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Messages - Nunsrgr8

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1
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2018-09-20 10:12:42 »
I'd would love to permanently install your Jessie mod! The issue is that I don't use 7H (all my files have been sorted by hand), is there a way to get Jessie's avatar working without 7H Grimmy? If not what would be involved in getting it to work?

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-03 15:25:47 »
@Sega Chief

Your NT 2.0 post is really compelling! I appreciate your honesty and I hope I can help in some way. Your commitment to this project is really inspiring.

Truthfully, I haven't played through NT in a few years now. Despite having every intention to install v1.5, I haven't unfortunately due to incompatibility with Reunion. Plain and simple. As others have mentioned, compatibility with at least menu enhancement would be enough for most people. We've all been spoiled now and I'm not sure I could personally go back. IIRC, the menu overhaul and the translation project come as one so you could theoretically use DLPB's mod as a base. If you two are working back and forth anyway, it's worth a shot asking for permission.

I think NT, as it is now, has been taken as far as it can; I've scaffolded so many fixes and changes onto it that I can't even keep track of it all anymore. Working and planning for the mod has always been very chaotic and what I make usually conflicts with what I say the mod should be; I wanted it to be a gameplay-only mod that doesn't affect story, but I added that Aeris thing and rewrote all the text. I wanted the game to be fast and snappy to play, but I've added a lot of content & feature bloat. It's been a very weird road from 1.0 to 1.5, lot of design choices have come and gone (like the disastrous 'weather' system, or that business with the hard level cap), but even after all this time I'm still not happy with how NT turned out.

As you've mentioned in your post, you've strayed from your original vision and that's whats bothering you... it's not exactly what you wanted. I feel for you my dude. Like any project, your mod has gone through an "evolution" of sorts. Through trial and error, you've discovered what works and what doesn't. You've learned a lot and v1.5 is evidence that you are an accomplished modder now. Having a clear goal will help you add content without bloat, starting fresh. From what you've said, your goal is "balanced, fast-past new content that does not effect story"... just stick to that and keep it simple. Nobody is expecting you to release a "brand new" mod all at once, release your content as your comfortable, little by little. You already have a lot of good ideas that have been flushed out already. I think your real challenge will be picking and choosing what you'll use and what you'll cut. Trust your gut, you've already made a hit.

3
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-12-24 03:36:27 »
Everything is looking great Kal! Somehow your models are getting better and better. I'm excited to see how Red XIII looks in game.

Are you compiling all your latest work and releasing it with R06? Or are you releasing your work separately? If you had a Mega folder with all your stuff, I think it would make people really happy. Happy holidays!

4
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-01-28 02:19:34 »
Did you guys check my models? I see there hasn't been much activity...

5
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-01-02 21:17:04 »
Check them over if you like, they are all working and compiled in Kimera on my end. Just got another one together.


BCCF:
https://drive.google.com/open?id=0B6EWukYmk3k4NzZQaFhJMEplVVU

6
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-01-02 20:01:51 »
Hey guys, I got busy with the holidays and stuff but haven't forgotten about this. I've uploaded some models I know for sure I've completed. The other models I was working on all need other tweaks and I don't have the time to sort them. Hopefully this is of some use to DLPB and Kal. I'll upload more soon.

AJIF:
https://drive.google.com/open?id=0B6EWukYmk3k4aHA3cXVjQVhaZG8

AKEE
https://drive.google.com/open?id=0B6EWukYmk3k4VHR4OFZLbG9nTzA

ASJC:
https://drive.google.com/open?id=0B6EWukYmk3k4YmZGandJaGkzVW8

BCGD:
https://drive.google.com/open?id=0B6EWukYmk3k4Y0NBTHVPRzdHT1E

DVHF:
https://drive.google.com/open?id=0B6EWukYmk3k4bFd5TUdrbDJVUGM

7
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-11-05 04:23:10 »
I don't know why my pictures are down. Maybe a moderator took them down? Dunno why.

I have quite a few of the models in your list for the most part finished. I would hazard a guess and even say EHHC is done as is. It's still slightly better than the vanilla field model, I tweaked mine by removing the eyes (you'd never see them and they were kinda creepy). It is dark (solid 255,255,255) but because of the animation it has weird .p files. The dark solid colors sort of "hides" the crappy animation. I imagine its the same reason why the unshaded models look so much better in game. Also the Chocobo Sage and Temple Guardian (forget the .hrc names) are complete as well. Same concept as EHHC, a simple paintjob and the eyes have been updated to ACTUAL round eyes not those janky eyes found in vanilla. They look like a classic black mage now. I've tried to contact Kal and he hasn't responded in like 2 weeks bout the drive specifics... so I haven't uploaded them. I could put them in a drop box, I guess. I was hoping that if I started working on some models maybe other people would be interested as well. So I've been porting my Legacy Skyrim mods to the new Special Edition in the mean time (Bethesda Creation Kit for their 64bit engine was released last week).

As for Rufus, maybe I have a different version of him. After you mentioned his model before, I checked his .hrc out and IMO he looks great. He might've even have a custom head mesh (Cloud face and textures with Rufus battle hair). With all the gradients and extra work put into him I'd feel wrong to edit it...

8
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-27 23:15:54 »
I need your email address to add you to the google drive or even better your google drive account name. It's mandatory that you install google drive on your system, so our work is always up to date.
I'll send you a PM a little later. My Google account is a little weird (transfered my old Live account), so I'll make one specifically for this.

If you document the colors you do use as good as you can, I don't see a reason to recolor the models based on one pallet. But maybe it turns out to be a good thing. We will discuss that, when we are in the lucky position with everything done.
I've been trying to use the same colors you are (for example basing my sailor off your Barret sailor model). I have some consistency issues with mine (mostly skin color). I want to use colors from the more detailed/main models so it'll only be simpler models to repaint... if we go that route.

9
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-25 20:18:09 »
Awesome Kal! I love the idea of the testing folder. That way we can beta test and keep users happy with new models all at once! The "revisited" folder was something I was going to mention; once all the models are "done" I'm considering going back through them and making them all "palleted" (all similar skin colors are the same, all reds, blues, yellows, ect.) Not sure how you feel about that.

Can you give me access to the drive so I can drop some files? I have the ones I previewed earlier and some more to boot (8 models total). I can PM you my email. Also, I don't know if I can edit your online spreadsheet. I tried earlier to no avail.

10
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-24 20:08:35 »
Thanks! I'm actually in the same boat, that's why I started working on some models for it! The HD eye textures look great admittedly... The issue is that there aren't enough for all the NPC's. They were originally made for Cloud, and it makes all the actual game textures look like crap by comparison (look at my first draft of Corneo to my second). Unfortunately, if I did use them it would give the project that inconsistent look of for example the PRP project. But don't fret, I may have something up my sleeve... but as it sits currently my first major goal is to complete the missing models and get this project rolling again. I want to be able to do a full play through with unshaded models. Textures wouldn't be bad to replace once all the models are done.

As far as the models go, the guy in the suits animations work perfect. He was ported over to another .hrc from one of Kal's models. He is practically unchanged from original version, just painted and converted. The girl in the bathing suit needs the bones in her biceps shortened (good eye) but I'm not sure if Kal wants the .p peices longer (and thus distorting the model), or shortening the bones and potentially screw up the animations. I need to touch base with Kal but he's a busy guy.

11
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-24 03:07:18 »
Exciting update! I've gotten in touch with Kal and from my understanding, he is quite open to the idea of me contributing models to the ChaOS Project. Currently, I have 10 models either done, being worked on, or just tweaked a bit. 6 of them are ready to unveil! Some of them are still are a WIP (or broke like my Chocosage and Temple Guard, grrrr). Currently these models and not completed by Kal nor are not part of the Reunion mod. It feels good to finally give back to Qhimm. (:

AWCB, AJIF, AKEE:


DVHF, BBGE, BCGD:

She needs paler skin, but works for the time being. I might add some buttons to the sailor's jacket, and get better shoes for Corneo. I originally used HD textures for the eyes but went back to the game's textures for consistancy's sake.

12
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-18 17:21:28 »
Nah you're right, it's Corneo. It was late. :P

I think the eyes are way closer to the concept art than the original eyes (same shape/expression). Same with the eyebrows, I wanted to do the same expression as the art but the texture is mirrored on both sides and I don't want to remap it. I'm not an artist so I'm pretty happy with how they turned out for a quick Photoshop job. In my opinion I think it looks much better and closer to Kal's art style, while staying true to the original. If you don't want to use it, that's okay... Ultimately, I'm doing this for me and I'm certainly going to use it! I want to play through with consistent models, and this fits the bill. :)

Edit:
Found a chain for Corneo. He's looking like a boss tho, in head to toe Costco.

13
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-18 08:51:19 »
Wow, tons of activity right when I'm editing my post. Check out my Don Cornero guys.

14
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-17 22:32:06 »
I'd appreciate it if you'd send me what you use so I know I'm using the right resources. Just using Reunion and the corresponding spreadsheet since you've used no new updates. There are quite a few models left to be converted. It's a shame Kal's project has slowed, he's done 90% of the hard models. I'll chip away at some of the easier ones in the mean time. :P

I'm not a modeler by any means, I'm just dying for the complete set and know Kimera. I started on some more generic NPCs first and was thinking of trying Don Corneo next did Don Cornero. Since you probably know best, other than Rufus (who looks like he just needs to be scaled better), who else needs attention? I could do Jesse at the map, if there is nothing special about that model (other than it's just the torso)..?

Also, regarding that Sephiroth transparency issue... Did you mention that you could use a whole different model for just that scene? I could try turning the transparency on for the Sephiroth model and save it as a different .hrc if that would work.

EDIT:
Update:


-Fixed Cornero's massive arms
-Improved chesthair
-Head/hair mesh details
-New facial texture
-Fur extended like the concept art

To Come:
-Neck Chain (When I find one)
-Finish Legs/Belt
-Maybe tattoo? (I doubt I'll spend that much time)

15
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-17 21:19:27 »
@DLPB

Is the reunion model replacer up to date with your spreadsheet? I'm working on odd models here and there and want to use it as a base. I don't want to redo something that's been done. It'll also give me more peices to work with. So far I have 3 that are not complete.

16
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-08-21 20:24:55 »
New BLJC - Decided to not make the glasses transparent... even though it looks cool, I'll have to do it for every model then.


What are some more simple yet critical ones to do? Keep in mind I'm not a modeller, just repurpose parts from other models.

17
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-08-21 18:03:19 »
@C.B.Q
I could need some help since my time is somewhat of short right now.
For your worries, as written above it can create problems (probably), but I won't worry to much about it for a normal NPC since they aren't shaded different then the normal shading process.
Here is Jessie: https://mega.nz/#!uQ0TWRSY!0CwD4djXw6oygsEzH99pvsOKViCQQjq8a2a_8cFcjp4

Thanks for the reply! I haven't worked on much lately myself but I did a few NPCs like Cloud's Doctor. I'll experiment a bit and see what looks good. Like I said, I'm just reusing and repainting certain parts but at least it is consistent. I need to brush up on texture mapping next.

@DLPB
Do you happen to have an updated list?

18
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-08-18 14:03:30 »
Not much but a smal progress update of Jessie.

Was your Jesse update included in the link for Biggs and Wedge Kaldrasha? If not could you upload it?

I've been working on and off on simple edits to help complete the list DLPB made for the still shaded models. I'm just working on this for personal use, but would share if I got permission. I'm okay at Kimera, the models I assemble look pretty consistent as I use Kaldrasha's color pallet and recycle parts from completed models.

With that said I have a couple questions for consistency's sake. Can I just add a part to the bone instead of having to use Blender and actually add it to the mesh? For example adding glasses to an already completed head mesh. I know I can do it, and adjusting transparency looks great with glasses but I'm not sure if this quick and dirty fix will cause issues in game. I haven't done any testing, I don't have the game installed right now, just playing with models. Same thing with pauldrons and other "extra" stuff.

19
Releases / Re: [FF8 Steam] [WIP] BattleField Upscale v1.0
« on: 2015-10-20 03:10:56 »
The textures I've been working on are not included in this. You also say you're working on Timber? Once you get to the area with the Pub, let me know if that battle field is giving you any trouble or not. That's one of the few I can't seem to figure out.  :P

For sure, I didn't think Timber was going to be as bad as Dollet to be honest but I haven't got that far yet. I have the textures ripped and hashed, I'm just working on the train car textures first. Would you mind either PMing me with a link to your textures or simply posting a list here of what you've done? I want to avoid doing stuff twice... Dollet took me hours to recreate all the houses and it sucks that I didn't need to. I might try PMing Mcindus as well and get the ones he's working on so we can all be on the same page.

20
Releases / Re: [FF8 Steam] [WIP] BattleField Upscale v1.0
« on: 2015-10-20 02:14:55 »
Cool, I've been waiting for this all day buddy. I'll check into what's been done and I'll pool my resources with yours. I've gotten the "Magic Lamp" textures complete, some of the Dollet textures complete (City Square, I'll compare yours and mine), and I'm currently working on Timber and the Gerogero battle textures. You mentioned Fated Courage is working on this as well, are his/her textures included as well?

21


For future reference, this is a UV mapping issue... not an issue with Mcindus' work. Luckily there is a fix here!

Anywho, I'm having an issue with the railroad tracks by Balamb (haven't checked the other continents yet). It seems the "straight" pieces of track still have the old texture. It's strange because the "junction" piece works perfect... even the "straight" peices that connect the "junction" to the "train station" in Balamb are the new texture. Is this a hashing issue? I know the texture is there, I even double checked the tile sheet (wm_texpg2_13). I've tried even resetting my computer if this was just a fluke.


22
You have to create your own filenames.  In textures, create a 'master folder' with the first two letters of your new file names.  I used "wm" for worldmap textures for horizonpack.  Then, you name the files xxxxxx_13.png and place them in that folder - pretty sure you should always start with the number 13 and then numerically sequence them from there.  What I do is change all of my bitmap file names -before- i hash in berry mapper, that way berry mapper plots the right hash codes to the right textures and i can just drop the new hash file in.  There's also some more info on the original Tonberrry v1.5 thread that Omzy posted if you need more help.

I am working on my own battle backgrounds along with FatedCourage - but my time is spread far too thin to really finish this project.  I would love to get everyone together who is working on it currently and split up the tasks so that we aren't all making the same backgrounds.  Eff it... I guess I'll just release my progress thus far.

Awesome, thanks for the reply Mcindus! I was actually just going to message you on YouTube to see if you could do a Berrymapper tutorial. I appreciate you clearing that up for me, I wasn't sure where these file names were coming from. I'll check the Tonberry 1.5 thread as well if I am unsure of things... chances are it's probably been answered already. Check your inbox Mcindus, you should have a new PM.  :)

EDIT:
It turns out I had the process already down, just my file naming was WAY off!  :-P If there is interest I might throw together a quick tutorial! It's not as daunting as it seems, there just isn't much info on using Berrymapper and actually hashing things. I'm pretty confident even novice modders could get the hang of it quickly if there was a guide. People are always much more willing to try things when there is something to hold their hands, I know I am.



Anyway, proof of concept. This is the stage you battle Diablos in completely upscaled! It actually looks great, the only thing that throws it off now are the pixelated particle effects during attacks. Maybe that's another project?

23
Thanks for the reply! I'll do that later for sure, I'm just checking this thread from my phone. PM sent with a link to my .zip of the patched FF8_EN.exe and some more stuff that might help figure out whats happening. I couldn't figure out how to send it through PM so I uploaded it to Google Drive.

I was looking at the tutorial Mcindus posted for addon .ddls. I have some idea as to how to setup the HextLaunch version in conjunction with RaW (which is essentially HextLaunch with a preinstalled .dll). I assume that you save MaKiPL's Hext instructions from the Pastebin link as FF8_EN.txt and place that inside RaW's prexisting Hext_in folder. Next you'd obviously change the LoadHext value from 0 to 1 in the settings.txt. I'll update my post once I figure it out later.

EDIT:

I'm trying to get HextLaunch (RaW) to load the UV fix from the Hext_in folder. According to the output from HextLaunch.txt it "sees" the file but doesn't actually edit the memory in game (ie. it loads 9/12 FF8_EN.txt Hext instructions... it doesn't fix the UV mapping issues but it doesn't crash either)! I used the Hext instructions from the MaKiPL's Pastebin link. Is it not possible to load Hext instructions for FF8 Steam? I'd love to get this working with just HextLaunch.

EDIT EDIT:

After messing around with trying to inject the changes to virtual memory with HextLaunch, I finally got my FF8_EN.exe patched manually using DLPB's HexEdit program! Everything is looking pretty!  8) I'll post a quick tutorial for anyone having similar issues. This worked 100% for me but I'm not responsible if something goes wrong on your end...

MANUAL PATCHING TUTORIAL:

 1. Backup the FF8_EN.exe file from your Final Fantasy VIII Steam directory (steamapps/common/FINAL FANTASY VIII/) just in case. I just copy mine to the desktop for the time being.

 2. Go here and click the 'Here' link to download DLPB's Tools 2.0.

 3. Unzip the file anywhere on your PC.

 4. Open the "HextEdit" folder and move your FF8_EN.exe file from your Steam directory to the HexEdit root folder. The root folder contains another folder named HE_in, the HexEdit.exe, a Readme.rtf, and a test.file (which you should delete).

 5. Open the HE_in folder and delete the example Hext instructions.

 6. Create a new Notepad text document in the HE_in folder, name it "FF8_EN" and paste:
Code: [Select]
FF8_EN.exe
153CC0 = 00
153CCA = 00
153CD8 = 00
153CE2 = 00
153CF2 = 00
153CFC = 00
153D0C = 00
153D16 = 00
153D26 = 00
153D30 = 00
153D38 = 00
153D42 = 00

 7. Save your FF8_EN.txt.

 8. Go back to the HextEdit root and run the HextEdit.exe application, press enter when prompted.

 9. Once HextEdit finishes it will create a HextEdit.txt. Open this file and insure it reads...
Code: [Select]
---------------------------
FF8_EN.txt (FF8_EN.exe)

Changed: 12
Replaced: 0

No errors.

___________________________

10. If newly created HextEdit.txt has the same output, it was patched successfully.

11. Move your FF8_EN.exe from the HextEdit root back to your Steam directory. Overwrite if need be.

12. Run game and enjoy your newly patched FF8 world map!

Feel more than free to update the first post with my tutorial.

24
I've been trying to mess around with battle scene textures and can't figure out how to properly hash them to appear in game using Tonberry 2.04. I turn on debug mode, find the textures in the noreplace folder but all the textures have a numerical sequence (ex. 1026, 1027, 1028...) as opposed to the scheme I see in released mods (ex. sql_13). I attempted to run these through Berrymapper after moving them to the input folder (and editing them with an X in Paint as a test) but they are obviously not working in game. I moved the new textures to the textures folder under a new "10" folder and then named the folders inside (1026, 1027 ect.) I also named the hashmap "test" and moved it to the hashmap folder. Obviously this isn't right.

Is there a guide to using Berrymapper/Tonberry debug? How do I get the correct file name for the texture and what is the proper file hierarchy once you are going to add them to the textures folder? Are there limitations on texture size? Let me know guys, I'd love to start a new project sprucing up battle textures similar to what others have posted.

25
Don't hate, I figured this thread is still active enough to post here! I recently tried this patch out to supplement Mcindus' Horizon Pack but unfortunately I cannot get it to work... It's disappointing as the UV mapping is a real eye soar! :\

I'm using the English Steam version and the latest version of Tonberry (2.04). The game has all available mods for Tonberry and all are working great except for the odd graphical hiccup. I patched the FF8_EN.exe before starting my game and as soon as I leave Balamb Garden for the Fire Cavern the game freezes instead of loading the world map. I had considered that it may have been an issue with Tonberry initially (I've read about some scene transition bugs using Project Eden), but the game ran smoothly throughout the many areas of Balamb Garden when I was collecting cards. Eventually, I disabled all the Tonberry mods and tried it "vanilla" and it still froze. I deleted the patched .exe and ran the backup (with mods on and off) with no issues at all.

Is there something I'm missing? It seems like the patcher is foolproof (just click patch, haha). Is anyone else having this problem, it looked like it was versions other than English that were initially being trouble. Trying HextLaunch version next.

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