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Topics - Aavock

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Hello FF lovers,

A few years ago, while playing Final Fantasy VIII on PC, I've noticed some weird blue artifacts on most of the spells (fire effect are more noticeable and looks terrible) and after some research here's a method on how to fix them:

This is the current look casting the bio spell (spell and scene were not the best option for this example, sorry):

Now, let's find this bio texture in the magic.fs file using Deling:

Let's extract this mag021.tim file and open it with TimViewer:

As you can see the lowest color value can't reach 0,0,0 (7,7,14 wich explains the blue effect) so let's pick the darkest color and tick the "invisible" box:

Nice, the "not so black" background is now gone:

Save your file and let's re-import it to the magic.fs file with Deling:

...And let's try it in-game:

Hurray! :mrgreen:

Now, this is just a proof of concept; the problem is that there's at least 100 textures that needs that operation and they're located in several files (even in the main *.exe file) not to mention the different languages and palettes. So, before I start, is there an easier way or maybe some code to make the game reads the lowest color value invisible?

I can share both *.tim files if someone's interested.

Graphical Modding / Fixing the field models mouth blinking
« on: 2013-07-01 16:42:00 »

As some of you might know, many field characters blinks their mouth instead of left/right eye; let's take the Wall Market merchant as an example:

I couldn't take a screen cap because the blinking is way too fast... For this model (dfgd.hrc) there's three textures on his *.p head file (dfhd.p) which are two eyes and 1 mouth, here's the dfhc.rsd file:

Code: [Select]
TEX[0]=DFHE.TIM (mouth texture)
TEX[1]=DFHF.TIM (eye texture)
TEX[2]=DFIA.TIM (eye texture)

At first I thought it was a texture ID issue so I've switched the dfhe.tim file with dfia.tim and edited the *.rsd file but the mouth keeps blinking instead of his right eye. Does anyone knows how to fix it ?

Hey guys,

I'm currently working on resizing @ 200% the *.tex files from the "menu_fr.lgp" (french version of the game). After a lot of trouble, I've managed to get all the palettes right. I'm using Biturn for the *.tex to *.bmp conversion and Img2tex for the *.bmp to *.tex. My first goal was upscaling the "usfont" files and I was very pleased with the results so I move on with the "btl_win" files and this is where the drama began. Problem is that all the textures located outside the battle window box such as "target" "death", "mp" (recovering), sleeping status and the damage and recovery numbers are keeping their original size and location from the *.tex file.

The reason why I've been working on this small mod is because I wanted to keep the original aspect of the game such as the custom font and because it'll be extremely easy to make it work. Every upscaled textures of the menu_fr.lgp is working just fine but for some reason it doesn't apply with textures located outside the battle window box only.

Thank you for any time/advice you could put in to a reply.

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