Show Posts

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


Messages - FatedCourage

Pages: 1 2 [3] 4 5 6 7 8 ... 14
51
I see the balgarden under the "ve" folder but i only have 2 .png in there and neither of them have the transparent one.  Both show the black border?  Am I missing textures?

Really? Maybe I have leftovers from when I was testing out the mod... So, basically, Mcindus will have to update it. :P As will I on the hashcode front.

52
Here is what my overworld looks like at the very beginning of disc 3, right before going to the orphanage to see Edea.


All that reverted? Dang... Well, more for me to hunt and add!

You'll find the Garden in the "ve" folder, I think.

53
I was in the Trabia region.  Its on again off again, meaning some times it will revert back.  then i'll get into another battle and it will fix itself.  but last area i was at was on DISC 2 Trabia Garden snow area.  Also i forgot to put this in my last post, but im getting a black border around balamb garden mobile. I'm trying to figure out how to attach a screenshot.  I was thinking I might just do a fresh install of all mods etc.  but just trying to avoid that.

Ah, okay. So I missed a few battles... I'll be sure to keep a look out and get them when I have the time. Thanks. :)

As for your Garden issue, reinstalling won't help. Methinks Mcindus left the wrong texture in place by accident. Since there is one in the folder that is transparent (I checked). So, you can wait until he either fixes it or just go in and change the name yourself.

54
Hey all!
I'm having a bit of an issue after updating Horizon Pack, SeeD Reborn, and Project Hellfire.  After I enter a battle and finish the battle (Whether escaping or killing all enemies) the mini map is reverting back to its OLD self.  This never used to happen before i updated those 3 mods.  Any suggestions?  Thanks.

Sounds like missing hashcodes... Though, I was sure I got most for battles. Where are you at and what enemies were you fighting? Or is it literally after every battle? Because that shouldn't happen.

55
Thanks for your fast reply.

If I may ask, what's the problem you've found that doesn't make petrify/zombie look natural on the HD textures?

No problem. :) They just have their own set of codes. So, unlike effects like aura, it has it's own unique set of textures. Which means I need to make the HD textures to appear to have the same effect. Like stone and dark green.

56
Hello there.

I've noticed that when a character is petrified, textures get reverted to their unmodified status.

It's funny to see the transition from HD to 1998 graphics when a character gets turned into stone and back, but I was wondering if there is something that can be done about it. Any ideas?

Besides that, as a personal preference, the clothes shouldn't be petrified, I think, when a character is petrified, just the "flesh". Can that be done too via mods?

Thanks.

Ah, someone finally noticed that. Yeah... It's something I plan to remedy once I figure out a way for it to look natural on the HD textures. The same goes for "Zombie" as well. Though, I plan to keep the style original to the game. Perhaps your request can be an optional thing to use. I'll see.

57
Raw screenshot from FatedCourage's video: (colors look a bit "washed out/filled with light", see the bottom black bars, because nowadays YouTube tends to do that)



Screenshot from my game:



I have the Project Eden mod installed and it does a fine job in refining most backgrounds i've seen (i've seen just the initial part of the game tho, and even found a couple of glitches; no big deal, i'm not complaining ofc, it looks amazing).
But i wonder: is there something wrong with my Project Eden installation, or, are the differences in the 2 screenshots normal? Is all thanks to waifu? If that's the case, wow, so looking forward to that.
Really nice improvement. Great job!

I think part of why the video screenshot is washed out is due to the recording and rendering software I was using, too. It wasn't playing nice during this. Looking at your screenshot, it appears that the area you're in is missing a hashcode. Getting it should fix the problem. I've been grabbing all the missing hashes for English as I do this since it's missing hashes as well. But I assume Italian has it's own set of codes?

I believe this is an issue with SOME problems with ProjectEden - and some missed collisions, etc.  Also - this may be an issue with the language you're using.  I'm not sure.  It should be able to be fixed, but it's an arduous process and I have no time to help, currently.

And I digress - I don't want to flood this post with any more eden stuff.  Sorry, FC :)

Nah, it's cool. It's nice to see the conversation for FF8 start back up again. ;) Once I make more progress, I'll make a separate thread regarding the waifu fields.

58
A minor drawback, imo. I prefer having no glitches, while still getting a quality improvement :)

That's reassuring. :) I'll be sure to continue.

I 2nd that! Rebirth Flame is seriously my favorite mod thus far. I always hated how low poly
the characters looked, but with this, it's like a breath of fresh air.

Thanks. Everyone involved worked hard on this mod. :) Definitely will continue with the fields as well.

Thanks for your answer, so here is my problem, the first image is when squall looks low quality (you can see the low detail in his face and in his jacket) , the second one is the one i want to see all the game , both pictures where taken on the Lagunamov , but the good quality image is just in that room of the Lagunamov. is it normal ? thanks again!






Yup! That's all normal. That's just how the game is. The quality of textures/models change depending on the field. The other characters are affected as well. So all is good. :)

59
Hello ! how are you? im new here so i will try to explain my problem the best i can(excuse my bad english) i just installed RF v1.2 and i tought everything works perfect but is not... in some parts of the game the squall body and face looks bad, and in other parts it looks fine. i have been testing and changed some names in the ch folder and it seems that the problem is in the "char_sql"and "char_sqlt" folders, because i changed the name of the pictures in that folders, and the result was that in battles and in some parts of the game squall looks greats but the most of the time it looks like a squall without mods, how can i make it work all the game? thanks!

Sorry for not responding faster... By bad, do you mean back to the original textures or is there overlap? Or do you mean his model changes detail? Because the second one is normal since the game does that. A screenshot would be helpful.

Thank you FatedCourage, it does look better with the Waifu upscale.

No problem. I just wanted to see what the game would look like, too. :) The only drawback is I won't be able to get smooth edges like Omzy's with my method. But I'll get a lot less glitched areas.

60
Small update: Fixed up Irvine's legs so they are more consistent. Added a few more hashcodes to the fray. One thing I forgot from the last update was that I changed Zell's face to the more serious look across all models for more consistency. I might reupscale a few textures later down the line, but I'll see.

On an unrelated note to this project... Some people are curious how the FF8 backgrounds would look with waifu. It is something I'm working on as well. Just a long and very, /very/ tedious project. So if you want to see, here is a video with some. I'll upload more as I continue with this and getting battle effects/magic upscaled and looking all pretty.

https://www.youtube.com/watch?v=BNoeb3fzc04&t

61
Wee bit late to the party but I've noticed the same glitch in the Deep Sea Research Center. When the Anacoundaur and Bomb spawn in the same pack the Bomb is merged for lack of another word with the Anacoundaur texture. However the snake only keeps a few of the Bomb textures but loses all of his. Sorry about the status effects in the Bomb close up pic, forgot to remove the junctions before I took the screen shot.  :oops:





Aside from that, I'm really digging all the great graphics mods for FF8, keep up the great work!  :D

E: I'm taking another look at the Bomb in game and I think maybe its not the snake its being merged with but the Buel (tri-winged thinger) textures or both. It''s weird all the same lol. 



Due to how Tonberry is sometimes, it can cause certain textures to overlap. As you can see, each enemy has either lost a texture or gained one from the other enemy. I've fix a majority of the battles, this one included. Of course, I'm not sure how many enemy combinations there are in this game, so I'm sure there are still a few out there I missed. I've sent the fixes to Mcindus, so it'll probably be fixed in the next update. :)

62
Completely Unrelated / Re: happy holidays
« on: 2016-12-25 21:34:25 »
Hope you all have/had a great holiday. :) Merry Christmas.

63
Noticing two new issues. The first is the roads are vanilla, I don't think they converted, at least in the starting Balamb area, I'm only that far in my playthrough.( Also I lost your new textures for the balamb school/ area, that is intentional correct?) The second is that sometimes my squall world model will have the outline of a black square underneath his feet. Like 4 black lines around his feet that meet in a rectangle. I am using fated courages/mago's world model for squall, wondering if it's not playing nice together with this. Or maybe it's just my strawberriesty laptop that is not really meant for gaming.

Also the seams on forests and some other textures but I see you are aware of that one.

Other than these issues, loving the mod! Thank you once again.

You mean the road goes back to low resolution? Odd... I've tested that area so many times. :P Perhaps I missed a variable. If you can post a screenshot, then I can tell you if it really is.

As for the black squares, it's probably missing hashes for his  upscaled shadow? Was never sure why it bugs out like that, but I think getting the hashes for them should fix it? I'll check into that.

64
I've checked into it. And the reason that's happening to Diablos is because his "wing" textures are backwards in the folders. They just need switched around to the correct hashes pointing to them. Simple fix.

65
Releases / Re: [FF8PC-Steam] HD FMV Replacement
« on: 2016-11-11 00:46:39 »
Updated first post with download link for the complete video pack. There are still things I need to fix and most of the videos were not tested ingame.

Yes! Thank you. I was waiting for this. :D I'll test them all out for ya.

66
This one worked as well and I can see the finish line already.
But the post processing doesn't seem to work (enabled split screen for testing-purposes).
Is there something else to consider?

Some texture.packs work very well like Project Eden or Horizon.
But Rebirth Flame doesn't work :(
(doesn't matter which version or if the hashmap is either in \tonberry or \tonberry\hashmaps.
This is strange.

That's good. :) The most I can say about the post processing is that you have a choice between two types. Each type has its own settings. And I assume you're going with the one Mcindus has set. So be sure to choose "Alt. Post Processing" settings to edit that one.

That is odd. It should work if the others do. You did take the "ch" folder out of whichever pack you chose and put that in the texture folder, yes?

67
Thanks for the tip - it worked with the DDLs of the original Tonberry :)

I know it's maybe not the correct topic but I don't want to open up some new one either.
So: The game runs fine now "vanilla" but if I want to use GeDoSaTo (even with native 1920x1080) the game crashes. It crashes as well if I disable all post processing effects.
Is there anything I can do? (Win 10)

Go into "Edit Settings" and set "interceptOnlySystemDlls" to true and that should hopefully fix the crashing problem with using GeDoSaTo.

68
First of all i want to thank all the modders/artists who made this mod.

But i don't see any eyes blinking when they should (ie Quistis and Squall during theyr animations after a victory, or when summoning a GF, etc). Did i mess up something while installing? (Although the models seems to work perfectly apart for the blinking).
Or is this meant to be like this? Are there any chances to see a "fix" on this in the future?

They don't blink at the moment. That requires two things for it to work. One is for Tonberry to give more accurate hashes because at the moment it can't tell the difference between open and shut eyes. Two would be for the artist of the textures to create the textures with their eyes shut. At the moment some are and some aren't.

69
So i dont need the objfile.csv? Yeah i forgot to screenshot after i added in rebirth flame. So all im missing is textures and a hashmap? Im sure i downloaded everything from the links.
I'll go have another try and see how i get on.

EDIT: So after somehow missing all the texture files and such, this is my folder structure for the texture and hash folders (obj folder still only has lunerCry only in it)
http://imgur.com/a/mTuNQ

Loading the game now has updated GUI, start screen, cards, text and characters but i dont think the backgrounds are updated? am i missing anything else? (sorry for the constant questions :P

Everything looks to be in place now. I don't think you'll be needing the objfile.csv anymore. The backgrounds are upscaled, so it is working. Project Eden still needs some work, so you'll likely find a few issues like those black lines here and there.

70
Hello, created an account so i could post and hopefully get some help.

I had Tonberry working before (think it was 1.5 or something, an early version anyway) and now i cant get it working at all after deciding to reinstall FF8.

I'm not quite sure what im doing wrong either as i think i have all the files in the right place.





(if none of these photos worked, you can try http://imgur.com/a/mTuNQ)

When i load the game, the start screen hasnt changed, character models lookk like theyve changed but unsure, backgrounds havent changed and neither have the text or cards. I'm bamboozled by this now.

Looking at the pictures, it looks like you're missing the SeeD Reborn hashmap. As for everything else outside of SeeD Reborn, it looks like you don't have the textures for those specific mods you're wanting to use in the texture folder. Only their hashmaps. You also are saying something about character models? Not sure if you mean Rebirth Flame since I see neither the textures or hashmap for it in your pictures. And I'm also not sure what that objfile.csv is that's inside your Tonberry folder.

71
This is awesome! Thanks, as always.

You're welcome. :D

Super update, fellas. It's like you touched upon all the stuff I've always talked about needing fixed, but never could since Mago ghosted the forums. And the Devina eyes look so nice.

Thanks for sending the textures for me to incorporate them. Oh, definitely. With all the codes now in place, any artist can now paint any of the main characters they want and they'll work right away. Though, all that remains to be seen. From here on out, there isn't much more updating I can do on my own.

72
Finally updated Rebirth Flame to v1.2 after a long while. Perhaps too long... But hey, my fault. Life can be...fun sometimes.

What I've done:

1. Tried my best to update low poly Fujin's textures. Though... The bad UV makes her face look...terrible.
2. Everything else (that being Kiros, Ward, Edea, Raijin, and Rinoa's party dress) have been upscaled.
3. Reupscaled and updated a few textures.
4. Added Devina's version of Quistis and added low poly versions of that as well.
5. Updated the hashmap more.
6. I've split Mago and Devina's textures into two packs. That way you can pick whichever one you like. (I've updated the front page with some pictures.)

There might be more...but I can't be bothered to remember. I'll add it later if there is.  ::)

73
not at all, it is all as the vanilla pixellated. For this reason I checked and double checked the instructions. I would like to know how to debug the problem, I feel that the "newer" version of the installation file required is not working as it should by recognising the files but I have no idea how to check that.

You'd have to get in touch with the creator/contributors of Tonberry to find a solution, probably. But they are all usually busy. You could always try v1.61 and see if that works.

74
Hello. My game works fine using the d3d9.dll file that comes with SweetFX Enhancement but it doesnt load any of the new textures and if I replace the file with the one on Tonberry: Enhanced (2.04) the game crashes at launch with an unknown exception. Are they supose tu be incomplatible?  btw Im also using GeDoSaToTool.

The reason both cannot work together is because each use they're own d3d9.dll file. So really, you can only pick one or the other. But you can use GeDoSaTo to use SweetFX-like effects. Just be sure to set "interceptOnlySystemDlls" to "true" in the "Edit Settings" or FF8 will most likely crash.

75
As long as you have your hashmaps where they need to be, no. So far everything else looks correct. You're using both Project Eden and SeeD Reborn, like you said. So the Title Screen hasn't changed at all? Or the text and menus?

Pages: 1 2 [3] 4 5 6 7 8 ... 14