, so I have no idea what quality the translation has but FFIX and FFX were great to an interesting length, they re-translated the Japanese version to be closer to it in German I think XD
Sorry if i ask, but nothing for the italian version? :'(
You are the first one to ask! Right now I'm bogged down with the French, Spanish, German, Greek, and Polish versions, but I really should at least get the Italian started. Contact me via a private message and we'll talk about it! :)
I'm not sure if this has happened to anyone else, but if a fight goes on for too long with this mod, the game crashes, saying "An unknown exception has occurred.". Shortly before this error pops up, the text in the fight glitches out with garbage behind said text.You have disabled steam overlay? It is usually what makes the game crash. =)
I'm not sure if this has happened to anyone else, but if a fight goes on for too long with this mod, the game crashes, saying "An unknown exception has occurred.". Shortly before this error pops up, the text in the fight glitches out with garbage behind said text.
Hi, I just notice this mod doesn't work with other languages and I don't understand why. Is there any way to make it works in italian, please?
It isn't like the italian translation gets messed up, the translation is fine. It's the textures, they don't get replaced so I still have the old menù textures...
Btw, it seems that the save files don't bother if you switch between italian and english translation, so I will play in english until there is a fix and then I will switch again in italian. 8)
I'm actually working on the Italian translation as well as the Spanish, French, and German! Coming soon :)
I think the Spanish version is done... just need to test it.
we test it :D
Hey Mcindus! Are you working on the rest of the palettes too? Thanks!
If you need someone to test the italian translation I can do it :mrgreen:
f*ck... sorry about my absence this long time... I've let you down with testing but it happened really hard things in RL... I'm completely shattered just now.
What files do I need to test it? I've looked in the main post but didn't found anything.
It's okay - life has happened to me too, but it hasn't been so bad - just difficult. I've been slowly chiseling away at these translations (the palettes are the real time consuming part) and Omzy has also been very busy, so the Translation Project has been idling for a while. I just got some really great news in a PM, though - so now I have to kick some ass because things might be coming right around the corner! You may be just in time, JeMaCheHi.
iconfr_15 15435301983241370623 yellow-green surrounding
iconfr_15 15905287678778407935 negative grey PS buttons soft blue soft purple red/yellow green background
iconfr_15 15507359577279298559 strong blue menu texts and loading bar dark grey soft yellow
iconfr_15 15328826926474984447 negative red
iconfr_15 15471330780260334591 red
iconfr_15 16047941066145135615 double and triple
iconfr_15 18283188282030029823 black
iconfr_15 16122886527473417215 white
iconfr_15 15977354068909358079 numbers
To use Seed Reborn with french Final Fantasy 8, do as follows:
How to use Seed Reborn with other languages ?
1)In the tonberry folder, change the "debug0" folder into "debug". Then run the game. Once the game has started, open the party menu (click on "V" on your keyboard). Navigate through some categories just to let tonberry scan the textures. Then click on ALT+TAB to switch from the game to your desktop.
2)Open the tonberry folder and switch back"debug" into "debug0". This is how you tell the program to stop scanning the textures from the game. Don't forget to do this otherwise your computer will slow down a lot!
3)In the debug0 folder there are different categories of "bugging" textures. Look inside the "nomatch" folder. You will see several strange textures. Those textures are not recognised by tonberry because they were not listed in the hashmap. Search for the icon textures. They all look alike but with color variations ( yellow, grey, red, blue, purple, white, black). There are at maximum 16 variations of the icon texture.
4) Send me them by private message.
I NEED these textures to generate the hash codes into the hash1map.
iconit_13 15435301983241371135 surrounding yellow green
iconit_14 15905287678778407423 background negative grey
iconit_15 15507359577279299071 menu texts grey
iconit_16 15328826926474983935 target negative red
iconit_17 15471330780260335103 PS buttons red green blue pink
iconit_18 15507359577279299071 Miss red
iconit_19 15507359577279299071 soft yellow
iconit_20 15507359577279299071 dark grey
iconit_21 15507359577279299071 loading bar,blue icons strong blue
iconit_22 15507359577279299071 soft blue
iconit_23 15507359577279299071 soft purple
iconit_24 15977354068909357567 turquoise
iconit_25 15977354068909357567 dark silver
iconit_26 15977354068909357567 yellow
iconit_27 15977354068909357567 strong red
iconit_28 15977354068909357567 numbers silver
Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."
Italian version:Code: [Select]iconit_13 15435301983241371135 surrounding yellow green
iconit_14 15905287678778407423 background negative grey
iconit_15 15507359577279299071 menu texts grey
iconit_16 15328826926474983935 target negative red
iconit_17 15471330780260335103 PS buttons red green blue pink
iconit_18 15507359577279299071 Miss red
iconit_19 15507359577279299071 soft yellow
iconit_20 15507359577279299071 dark grey
iconit_21 15507359577279299071 loading bar,blue icons strong blue
iconit_22 15507359577279299071 soft blue
iconit_23 15507359577279299071 soft purple
iconit_24 15977354068909357567 turquoise
iconit_25 15977354068909357567 dark silver
iconit_26 15977354068909357567 yellow
iconit_27 15977354068909357567 strong red
iconit_28 15977354068909357567 numbers silver
And for everyone who has an issue with some fonts just add these lines to hash1map:Code: [Select]sysfld01_13 18410706480546887167 big fonts white
sysfnt_13 17221747309193035775 little text
Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
To RichterB:
The name of the texture, the hashcode, and the description are in different cells. You can skip the descriptions, they are only for information.
To Mcindus: Tonberry can't distinguish 2 palettes with the same grayscale.That's why i only have 1 texture for several palettes. Are you sure there may be multiple palettes for the same icons? I have to play the game a longer time to spot all those variations. Anyway if needed you can use different "master" files if they have unique hash codes.
Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."
ITALIAN ICON:Code: [Select]iconit_13 15435301983241371135 surrounding yellow green
iconit_13 15905287678778407423 background negative grey
iconit_13 15507359577279299071 menu texts grey
iconit_13 15328826926474983935 target negative red
iconit_13 15471330780260335103 PS buttons red green blue pink
iconit_13 15507359577279299071 Miss red
iconit_13 15507359577279299071 soft yellow
iconit_13 15507359577279299071 dark grey
iconit_13 15507359577279299071 loading bar,blue icons strong blue
iconit_13 15507359577279299071 soft blue
iconit_13 15507359577279299071 soft purple
iconit_13 15977354068909357567 turquoise
iconit_13 15977354068909357567 dark silver
iconit_13 15977354068909357567 yellow
iconit_13 15977354068909357567 strong red
iconit_13 15977354068909357567 numbers silver
Here is the texture you have to copy in "iconit". Name it "iconit_13".
(http://th08.deviantart.net/fs71/PRE/f/2014/263/0/b/iconit_13_by_shunsquall-d7zx5fq.png)
And for everyone who has an issue with some fonts just add these lines to hash1map:Code: [Select]sysfld01_13 18410706480546887167 big fonts white
sysfnt_13 17221747309193035775 little text
Anyway, there is something wrong. I opened files with Deling and for me icon files have correct italian "vibrazioni" and not "vibracioni" that seems spanish.
This is from one of my Italian Palettes - you can use this to replace anything you see missing/wrong in Shunsq's.
(http://www.13tomidnight.net/FF8/seedreborn/italianmaster.png)
Hi Guys! I'm Italian too and i'm into the same issue. I've tried to add the italian icons fallawing shunsq's guide (created new folder called iconit within ic, pasted there the file and renamed as iconit_13, then added the lines in the hash1map.csv using the notebook) however the game can't that.
Tell me if i can help you in some way
Hello everyone,
I'm sorry for the italian users, the codes i supplied were wrong. It will be fixed by tonight. The problem came from my version of GIMP as it destroyed the transparency values from a 32 bit bmp. So when i applied the algorithm it delivered a wrong code. I had to downgrade GIMP from 2.8.14 to 2.8.2 before it worked.
It will take me a long time to check all the hash code( german, italian, spanish) that i generated this week. So please be patient.
Thank you all.
Hi guys! playing during the seed's exam i've performed a game crash when i've tried to absorb Siren from the boss on the transmission tower, caused by the SeeD Reborn Mod. Do you know if this is a known issue?
hi I'm new to pleasure I'm going crazy I did not understand anything about how you could kindly post them all in Italian materiate pleasure. :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
I've done it!
After editing the .csv file with notepad, i've begun to change the hash codes values.
Basically i had to change all the "iconit_" that Shunsq provided us into "iconit_13" for every code.
Now the problem is the blue gradient but it's not a big trouble for now.
I hope that my experience could be useful for others italian players.
Could you post a tutorial video on how to implement this onto youtube?Yes of course, i'll do it tomorrow.
It would be very helpful to everyone trying to accomplish the same task an any language. :)
Here is the video tutorial: https://www.youtube.com/watch?v=F5BdB-OTXmE
English instructions:
1)Go into Final Fantasy 8 folder, open the "textures" folder that you've added when installing Tonberry and create a new folder called "iconit" inside the folder named "ic";
2)Copy the .png file that Shunsq uploaded on the forum into "iconit" folder and name it "iconit_13";
3)Open the "tonberry" folder, located in Final Fantasy 8 folder. Inside there is a file named "hash1map.csv". Open it with Notepad; *
4)Copy all the codes that Shunsq uploaded but edit them, changing all the "iconit_" numbers in 13, and adding a "," as separator between the title and the codes;
5)Save the file and the mod should work fine.
Italian instructions:
1)Nella cartella di Final Fantasy 8, apri la cartella "textures" che è stata creata lì installando Tonberry e crea una nuova cartella chiamandola "iconit" all'interno della sottocartella "ic";
2)Copia il file .png che Shunsq ha caricato sul forum nella cartella "iconit" e chiamalo "iconit_13";
3)Apri la cartella "tonberry", situata nella cartella di Final Fantasy 8. All'interno c'è un file chiamato "hash1map.csv". Aprilo con il Blocco Note. *
4)Copia tutti i codici che Shunsq ha caricato ma modificali, cambiando tutti i numeri finali di "iconit_" in 13, ed aggiungendo una "," per separare il titolo ed i codici;
5)Salva il file e la mod dovrebbe funzionare correttamente.
*The file "hash1map.csv" that i open inside "tonberry" folder is edited yet, so i show you that i modify an original copy of it that i've save on the desktop as backup.
*Il file "hash1map.csv" che apro dentro la cartella "tonberry" è già modificato, quindi vi faccio vedere come si modifica lavorando su una copia che avevo salvato sul desktop come backup.
I hope that is understandable, it's my first video tutorial, if you want me to make any changes say it without any problems.
Ok, thanks. The problem is that the Shunsq .png file is little wrong with "vibracioni" instead of correct italian "vibrazioni".The "vibration" texture is unused, unlike the PSX version when pausing the game it only display "pause".
Ciao Kujax senti ho seguito tutto quello che hai scritto e avevo anche provato ad eseguie quest'operazione una settimana fa, pero sia oggi che l'altra volta quando finisco di editare has1map.csv e avvio il gioco la grafica è tutta sfasata. sai dirmi come postare le immagini sul forum? perchè quando clicco instert image mi da questo ([ img][/img ]) e non so come fare :( quindi o uploadato un file zip qui: http://www.2shared.com/file/OzL_tdh0/Bug_del_gioco.html contenente delle immagini in cui mostro: dove ho messo le immagini, come ho inserito le stringhe nel hash1map.csv e i bug grafici che ho dopo aver eseguito il procedimento da te suggerito :( Se ho sbagliato qualcosa dimmelo per favore. spero mi saprai aiutareCiao, ho capito il problema. Hai sbagliato quando hai scaricato l'immagine che poi hai chiamato iconit_13, salvala da questo link http://fc07.deviantart.net/fs71/f/2014/263/0/b/iconit_13_by_shunsquall-d7zx5fq.png e sostituiscilo nella cartella, dovrebbe funzionare.
The "vibration" texture is unused, unlike the PSX version when pausing the game it only display "pause".
Thanks Kujax, it finally works for my french version. Only thing missing was deleting spaces and adding a "," as separator between the title and the codes in the hasmap.
One palette seems to be wrong along with several gfx artifacts and a missing texture for the grey letters:
sysfld01_13 18410706480546887167 big fonts whiteThanks, problem solved!
I think that "iconfr_28" and "iconfr_24" may need to be flipped around in your hash codes. Try that and let me know if there's an improvement.Definitely looks better but now critical (yellow) and dead (red) status remains grey all the time (same during encounters).
sysfld01_13 18410706480546887167 big fonts whiteCan this be used for italian version too?
salve in primis grazie di tutto ma ho un problema che non so se dipende da me per farvi capire il mio problema, tutti i menu sono di un grigio molto chiaro e con delle righe strane.Tranquillo, è dovuto al fatto che le utilizziamo un solo master file per le icone per ora, alla release ufficiale della mod sarà sistemato.
iconfr_13 15435301983241370623
iconfr_14 15905287678778407935
iconfr_15 15507359577279298559
iconfr_16 15328826926474984447
iconfr_17 15471330780260334591
iconfr_18 15507359577279298559
iconfr_19 15507359577279298559
iconfr_20 15507359577279298559
iconfr_21 15507359577279298559
iconfr_22 15507359577279298559
iconfr_23 15507359577279298559
iconfr_24 15977354068909358079
iconfr_25 15977354068909358079
iconfr_26 15977354068909358079
iconfr_27 15977354068909358079
iconfr_28 15977354068909358079
iconit_13 15435301983241371135
iconit_14 15905287678778407423
iconit_15 15507359577279299071
iconit_16 15328826926474983935
iconit_17 15471330780260335103
iconit_18 15507359577279299071
iconit_19 15507359577279299071
iconit_20 15507359577279299071
iconit_21 15507359577279299071
iconit_22 15507359577279299071
iconit_23 15507359577279299071
iconit_24 15977354068909357567
iconit_26 15977354068909357567
iconit_27 15977354068909357567
iconit_28 15977354068909357567
icongr_13 15435301983241371135
icongr_14 15905287678778407423
icongr_15 15507359577279299071
icongr_16 15328826926474983935
icongr_17 15471330780260335103
icongr_18 15507359577279299071
icongr_19 15507359577279299071
icongr_20 15507359577279299071
icongr_21 15507359577279299071
icongr_22 15507359577279299071
icongr_23 15507359577279299071
icongr_24 15977354068909357567
icongr_25 15977354068909357567
icongr_26 15977354068909357567
icongr_27 15977354068909357567
icongr_28 15977354068909357567
iconsp_13 15435864898835049471
iconsp_14 15904125185750203391
iconsp_15 15507922492872977407
iconsp_16 15327664433446779903
iconsp_17 15471893695854013439
iconsp_18 15507922492872977407
iconsp_19 15507922492872977407
iconsp_20 15507922492872977407
iconsp_21 15507922492872977407
iconsp_22 15507922492872977407
iconsp_23 15507922492872977407
iconsp_24 15976191575881153535
iconsp_26 15976191575881153535
iconsp_27 15976191575881153535
iconsp_28 15976191575881153535
In order to replace the fonts you also have to insert these lines:sysfld01_13 18410706480546887167
sysfnt_13 17221747309193035775
sysfnt_13 18446744073709551615
sysfld01_13 18410706480546889215
sysfld01_14 18410706480580509183
Here is the video tutorial: https://www.youtube.com/watch?v=F5BdB-OTXmE
English instructions:
1)Go into Final Fantasy 8 folder, open the "textures" folder that you've added when installing Tonberry and create a new folder called "iconit" inside the folder named "ic";
2)Copy the .png file that Shunsq uploaded on the forum into "iconit" folder and name it "iconit_13";
3)Open the "tonberry" folder, located in Final Fantasy 8 folder. Inside there is a file named "hash1map.csv". Open it with Notepad; *
4)Copy all the codes that Shunsq uploaded but edit them, changing all the "iconit_" numbers in 13, and adding a "," as separator between the title and the codes;
5)Save the file and the mod should work fine.
CUT
Hello people,
After some long days of debugging my hash1map generator, i finally succeeded in doing the french,german,spanish and italian codes.
Here are the codes:Code: [Select]iconfr_13 15435301983241370623
iconfr_14 15906413578685250559
iconfr_15 15507359577279298559
iconfr_16 15328826926474984447
iconfr_17 15435301983241370623
iconfr_18 15507359577279298559
iconfr_19 15507359577279298559
iconfr_20 15507359577279298559
iconfr_21 15507359577279298559
iconfr_22 15507359577279298559
iconfr_23 15507359577279298559
iconfr_24 15977354068909358079
iconfr_25 15977354068909358079
iconfr_26 15977354068909358079
iconfr_27 15977354068909358079
iconfr_28 15977354068909358079
iconit_13 15435301983241371135
iconit_14 15906413578685250047
iconit_15 15507359577279299071
iconit_16 15328826926474983935
iconit_17 15435301983241371135
iconit_18 15507359577279299071
iconit_19 15507359577279299071
iconit_20 15507359577279299071
iconit_21 15507359577279299071
iconit_22 15507359577279299071
iconit_23 15507359577279299071
iconit_24 15977354068909357567
iconit_26 15977354068909357567
iconit_27 15977354068909357567
iconit_28 15977354068909357567
icongr_13 15435301983241371135
icongr_14 15906413578685250047
icongr_15 15507359577279299071
icongr_16 15328826926474983935
icongr_17 15435301983241371135
icongr_18 15507359577279299071
icongr_19 15507359577279299071
icongr_20 15507359577279299071
icongr_21 15507359577279299071
icongr_22 15507359577279299071
icongr_23 15507359577279299071
icongr_24 15977354068909357567
icongr_25 15977354068909357567
icongr_26 15977354068909357567
icongr_27 15977354068909357567
icongr_28 15977354068909357567
iconsp_13 15435864898835049471
iconsp_14 15904160645000199167
iconsp_15 15507922492872977407
iconsp_16 15327664433446779903
iconsp_17 15435864898835049471
iconsp_18 15507922492872977407
iconsp_19 15507922492872977407
iconsp_20 15507922492872977407
iconsp_21 15507922492872977407
iconsp_22 15507922492872977407
iconsp_23 15507922492872977407
iconsp_24 15976191575881153535
iconsp_26 15976191575881153535
iconsp_27 15976191575881153535
iconsp_28 15976191575881153535
NICE! Thanks for all your hard work, Shunsq! This is huge - and now we can test all of the languages! I'm still working on German and Italian palettes (life is crazy at the moment!) but Spanish is ready to test! French is currently being tested (and modified) for a temporary release!
Omzy still has some issues to fix with Tonberry, but until then, these palettes should work as a great temporary SeeD Reborn pack. Some colors won't change properly (like when you lose health or get a status effect) but we're working on it! Until then, enjoy this update!
Spanish testers, please send me an email at [email protected] so that I can set you up with the palettes for testing!
This community rules!
I can't remember exactly, but doesn't the decoy President (the one Timber made) have his lines appear as greyed out? Maybe that's interfered with the actual transparency of the box itself?
How to use Seed Reborn with other languages ?
1)In the tonberry folder, change the "debug0" folder into "debug". Then run the game. Once the game has started, open the party menu (click on "V" on your keyboard). Navigate through some categories just to let tonberry scan the textures. Then click on ALT+TAB to switch from the game to your desktop.
2)Open the tonberry folder and switch back"debug" into "debug0". This is how you tell the program to stop scanning the textures from the game. Don't forget to do this otherwise your computer will slow down a lot!
3)In the debug0 folder there are different categories of "bugging" textures. Look inside the "nomatch" folder. You will see several strange textures. Those textures are not recognised by tonberry because they were not listed in the hashmap. Search for the icon textures. They all look alike but with color variations ( yellow, grey, red, blue, purple, white, black). There are at maximum 16 variations of the icon texture.
4) Send me them by private message.
I NEED these textures to generate the hash codes into the hash1map.
sysfnt_13 18446744073709551615
sysfld01_13 18410706480546889215
sysfld01_14 18410706480580509183
iconsp_13,15435864898835049471
iconsp_14,15904160645000199167
iconsp_15,15507922492872977407
iconsp_16,15327664433446779903
iconsp_17,15435864898835049471
iconsp_18,15507922492872977407
iconsp_19,15507922492872977407
iconsp_20,15507922492872977407
iconsp_21,15507922492872977407
iconsp_22,15507922492872977407
iconsp_23,15507922492872977407
iconsp_24,15976191575881153535
iconsp_26,15976191575881153535
iconsp_27,15976191575881153535
iconsp_28,15976191575881153535
sysfnt_13,18446744073709551615
sysfld01_13,18410706480580509183
sysfld01_14,18410706480580509183
Hello Rynoa,
In your textures folder you have only 1 texture named iconfr_15. First, in your hash1map.csv erase all the unnecessary "iconfr_15" after the "iconfr_28"( those codes are obsolete). Then rename all the remaining "iconfr_XX" into "iconfr_15".
What's the meaning of all that ? Tonberry scans the textures loaded on screen and associates a hashcode to each one. Then it reads hash1map.csv to check if the code is listed. If the code is found, it searches in the textures folder the texture to use. I told you to rename all the "iconfr_XX" into "iconfr_15" so that all the hashcodes refer to "iconfr_15" located in your textures folder.
PS: don't send thumbnails, i can't see anything on it.
Hi everyone,
i just succeeded replacing Squall textures. First of all, great thanks to Magochocobo for his textures ;D. Go find his work on:
http://forums.qhimm.com/index.php?topic=13345.0 (http://forums.qhimm.com/index.php?topic=13345.0)
(http://fc01.deviantart.net/fs70/f/2014/295/9/9/2014_10_22_00004_by_shunsquall-d83s41h.jpg)
(http://fc01.deviantart.net/fs70/f/2014/295/c/7/2014_10_22_00006_by_shunsquall-d83s412.jpg)
The two models shown are 2 different levels of detail ( each one as specific mesh, UV coordinates and texture).
To use this texture mod, download the following file:
https://www.dropbox.com/s/9ybqfgnxh91bqex/sq.zip?dl=0 (https://www.dropbox.com/s/9ybqfgnxh91bqex/sq.zip?dl=0)
In Tonberry folder, change "objfile.csv" to "objmap.csv". I think Omzy ( creator of Tonberry mod) did a mistake when creating this file. In objmap.csv add the following lines:Code: [Select]sql_13,2126409215
sql_13,1855352319
sql_13,1855417855
sql_13,2867228226
sql_13,2984921949
sql_13,2787557085
sql_13,1721199103
sql_13,4273958399
sql_13,4273892863
sql_13,2126474751
sql_13,1721133567
sql_13,1721199103
sql_13,4002901503
sql_13,4002835967
sqpant_13,4215270997
sqpant_13,4214484565
sqpant_13,4214353493
sqhead_13,836294143
In tonberry texture folder, paste the extracted "sq" folder. You'll have 3 folders named sql/ , sqpant/ and sqhead/. Each one contains only 1 texture.
German Version Progress:
(http://www.13tomidnight.net/FF8/seedreborn/germanmaster.png)
I'm a German noob, so can someone please help me with these translations? I wanted to be more thorough than the original game, but I may have botched it. How does this look?? Any suggestions?
This looks awesome!
But I am unable to download it. Both links are dead and I have not been able to locate another mirror.
:( :( :( :( :(
Can you host this on Google drive or something please?
Thanks so much for the awesome work!
By the way... do anyone have the japanese PC version for swapping Gerogero's uncensored model (c0m034.dat in battle.fs) ?
(http://tano-sei.com/contents/data/FF8_HPcalculation/picture/Gerogero.jpg)
I have and I used these red TIMs in Polish version. Somebody wants them?
Thanks! I just checked and both links are active! Sorry if you were having problems earlier.
Also: I will be updating the translations soon! Keep checking back!
I think this was asked before but I could not find an answer.
How can I swap the PC button prompts, B1 B2, etc.. to the PSX style ones, Circle Square, L1, R1 etc...
I see from the screenshots the PSX button textures exist, wondering how to replace or swap them in game.
Thanks!
Oh, hi again. Sorry, i been traveling for some time and have no time :(
In my test for the spanish version:
(http://cloud-4.steampowered.com/ugc/35230376669172482/7256654D992F8C6A7D1E00962475A3B92D9E103C/)
Have the rare blue thing. Someone have the fix?
iconsp_13,15435864898835049471
iconsp_14,15904160645000199167
iconsp_15,15507922492872977407
iconsp_16,15327664433446779903
iconsp_17,15435864898835049471
iconsp_18,15507922492872977407
iconsp_19,15507922492872977407
iconsp_20,15507922492872977407
iconsp_21,15507922492872977407
iconsp_22,15507922492872977407
iconsp_23,15507922492872977407
iconsp_15,15976191575881153535
iconsp_26,15976191575881153535
iconsp_27,15976191575881153535
iconsp_28,15976191575881153535
sysfnt_13,18446744073709551615
sysfld01_13,18410706480580509183
sysfld01_13,18410706480580509183
Hi bro, you can change that awful blue letters by substituing in the hasm1map.csv it's filename by other as I do:Code: [Select]iconsp_13,15435864898835049471
iconsp_14,15904160645000199167
iconsp_15,15507922492872977407
iconsp_16,15327664433446779903
iconsp_17,15435864898835049471
iconsp_18,15507922492872977407
iconsp_19,15507922492872977407
iconsp_20,15507922492872977407
iconsp_21,15507922492872977407
iconsp_22,15507922492872977407
iconsp_23,15507922492872977407
iconsp_15,15976191575881153535
iconsp_26,15976191575881153535
iconsp_27,15976191575881153535
iconsp_28,15976191575881153535
sysfnt_13,18446744073709551615
sysfld01_13,18410706480580509183
sysfld01_13,18410706480580509183
As you see, the blue font is iconsp_25, and you can replace it with iconsp_15, which is a black font. Queda mas molón :D
here (http://www.zoneofgames.ru/forum/index.php?showtopic=33517) I remade for Russian guys
How did you get yellow fonts working? Looks like all palettes are showing correctly for you.I just redrew the original. no longer does anything. I can upload my work in PSD.
How did you get yellow fonts working? Looks like all palettes are showing correctly for you.
sysfld00_13,8637763346649579509
sysfld01_13,18410706480546952703
sysfld01_13,18410706480580507135
iconfl00_13,17292482743138735965
iconfl00_13,17292623961730439001
iconfl00_13,17292623961730700665
iconfl00_13,17292482743138997597
iconfl00_13,17292623961596221273
iconfl01_13,6318371992938829623
iconfl01_13,15546067051815065015
iconfl01_13,15546067051817164215
iconfl01_13,6318371992938829735
iconfl01_13,15546067051816113975
iconfl01_13,6318371992938829607
iconfl02_13,9070099529679074665
iconfl02_13,9070099529679066473
iconfl02_13,9079106728933889869
iconfl03_13,18121884401087167930
iconfl03_13,18121884401086577978
iconfl03_13,17257784389123030461
iconfl03_13,18121884401086578106
iconflmaster_13,15435299784218115583
iconflmaster_13,15507357378256043519
if you have a non-English version, you should replace your files to the files of the English version in menu.fshere (http://www.zoneofgames.ru/forum/index.php?showtopic=33517) I remade for Russian guys
(http://s29.postimg.org/ix2yl2vn7/iconflmaster_15.jpg) (http://postimg.org/image/ix2yl2vn7/) (http://s9.postimg.org/6ffmrx2vf/sysfld00_20.jpg) (http://postimg.org/image/6ffmrx2vf/)(http://s30.postimg.org/4dxxme8y5/sysfld01_20.jpg) (http://postimg.org/image/4dxxme8y5/)
(http://s28.postimg.org/kpdc8kqex/FF8_EN_2014_12_02_16_34_56_37.jpg) (http://postimg.org/image/kpdc8kqex/)(http://s28.postimg.org/wfr9pyj7d/FF8_EN_2014_12_02_16_35_22_56.jpg) (http://postimg.org/image/wfr9pyj7d/)
(http://s28.postimg.org/jlt7wm5rt/FF8_EN_2014_12_02_16_35_47_56.jpg) (http://postimg.org/image/jlt7wm5rt/)(http://s28.postimg.org/ka22fk4hl/FF8_EN_2014_12_02_16_35_51_14.jpg) (http://postimg.org/image/ka22fk4hl/)
Amazing job Rufoos! I was going to try a russian version, but I'm glad you did it first. I've been really busy... Looks great!share my work in PSD. You can there edit all text field https://yadi.sk/d/tS_U4GbKdKsQY (https://yadi.sk/d/tS_U4GbKdKsQY)
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).
Nice work rufoos but why didn't you compressed the edited the files when importing to Deling? Your *.fs files are unnecessary bigger now.compressed - I forgot about it
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 ?
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.Translate? But I want to use the full english version. If I use the english exe but spanish files, you guys won't be able to test the mods I do to field.fs or battle.fs for example.
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.
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.
Good news fellow non-english players: you can use all the palettes with a trick i've just found!
1)Rename all your textures "iconflmaster_XX.png"( with XX varying from 13 to 28) instead of "iconfr/it/ge/sp_13.png".
2)In hash1map.csv rename the textures only as "iconflmaster_13.png"
Why does it works?
Indeed there is a specific code Omzy wrote only for iconflmaster to see the differences between the palettes that may have the same hashcodes. But since iconflmaster.tex is the equivalent of icon.tex for foreign versions then the algorithm works also on icon.tex. The trick is that it reads the value of color at the center of the cross symbol ( pixel X=206, Y=103).
I've tried it and it works like a charm! Anyway there are still problems of texture misalignement. Mcindus might correct this.
NOTE: For unknown reasons the menu crashes FF8 when you try to configure Zell's limitbreaks.
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).
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!
(http://image.noelshack.com/fichiers/2014/50/1418498720-menu.png)
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
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?
The border of your grey gradient is pulling from the wrong palette... and the blue and the white have reverted back to their old palettes. maybe if you try to go back to the original hash codes that I sent you (just forwarded from Shunsq), this might revert back to what the game is intending to do without the manual fixes possibly interfering?
EDIT** use the updated iconflmaster_13,xxxxx - I just think that the two that I had you switch before are in the wrong order now.
CloudLeonHart and all spanish users,Will it help you JeMaCheHi?
Due to a simple "ñ" the sysfld01 and sysfnt hashcodes are different from english/french/italian version :P
Please add the following codes to hash1map.csv:Code: [Select]sysfnt_13 18446744073709551615
sysfld01_13 18410706480546889215
sysfld01_14 18410706480580509183
Regarding the background i can't figure out why it is not replaced :?.
Ok, i've fixed the issue with iconflmaster_17 crashing FF8. I don't know which texture pack do you have everyone but in mine inconflmaster_17.png was twice bigger than it should. After i shrinked it to 1024*1024 pixels there was no crashing anymore. Just one thing important: In hash1map.csv leave it as iconflmaster_17 and not iconflmaster_13.
The new textures are a lot better! There are less alignment problems ( barely visible in the menu)
Hey McIndus! Let me know when you start working on the Greek version so as we will revise some things. About ELEMENTAL use the phrase ΣΤΟΙΧΕΙΟΥ ΦΥΣΗΣ. Also can you correct the VII to VIII on my fonts? Thanks!
(http://i.imgur.com/WkQb8L3.png)
(I added an "I" but doesn't fit...)
Hey McIndus! Let me know when you start working on the Greek version so as we will revise some things. About ELEMENTAL use the phrase ΣΤΟΙΧΕΙΟΥ ΦΥΣΗΣ. Also can you correct the VII to VIII on my fonts? Thanks!
(http://i.imgur.com/WkQb8L3.png)
(I added an "I" but doesn't fit...)
Wow Leon, that looks PRETTY cool, really.
I still need to finish your icon palettes - life has just been busy!
(http://www.13tomidnight.net/FF8/seedreborn/sysfld00greekvii.bmp)
These are the places you need to edit. What I highlighted are the two locations with the other side of the "VIII"
If you still need me to fix it, you can send me the white palette of your sysfld00 and sysfld01 files.
-------------------------------
Also - I updated the main post with the current language packs! Enjoy!
It freakin' worked since I had forgotten which was the right key to use from the font table but finally managed to patch my mngrp.bin.
(http://i.imgur.com/ve51RC5.jpg)
Now *berry* Roses and wine doesn't work and I have to figure out why... Darn! :D
Hi,
Here is my german version here
(http://www.polerer.npage.de/get_file.php?id=28234559&vnr=370765)
Für die deutschen hier 8) , es könnte noch paar Fehler haben.
Hi,The link is broken for me. All it says is "Diese Datei ist leider nicht verfügbar." And when I tried to use a Deutsche proxy, all it gives me is a red I/O graphic with the word OFFLINE.
Here is my german version here
(http://polerer.npage.de/get_file.php?id=28237428&vnr=293903)
Für die deutschen hier 8) , es könnte noch paar Fehler haben.
The link is broken for me. All it says is "Diese Datei ist leider nicht verfügbar." And when I tried to use a Deutsche proxy, all it gives me is a red I/O graphic with the word OFFLINE.
I tried the german version a little bit, but i got an exception and the game crashes :'(.
Something like "Unknown exception occured".
It happened two times:
1. in a battle (can not say what exactly happened before the exception)
2. when i got Seed Gil and the text on the bottom pops up
The second situation let me think that SeedReborn is the problem.
I have to test if the german version cause the problem.
I try the english version tomorrow and look if the same exception occures.
I tried the german version a little bit, but i got an exception and the game crashes :'( .
Something like "Unknown exception occured".
It happened two times:
1. in a battle (can not say what exactly happened before the exception)
2. when i got Seed Gil and the text on the bottom pops up
The second situation let me think that SeedReborn is the problem.
I have to test if the german version cause the problem.
I try the english version tomorrow and look if the same exception occures.
I have no crashes.
For some people I have made a special feature "gamepad symbols".
It is within a .psd file, if it is not the correct symbols sequence.
Sorry for my bad english.
~Snip
Turn off the steam overlay in Steam/Settings/In-Game/ -- this should solve your problem.
yeah the green text is used somewhere... it was either in a dream, for tutorials or somewhere playing card games xD IIRC
For some people I have made a special feature "gamepad symbols".
It is within a .psd file, if it is not the correct symbols sequence.
download: LINK (http://1drv.ms/14jREt7)
Sorry for my bad english.
A few people thought I should post this here.
Thanks to Norwin, I've created a new mod for Xbox360 and PSX Controller Buttons!
Check it out:
http://forums.qhimm.com/index.php?topic=15905.0
I have a problem. I believe its related to this mod. When I bring up the SeeDee computer in the classroom at the beginning of the game and go to the page to assign the summons ( Quezacotyl..etc ). The screen is very much corrupted and the game crashes. Any idea on what the problem is.
Hey Mcindus, I've had this small issue for a while now and thought I'd bring it up. There are random points in the game where certain parts of your mod(text, text window, etc.) reverts back to the original. I'm just wondering if this due to it needing more codes or if other codes might be interfering with it. Sometimes it happens, sometimes it doesn't. It isn't really all that big. Just thought I'd ask.
Hey there !
First of all, thanks for all the mods, I can't imagine how much time you've put into this. I just installed every mod you suggested in the Steam guide with Tonberry 1.6 enhanced (Seed reborn, Project Eden, Tripod, Horizonpack and Button controller).
Got a small problem though, some lines (from Steam) disappeared, the ones that were added to the Steam version : the "Do you wanna quit ? Yes - No" one, the commands that appear in a table just before the title screen, ... I just see the frames ! The Squaresoft logo is also all buggy. Eveything else in the ingame menus look fine at the moment.
I'm playing on the English version, but it was the French version at first ... Not sure it is related or not. Changed the version through the Steam properties before installing the mods.
Anyway, thanks for everything !
EDIT : Just tried putting the game back to French and add the French Language Pack in Seed Reborn. Still got the exact same issues (lines missing, squaresoft logo buggy).
Try putting 'collisions.csv' and hash2map.csv from Tonberry v1.5 in:
/FINAL FANTASY VIII/tonberry/
(NOT in: FINAL FANTASY VIII/tonberry/hashmap)
And let me know if that helps with the problem!
Wow. It worked. Thanks so much, dude ! What's the explanation to this ? :o Is there anything else to move ?
Anyway, you seriously rock. Seriously.
EDIT : BTW, since I'm at it, just a lil' question : I noticed the textures my world map are far less detailed compared to your screenshots in the Horizonpack thread. It seems like it is the same models, but with a far worse resolution. Not sure if I can change anything about that ?
glad it worked! actually - the horizonpack textures are mostly 'upscales' of the original. Balamb is the only full replacement, currently. I will have two versions in the future... one Vanilla 'upscale' version, and one completed 'replacement pack' version. But until then, we get a taste of both.
Is it just me or is norwins german translation not available anymore?
I used the link from this post: http://forums.qhimm.com/index.php?topic=15320.msg222840#msg222840
And there I can find "FF8 Menu Overhaul" and "FF8 PS3 Gamepad Symbols", but nothing with SeeD. Or is the Menu Overhaul the one I need?
hey!
any news about the italian version of this beautiful mod? :D
no answer? :'(
I'm sorry - my hard drive crashed with my Italian progress and I wasn't able to recover it, so I started re-creating it from scratch. I've been extremely busy and have very little free time also - so it's been a slow process. But it will be done!
When I click download I get a file called Setup_ODM.exe. Is this correct? I thought this was manual install.
Hello friends!
It is fantastic these updates! 8)
I'm playing a version in Portuguese (Brazil), but the textures of the numbers in the battle screen are not being replaced by new textures, someone could tell me the reason?
Hello friends!
It is fantastic these updates! 8)
I'm playing a version in Portuguese (Brazil), but the textures of the numbers in the battle screen are not being replaced by new textures, someone could tell me the reason?
israelssilva1989,
Instalei uma nova versão do zero, apliquei as texturas na linguagem original (Inglês), e ficou perfeito. Porém sempre depois que aplico a tradução os números dos lifes na tela de batalha ficam sem as texturas... :'(
Is there a version of the game in Portuguese?
Israel!
Rodei como Administrador é funcionou! Habilitou as outras resoluções.
Porém, se mantenho o GeDoSaTo em execução o jogo abre mas fica travado em tela preta. Se fecho o GeDoSaTo o jogo roda porém em 640x480(em janela).
Enfim, te agradeço pela ajuda, quando você começar a jogar o FFVIII e estiver funcionando tudo beleza você me orienta! :wink:
Valew mesmo! 8)
Eu já estou achando o trabalho do pessoal fantástico!
Mas de fato sinto falta de um patch de unificação, tipo se o pessoal fizesse um .rar já com todas atualizações correntes na página inicial seria uma boa.
Creio que ainda vamos ter muitos mods fragmentados por causa que são várias pessoas e cada uma implementando em projeto diferente.
Israel, descobri o problema da resolução!
Para mim foi apenas desmarcar a opção: Keep Aspect Ratio nas opções Settings
Então, funcionou!
Hi, I had a go at using your mod using the tonberry enhanced 2.04. I managed to get part of the mod working, with the menu's looking very nice (thanks for that) but the character faces don't seem to have changed. I copied all of the texture files into the texture folder, and I added the seed reborn thing into the tonberry hasmap folder.
is this some kind of bug with tonberry or have I done something wrong?
You actually need to have Rebirth Flame by Fated Courage for the better character models :) SeeD Reborn is only for the text. You will also need: Tripod (card game upscale), ProjectEden (field background upscale), HorizonPack (worldmap upscale), Lunar Cry (enemy upscale), and the NEW Apocalypse (Bosses upscale). I also recommend RaW, the FF8 music mod.
Hello mcindus, thanks for your great work.
What about the italian version "coming very soon" many months ago? Can I help with it in any way?
Hello Mcindus, thank you for your great work! A long time has passed since French and Spanish language pack have been released and we have no information about the conclusion of the Italian language pack. Is it finished?
I wonder what happened to the Italian language, too. Would like to try this with the PSX controller buttons mod :wink:e chi lo sa.....
Sorry. Life hasn't been so great for me lately, and I haven't had any time to work on the mods.
My old version of the Italian version was mostly lost, but I have the beginnings of the pack in the works... please bear with me. Mi dispiace, amici.
First off thanks Mcindus for the Mods, hope life is better too!
Since the links site seems to be down here's links to the files I have for Jotaro or anyone else that needs them :mrgreen::
SeeD Reborn v3.2
http://www.filedropper.com/seedrebornv32 (http://www.filedropper.com/seedrebornv32)
FF8 Controller Buttons (Controller Buttons for Xbox360)
http://www.filedropper.com/ff8cbxbox360 (http://www.filedropper.com/ff8cbxbox360)
Hey man! Great job! I would like to know if you need some help in order to release your italian version of the mod. I'm not familiar with tomberry or hashmaps (I learn quickly if needed) but I'm good with Photoshop if you want.
^ ^
Congratulations again, hold on!
Now, can i ask what's the status for the italian version of this? Would it be possible to have at least an "incomplete/early" version?
ie, a version containing only the polished menù fonts, icons, characters/GFs avatars, battle text etc without the actual polish of all the dialogues (i suppose that's the part that is taking this much time).
I want to finish this right away. If anyone out there could help me with the Italian mod, I would greatly appreciate it. I need someone to follow a very specific set of instructions for me and gather the files needed, but I need someone who's using the Italian version.
Also - I just put the finishing touches on a SeeDReborn v3.5 that should be available by tonight!
Just have a bit of last minute testing to do...
So far so good Mcindus! I am loving this new font, it's awesome! The new MISS text has never looked so fancy before :lol:
I have the Italian version and i am willing and able to give my help on the subject! Just tell me what you need.
So, i was bored, and after reading about a thread that got closed recently i decided to mess a bit with the portraits:
(http://i.imgur.com/qddkRuM.jpg)
Comparison with the original portraitsSpoiler: show
I'm not sure if i like these portraits over the originals. But hey, it's good to have options. So i'll leave these here for anyone who wants to use them (i haven't touched Seifer cause i like the original).
If you want to use these, you need to have SeeD Reborn. Grab and drop the 2 pictures from down here into \textures\fa\ folders (face_b00 and face_b01) and rename the pictures accordingly.
Beautiful thank you for 3.5 McIndus, and all your hard work! The New "Target" is beautiful.
One issue, I am noticing that the quotations are backwards for dialogue. The end quotation marks are at the beginning and the beginning kind are at the end, just something small I noticed so far.
Hello everyone! how can i get that in battle my number change to orange color when im going to die, and to the red skull when a partner is dead (like in the image below) in my game its turns yellow and when someone is dead is a red zero... im using seed reborn 3.5 with the spanish lenguage pack. Thank you
Hi Mcindus, I really love the mod, and was hoping that I could also get the English fonts/text style which I believe you had in your 3.2 version, which where smoothed and more closely resembled the original fonts. Do you have a link to the earlier sysfld00 / sysfld01 PNGs that used the previous font? I've searched quite a bit and haven't been able to track them down...
Alternatively, if you can post the download for the 3.2 version of your mod, that would also do the trick. If you can help, I'd really appreciate it!
please i need SeeD Reborn v3.2 (english) can someone upload it ......
Hi !
I am new, your mods are very good, it changes life ^^
I can not run this mod, I do not know which files to merge and replace.
I tried to put the folders "fa, gf, ic, ma, st & sy" in textures but it does not work :(
An idea ?
Thank you !
For every mod, you need to put the hashmap file (ends in .csv) into tonberry/hashmaps/ - for example, seed reborn has a file SeeDReborn_hm.csv that needs to go in that hashmap folder for the mod to work. It's available on the original post - and is also available on the Tonberry Master Mods List.
any news about italian version (the one coming "very soon") ?
Also I'd like to ask if anyone already made a mod to replace the intro images (should be the lsz files or somethig..) ..you know.. the SQUARE logo and the black and white images while the overture music plays.. those ones :)
I could help a bit whith the HD images if someone tell me how to write the code :)
I've been too busy to work on it directly, but I've got Nedus working behind the scenes on the Italian release of SeeDReborn. With my direction, he's been doing a great job - but we have a couple of bugs to work out.
I've actually got all of the starting intro images with hashcodes, etc. and 'upscaled' a few of the replacements. It's impossible to replace the intro 'text' and the square logo with the current version of tonberry, but I can send the intro files to you if you like, as I don't have time to work with them right now.
I've actually got all of the starting intro images with hashcodes, etc. and 'upscaled' a few of the replacements. It's impossible to replace the intro 'text' and the square logo with the current version of tonberry, but I can send the intro files to you if you like, as I don't have time to work with them right now.I can work on those images (I actually have something ready to use too)
Yup, we're working on it :)That would be good already!
We might release some sort of "incomplete version" sooner or later, but that is for Mcindus to decide.
If you want to help, that's fine by me.
For all i know, the problem we stumbled upon may be caused by some mistake/s i made during various tests processes. Maybe you can find what's the problem.
So, if Mcindus has nothing against it, i have nothing against you joining the project.
For all i know, the problem we stumbled upon may be caused by some mistake/s i made during various tests processes. Maybe you can find what's the problem.
The more, the merrier! Community projects are always better.
If this isn't clear about me: I want everyone to dig in to my mods and make them better. These are the community's mods. With my mods as a template, people should be able to just replace my art with thier own - and since Omzy, FatedCourage, Shunsq, and I have already paved the hashmap road, the sky is the limit!
My only request: If you're working on tonberry mods, let the community know! We need people working together on projects to make sure these mods are completed!
Just wanted to say thanks again to the entire Qhimm community, there's too many talented and great people to mention; in the meantime I've been redoing FFVIII main menu, here's a preview and download link here (https://ufile.io/1gjfv) or here (https://www.sendspace.com/file/5yp8yv) for those interested.
Will the 3.2 version of the mod work on the latest Tonberry? If not, which version of it do I have to downgrade it to?
Yes - SeeDReborn v3.2-v3.5 use the same hashmaps and should be used with the latest version of Tonberry :)Can't wait!
In the next few weeks, this mod will get the following work:
1. Italian Release! (v3.5) - I may release a v3.2, but at a later date
2. English v3.21 - Glitch/Alignment fixes (Clean-up)
3. Foreign Language Packs v3.21 - Glitch/Alignment fixes (Probably a few months out, TBH)
4. Foreign Language Packs v3.5 - (Probably will release at the same time as the v3.21 updates)
Also, by August/September there will be a HUGE update!
SeeDReborn v4.0 Modernized UI and Theme Packs
[English Only]
Includes:
- "Themes" -- In the works: Main Theme, Rinoa Theme, FFVII Inspired Theme, FFIX Inspired Theme
- Updated/condensed hashmaps
- Updated/Condensed Files (Mod will be 1/3 the size of v3.5)
- Faster loading times due to less memory draw/injection
- Custom UI colors/icons to match futuristic FF8 'feel'.
- Updated Header Text
- New Borders
- Various Overhauled Elements and Limit Break Sprites
Optional Downloads:
- Title Screen Selections
- Character/GF Avatar Selections (Theme Variations)
- Text Window Color/Gradient selections
- Colorblind Version (Main Theme Only)
- Font Selections: Modern (v3.5), Classic (v3.2), and the Various Theme Fonts (Inspired by Balamb, FF7, FF9) [Will also provide link to Yagami Lights PS1 HD font replacement thread]
As you can see, I'm skipping right to version 4 due to several updates to the UI as well as the option for using different "Themes". This version of the mod is meant to give FF8 a more modern look and feel to align more properly with the story of the game as well as giving customizable theme options. The 'classic' version of SeeDReborn (v3.2) was designed to be 'as close to the original game' in it's appearance and feel and will essentially become the Classic Theme. With 3.5, I took a true modder's approach, and I'm continuing in that vein to provide a more customized and unique FF8 experience.
If anyone out there wants to help out with any of the icons, fonts or themes let me know! The more people that contribute, the faster the community gets a release! If no one contributes, this might take me until December ;) If that's the case, I will be releasing each "Theme" in stages, so there will be -something- to download by Sept.
Also - if there's anyone out there who might be able to help me with an installer for this mod to make customization easier, please contact me!
yayyyyyyyyyyyyy,
As soon as I get home I try it right away, Now I can not try it, because I'm on vacation hehe
thank you so much MCINDUS
italian's Loving you hahaha
I don't know if this is the best place for this but I thought I'd ask.
I'm looking to find out if it's possible get the PSX Font working on the current PC version of FF8 through using a mod such as this. I quite like the sharp blocky look of the PSX font and was hoping to get it and the original PSX Button icons working with the current PC version for a somewhat more vanilla FF8 experience, I grabbed the PSX Music replacement mod and also grabbed the FMV mod that uses the higher res version of the FMV videos from the old version of FF8 on PC.
So you can understand what I'm going for here, I'm just trying to scrounge together the different parts of FF8 that were better in different versions but still "Vanilla" if that makes sense. I'm not looking to bog the game down with HD fan stuff.
There's actually a font mod that's around.... what I recommend doing for your experience is getting SeeD Reborn 3.2, and then installing the PSX-style font replacement over the top of it. 3.2 is a 'close to the PC' version, but for the PSX text, someone has re-created it for use with SeeDReborn hashes. Not sure where the link is, but it installs right over the top of SeeDReborn (any version) - and you should be able to find it easily.
So after trying various things I've spent the last day or so grabbing and restoring the PSX font by hand using the SeeD Hashmap, thankfully the text palettes all line up perfectly with the original PSX text and so the colors and usage and everything seem to be displaying properly at fullscreen
However, as you can see there is something wrong here, the Icon sheets that SeeD uses don't map 1:1 to the original icon palettes like the fonts do, which is why we get this white text. I have been able to fix 95% of that before I took this screenshot but I was still finding every so often an arrow or a symbol in different circumstances would be pulling from the wrong palettes and I decided that rather than pick through ever intance of misuse in the game I'd rather ask here instead about how I might go about using Tonberry and Berrymapper to get the Icon palettes to match 1:1 with the game defaults. (This is to override the Icons in the Hires folder with the original Icons, they've been split into quadrants to match the Hires versions)
I do still wish I could find where the game decides to use "B10" and stuff to try and replace that text with the PSX buttons, that would be the Icing on the cake, the work arounds are messy and frankly don't look very good even when done properly to me. I'll keep digging.
Download SeeDReborn 3.5 and look through the master files that I have to make sense of where the icons go. I have a master text file around here with a list of where the palettes get paged in tonberry, but I can't seem to find it right now lol. Also, download the PSX controller button mod to see what I did to modify the buttons. They go in the 'green' master text file... in sy/sysfld00(and sysfld01) somewhere. This may all change in the future, but for probably the next 6 months will work that way. When/if it gets 'fixed', it will also enable the mod to be much smaller.While digging around in Deling I came across what seems to be codes for the X, Circle, Square & Triangle, Start & Select buttons, that the game uses to display the PSX Button Icons ingame.
While digging around in Deling I came across what seems to be codes for the X, Circle, Square & Triangle, Start & Select buttons, that the game uses to display the PSX Button Icons ingame.
Edit -> Never noticed it but Deling have all PSX buttons codes (I haven't tried in-game yet):
(https://i.imgur.com/FkYmlT8.png)
Hello Aavock,
Thanks for your help. When using the turbo, the cross must twinkling before being permanent. I guess it's the same problem with shiva's eyes. I'm sorry, it's not simple to explain.
If I well understand, by editing this png and delete this section, the original animation will be restored ? I'm not sure because there is a lot of icon***.png in different colors. If I delete on the master one, will it be enough ?
Hello Mcindus,
Thanks for your answer ! I’m playing with the french version ! I will see on my side to delete the master png and erase only the appropriate icons to see if there are some improvments !
A faithfull hi-res PSX font restoration was already made here here (http://forums.qhimm.com/index.php?topic=16355.0). Hi-res PSX buttons should be easy too.
There's a mayor issue (in my opinion) about recreating a very accurate user interface: unlike FF7, there's only 1 type of texture for field and non-field. For example the game displays 1:1 text texture in dialogues on field, on the other hand, the text in menus is horizontally shrinked and same thing occurs with the rest of the textures which causes some artifacts. So even if you do manage to get perfect hi-res textures the menu UI will never look sharp and crisp.
This looks perfect but sadly, it doesn't replace the damage/healing numbers that appear during battles. Also I've noticed that, this doesn't work quite well with GeDoSaTo. When using gedosato and that, the menus will have some small artifacts
Hi, I was talking about the PSX look-alike font that was linked a few posts earlier. The font that comes with seed works perfectly without artifacting, but when you swap it in for that psx hd font, then there are some slight artifacts in the menus. I am using the english version of the game and I guess that psx font doesn't replace the damage numbers because it only contains the two sy folders whereas the battle numbers are somewhere in the IC folder.
I made a .bat script, to transfer new versions of Seed Reborn forHi, this would allow to use the mod with the non steam pc version of the game?
old version of FF8 (compatible with Aali's Driver)
https://drive.google.com/file/d/1dPOfCawdhlyjRAASEgcgCJL6AyXE7uKS/view?usp=sharing
Several palettes could not move from iconfl 0-1-2-3 because I do not know which numbers these colors have.
If anyone is interested, you can finalize.
==
I hope Mcindus and the others, you can write a document how to correctly redraw the texture, I manually redraw the 2.x version when often began to update, I just abandoned ..
For example, how to align, how to quickly make all palettes, and what font parameters of text, shadows and colors, so as not to select manually
Hi, this would allow to use the mod with the non steam pc version of the game?Yes, to use this mod, with the PC version of 2000.
Will SeeD add in the future support for PSX style fonts and damage/healing numbers? The mod for the PSX style fonts that is out there, doesn't support the damage/healing numbers
will you have a french version 3.5?
Mcindus - that looks super nice :)
Thanks! I finally finished it and am going to release the English version of 4.1 today!
Added some nice touches since these screen shots, edited some saturation levels, and fixed some glitches -- so we'll see how it goes!
Just went on for a quick test and it looks even better in-game. :P
One small thing that I noticed was that the icons on page 3 of the Icon Explanation section under Tutorials isn't updated to the newer ones to match the mod. All the other pages are fine.
I'll do a more extensive play session this weekend and see if anything else pops up.
OpenVIII has a debug screen for the icon textures. Might be useful to check for bleed over. I did add support for reading the modded icons and fonts from the textures folder. Seems to work well. It uses the upscaled coordinates from the .sp1 file.Wow, that's awesome! Is there any chance you would be able to help me map out coordinates for which animations happen when? Right now, the mod has about 20%-40% redundant information due to me not knowing exactly what the game is pulling from what palette at which point. Animations are a key example, but aren't often used in this particular mod -- just alternate palette swaps. I've atlased and consolidated much of the textures into several 'masters' but am unsure of which ones I -have- to use, due to not knowing every text variable in the game. Also, the Tonberry mod was written to explicitly read from these folders a certain way, and am unsure if it's the same way the game draws the text itself. I will have to check it out, but I'm a bit intimidated as I'm not a coder at all.
Really awesome work! I'm gearing up to try a new FF8 playthrough for the first time in a decade or so, and I'm looking forward to trying out the full Lunatic Pandora mod suite. Is this 4.0 included in that set yet, or, if not, is it simple enough to install this one overtop the older SeeD Reborn mod it includes?
Also -- and I hope no offense is taken!! none intended -- I love all the high visual quality the many FF8 mods offer, but I admit to preferring the font a touch closer to the original style from the earlier version. I found earlier posts about just copying over certain folders from the 3.2 version to replace the fonts without replacing other stuff: is that still a viable option?
Thanks so much!
Also:
Has anyone out there tested any of the 'alternate textures' I've provided? They are pretty much just title screens for the available difficulty mods out there, as well as a color palette change to the background of the in-menu tutorials. If people find them easy to use, i'll add more to the next release!
I really like the new FFX inspired font.
The only major downside to the new version is that the junction icons are more ambiguous than the original text version. It is hard to decipher which is which stat, without having memorized the order beforehand.
I personally enjoy having the additional options for the title screens and backgrounds. You don't really see them often but they're a nice treat when you do.
Just a heads up though, the current directory structure for the alternative tutorial backgrounds are all missing a subfolder, so the swap won't work for those who are directly merging the folders.
Wow, that's awesome! Is there any chance you would be able to help me map out coordinates for which animations happen when? Right now, the mod has about 20%-40% redundant information due to me not knowing exactly what the game is pulling from what palette at which point. Animations are a key example, but aren't often used in this particular mod -- just alternate palette swaps. I've atlased and consolidated much of the textures into several 'masters' but am unsure of which ones I -have- to use, due to not knowing every text variable in the game. Also, the Tonberry mod was written to explicitly read from these folders a certain way, and am unsure if it's the same way the game draws the text itself. I will have to check it out, but I'm a bit intimidated as I'm not a coder at all.
Some Gradient Tests:
(https://i.imgur.com/CPwcNPV.png) (https://i.imgur.com/r20lGZU.jpg)
(https://i.imgur.com/rSu4R5h.png) (https://i.imgur.com/FYNfEK3.jpg)
Ok I was looking into this out of curiosity and those last screenshots of the colored menu just made me make a hole in my desktop HOLLY DAMN THAT LOOKS AMAZING! I which it was possible to have a slider so we could do more customization without having to edit it with external programs like photoshop
just Woah!
ok woah... which version is this for? is it available for the spanish translation of the game? would this break the achivements? how do I install this?
ok cutting short on the questions here hehehe. This Really looks sick!
personally I love the last 2 colors I can not wait for all this out in french :D ^^
awesome :D it's just a shame that in French we just have alternative colors and not the custom. squall theme, high tech etc :(
not only French vers, Spanish also only has the color change without the cool textures :-\
To French/Spanish/German users: Is this glitch free? In the icon menu do the numbers show up as black? If so, I can fix this for the update as well. It was an issue with the italian, and if that's the case, it's probably that way for all foreign versions.
well, I put the link if you want me to remove it make me sign ^^
http://www.mediafire.com/file/6a9uvy12zvt953u/Custom+FF7+Maniac+All+Languages+HiTechGrid+and+Theme-Squall.rar
Erm,
Not sure if someone already did this, but I added Xbox 360 controller buttons for 4.1. Modified from the RAR posted a few pages back. Again, not sure if I was just making work for myself, but it didnt take long.. here > https://drive.google.com/file/d/17y6SrCX8-cnzhkkUmvq3M2UsHUmv9Tp5/view?usp=sharing (https://drive.google.com/file/d/17y6SrCX8-cnzhkkUmvq3M2UsHUmv9Tp5/view?usp=sharing)
Hey Mcindus
i did all of that you suggested to me and now i am having a hard time getting your Lunatic Pandora mod package to work the right way
the start menu background did not change at all, and the menu on the game did not change at all either
i do not want to show the whole world whats on my computerhttps://www.lifewire.com/take-screenshots-using-windows-3507009
hey
would you be able to do teamviewer with me please, because screenshots won't work for me right now because i do not want to show the whole world whats on my computer
I really like the menu options you've made Mcindus, so I'm experimenting with them.Haha cool! Nice corners! I didn't think to just change those, honestly :) Nice touch!
(https://i.imgur.com/UEqBmFk.jpg)
Hello everyone, I hope this is the right topic to ask. I wondered if it was possible, now that the remaster is out, to take the remaster's menu (I mean fonts, HUD, icons, letters, numbers... everything) and port it to the ''old'' 2013 FF8 as a more ''vanilla friendly'' SeeDReborn. One could say ''Just get the remaster then'' but Squall's new character model completely breaks the deal for me... 20th century Squall is just better imo.SeeD 3.1 is the most 'Vanilla' version of seed. It has a font VERY similar to the REMASTER, and nothing is modded like my current versions of SeeDReborn.
Haha cool! Nice corners! I didn't think to just change those, honestly :) Nice touch!
Seed Reborn 4.1 Italian archive is broken, please fix itSeeDReborn v4.1
Menu, UI, Icon and Font Mod for Final Fantasy 8 (Steam)
by MCINDUS
**NOW AVAILABLE IN ALL LANGUAGES!!**
NEW!!! Gradient Color Options now available! Custom options located in the download!!!
For use only with the Steam release of Final Fantasy VIII
Join my PATREON! (https://www.patreon.com/mcindusmods)
(https://i.gyazo.com/044f85156024a8b5a903382cdc9ed3d8.jpg) (http://i.imgur.com/zq2Vwm7.jpg)
This mod is dependent on Tonberry 2 (or later)
Get Tonberry 2: Enhanced HERE (http://forums.qhimm.com/index.php?topic=15945.0)
**Turn OFF the Steam overlay to prevent crashes and blocky text glitches!**
"SeeDReborn v4.1" is a graphical overhaul which includes:
- New Title Screen
- NEW Alternate Title Screens for "Ragnarok Mod" and "New Threat 8"
- Improved Menu Gradients [NEW COLOR OPTIONS AVAILABLE!]
- ALL game Text re-created - NEW AND IMPROVED FONT for v4.1!
- NEW Font colors, as well as various menu objects modified. (SeeD, Time, Play, Disc, Fast/Slow, etc.)
- NEW Battle/Menu Icons and Text! (Double/Triple, Target, Miss, Battle Numbers, Renzokuken indicators, etc.)
- NEW Gunblade Cursor
- NEW Updated and colored Item Icons!
- NEW colored Custom Icons for Status and Elemental Magic!
- NEW Custom Icons for Junction Stats instead of old TEXT abbreviations! (HP, Str, Vit, Mag, Spr, Spd, Eva, Hit, Luck)
- Character and GF avatars are completely replaced/remastered
- Magazine Remaster with alternate colored Backgrounds included! (Weapons Monthly and Pet Pals)
- Alignment fixes!!
- Transparency fixes!
PLEASE DONATE HERE! (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=5DQW7QCTRSA3J&lc=US&item_name=MCINDUS&item_number=696969¤cy_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted)
SeeD Reborn v4.1 (EN-English) (http://bit.ly/SeeDReborn_v4-1_EN)
SeeD Reborn v4.1 (ES-Spanish) (http://bit.ly/SeeDReborn_v4-1_ES)
SeeD Reborn v4.1 (DE-German) (http://bit.ly/SeeDReborn_v4-1_DE)
SeeD Reborn v4.1 (FR-French) (http://bit.ly/SeeDReborn_v4-1_FR)
SeeD Reborn v4.1 (IT-Italian) (http://bit.ly/SeeDReborn_v4-1_IT)
Hi-Tech and 'Gunblade' themed gradients available here for other language packs! *(already included in EN version)*
http://forums.qhimm.com/index.php?topic=15320.msg264831#msg264831
Thanks to ff7maniac for the cutouts! These will be included in the next mod release!
OLD VERSIONS:
SeeD Reborn v3.5 (English) (http://adf.ly/7188064/seed-reborn-v3-5)
SeeD Reborn v3.2 (English) - Old Version with Thinner 'Vanilla' Font (http://adf.ly/1kNDMs)
(https://i.gyazo.com/96b78ec561614b9a72dd6b1a11e293fd.png) (https://i.gyazo.com/1dde8a25ecd5c827f372b2a06f414cb2.png)
This mod is based off of the original SeeD mod for FF8 2000 by sl1982:
http://forums.qhimm.com/index.php?topic=11960.0
This is the official release! Let me know if you find any bugs!
Directions:
(If you already have the latest version of Tonberry installed, move on to step 2)
1. Download "Tonberry 2" HERE (http://forums.qhimm.com/index.php?topic=15945.0) and install it to your parent FF8 folder (where the .exe is located)
2. Open the "Final Fantasy VIII" game folder. (normally located "steamapps/common/FINAL FANTASY VIII/")
3. Unpack "Seed_Reborn v4.1" and place "textures" and "tonberry" into ..."steamapps/common/FINAL FANTASY VIII"
4. Merge the folders and copy/replace any duplicates.
5. Look in the /textures-alternates/ folder for instructions on how to add alternate colors for text-boxes, add title screens for other mods, etc.!
(https://i.gyazo.com/785b26b9f8fae624a92b4d7f304bdc13.png)
Special thanks to Qualcuno for the help with testing the Italian version and collecting hashes!
HUGE thanks to Norwin for the German hashcodes!
Thank you to epikplayer94 for all of the help testing the Italian version for v4.1!
(http://i.imgur.com/rhwLrZK.jpg)
Enjoy!
**Updated 5/22/2019**
DONATE HERE (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=5DQW7QCTRSA3J&lc=US&item_name=MCINDUS&item_number=696969¤cy_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted)
Congrats on this mod, it really improves the old UI, thanks a lot. I have a question though. If I wanted to modify some of the icons, how can I do it ? I would like to replace the basic parameter icons for smthng more understandable , such as "HP" , "RES" , "SPD", "ACC" , "LUCK", etc (but in spanish xD). Which one of the "iconflmaster_xx" should I modify? (from 13 to 28). If only I knew, since I was able to modify the FF8 controller mod to match my crappy USB Ps4-like controller. The buttons were all mixed around but I managed to swap them all in the correct order, so I edited the file on the Paint 3D app, since normal Paint app leaves a white background on the icons and it looks pretty bad. I hope some1 can guide me on this 1, cuz i would like to do it myself.
Though, if any1 had this kind of file already made, it would be a huge help too.
Alright, so this version has the icons, but the previous 3.5 version has the text in spanish that you're talking about. In order to copy/paste them to the new mod, you simply go into /textures/ic/iconflmaster/ and /textures/ic/iconfl02 and /textures/ic/iconfl03 and look for the icons and the text from the previous 3.5 mod and swap them out.
You'll need to do so for all of the files in the folders wherever those textures are to make sure you don't miss anything. Some aren't 100% needed, but I'm not sure which - it's been a very long time.
whenever I open the link to try and download it for the fonts it has it brings me to a virus website.
It's not a "virus website" (although it is shitty and annoying). It's adfly. a service that shows an ad (to make money) when you click a link. The ad could be spam or malware or Coca-Cola, but you don't click on that. You wait a second and click the "skip ad" button once it pops up.