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Messages - Mcindus

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26
There is a NEW MASTER Hashmap for ALL LANGUAGES!
https://drive.google.com/file/d/14ykSu8j2_ku5XfmBFr53-hvuip72Fq76/view?usp=sharing
Delete your old one if you use this one!
Please let me know of any bugs you encounter, or any missing textures!

I'll be releasing an updated Tripod mod by the end of the week with updated textures for all languages!

27
MOD UPDATED!

Texture pack is now available for the 2019 REMASTERED version of FF8!

Requires Maki's demaster tool - and try to make sure your game is on an SSD! DDS Texture pack will be available for the Remaster as soon as the Demaster is updated to a newer version, which will remove any page loading lag you may encounter!

ENJOY!

28
Releases / Re: [FF8PC-Steam] BattleFieldPack v2.0 [NEW]
« on: 2020-07-01 09:38:17 »
Hello everyone!
I just wanted to post here to let everyone know that I have an alpha release of the Remastered battlefields that I've modified for use with Tonberry and the 2013 version!  In a few days, we'll have more glitches sorted and a few things ironed out and then I'll be releasing it here!

29
the updated version is only for the demaster temporary modding program :(

Don't you worry! There will be a version for 2013 coming out in a few weeks!

30
looks like i wont work for me. used the demaster manager and Extracted the Files . moved the Mod files into the DEMASTER_EXP Directory . started the game with Steam and with the Launcher in the game Folder. and i tested to Stop Kaspersky from Scanning .... but the Battle maps are the same (looks totaly different from the Screenshot of that Mod. any Idea ?

did i missed something todo ??

Its Installed on my M: Drive

Make sure the mods aren't just in DEMASTER_EXP, but that they're in the proper place. There is a /textures/ folder in there, and you need to make sure everything is in the right location. Which mods are you trying to use?

31
I know, but there will be some problems with it, hd font in English, it is not for Russian.
The problem is not even that, but that if you do not use HD, it will be superfluous.

Not sure I understand completely, but are you saying that you only have low-res fonts to use with the Russian version? (The green text is barely ever used so it's not that bad if it's English)
Could you send me a link to the russian version so I can see what's in it to see if I can help?  (I am the author of all SeeD mods and the other controller mod)

32
sorry mcindus i couldn't know. you did not reply to my messages and no one was talking about the mods for the 2013 version :S thanks for the clarification and your work. the novelties will be available separately for free like the old versions? or with donation as with your lunatic pandora program?

My individual major mod releases are always free - but if you want the whole pack with all mods and installer, etc. it will all be released with Lunatic Pandora 2 for donors and Patreon members.
Been working too hard on mods to update everything :) But if you join my discord, you can get all the updates and look through all of my chat sections, etc. The invite to join is on my twitch page for mcindusmods

33
I'm not just talking about this mod, in general every thing that comes out these days it's mods for the remastered version or mods updates for the remastered version, and nothing for the original steam version. as if all the modders had made the decision to drop this version once and for all. I wanted to contact mcindus by the topic and private message, on the fact of if he was going to make the new textures of these mods for the normal steam version. he never answered me. long time ago in 2018 he told me he was going to do the tripod mod in French and that would only take it some days. it's been two years. I find that if a person asks a question and we ignore it is to be disrespectful. many people can't play the remastered version because they don't have a 1500$ gaming computer or 300$ graphic card or a recent processor or just don't want to pay a second or third time if they have an original playstation version or steam version. as if the latest mods were just for rich people. while the remastered version has new textures redone from a to z more beautiful with new colors etc the original eats strawberries. basically what I mean this is if modders don't want to work on the original steam version anymore, that them say it clearly rather than ignoring these people and leaving them in nothingness

I know certain things have fallen by the wayside, but I promise you I never gave up on the 2013 version, and have almost all magics, gf upscales, npcs, and more completed! The Remaster became my main focus, especially since we are able to now mod it, but mods like the battlefield pack for remaster and project angelwing: ultima will be available for the 2013 version in the near future. It's not the only thing I'm working on - and yes I've completed a french tripod, and it's ready to be released when I release Lunatic Pandora Modpack v2.0 with all languages, a gedosato pack for all languages, and reshade settings, as well as all needed redistributable packages that anyone might need to install when they run the mods.

Just to prove it to you, this is the French folder:


And here's my main folder:


The next two weeks I'm devoting to Project Angelwing: Ultima which will be released for both Remaster AND 2013 versions.

34
What about Button mod for pc-2000? (1.2/1.2nv)
for me it is too difficult, so I hope that someone will do for her

You can use the existing SeeD mod for 2000 and then replace the GREEN font text pages (sysfld00 and sysfld01 green palettes) with the ones from my controller buttons mod. it uses the same textures as the 2000 SeeD mod, but you might have to rename something.

35
Hello Aavock and everyone.
I think you will have texture problems if you replace more than 2 characters by their highpoly models.
I found the same trick years ago but did not find any solution for the texture problem.
I hope you'll find a way around.

http://forums.qhimm.com/index.php?topic=15668.50
See reply#72 by myself.

Could you use Tonberry to 'force' a new texture page to load so that there's no inconsistencies?

Basically, the game loads texture data into a square rendering space that renders the characters in 128x128 blocks on a 256x256 'master' page. The high poly textures use two blocks of texture space, whereas the low poly only use one. This clutters the rendering space and what ends up getting rendered to screen is the wrong texture block (overflow of data).  Tonberry could probably be used to manually fix this, because it intercepts the VRAM block and you'd have to figure out where this happens and make it force the fix.
Otherwise, the way the textures get atlased to VRAM gets all wonky.

We've missed you Shunsq!!! Is there any chance we could get our hands on that obj to MCH converter? Looks like Hikashi has fixed squall's hair in the remaster, but we have no way of getting him back in.

36
Releases / Re: [FF8:Remastered] Darz FMV's - 4k Upscaled
« on: 2020-06-03 00:48:21 »
Amazing work!!!! Downloaded and going to test tonight!

37
Amazing work!!
How did you get the text alpha to work properly? Mine kept giving terrible outlines for some reason.

38
FF7 Tools / Re: Satsuki IroPng2DDS simple gui
« on: 2020-05-24 02:46:02 »
Any chance we might be able to drag/drop folders into this instead of just files? my field folder for ff8 has a million subfolders, etc. and it's a huge pain to drag/drop the contents of each folder into the mod.  otherwise, great tool!

39
@ljbsvg - can you do me a favor and revert your field_hd folder back to it's original textures and see if these problems persist?

NEW BUG located -- textures named incorrectly for a0stg069 -- textures _19 and _20 should be _20 and _21 respectively.
You can rename for a fix -- I will release an updated patch later today.

40
Posted some updates :)

41
Wow. You did it!

We've had issues for years with textures not showing up properly. So cool that you've made it work!

HUGE KUDOS to you my old friend!

42
I always unlock and re save as png. Ok so the only way for photoshop to save these specific textures as 32 bit is to delete a pixel, since the texture covers the whole page there is no transparent pixels. If anyone has a better fix let me know. Exporting as PNG also saves it as 32 bit, no need to delete pixels now.

Exactly what I do. I use the quick key command (ctrl+shift+' i think?) and name my merged down layer as the file name. It saves whatever layer you're on as a 32-bit png with that layer's name as the filename.
Really sucks that photoshop automatically merges the file down if there's no alpha information and removes the layer when you use the normal save feature.


43
I'm still getting unknown exception crashes whenever a single large background texture is loaded such as a0stg091_16 (underground research facility) and a0stg032_18 (cerberus boss battle), upscaled to 2k or 4k doesn't matter.

Heres the log for cerberus



The pngs all need to be 32 bit, so they must have an alpha layer. photoshop will automatically turn your png into 24 bit with no alpha and flatten it to a background layer these days - and these will crash the demaster tool. to prevent this, try to unlock the background layer and then re-save the png using the drop-down in the file menu.

44
i see, but then were exactly are stored those images in the game? wherever they are it is only a matter of discover them and do the subtitution , because i don't like at all the solution of the temporary applied textures , one of the reasons why i like this remaster infact is because of the possibility of directly inject the modification without any temporary kind of modding

Well then you are going to be sadly disappointed because the Remaster basically made their own internal tonberry, which is how most of their own texture injection is done. They are files that exist within the battle dat files. There is a possibility that something like FFnX could do it in the future, but right now, the modding Maki created for injecting the backgrounds is the same 'modding' dotemu did to inject their textures, thus their 768x768 texture size limit.

Before mod i could do it from game launcher, but now launcher not strating, so i can't switch back to English. Probably i have to reinstall whole game. But thank you for your answer.

You can delete your FF8_Launcher.exe and then verify your game files instead of reinstalling the whole thing.

45
Do you want me to upload the save file for you to test ?
Sure! That would be really helpful. Do you get any errors like this when you walk into Timber Maniacs?

but Gigapixel work with Demaster?
If you are asking if project angelwing gigapixel works with the remaster, then the answer is YES if you use the DEMASTER mod tool.  However, you have to reformat everything and do a bunch of renaming and bug fixes. I am currently working on doing this and working with Fated Courage to provide a release!

Hello. So i did everything the same as stated in instructions, but now my game do not start. I'm playing JP version and all i'm getting now is "A program error has occured. error : 3889861889 : 361 you should use FF8_BUILD_JP for the japanese version". I checked all downloaded files and etc and i can't find this FF8_BUILD_JP anywhere. Thank you in advance for answer. 

It doesn't work on the Japanese version yet. I really hope there will be a way to port it to Japanese in the near future. Can you use the English version?


I followed the instructions to the letter but I still have the old textures. does this mod work with cracked FF8 remastered or does it need the official steam version
I don't think it will work on a cracked version; it must be used on the latest release/patch of FF8: Remastered.

46
Yep, I send you a comparison of a hexadragon in twitter yesterday.
Another one here: https://imgur.com/a/fH78BVV
This happen before ellone go to the escape pod in space.

I think I might have a fix, but it's most likely going to take having the entire field.fs folder upscaled.
I'll be releasing that mod this week.

47
Hey there, i've been have some bugs with Ward texture in 4° Laguna dream, and it stops when a deactivate the "Disables battle characters texture resolution limit" and "Disables field entities texture resolution limit" in the demaster.
Here is a print: https://imgur.com/a/lLDOSWk


Another texture bug, now with Edea: https://imgur.com/JGTY9Nm

And this crash, inside Lunatic Pandora in disc 3, when you entered at the screen of Ultima drawing point: https://imgur.com/7wMVC7d
But the crash only stop when I disable all features of demaster, dont know what could be.



The ward bug is known - I believe he has to be kept original size. Have you upscaled him?  And Edea is the same way -- you must keep her original game texture size because her battle and field models get called the same way.

48
...
i double-posted -_-

thanks for this mod, did you also found a way to directly inject those modded textures in the game's archivie like the other mods for the zzz archive ?

No, due to this mod needing the DEMASTER tool. Maki created a way for these to be inserted - he's the real god here ;) but no zzz re-packing would work here due to them not being read by the engine by default.

49
Here another crash that I have, now inside Lunatic Pandora in disc 3, when you entered at the part of Ultima drawing point: https://imgur.com/7wMVC7d
Could be related with the Battlefields ? Its not when I entered in a battle and just stop when I disable all features of demaster. (Using 1.2.8 version)

This is a LunarCry texture. I have a feeling I know what the issue is - do you also use that mod?

50
Mod Updated with two texture fixes to prevent game crashes!

To simply download the updated textures, follow the link right below the main download on the OP.

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