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Messages - Mcindus

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I'm unable to download this mod, it gets between 21-50% then says error, retrying. I can't seem to get it to completely download. Any ideas?

That's weird... I'm attempting it right now.
Went through just fine for me... downloaded from the mega link 100%

FYI - just tossed an 'uncensored' version of Gerogero to FatedCourage!  I hope it makes it out for the next release of Rebirth Flame!  I can always drop it here if that's more convenient.

I looked at references and tried my own hand at the recolorization, using the GeroGero in the latest mod, seeing as how I can't seem to find the japanese textures for him. lol.

Also, got Noesis up and working, with all game folders unpacked, etc. - and I'm going to start reskinning the models immediately.

Post the hext file so I can look at the syntax.

Here's what's in the help file for the hext format
let me know if you need more info

NOTE:  we're not using the 'workingfolder' functionality.  my folder path is FINAL FANTASY VIII/HL_Files/Hext_in/

Still using these outdated dll files? :3

Yeah... unfortunately, no one has converted your hex changes into hext to be used with hextlaunch, and since most people use hextlaunch with ff8 mods (for the UV fix), also expecting them to run cheat engine on top of it is a bit much.  For example, I use hextlaunch for the UV fix, Tonberry for texture injection, GeDoSaTo for supersampling, and Reshade for post-processing effects.  Adding cheat engine on top of all that is a headache.  Would be lovely for people to be able to use hextlaunch for these mods still, but switch to the hex changes instead of the dll's.   Do the codes you posted work for all languages?

Believe it or not I fixed it by playing around with the Tonberry files, I think it had to be with hash1map.csv, hash2map.csv, collisions.csv or objfile.csv ... I overwritten one of those files and magically it started working, maybe one of those files was outdated or something like that or I had a mix of an old version of Tonberry files mixed with the newer ones, THANKS A LOT for your interest!!!

Luckly it's working flawlessly now, great mod!!!

Thanks!!!  One thing to note -- hash1map.csv is outdated and will probably cause a bunch of collisions along the way -- try to dump that file completely :)

Can you show me some screenshots of before/after?  To disable the mods, just rename the textures folder to textures0 or something like that and run the game (you can still use the ultra launcher to enable the UV fix, but it's up to you)

Try changing the delay from 2000 to 7000 in the settings file in  HL_Files, and/or remove 'publish.dll' from HL_Files/DLL_in.  Let me know if that helps!

I will be releasing an updated version of this mod for use with Shunsq's new controller mod!  Coming soon! (seriously lol)

That's nice to hear! Looking forward to it, thanks!

I can definitely help out with this.  I have several texturing programs, and if I could get my hands on a good obj of the characters, then I could easily retexture them... however - the obj's available out there all have UV's that are offset. (outside of the normal UVW range) - and if the UVs are off, then my texturing process is borderline useless.  That being said, I can always help whip up a 'mix'

Good to see you back kaspar!
I'm not showing anything because right now the code is a bit useless. I can import new model into the game but on screen all the vertices are messed up because of "fixed point precision" of the engine. Google the term on the net. In modern game, or even ff7 if i'm not wrong,the vertices are "floating point precision". That means that a fixed number of coordinates are allowed on screen . If my vertex is at coordinate (20.233 pix; 123.3 pix) then it will be snapped to (20 pix; 123 pix). That is the "shaky" effect of old psx games. Some emulators fix that issue (see PGXP).I would like something similar i could inject with dlpb tools.

My other issue is the size of the ram of ff8. I can increase the texture size to 256×256 (twice the actual size) but the new texture overlaps with other textures. So i tried to build a code that stores the textures somewhere else in memory. But the problem is still the same.

Aali released his source - and they've been working on it and chatting about it in the FF7 dev area of discord.  Aali was able to crate a modpath for the (lower resolution is icon.tex) - iconfl00.tex, iconfl01.tex, iconfl02.tex, iconfl03.tex for the english version and make an external folder path interceptor for the textures.  If you could do something like this with your models, then you might be able to get the functionality you're looking for.  Would Kalderasha have anything to add to this topic?

kaspar - you and I both!!

It would be really nice to be able to import models with more polys.

Keep it up Shunsq!  I can't wait to be able to give the characters a REAL overhaul :)

hello, i'm currently getting this problem at the main menu (after square enix's logo) . Can anyone help me fix it ?

I think this is a problem with the collisions.csv and hash2map.csv either not working properly, or providing the wrong codes.  To stop this from happening, try downloading the collisions.csv and hash2map.csv from the "Project Angelwing" thread and install it into your main Tonberry folder instead of the original ones.  If that is already what you've done and you're encountering this error, try to re-download the collisions and hash2map from the Tonberry 2.04 download and put those -back- into your folder.

Hey, There! Would it be possible to get instructions for adding xbox buttons for dummies?

Easiest way:
1.  Download Tonberry Enhanced 2.04 - put all of the contents in FINAL FANTASY VIII/
2.  Download the SeeDReborn hashmap.  You can find it on the Tonberry page as the second post (by me).
3.  Put it in FINAL FANTASY VIII/tonberry/hashmap --
4.  Download whichever xbox format you use (regular or keymapped)
5.  Put the 'sy' folder into the /FINAL FANTASY VIII/textures/ folder that you got from the tonberry download.


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.

Oh!  I see!  I understand now.  Yeah - any stray semi-transparent pixels will 'pop-out' of the background when you anti-alias, when they don't when you aren't using it.  If you like that font, you can take some notes on where those artifacts appear (they will always be in the same place) and the creator of that mod can fix those if you bring it to their attention.  Also, if you download SeeD Reborn you can just install those PSX style sy folders instead of the ones that come with it.

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

What language version do you use?  The English version works just fine with healing/damage numbers.  If you're having issues seeing them, could you please pm me and we can go through a process to make that texture available to you and everyone else using your language pack! 

It depends on what text you use and what anti-aliasing settings you use when using GeDo.  My SeeD 3.2 and 3.5 text seems to work pretty dang well with Gedo, but this happens on many gedo apps, which is why there's normally a way to disable post processing effects on the UI - but there's no way to get the depth information in order to enable that feature.  Honestly, I just use Gedo for supersampling, and use reshade for anti-aliasing.  it works much better.

ver 0.2 with Italian version released.See first post.

Mcindus, I'm relieved it works good with any FF8_EN version ;D ;D! I think i will release all versions tomorrow.
I'm also working on another patch to be able to use L2/R2 and Dpad on the controller; with the matching icons of course ;D.

The mod still uses the texture coordinates of the B1, B2 etc. buttons - is there any way to get the spacing to use the spacing from the icon.tex file (the one you're directing to now), instead of the spacing of the sysfld file?

ver0.2 released, see first post. I released FF8_EN version. It only works with HextLaunch.

Works beautifully, and automatically works with SeeDReborn! :)  I also tested i alongside Maki's UV fix, and it works perfectly well alongside the English version of that mod, too!

You're awesome, Shunsq!  Now people won't need to download the Controller Mod if they aren't using a keymapper - they can still use my controller mod if they want custom buttons or use a keymapper, but this is so much better!!!!

Thank you!!

Hmm i cant find any tool namend SAO Extractor:
Where i can download it?

With TextureFinder2 i get the texture clean... But the Colors are totaly broken...
ideally i would need you with transparent background... i can keep the alpha channels of the textures with SAO Extractor?

And with DXT1 i need to set the Width on 16.384 to get any usefull result:
But it sill looks ultra broken :P

And you got any contact ID? (mail, icq, skype etc..) i want to show you my project, maybe you are interested in it. ;)
I am a Frontend Developer. Im building the Website and App but maybe you want to imrpoove the Project with your skills. ;)

With the common.phyre file, it's probably a .png - so 8888 works.  Try inverting the color spectrum (tick box in texturefinder)
But - SAO is a better extractor for these files.  Try this:

It doesn't work like that YagamiLight. But no problem, i saw that i could install multiple langage for FF8 for free. In fact you searched for the value"512" in the memory of the game.
I am adapting the code to FF8_EN right now. I will publish the EN version today i think

You're awesome!!  Sorry I wasn't able to get to this before you, and a HUGE thank you!!!

Is there Amy was to geht in Touch with you? Im Doing a Database for the HD Remake in 5 languages. Would bei cool when I geht some Textures to make the Interface more beautiful.

And i try now for the first time to extract with TextureFinder2 a Texture Pack: steamapps/common/Secret of Mana/Media/D3D11/UI/common.phyre

I tryed with alot params, the best results i got with:

Pixel Formats: 8888 = 24+8
Width: 4096
Shift: 0

But the Colors look wrong... And i cant find any tutorial about this tool. anyone have any idea about the correct params?

Each texture is different, but I think most of them are dds1, not 8888.  Also, you will have to offset the pixels by 408 pixels or so.  Now, if you want better results, you can use the SAO extractor. (sword art online) and it should give you the models and textures in a better format.  Texture finder is great to 'see' what you've got, but it picks up the rest of the file header as an image, and includes the mipmaps in the preview (which you don't want until you export)


Colab with Tsunamix to get the stages fully 3d. hes doing the modeling and im wrapping the uv and textures.

Would you like me to make those ground/brick textures seamless?  it would remove that obvious line every 10 meters.  Just send me that image and I can handle it.

You find any way to get the game data from the steam version of SoM? I Really need some Textures to! :D

I can grab the models and textures, but don't know how to re-insert them!

Yes I do have Net 4.0 Framework. Also, what do you mean by monitoring programs? Can you cite a few examples?

For the directX yes I've downloaded the Developer runtimes!

I have an official Steam version, so I'm sure that wouldn't be an issue. Tried reinstalling as well but it didn't seem to work.

My OS is also on C, so I haven't touched prefs.txt in /tonberry as well.

However, I've tried downgrading to Tonberry 1.6, and that seems to make everything work, albeit the world map being a bit laggy.
I'm running an NVidia Graphics card if that would help.

Honestly, with the issue you're describing - it seems like it's still the direct x issues - do NOT use the web installer - it does not install the d3d9, directdraw, or directsound fixes.... can you email me at [email protected] so we can keep working on this?

Monitoring programs include anything that can pop up an overlay or intercept .dll's, etc. like afterburner, certain anti-virus, etc.

Thank you for you help dlpb.
Finally i decided to write the code in a static code cave.
For french "FF8_FR.exe" it is located at 0x4002E8. This area might not be a code cave for other versions of FF8 ( FF8_EN, etc...).
Please find the hext file to use with hextlaunch in the first post.

Awesome! I'll test it on FF8_EN and let you know if it works...
EDIT**  Shpoopy.  doesn't work for FF8_EN

It looks like the nature of this mod will soon change!!!!

Very soon, Shunsq's PSX controller button fix will be -the- fix that people will want to use for FF VIII.  If you were to have any version of SeeDReborn, his mod would automatically give you the correct icons (since I've already replaced them, but had no way for the game to 'direct' to them until now) - and the only reason to have any version of -this- mod specifically would be if you wanted to have xbox360/ps3-4/snes buttons rather than the 'original' PSX buttons that come with SeeDReborn or the original game.  This version will also be good for anyone who uses a key-mapper for their controller.  Having said that, I can't wait!  WTG Shunsq!

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