Author Topic: [FF8PC-2000] Project SeeD - FF8 GUI overhaul (2.0)  (Read 114678 times)

falkTX

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #50 on: 2011-08-06 15:32:46 »
Ok I did that and I don't see any difference, the fonts are still blocky and the menu imgs look the same.

Here is what the file looks like

# ff7_opengl-0.7.9b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1200
preserve_aspect = no
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = .

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

I note at least 1 thing - you're using an outdated version of the aali's driver

please try the latest 0.11b version and report back

KumoValentine

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #51 on: 2011-08-06 15:37:34 »
just did no change, sorry to keep bugging on you on this

sl1982

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #52 on: 2011-08-06 18:20:44 »
I dont believe you can have a folder name as '.'

I suggest you change it to something else like SeeD, or mods, etc


DLPB

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #53 on: 2011-08-06 18:23:07 »
To do what you want to do the path is usually .\ or maybe just \   try it.  You can't use . for a modpath...  that is for sure.  Failing that you will have to use a name like sl suggested.
« Last Edit: 2011-08-06 18:25:37 by DLPB »

PitBrat

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #54 on: 2011-08-06 18:54:50 »
'.' signifies the current folder.  It might allow one to use the 'mods' folder as the root for installing mods.

DarkFang

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #55 on: 2011-08-06 19:48:44 »
just did no change, sorry to keep bugging on you on this

Did you go into FF8Config and check the Use High Res Font box?

falkTX

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #56 on: 2011-08-08 08:53:59 »
'.' signifies the current folder.  It might allow one to use the 'mods' folder as the root for installing mods.

Yes, this is what I do currently.

AFAIK, this is the only mod that uses this method (ie, separated images in mods/ folder for Aali's driver).

I'm using Linux though, not sure if that makes any difference...

Template

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #57 on: 2011-08-10 05:06:01 »
Yah, I can't get this working either and my modpath works fine for ff7, so it probably isn't because I put the files in the wrong directory or anything :p

DarkFang

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #58 on: 2011-08-10 05:11:51 »
Yah, I can't get this working either and my modpath works fine for ff7, so it probably isn't because I put the files in the wrong directory or anything :p

You're doing something wrong. This works for a lot of people.

Make sure it's in the right modpath, make sure you have your modpath set, and make sure you selected Use High Res Font in FF8Config.

Template

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #59 on: 2011-08-10 06:43:16 »
You're doing something wrong. This works for a lot of people.

Make sure it's in the right modpath, make sure you have your modpath set, and make sure you selected Use High Res Font in FF8Config.

I'm sure you're right and I'm "doing something wrong" but it isn't any of those things, so I'm out of ideas :p

Just to be clear though, I put the files into the Mods folder in the ff8 game directory. So theres a directory called Mods/Menu/ and the files are in there, including another subdirectory called hires with more files in it. Then in the ff8_opengl.cfg file the Modpath = Menu. How can you screw that up? Idk but I did, apparently :P
« Last Edit: 2011-08-10 06:48:28 by Template »

DarkFang

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #60 on: 2011-08-10 07:01:32 »
In your mods folder create another folder called avalanche. Stick the menu folder in the avalanche folder. Change your modpath so it reads "modpath = avalanche" and be sure to check the Use High Res Font box in FF8Config.

Template

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #61 on: 2011-08-10 07:34:10 »
well, I do appreciate the assistance, but that didn't work either. shouldnt matter what the menu is called as long as the corresponding folder name is set in the modpath.

all i'm checking is the start screen to see if anythings changed, same old 8-bit looking background with grubby looking font.

using .11b and yes, i am checking hi res fonts.
i dont think its anything simple i'm doing wrong but maybe, seems like an awfully simple install process, not much room to miss anything.

AFAIK, this is the only mod that uses this method (ie, separated images in mods/ folder for Aali's driver).

Nah, theres tons of mods that just go in the modpath. sl1982 made a great bombing mission mod, yarlsons backgrounds are awesome, FL and Magochocobo's mods too
« Last Edit: 2011-08-10 08:42:13 by Template »

sl1982

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Re: [REL] Project SeeD (FF8 GUI overhaul)
« Reply #62 on: 2011-08-10 11:18:11 »
Can I see a copy of your app.log? It may help me find out what is going on.

Template

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #63 on: 2011-08-10 11:25:28 »
my App.log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: ATI Technologies Inc. Radeon X800 Series (Omega 3.8.442) 2.1.7169 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  creating 3D listener interface
  EAX: creating bogus sound buffer
  EAX: creating bogus 3D buffer
  EAX: Establishing listener property set interface
  EAX: Checking for EAX support
  EAX support initialized
  EAX: set global reverb
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: SoundMAX Digital Audio
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 1: Microsoft MIDI Mapper [Emulated]
GUID={0x7639987b,0xf9c8,0x46dd,0x9e,0xac,0xf,0xcd,0x1,0x3d,0x78,0xbf}
PORT 2: Microsoft GS Wavetable SW Synth [Emulated]
GUID={0x78d70152,0x6aa9,0x4e4e,0x87,0x8c,0xc6,0x79,0x1b,0xb6,0x6b,0x34}
PORT 3: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    SoundMAX Digital Audio
  Port1 supports XG data
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
Playing Segment
midi_play successful
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=26, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful

My config:

Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# show every failed attempt at loading a .png texture
show_missing_textures = no

In addition I wanted to point out that when I force AA and AF through my drivers it causes minor graphical glitches in the menu system but so far as I can tell not in the field. Not tested beyond the first save point area. Are we not supposed to use AA at all for FF8?
« Last Edit: 2011-08-10 11:39:22 by Template »

kabooz

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #64 on: 2011-08-13 13:10:07 »
for anyone like me who REALLY notices the difference this picture is just a slight improvement of the other GF since I'm too lazy to install photoshop
the other GF
« Last Edit: 2011-08-13 13:35:38 by kabooz »

sl1982

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #65 on: 2011-08-13 13:21:15 »
Some of the gf avatars I have redrawn. I may get around to doing them all one day. It looks like you added some sort of blur to the other ones?

kabooz

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #66 on: 2011-08-13 13:41:21 »
yeah since I used low res pictures ( from this site http://www.ff8a.com/gf.html#anchor_909 ) and just resampled them I had some aliasing and blurred them a little bit
for anyone who want's to redo this or use more sophisticated methods the picture dimensions of the avatars seem to be 256x384 and they already have the right aspection ratio
and for some of them I played around with the colour a little bit

EDIT: I have some problems, can someone point me in the right direction  for a fix?

I'm using the german version and aali's driver 0.7.11.b
also what programs can I use to extract my game data?for menus textures and such.


EDIT:3 I now fixed most problems for me... no more unintended dark or yellow characters no artifacts and I added a high res version of the german extra characters like "Ä" and "ß"

but sometimes the game baffles me and uses not a high image ... that bothers me since now the games looks half good XD

I tried to upscale the pictures and replace them with higher res versions afterwards but that didn't work as good as I hoped... anyone know a good workaround?
« Last Edit: 2011-08-15 05:20:25 by kabooz »

fangzhou

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #67 on: 2011-09-18 09:04:37 »
can someone upload the files in the first post to Rapidshare or Mediafire please? I wanna try em thanks

UGerstl

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #68 on: 2011-09-18 13:57:00 »
Hi fangzhou,

and again, it's me who has done what has to be done.

   SeeD v1.0b.rar
   MediaFire or https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar

Edit: MediaFire link added
        (01/23/2012)
« Last Edit: 2012-01-23 01:31:46 by UGerstl »

fangzhou

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #69 on: 2011-09-18 14:38:25 »
Hi fangzhou,

and again, it's me who has done what has to be done.

   SeeD v1.0b.rar
   https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar

haha yea I really appreciate it, i'll return the kindness someday if I can..cheers and bless you :)

freakozoid

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #70 on: 2011-10-09 10:10:56 »
how can i use this with the german version?

kabooz

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #71 on: 2011-10-11 12:30:51 »
how can i use this with the german version?
the same way like with the other versions but it's not working right in german, I'm working on a german version but got a little side tracked XD

I'll release a version that's nice enough to play in the next few days.  I used almost everything from the original project seed except for few times when it seemed impossible also I coloured the elements...

freakozoid

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #72 on: 2011-10-11 12:58:31 »
the same way like with the other versions but it's not working right in german, I'm working on a german version but got a little side tracked XD

I'll release a version that's nice enough to play in the next few days.  I used almost everything from the original project seed except for few times when it seemed impossible also I coloured the elements...

thats sounds realy nice :)

kabooz

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #73 on: 2011-10-11 16:36:44 »
Project SeeD german Beta
there enjoy the rest was made in a rush and I'll update it in the next few days again to fix this annoying opacity problem

if you find anything looking atrocious in the interface please send pics so that I know where to fix and what to fix^^
also what resolution you use would be nice

install instruction:
install aali's OpenGL driver v0.7.11b or later
configure mod path ( mod_path = . ) in FF8_opengl.cfg
extract the 7zip file to you FINAL FANTASY VIII\mods folder (if there is no mods folder in your FF8 directory create one)


the beta was made for a resolution of 1680x1050 but should work with other resolutions

EDIT: updated to latest 21.12.2013
« Last Edit: 2013-12-21 13:33:06 by kabooz »

freakozoid

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Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
« Reply #74 on: 2011-10-12 14:25:56 »
thanks a lot but looks like a little bit ... crappy, the boxes for example