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Final Fantasy Forums => Graphical Modding => Misc. Graphical Releases => Topic started by: sl1982 on 2011-06-10 22:49:51

Title: [FF8PC-2000] Project SeeD - FF8 GUI overhaul (2.0)
Post by: sl1982 on 2011-06-10 22:49:51
Project SeeD v2.0 (By  Mcindus) (http://adf.ly/dYGLl)

Project SeeD v1.0c (http://adf.ly/bpnvA) (Deprecated)

FAQ

Q: What is Project SeeD?

A: Project SeeD is a redone GUI for Final Fantasy 8 (much like Team Avalanche's GUI mod for FF7)

Q: How do I install it?

A: Extract all the files and put into /[modpath]/mods . Modpath being whatever you set it to in ff8opengl.cfg (obviously Aali's driver is required, 0.7.10b or higher)

Q: What are the recommended settings for Project Seed?

A: Best resolution to run at is 1280x960 or higher. Any resolution will work though your mileage may vary. I suggest turning on fancy transparency for the best effect.

Q: I see all these little lines everywhere. What is up with that?

A: With the way eidos did the port of FF8 was the lazy way, instead of rearranging the menus they decided to just scale everything. What you are seeing is scaling artifacts that unfortunately cannot be fixed easily (only Aali could do it)

Q: You missed [insert graphic here]! Are you planning on doing these?

A: Possibly. I have not played through the entire game so there may be items that I missed that need to be done. Please post with a screenshot the missing items.

Screenshots:

(http://img811.imageshack.us/img811/8012/ff815.png)

(http://img37.imageshack.us/img37/1108/ff814.png)

(http://img228.imageshack.us/img228/8802/ff813.png)

(http://img809.imageshack.us/img809/8210/ff812.png)

(http://img705.imageshack.us/img705/7370/ff811.png)

(http://img577.imageshack.us/img577/336/ff810.png)

(http://img641.imageshack.us/img641/2332/ff89.png)

(http://img225.imageshack.us/img225/4861/ff88.png)

(http://img534.imageshack.us/img534/8595/ff87.png)

(http://img88.imageshack.us/img88/2185/ff86.png)

(http://img821.imageshack.us/img821/359/ff85.png)

(http://img31.imageshack.us/img31/9080/ff84.png)

(http://img688.imageshack.us/img688/7793/ff83.png)

(http://img805.imageshack.us/img805/9885/ff82.png)

(http://img32.imageshack.us/img32/897/ff81.png)

Version Log

v1.0b - Initial Release
v2.0 - Additions by Mcindus
Title: Re: Project SeeD
Post by: sl1982 on 2011-06-10 22:51:24
Things to do for next version:

Title: Re: Project SeeD
Post by: Timu Sumisu on 2011-06-11 00:38:06
gratz on finally releasing!

number 1 and lower case r look like they are a pixel too much to the left
Title: Re: Project SeeD
Post by: sl1982 on 2011-06-11 00:48:54
Which number 1?
Title: Re: Project SeeD
Post by: Timber on 2011-06-11 02:12:40
Wow very cool, great stuff!

Also just curious,  what is the best place to go to find high res FF art?
Title: Re: Project SeeD
Post by: sl1982 on 2011-06-11 02:16:24
Just type in final fantasy concept art in google, plenty of sites.
Title: Re: Project SeeD
Post by: obesebear on 2011-06-11 06:15:40
Glad to see this finally saw the light of day!  SeeD still looks like 8==D though  :-P
Title: Re: Project SeeD
Post by: Hellbringer616 on 2011-06-11 14:20:54
Nice job, May have to dust off FF8 and give it a try  :-D
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Timu Sumisu on 2011-06-11 19:15:59
In character's levels. we really need to figure out how to swap textures in 8. Are the card images changeable?
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: FeliX Leonhart on 2011-06-11 19:26:27
Yeah ^_^ Finaly a mod for FFVIII. I like FFVIII more than FFVII :P
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-06-12 23:10:25
In character's levels. we really need to figure out how to swap textures in 8. Are the card images changeable?

Yeah the card images can be replaced.
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Masa-Buster on 2011-06-14 02:13:00
This is going to make me play FF8 again. Looks amazing guys keep up the good work :D
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-06-14 02:21:14
This is going to make me play FF8 again. Looks amazing guys keep up the good work :D

Thanks :D

Not guys, guy. This one is all mine. Well except for satoh's Hand cursor which I borrowed from Team Avalanche.

Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Zen on 2011-06-14 11:18:17
Excellent work, sl1982. Can't try it right now, but the screenshots are very impressive  :D

I'm glad FF8 is getting some attention.


Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Masa-Buster on 2011-06-14 16:39:49
Not guys, guy.

Makes this tons more impressive xD
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: -Ric- on 2011-06-14 19:59:54
looks very good and the fact it was done by just 1 person makes it impressive..
thanks for the share, will try it tonight for sure!
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Timu Sumisu on 2011-06-14 23:13:54
Thanks :D

Not guys, guy. This one is all mine. Well except for satoh's Hand cursor which I borrowed from Team Avalanche.

I did a couple of those status effect icons!
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-06-14 23:17:06
Oh right! Sorry my bad! Timu helped a bit too  :-D
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: eXistenZe on 2011-06-15 09:35:18
First of all, congratulations for your work... Many players have been waiting for a long time for something like this.
I suppose this is an extension of the new aali' driver new capabilities on replacing ff8 textures, so what else is there to be done yet?
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-06-15 11:13:24
Refer to the "Things to do post", plus anything that people notice while playing through the game that they submit a screenshot for I will try to fix. I tried to get the bulk of everything done before the first release. The only things I can think of that may not be done are battle elements.
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Tekkie.X on 2011-06-15 21:42:10
How much can we replace for now, texture wise?
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Timu Sumisu on 2011-06-15 21:53:23
pretty sure we're currently walled in at menu assets. AFAIK there is no way to swap world/battle/field textures or backgrounds ><. It'd be sweet if there was though. compared to ff7... ff8 HAS textures to work from :P
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-06-15 22:56:16
pretty sure we're currently walled in at menu assets. AFAIK there is no way to swap world/battle/field textures or backgrounds ><. It'd be sweet if there was though. compared to ff7... ff8 HAS textures to work from :P

If i remember correctly Aali said there may be a way to export the tim files much like he did with the menu assets. If this comes to fruition then we could at least retexture the models, which could bring a massive improvement to graphical quality (models in ff8 might not need to be redone as they are much higher quality then ff7, a retexture might be enough)
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Timu Sumisu on 2011-06-16 02:28:24
the problem with remodeling things in ff8 is that they use weighted models, and thus the rigging process would need a fancy shmancy tool to get done... otherwise the characters wouldnt animate. That and they arn't too bad as they are - textures'll do!
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Vgr on 2011-06-17 00:53:36
Yeah ^_^ Finaly a mod for FFVIII. I like FFVIII more than FFVII :P

You... I... I love you! Come and hug me!!!!!!!!

Hum hum...
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Vehek on 2011-06-17 01:40:10
the problem with remodeling things in ff8 is that they use weighted models, and thus the rigging process would need a fancy shmancy tool to get done... otherwise the characters wouldnt animate.
I'm not very savvy with 3D modeling, but there doesn't seem to be specific weights for each vertex group. The unknowns in vertex data and vertex tend to be 0 all the time. As far as I can tell, all that matters is which bone the vertices are assigned to. If rigging the models is so important, what would improper rigging do?
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Timu Sumisu on 2011-06-17 02:31:24
even with binary weight, you need a tool to assign it. if its not done right, the vertices around joints'll flip out during animation.
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Soul XXcult on 2011-06-17 06:11:45
How to install this and with what files do I need to use ? sorry for such a lame question
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Tekkie.X on 2011-06-17 11:38:41
How to install this and with what files do I need to use ? sorry for such a lame question


Quote from: First post in the thread
Q: How do I install it?

A: Extract all the files and put into /[modpath]/mods . Modpath being whatever you set it to in ff8opengl.cfg (obviously Aali's driver is required, 0.7.10b or higher)

Quick search will get you Aali's driver.
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Soul XXcult on 2011-06-17 13:13:37
thanks for reply  :) but how to set a modpath? :cry:
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Tekkie.X on 2011-06-17 13:24:48
Open up the config file, which should be ff8_opengl.cfg, with notepad/wordpad/any text editor, you'll see the line to edit in there.
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: Zen on 2011-06-18 13:15:55
Just tested it. It looks like you need to leave the option "Use High Res Fonts" in the FF8Config checked, otherwise the game crashes before it gets to main menu.

Just a heads up, in case anyone runs into this problem.

Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: USC on 2011-06-22 20:38:20
Hey sl1982, nice work!
Playing through, I noticed a few things (because I'm OCD like that) and made some minor fixes; you can use them if they meet your standards, or at the very least they'll give you ideas for the next release.

http://www.2shared.com/file/Jk-Myi2f/ProjectSeeD_Addendum.html

List of changes
Quote
sysfld00_01, sysfld00_07: Moved the starting quote " over so it wasn't inside the ending quote " tile
iconfl01_023: Made the 8, 9, and : used in the Timer high-resolution; Made the 'Lv' used in the Battle Results screen high-resolution.
iconfl01_23: Made the 'Lv' used in the Battle Results screen high-resolution.
iconfl00_02: Moved the numbers used in the Timer to prevent them from leaving pixels in each other's tiles.
iconfl01_02: Made the 'S-Lv.' used to show your current salary high-resolution; Made the 'Lv' used in the Battle Results screen high-resolution.
iconfl01_00: For some reason, when you run out of health it uses the 0 here, so the 0 was made semi-high-resolution.
iconfl02_23, iconfl03_23: Fix an alignment issue with the PLAY used on various menus.
Title: Re: Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-06-22 20:48:08
Awesome work, ill take a look at your modifications and add them in. Thanks for the help :)
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: USC on 2011-07-01 03:29:54
No problem! I'm playing through the game for the first time, so whenever I see something missing I tend to go back and add it in.
I've done a sizable amount since then, so I'll post that as well; hope it's of use to you. There's a text file included that details all the changes and where they appear in the game, in case my work doesn't meet your standards.

Download here... (http://www.2shared.com/file/4BrQsVw0/ProjectSeeD_addit.html)




Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: juststat on 2011-07-18 12:17:02
Great work I just figured out how to use it. I did notice that on certain screens it says Glitch incorrect file format for the start game screen and in battle scenes the menu cursor isn't hi-res after clicking in a sub menu (for example clicking on GF the menu cursor changes to low res for the other sub menus. Also the GF Boost cursor icon and red x are still low-res. Is there any way you can fix that or can you tell me how to do that so I can fix it my self. Again thank you very much for your hard work it's made me enjoy this game once again.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-07-18 13:58:33
I would be happy to take a look at these but as I have not really played the game I do not know what they look like. Can you please provide screenshots of the offending icons and I will try to redo them for the next release (which will also include USC's modifications and most likely an installer)
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: juststat on 2011-07-18 15:16:17
Okay here is a link to the slide show on youtube of the glitch errors and low-res cursor icon on sub menus and GF boost. I haven't figured out how to post images on this forum yet so this will have to do for now. Love this work you have done even with the glitches it makes the menu easy on the eyes   ;D

http://www.youtube.com/watch?v=g9bDs47AfRk
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: USC on 2011-07-18 16:06:25
@juststat: Those error messages are because you're using OpenGL and it likes to warn you; there's nothing sl1982 can do about that. If it really bothers you, try opening ff8_opengl.cfg and setting shaders to 'yes'. As for the GF boost icons, those are stored in iconfl01_02.png & iconfl01_03.png. I fixed it in my version and posted them here (a few posts above this one).

@sl1982: I think what he's referring to is the semi-transparent icons in icon_00.png through icon_23.png. I tried changing those and didn't have any luck, but perhaps I just didn't number them right.

Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: rotschleim on 2011-07-19 08:02:32
Hello, sl982! You did a good job on the new menu graphics. They're much more appealing now! :)

I have a small question: would there be a way to do anything with the hi-resolution font? I've noticed that in FFVIII's PC release, it's pretty poorly spaced out and entirely lacks a shadow. Because of that, it makes the character names hard to read in battle--especially when fighting on a beach scene.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: Nywie93 on 2011-07-25 18:21:44
I need help, can you explain how to install the seed project mod, step by step thank you
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-07-25 20:03:52
The installation instructions are pretty straightforward.
I dont know how I can simplify them anymore.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: Soul XXcult on 2011-07-26 01:51:25
maybe someone could record a tutorial video
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2011-07-26 15:46:58
step 1 - install the aali driver
step 2 - extract this mod contents into the "mods" directory
step 3 - edit "ff8_opengl.cfg" and set this line like this:
Code: [Select]
mod_path = .
Make sure you have high resolution fonts enabled, and enjoy!
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: DarkFang on 2011-08-04 08:32:02
I thought I would post this here, maybe an idea for a future release. Transparent avatars.

(http://i.imgur.com/ItYj5.png)
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: KumoValentine on 2011-08-06 15:05:29
step 1 - install the aali driver
step 2 - extract this mod contents into the "mods" directory
step 3 - edit "ff8_opengl.cfg" and set this line like this:
Code: [Select]
mod_path = .
Make sure you have high resolution fonts enabled, and enjoy!

I can't get it to work what is the file path you use this is what I have in my config file "mod_path = /mods"
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2011-08-06 15:11:23
I can't get it to work what is the file path you use this is what I have in my config file "mod_path = /mods"

hmm...? I could not be clearer...

Mod extracted to /mods dir
mod_path set as "." (single dot)

Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: KumoValentine on 2011-08-06 15:19:59
hmm...? I could not be clearer...

Mod extracted to /mods dir
mod_path set as "." (single dot)

OK here is what I've done I put the data folder in the mod folder, then in the config file I need to know exactly what to type after mod_path =

Thank you for helping I know it's probably something really simple i'm missing
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2011-08-06 15:22:23
OK here is what I've done I put the data folder in the mod folder, then in the config file I need to know exactly what to type after mod_path =

Thank you for helping I know it's probably something really simple i'm missing

Like I said, in the ff8 gl config, set mod_path as this:
Code: [Select]
mod_path = .(It's a single dot)
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: KumoValentine on 2011-08-06 15:26:39
Ok I did that and I don't see any difference, the fonts are still blocky and the menu imgs look the same.

Here is what the file looks like

# ff7_opengl-0.7.9b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1200
preserve_aspect = no
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = .

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2011-08-06 15:32:46
Ok I did that and I don't see any difference, the fonts are still blocky and the menu imgs look the same.

Here is what the file looks like

# ff7_opengl-0.7.9b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1200
preserve_aspect = no
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = .

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

I note at least 1 thing - you're using an outdated version of the aali's driver

please try the latest 0.11b version and report back
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: KumoValentine on 2011-08-06 15:37:34
just did no change, sorry to keep bugging on you on this
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-08-06 18:20:44
I dont believe you can have a folder name as '.'

I suggest you change it to something else like SeeD, or mods, etc

Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: DLPB on 2011-08-06 18:23:07
To do what you want to do the path is usually .\ or maybe just \   try it.  You can't use . for a modpath...  that is for sure.  Failing that you will have to use a name like sl suggested.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: PitBrat on 2011-08-06 18:54:50
'.' signifies the current folder.  It might allow one to use the 'mods' folder as the root for installing mods.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: DarkFang on 2011-08-06 19:48:44
just did no change, sorry to keep bugging on you on this

Did you go into FF8Config and check the Use High Res Font box?
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2011-08-08 08:53:59
'.' signifies the current folder.  It might allow one to use the 'mods' folder as the root for installing mods.

Yes, this is what I do currently.

AFAIK, this is the only mod that uses this method (ie, separated images in mods/ folder for Aali's driver).

I'm using Linux though, not sure if that makes any difference...
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: Template on 2011-08-10 05:06:01
Yah, I can't get this working either and my modpath works fine for ff7, so it probably isn't because I put the files in the wrong directory or anything :p
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: DarkFang on 2011-08-10 05:11:51
Yah, I can't get this working either and my modpath works fine for ff7, so it probably isn't because I put the files in the wrong directory or anything :p

You're doing something wrong. This works for a lot of people.

Make sure it's in the right modpath, make sure you have your modpath set, and make sure you selected Use High Res Font in FF8Config.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: Template on 2011-08-10 06:43:16
You're doing something wrong. This works for a lot of people.

Make sure it's in the right modpath, make sure you have your modpath set, and make sure you selected Use High Res Font in FF8Config.

I'm sure you're right and I'm "doing something wrong" but it isn't any of those things, so I'm out of ideas :p

Just to be clear though, I put the files into the Mods folder in the ff8 game directory. So theres a directory called Mods/Menu/ and the files are in there, including another subdirectory called hires with more files in it. Then in the ff8_opengl.cfg file the Modpath = Menu. How can you screw that up? Idk but I did, apparently :P
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: DarkFang on 2011-08-10 07:01:32
In your mods folder create another folder called avalanche. Stick the menu folder in the avalanche folder. Change your modpath so it reads "modpath = avalanche" and be sure to check the Use High Res Font box in FF8Config.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: Template on 2011-08-10 07:34:10
well, I do appreciate the assistance, but that didn't work either. shouldnt matter what the menu is called as long as the corresponding folder name is set in the modpath.

all i'm checking is the start screen to see if anythings changed, same old 8-bit looking background with grubby looking font.

using .11b and yes, i am checking hi res fonts.
i dont think its anything simple i'm doing wrong but maybe, seems like an awfully simple install process, not much room to miss anything.

AFAIK, this is the only mod that uses this method (ie, separated images in mods/ folder for Aali's driver).

Nah, theres tons of mods that just go in the modpath. sl1982 made a great bombing mission mod, yarlsons backgrounds are awesome, FL and Magochocobo's mods too
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-08-10 11:18:11
Can I see a copy of your app.log? It may help me find out what is going on.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Template on 2011-08-10 11:25:28
my App.log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: ATI Technologies Inc. Radeon X800 Series (Omega 3.8.442) 2.1.7169 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  creating 3D listener interface
  EAX: creating bogus sound buffer
  EAX: creating bogus 3D buffer
  EAX: Establishing listener property set interface
  EAX: Checking for EAX support
  EAX support initialized
  EAX: set global reverb
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: SoundMAX Digital Audio
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 1: Microsoft MIDI Mapper [Emulated]
GUID={0x7639987b,0xf9c8,0x46dd,0x9e,0xac,0xf,0xcd,0x1,0x3d,0x78,0xbf}
PORT 2: Microsoft GS Wavetable SW Synth [Emulated]
GUID={0x78d70152,0x6aa9,0x4e4e,0x87,0x8c,0xc6,0x79,0x1b,0xb6,0x6b,0x34}
PORT 3: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    SoundMAX Digital Audio
  Port1 supports XG data
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
Playing Segment
midi_play successful
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=26, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful

My config:

Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# show every failed attempt at loading a .png texture
show_missing_textures = no

In addition I wanted to point out that when I force AA and AF through my drivers it causes minor graphical glitches in the menu system but so far as I can tell not in the field. Not tested beyond the first save point area. Are we not supposed to use AA at all for FF8?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2011-08-13 13:10:07
for anyone like me who REALLY notices the difference  this picture (http://img17.imageshack.us/img17/8201/gfbig0000.png) is just a slight improvement of the other GF since I'm too lazy to install photoshop
 the other GF (http://img833.imageshack.us/img833/577/gfbig0100.png)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-08-13 13:21:15
Some of the gf avatars I have redrawn. I may get around to doing them all one day. It looks like you added some sort of blur to the other ones?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2011-08-13 13:41:21
yeah since I used low res pictures ( from this site http://www.ff8a.com/gf.html#anchor_909 ) and just resampled them I had some aliasing and blurred them a little bit
for anyone who want's to redo this or use more sophisticated methods the picture dimensions of the avatars seem to be 256x384 and they already have the right aspection ratio
and for some of them I played around with the colour a little bit

EDIT: I have some problems, can someone point me in the right direction  for a fix?

I'm using the german version and aali's driver 0.7.11.b
also what programs can I use to extract my game data?for menus textures and such.


EDIT:3 I now fixed most problems for me... no more unintended dark or yellow characters no artifacts and I added a high res version of the german extra characters like "Ä" and "ß"

but sometimes the game baffles me and uses not a high image ... that bothers me since now the games looks half good XD

I tried to upscale the pictures and replace them with higher res versions afterwards but that didn't work as good as I hoped... anyone know a good workaround?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: fangzhou on 2011-09-18 09:04:37
can someone upload the files in the first post to Rapidshare or Mediafire please? I wanna try em thanks
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2011-09-18 13:57:00
Hi fangzhou,

and again, it's me who has done what has to be done.

   SeeD v1.0b.rar
   MediaFire (http://www.mediafire.com/download.php?6ag6lu39ihye7uk) or https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar (https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar)

Edit: MediaFire link added
        (01/23/2012)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: fangzhou on 2011-09-18 14:38:25
Hi fangzhou,

and again, it's me who has done what has to be done.

   SeeD v1.0b.rar
   https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar (https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar)

haha yea I really appreciate it, i'll return the kindness someday if I can..cheers and bless you :)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-09 10:10:56
how can i use this with the german version?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2011-10-11 12:30:51
how can i use this with the german version?
the same way like with the other versions but it's not working right in german, I'm working on a german version but got a little side tracked XD

I'll release a version that's nice enough to play in the next few days.  I used almost everything from the original project seed except for few times when it seemed impossible also I coloured the elements...
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-11 12:58:31
the same way like with the other versions but it's not working right in german, I'm working on a german version but got a little side tracked XD

I'll release a version that's nice enough to play in the next few days.  I used almost everything from the original project seed except for few times when it seemed impossible also I coloured the elements...

thats sounds realy nice :)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2011-10-11 16:36:44
Project SeeD german Beta (https://www.dropbox.com/s/qt2ibp64n21ekh6/Project%20SeeD%20german_beta_21_12_13%20.7z)
there enjoy the rest was made in a rush and I'll update it in the next few days again to fix this annoying opacity problem

if you find anything looking atrocious in the interface please send pics so that I know where to fix and what to fix^^
also what resolution you use would be nice

install instruction:
install aali's OpenGL driver v0.7.11b or later
configure mod path ( mod_path = . ) in FF8_opengl.cfg
extract the 7zip file to you FINAL FANTASY VIII\mods folder (if there is no mods folder in your FF8 directory create one)


the beta was made for a resolution of 1680x1050 but should work with other resolutions

EDIT: updated to latest 21.12.2013
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-12 14:25:56
thanks a lot but looks like a little bit ... crappy, the boxes for example
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Milo Leonhart on 2011-10-12 17:02:55
I noticed a few problems and missing textures:

At the start of a battle it says: GLITCH: unsupported textures format
At the end of the battle, missing texture...
(http://nsa22.casimages.com/img/2011/10/12/111012070901573638.jpg)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-12 20:54:14
http://imageshack.us/photo/my-images/853/unbenanntjvb.png/
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Milo Leonhart on 2011-10-12 21:14:48
I think the graphics problems with others language than english is because the name of files is different, no?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Hellbringer616 on 2011-10-12 22:24:48
The language textures are different between languages.

So this patch is an English only patch.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-13 17:23:48
http://www.megaupload.com/?d=QQ17WKGD (http://www.megaupload.com/?d=QQ17WKGD)
there enjoy the rest was made in a rush and I'll update it in the next few days again to fix this annoying opacity problem

if you find anything looking atrocious in the interface please send pics so that I know where to fix and what to fix^^
also what resolution you use would be nice

install instruction:
install aali's OpenGL driver v0.7.11b or later
configure mod path ( mod_path = . ) in FF8_opengl.cfg
extract the 7zip file to you FINAL FANTASY VIII\mods folder (if there is no mods folder in your FF8 directory create one)


the beta was made for a resolution of 1680x1050 but should work with other resolutions


But this is for the german version.
The other dont work with german.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2011-10-16 12:17:01
http://imageshack.us/photo/my-images/853/unbenanntjvb.png/



it should look more like this
can you please send me your save folder in a zip file

(http://img840.imageshack.us/img840/7986/ff82011101613500553.th.jpg) (http://imageshack.us/photo/my-images/840/ff82011101613500553.jpg/)

(http://img28.imageshack.us/img28/3757/ff82011101613501107.th.jpg) (http://imageshack.us/photo/my-images/28/ff82011101613501107.jpg/)

(http://img204.imageshack.us/img204/2416/ff82011101613502016.th.jpg) (http://imageshack.us/photo/my-images/204/ff82011101613502016.jpg/)

(http://img683.imageshack.us/img683/4522/ff82011101613502184.th.jpg) (http://imageshack.us/photo/my-images/683/ff82011101613502184.jpg/)

(http://img707.imageshack.us/img707/5609/ff82011101613503945.th.jpg) (http://imageshack.us/photo/my-images/707/ff82011101613503945.jpg/)

(http://img444.imageshack.us/img444/9845/ff82011101613510343.th.jpg) (http://imageshack.us/photo/my-images/444/ff82011101613510343.jpg/)

(http://img580.imageshack.us/img580/9150/ff82011101613520188.th.jpg) (http://imageshack.us/photo/my-images/580/ff82011101613520188.jpg/)

(http://img832.imageshack.us/img832/6554/ff82011101613530850.th.jpg) (http://imageshack.us/photo/my-images/832/ff82011101613530850.jpg/)

(http://img338.imageshack.us/img338/7336/ff82011101613531529.th.jpg) (http://imageshack.us/photo/my-images/338/ff82011101613531529.jpg/)

also what are your resolution and settings ?
e.g. do you use high res fonts?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Milo Leonhart on 2011-10-16 12:24:37
Do you set "fancy transparency" off ?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-16 16:50:39
Do you set "fancy transparency" off ?

no

here are my settings:

Code: [Select]
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1080
preserve_aspect = no
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Milo Leonhart on 2011-10-16 20:00:00
Do you use high res fonts? like kabooz said?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2011-10-16 21:09:35
Do you use high res fonts? like kabooz said?

mh  i dont know, where can i looking for?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2011-10-16 21:55:05
mh  i dont know, where can i looking for?

the ff8 config exe or ff8 configurator if you use it like I do (for better sound)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Asta666 on 2011-10-31 01:01:24
I think this looks pretty cool but I tried it with aali's drivers versions 0.10 and 0.11 and I get a lot of random crashes  :(
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Rhytm2k on 2011-11-28 19:03:34
did.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Shuffle on 2011-12-15 09:13:14
I've got a problem.
http://i.imgur.com/P1JpR.png
Small dots around the letters. I tried to play with resolution, preserve_aspect, linear_filter, fancy_transparency options, but there's don't help.
Any ideas?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2011-12-15 10:43:59
Yes that is normal. Not everything in the game has filtering done on it. I am sure Aali could fix it if he wished to spend the time, but for now we have to live with it as is.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Asta666 on 2011-12-15 14:06:15
Anyone knows why i might be experiencing crashes while using this mod with aali 0.7.11b driver? The seem to be random, and do no occure without the menu mod  :-( maybe resolution has something to do with it? I use 1280x800 windowed.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2012-01-04 15:07:25
I've got a problem.
http://i.imgur.com/P1JpR.png
Small dots around the letters. I tried to play with resolution, preserve_aspect, linear_filter, fancy_transparency options, but there's don't help.
Any ideas?


yeah, I can fix it but I'm too lazy atm.
If you want to fix it no prob. iirc it's because somehow the invisible colour used for the images mixes with the colour a little around the image rendering it opaque. I tried to fix it and succeded with Photoshop.

I just made everything opaque entirely invisible so the game doesn't copy it anymore the problem was and is I'm not done with improvements!!! and everything I have not worked on is opaque so if do this it would make future work very hard and everything I have not worked on yet totally invisible in game

Anyone knows why i might be experiencing crashes while using this mod with aali 0.7.11b driver? The seem to be random, and do no occure without the menu mod  :-( maybe resolution has something to do with it? I use 1280x800 windowed.
I don't know the only thing I can think of is your video ram could be insufficient XD but that seems like a stretch

I hope that helps

also I very much would like to know why the game registers colour and alpha layer for opaqueness? or is that just my inability to work with photoshop?

EDIT: here the dots are black because the opaque pixel lets you see the background directly.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Omik on 2012-01-10 20:24:47
thanks for the modification, but I play in Russian))
tell me please is it possible to adapt to the Russian version?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Rexo on 2012-01-25 14:39:44
Broken Link again :(

So much cool stuff but difficult to find and use it all !
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2012-01-26 05:06:44
Hi Rexo,

you can use my links:

Hi fangzhou,

and again, it's me who has done what has to be done.

   SeeD v1.0b.rar
   MediaFire (http://www.mediafire.com/download.php?6ag6lu39ihye7uk) or https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar (https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar)

Edit: MediaFire link added
        (01/23/2012)

@fangzhou: Found some add-on's

  • Hard BETA     >Click me (http://forums.qhimm.com/index.php?topic=8715.25)<   (search for "Hard BETA" on this site)

  • Damage 1.0  >Click me (http://forums.qhimm.com/index.php?topic=8715.msg111260#msg111260)<
  • HP 1.0
  • Magic 1.0
  • Publish 1.0

MediaFire folder: http://www.mediafire.com/?3v62afdwb6haf (http://www.mediafire.com/?3v62afdwb6haf)

MediaFire (http://www.mediafire.com/download.php?ag58x796nmliuea) or https://rapidshare.com/files/3460234410/Add-on_-_Hard.rar

MediaFire (http://www.mediafire.com/download.php?ep2cg14x83afbbw) or https://rapidshare.com/files/1104681698/Add-on_-_Damage.rar
MediaFire (http://www.mediafire.com/download.php?yxljj2ckdbjf4f1) or https://rapidshare.com/files/472718166/Add-on_-_HP.rar
MediaFire (http://www.mediafire.com/download.php?sfmx3qwj43a2iyj) or https://rapidshare.com/files/3244859864/Add-on_-_Magic.rar
MediaFire (http://www.mediafire.com/download.php?lbj0bm3zil4ghkj) or https://rapidshare.com/files/1607913718/Add-on_-_Publish.rar


Searching for the multipatcher...   obsolete


Edit: MediaFire links added
        (01/23/2012)


UGerstl keeps the mods alive  ;)
(Bootleg (http://forums.qhimm.com/index.php?topic=12008.0) project)

Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Asta666 on 2012-01-27 13:30:15
I don't know the only thing I can think of is your video ram could be insufficient XD but that seems like a stretch

I hope that helps

also I very much would like to know why the game registers colour and alpha layer for opaqueness? or is that just my inability to work with photoshop?

EDIT: here the dots are black because the opaque pixel lets you see the background directly.
I reinstalled the game and now the mod seems to be working fine with latest of Aali's driver. I think the problem was that I was also using this mod http://forums.qhimm.com/index.php?topic=8700.0 that also changes character profile pictures.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2012-01-28 18:03:50
Thanks UGerstl!

Hi Rexo,

you can use my links:


UGerstl keeps the mods alive  ;)
(Bootleg (http://forums.qhimm.com/index.php?topic=12008.0) project)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2012-02-10 04:48:51
You're forgetting about the 'USC' user updates.
I'm not sure if they are still online, but I re-uploaded the updated package just in case:
http://www.mediafire.com/?caqqolqucj8rti9 (http://www.mediafire.com/?caqqolqucj8rti9)

I feels like this project is going a bit slow, so I want to help out.
I just started playing, so I'll take notes as soon as I see something that needs update.

One thing about the cards though - we need 3 different sets. One for menu, user-deck (blue) and enemy-deck (pink).
The 'USR' updates only provide the menu ones.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: vilykings on 2012-02-16 10:02:40
I have problem while using my Geforce GT555M

The first menu screen is nothing, just black, and a RED line "GL___Invalid___Enu"
When I try to find my way in to the game, it's okay on playing screen, but not the menu screen. In combat, it just shows the animation, not any menu to choose actions.

But when I switch to my Intel Onboard Card, everything seems okay.

My setting in FF8OpenGL is:
Quote
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1080
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = .

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = yes



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = yes

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# show every failed attempt at loading a .png texture
show_missing_textures = no

And one more question. When I play by my onboard card, everything seems okay, except for the beginning of every battle, there's a line saying " Glitch .... something .. texture". Can anyone show me how to hide/disable it?

THank you very much.

Nice day.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2012-02-16 11:51:00
Hi vilykings,

window_size_x = 640  or  1280
window_size_y = 480  or    960

mod_path = avalanche  <== look at the ./mods folder
                                                          e.g. ./mods/avalanche

In your mods folder create another folder called avalanche. Stick the menu folder in the avalanche folder. Change your modpath so it reads "modpath = avalanche" and be sure to check the Use High Res Font box in FF8Config.

linear_filter = off

use_shaders = no

fancy_transparency = off   maybe
compress_textures  = no   try this also

# Disable Error Notifications   add these lines at the bottom
disable_popup = on                "Glitch .... something .. texture"
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: vilykings on 2012-02-16 12:54:18
Quote
In your mods folder create another folder called avalanche. Stick the menu folder in the avalanche folder. Change your modpath so it reads "modpath = avalanche" and be sure to check the Use High Res Font box in FF8Config.

I'm not sure the directory of the Menu folder should be /mods/avalanche/Menu or /mods/avalanche/data/eng/Menu. Because before making the change, my old directory is Mods/data/eng/Menu.
And when I try the "/mods/avalanche/Menu", the game runs okay on Geforce card but it uses the old, bad, low-resolution graphics.

Can changing from using the "/Mods" folder directory to "/mods/avalanche" help my situation?

And I'm not sure the "code" I should use is "Yes/No" or "On/Off", can you tell me again?

Thank you for your time. I really appreciate it.

EDIT: I did it, thanks to your information. I change my director to /mods/avalanche/data/eng/Menu, and it works :D. SO great

Thank you so so much dude. Great job :D
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2012-02-16 16:15:58
Hi vilykings,

good to see that it worked for you (/mods/avalanche/data/eng/Menu).

Q: And I'm not sure the "code" I should use is "Yes/No" or "On/Off", can you tell me again?
A: Use the parameters exactly as i have written.
     I asked Aali long time ago about it, but he never answered.   :'(

Hi Aali,

i have a question for "ff7_opengl.cfg".

Normally this parameter is correct:  minigame_framelimiter = on  / off
Is this value also correct:                 minigame_framelimiter = yes / no

Greetings from Germany
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Aali on 2012-02-16 17:51:53
on/off, yes/no, true/false and probably some more variations on the same theme are completely equivalent
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2012-02-16 17:57:55
@Aali: Thanks for enlighten me (and all of us).
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2012-02-16 18:03:02
# Disable Error Notifications   add these lines at the bottom
disable_popup = on                "Glitch .... something .. texture"
I didn't know about this one, it was not on the config file.

Now I don't see those yellow glitch messages anymore, thanks!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2012-02-18 11:08:45
HI, I still haven't done anything on the mod just thought I come by and give a link to the reuploaded german version
Project SeeD german (http://www.4shared.com/archive/hRcbj6Dr/Project_SeeD_german_beta_.html)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Alkor on 2012-02-23 09:40:46
Hi ppl. Still can't understand why it not work for me -_-
A get this way for mod: C:\Program Files\Final Fantasy 8\mods\avalanche\data\eng\menu
In config i have this: mod_path = /mods/avalanche/data/eng/menu
High font is on and render is direct3d
Help plox :'(
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2012-02-23 09:51:42
@Alkor: This should work:  mod_path = avalanche

              If black boxes are displayed while you are playing,
              change the Renderer to Software.
              And/or deactivate Antialiasing in your graphics card
              driver setup. (if possible)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2012-02-23 11:31:19
Thank you so much for this project! It means there is still hope for ff8 "GIGA" fans like me ;) I haven't tried it yet because of lack of time (NWO, financial crisis, and such virtual reality issues :P :P ) Do you advise me to wait for the final version? Do this work with the high def avatars?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: UGerstl on 2012-02-23 11:39:23
@Leonhart7413: I advise you to wait for the installation documentation,
                            which i am just writing/testing/verifying.    ;)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2012-02-23 11:52:09
@Leonhart7413: I advise you to wait for the installation documentation,
                            which i am just writing/testing/verifying.    ;)

Confirmed! :)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: PanDa on 2012-03-02 19:16:28
   SeeD v1.0b.rar
   MediaFire (http://www.mediafire.com/download.php?6ag6lu39ihye7uk) or https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar (https://rapidshare.com/files/3746332808/SeeD_v1.0b.rar)

Edit: MediaFire link added
        (01/23/2012)

Thanks!!!! this really comes handy now that Megaupload is gone

Thank you UGerstl you're a life saver.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: tbogard on 2012-03-11 03:19:19
If i want to start a project in spanish, there is a way i can extract the textures? thanks
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: savage-xp on 2012-05-06 21:32:09
Good news ! After several tries, i managed to get high fontos! Awesome, it`s possible to do with the field backgrounds?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2012-05-07 12:46:14
Good news ! After several tries, i managed to get high fontos! Awesome, it`s possible to do with the field backgrounds?

Thank you so much!

Final Fantasy VIII EXTRA : Non Aprite Quella Porta (http://www.youtube.com/watch?v=khBYBBgFX14&feature=g-all-u)

Final Fantasy VIII EXTRA: Laguna's Car (http://www.youtube.com/watch?v=WY-mQh3veN8)

FINAL FANTASY VIII-0 The Movie: Laguna Loire's Adventures (http://www.youtube.com/watch?v=jVEI-idbSzU)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Omik on 2012-05-21 11:29:08
HI, I still haven't done anything on the mod just thought I come by and give a link to the reuploaded german version
Project SeeD german (http://www.4shared.com/archive/hRcbj6Dr/Project_SeeD_german_beta_.html)
dude, throw please on other hosting )
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Squall_1904 on 2012-05-24 08:48:46
I can still see the original numbers when the numbers are fading after an attack. A minor problem.
However when a character is dead de "0" number stays yellow instead of turning red. Can this be fixed?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2012-05-28 10:00:31
HI, I still haven't done anything on the mod just thought I come by and give a link to the reuploaded german version
Project SeeD german (http://www.4shared.com/archive/hRcbj6Dr/Project_SeeD_german_beta_.html) - 4shared
alternative link  (http://www.mediafire.com/file/wueaef0xb985mg7/Project_SeeD_german_beta_.7z) - mediafire
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Omik on 2012-05-30 02:33:02
alternative link  (http://www.mediafire.com/file/wueaef0xb985mg7/Project_SeeD_german_beta_.7z) - mediafire
thank you comrade :)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Laughingbox on 2012-06-15 01:16:43
Aaaand.. is this a necro post? It's half a month, give or take.

This mod looks really, really cool, but I'm having a really difficult time getting this thing to run. I've read the thread and it looks like my problem hasn't been seen yet (I could be wrong). The game recognizes the mod, but the text boxes look.. ugly. I've tried both versions 10.b and 10.c and no good results.

I have High Res fonts on, mod path is C:\Games\FFVIII\mods\avalanche\data\eng\menu, not sure what else I have to do here...

Here's what my ff8 config file looks like:
Code: [Select]
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1024
window_size_y = 768
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

And.. this is what it looks like. Help.
(http://i45.tinypic.com/1r3w39.png)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: AnghellicKarma on 2012-08-02 01:26:14
I've just started this and am trying to get it all working... I'm not sure I have it, though...
 
Here's an image of my Config menu, to compare to the one shown on the first page:
http://www.wspentertainment.com/ff8/FF8%202012-08-01%2021-17-03-50.jpg

Also, here's an error I get on the title screen (also mentioned by someone else in this thread, here (http://forums.qhimm.com/index.php?topic=11960.msg173200#msg173200)):
http://www.wspentertainment.com/ff8/FF8%202012-08-01%2021-22-38-10.jpg
 
 
For good measure, here is my config file:
http://www.wspentertainment.com/ff8/ff8_opengl.cfg

My directory is as follows:
- Game is installed to C:\Games\FF8
- I have a directory there called mods
- Inside mods is data
- Inside data is eng
- Inside eng is menu
- Inside menu is a ton of PNGs as well as a folder called hires with even more PNGs

Lastly, I DO have "Use High Res Fonts" checked in FF8Config.exe
 
 
 :|


EDIT: For some reason, my screenshots (taken via Fraps hotkey) are 640x480, whereas it looks like the screenshot of the same Config menu on the first post is much larger. This is odd, since the game is running at full screen for me (it also makes comparing them difficult), and I use the FF8_Launcher (v1.31) to start the game, selecting 1920x1080 for Display Mode. Not sure if any of this is relevant (even if it does confuse me), but just trying to include as much info as I can for a resolution :)


EDIT2: I also get this error whenever a random battle occurs:
http://www.wspentertainment.com/ff8/FF8%202012-08-01%2022-13-51-00.jpg
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Omik on 2012-09-05 07:03:21
EDIT2: I also get this error whenever a random battle occurs:
http://www.wspentertainment.com/ff8/FF8%202012-08-01%2022-13-51-00.jpg
you need to add disable_popup = on somewhere at the bottom ff8_opengl.cfg
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Zen on 2012-09-18 17:13:36
How come Zell's and Ward's portraits look different from the others? They look like upscaled low-res pictures while all the others are high-res.

Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Squall_1904 on 2012-10-08 05:02:56
How did you fixed the black screen thing? I can't fix it... My GUI overhaul was great on my previous instalation, but I had to reinstall the game and now I have this kind of black menu and I can't make it right. 
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Squall_1904 on 2012-10-10 02:32:31
Well looks like I found a strange solution on the same day I was having this problem. O.O If someone is having this black menu prob just go to your registry, H_KEY_LOCAL_MACHINE >> SOFTWARE >> Squaresoft, Inc >> FINAL FANTASY VIII >> 1.00 and where is says "Graphics" there should be like "0x10100001". Just change the last 2 numbers to 21 so it'll be like "0x10100021" and the menu prob will be fixed. ^^
I found it by comparing my actual registry with my last installation's registry.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2012-10-10 08:16:23
Thanks! I'll look at it if I have this problem.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: dani_800 on 2012-10-20 17:56:40
hi all. someone has the Spanish version of this mod and if you could tell me how to install the previous pages I have seen and do not understand much the truth, there are some who say that you should change the opengl but I have that file and I downloaded this persion but only image comes in png others say that we should put the ca mod folder in a folder called mod or MODPATH but I have that folder, the truth is that everything is a mess

please if you could tell me everything I need to install the mod and tell me if I could say if anyone has the Spanish version I porfa pass the link that is the most important.

Thanks and Sorry for the inconvenience.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: WofulPaul on 2012-10-25 22:35:17
If i use this mod the game crashes when I use Eden and even when I use the move wishing star of Rinoa,what can i do?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SuperBeast on 2013-03-03 08:45:19
Bit of a necro post, but figured it's not worthwhile to start a new thread.  Is there a working link for the English version of this mod?  All the links appear to be broken.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2013-03-03 08:49:42
here you go:
http://www.mediafire.com/?caqqolqucj8rti9
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SuperBeast on 2013-03-03 08:53:21
here you go:
http://www.mediafire.com/?caqqolqucj8rti9
You, Sir, are an absolute legend.  Many thanks.   :D
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: RyviusRan on 2013-06-28 07:22:45
Another necro but I can't seem to get the font to work.....
I changed the directory to the correct spot but I still can't get it to work....

(http://i.cubeupload.com/maSUuE.jpg)

(http://i.cubeupload.com/23QbVD.jpg)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sen on 2013-06-28 17:23:41
^
Quote
Q: How do I install it?

A: Extract all the files and put into /[modpath]/mods . Modpath being whatever you set it to in ff8opengl.cfg (obviously Aali's driver is required, 0.7.10b or higher)

Make a mods folder in the Final Fantasy Viii directory if you do not have it there, if you do place the mod in there and just set mod_path=mods and save.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: RyviusRan on 2013-06-29 00:46:56
^
Make a mods folder in the Final Fantasy Viii directory if you do not have it there, if you do place the mod in there and just set mod_path=mods and save.

Still didn't work for some reason.....

(http://i.cubeupload.com/lDLf2Z.jpg)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: ishiki on 2013-06-29 02:40:35
aali's go's directly into the mods folder, it specifies you have to create another folder within that.

your modpath is

modpath = mods

You have your folders in  and thats wrong
C:\Games\Final Fantasy VIII\mods\data

You need to create another folder within mods, and put the data folder in that.
C:\Games\Final Fantasy VIII\mods\mods\data
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: RyviusRan on 2013-06-29 03:20:43
aali's go's directly into the mods folder, it specifies you have to create another folder within that.

your modpath is

modpath = mods

You have your folders in  and thats wrong
C:\Games\Final Fantasy VIII\mods\data

You need to create another folder within mods, and put the data folder in that.
C:\Games\Final Fantasy VIII\mods\mods\data


I tried that and it still doesn't work.....
btw my directory is:
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VIII\mods\mods

Does that need to be changed?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: devil_ti on 2013-07-01 21:01:20
You only need change "none" by "."

modpath = .

and paste the mod in the folder mods

what is your game language?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Damocles233 on 2013-07-10 00:11:34
Hope this question isn't due to a lack of searching, since i've scoured the forums, does anyone have a working link to the SeeD project either 1.0b or 1.0c?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: falkTX on 2013-07-10 02:41:05
Hope this question isn't due to a lack of searching, since i've scoured the forums, does anyone have a working link to the SeeD project either 1.0b or 1.0c?
There you go: http://www.mediafire.com/download/caqqolqucj8rti9/SeeD_v1.0c.7z
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Damocles233 on 2013-07-10 14:18:26
Thanks =)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: AdrianMC on 2013-10-04 13:41:18
Hy. Very nice mod. Is it also available for the german version?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Paranoidtie on 2013-11-13 04:08:26
Does this mod improve the menus and character pics or the pre-rendered backgrounds??
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: tifalockheart1983 on 2013-11-21 22:43:32
Hello I have been trying for ages to get this to work to no prevail, I have the latest aali's driver 07.11b need confirmation if all the options are correct.



Code: [Select]
# ff7_opengl-0.7.10b config file






## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to


change.


# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1080
preserve_aspect = NO
fullscreen = yes


# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in


textures/
mod_path = mods


# check your driver settings if this option doesn't seem to work
enable_vsync = yes


# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose


their detail
linear_filter = off






## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options


include only trivial bug fixes.


# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no






## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.


# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes


# prevent glitches due to rounding errors by rendering in the nearest (larger, if


supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes


# enable alpha blending for textures without an existing blending effect
fancy_transparency = on


# display frames per second counter in upper right corner
show_fps = no


# display some real-time debug information
show_stats = no


# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however,


deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes


# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no


I have made sure that I have hi res fonts on in the ff8 config and I have done a straight cut and past job of the mod into the into the mods folder
so I can not figure out why this is not working. Thank you for any help in advanced.

Code tags make the world go less tedious to scroll through. ~Covarr
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Rundas on 2013-11-21 23:19:49
Try turning prevent rounding errors off? And also next time, post a long document in
Code: [Select]
tags.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: tifalockheart1983 on 2013-11-21 23:53:27
Try turning prevent rounding errors off? And also next time, post a long document in
Code: [Select]
tags.

Nope still has not worked, from turning off prevent round errors off just got screen shaking when going into battle.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: freakozoid on 2013-12-21 04:55:05
http://www.megaupload.com/?d=QQ17WKGD (http://www.megaupload.com/?d=QQ17WKGD)
there enjoy the rest was made in a rush and I'll update it in the next few days again to fix this annoying opacity problem

if you find anything looking atrocious in the interface please send pics so that I know where to fix and what to fix^^
also what resolution you use would be nice

install instruction:
install aali's OpenGL driver v0.7.11b or later
configure mod path ( mod_path = . ) in FF8_opengl.cfg
extract the 7zip file to you FINAL FANTASY VIII\mods folder (if there is no mods folder in your FF8 directory create one)


the beta was made for a resolution of 1680x1050 but should work with other resolutions

have anyone a link for the german version?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2013-12-21 07:49:12
Here Project Seed Beta Dropbox (https://www.dropbox.com/s/qt2ibp64n21ekh6/Project%20SeeD%20german_beta_21_12_13%20.7z)
still nothing changed though, since I don't have Photo Shop anymore.

PS: everyone is welcome to try and fix it shouldn't be hard if you understand what's going on or just through some playing around like I did  :o


EDIT: updated a few files because I got the urge to try and iron out a few bugs, worked all right now the most glaring (for me) bugs have been vanquished please report if you find more bugs
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-01 22:45:30
Hello everyone! I'm new here and this is my first post, but I figured I would post here because the entire reason I joined this community was to share some new SeeD updates that I've been working on.  I ran across this forum when I first found Tifa's Mod for FFVII and loved it - but there aren't many mods for FFVIII - I was hoping to spark some new interest and after I found this Mod, I fell in love and have redone the rest of the GF portraits, and have been diligently working on the in-game cards.  I've also been working on redoing all of the magazine artwork (pet pals complete!)  I have managed to update the first 4 pages of Cards in the menu (and am currently working on the in-game cards, but don't know much about importing them back into the game... I'm pretty sure it could be done with Aali's driver at some point - using the 'direct' path like in FF7, or the 'mods' path... but I know nothing of OpenGL programming.  I know the cards are actually in the ff8.exe and have exported all of the TIMs and converted them to PNGs but have no way of placing those files currently)

Thanks!
(supernoob, no one mind me)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: EQ2Alyza on 2014-01-02 04:04:31
Hi, welcome to the boards. Glad you finally made it  :)

There aren't as many tools and Aali support for FF8 as FF7 unfortunately, but even creating mods that are potentially ready for a port helps. I imagine if it gets enough variety and attention around here, programmers will start working on ways to get them into the game.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-02 08:12:34
Thank you Alyza!

I know that the tools are limited, but I saw that much more could be edited via the SeeD Project than I originally thought!

--------------------------------------------------
EDITED --- REMOVED OUTDATED LINKS
--------------------------------------------------

So - Right now, I am working on editing the master card file from the actual in-game Triple Triad card game.  It has 56 palettes, but I'm hoping to use my condensed master, import the high-res images and make it a PNG (and hopefully this PNG doesn't have to be split into 56 different files)

If at some point in the future, Aali enables a way to direct to these PNG's instead of the TIM's on the ff8.exe, the cards would work, so I'm going to finish my high-res transfer/mod in the hopes that one day we will have a Hi-Res Triple Triad card game to pack into FF8.

Here's hoping.


Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2014-01-02 11:43:21
Amazing improvement! Thank you! I noticed that the high resolution pngs Gf_big00_00, Gf_big01_00 are placed inside a hires folder in the original game's structure.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-03 07:49:56
I'm working on massive SeeD updates and was hoping I could get sl1982 to re-release SeeD with my new updates included!
**edited, contacted - thanks again, Alyza**

I know the Steam version came out, but it's officially POOP without SeeD, so I refuse to use it.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: EQ2Alyza on 2014-01-03 08:04:20
He is the admin that registered you manually. I think you can send PM's after 5 posts, so try again.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2014-01-04 11:31:35
WoW, especially the cards look fantastic if I find the time I'll implement your upgrades for the german version around monday (otherwise next WE)

that is if you don't mind that I use it

EDIT:
I did a quick test to see if I even need to do anything to the files, and no they work marvelously and look fantastic (the magita_00.png is not perfect but it works better than vanilla res IMHO)

could not test all GF cause I don't have a save with all of em right now though
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-04 21:40:16
Thanks, kabooz!

Of course you can use these in the German version!
Same goes for anyone with any other translation in mind -- These files are all artwork oriented, so they are compatible with all versions of SeeD, I believe.
As far as magita_00 is concerned -- i'm going to try a few variations and see what I can come up with... the problem I see with ff8 is that the textures seem to tile very close together, so avoiding repetition is tough.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-05 11:01:00
So, I was going to add these edits to my SeeD art post, but I think they should have their own dedicated post.  It made my original post too bloated anyway.

I have fixed some glaring issues that I've found with SeeD:
The most noticeable problem is that in the English version dream text (white text on transparent background) its barely visible unless set against a dark background, so i've modified the white text to have a more obvious drop-shadow.  Hope this makes this beautiful text easier to see!

--------------------

Removed the outdated links - new SeeD version release SOON!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2014-01-09 00:09:04
Didnt realize the link was gone on the main page. Reuploaded for easy finding.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Albeoris on 2014-01-20 09:08:56
Thank you very much! The next version will have a new map of the world?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2014-01-20 18:37:34
The world map cannot be changed unfortunately. Also I have no time to continue this project so it will be up to others to keep it alive.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-20 21:52:46
Thank you very much! The next version will have a new map of the world?

The world map cannot be changed unfortunately. Also I have no time to continue this project so it will be up to others to keep it alive.

I'm almost done with the in-menu card sets, and then I'm pretty sure I'm finished!  I would like someone to test everything out and get back to me about any issues with text alignment, etc. 

In the future, I will be working on a version of SeeD that encompasses all possible menu/icon combinations (half-transparent 8-bit hands while making a selection, missing color palettes, etc.) and may even have an updated font of my own to select from!

Thanks to sl1982 for making it all possible :)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sen on 2014-01-20 23:15:12
Is this compatible with Steam? Would love to use this with your epic updated graphics when i get my hands on ffviii :)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2014-01-21 01:33:26
Unfortunately not... if I'm not mistaken it needs Aali's driver to load external textures...
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SilverSpades on 2014-01-26 05:20:19
Well looks like I found a strange solution on the same day I was having this problem. O.O If someone is having this black menu prob just go to your registry, H_KEY_LOCAL_MACHINE >> SOFTWARE >> Squaresoft, Inc >> FINAL FANTASY VIII >> 1.00 and where is says "Graphics" there should be like "0x10100001". Just change the last 2 numbers to 21 so it'll be like "0x10100021" and the menu prob will be fixed. ^^
I found it by comparing my actual registry with my last installation's registry.

Don't take this the wrong way but I LOVE YOU. It seemed I had your same black box problem and this fix worked for me as well. Thank you for posting this!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Kompass63 on 2014-01-26 06:15:32
It is not a good idea in the registry to change values ​​if you do not know what you do.
Instead, you can use FF8Config.exe.
The value that was modified above, is the same as "Use High Res Fonts" in the graphics tab.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SilverSpades on 2014-01-26 16:44:30
It is not a good idea in the registry to change values ​​if you do not know what you do.
Instead, you can use FF8Config.exe.
The value that was modified above, is the same as "Use High Res Fonts" in the graphics tab.

I've been trying to get the mods to work for hours on end before I tried this. I had high-res fonts checked, tried everything else before using this method. Something must be wrong between changing the registry and the graphic driver. Either way this was kinda last resort-ish, if it screwed up the game I'd do everything from scratch; I figured if he had a similar problem and found a solution, maybe that same would would work for me. Turns out (luckily) it did.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mirrorman95 on 2014-01-26 21:30:40
I noticed that many of the icons in iconfl03_02.png and some of the other images are still heavily pixelated. Why did the authors upscale those icons with nearest filtering when they could have gone with linear or xBRZ?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Kompass63 on 2014-01-26 22:22:41
... I had high-res fonts checked, tried everything else before using this method. Something must be wrong between changing the registry and the graphic driver.
The problem with the registry is that the OS (Win7 / 8 ) under different circumstances some keys redirects to various locations.
A role is played by using a 32bit OS or 64bit OS, UAC turned on or off, start the Program with admin rights or not, set a compatibility mode or not ...

In general, all programs involved should have the same settings.
When you start "FF7Config.exe" with admin rights should also get "FF7.exe" Admin rights.
When you start FF8.exe in compatibility mode for XP, you should have started earlier also FF8Config.exe in same way.

On my PC, no such adjustments are necessary, the OS directs all relevant key automatically in the same fashion for all participating programs around.
Win7 x64Bit, UAC on (default), no admin rights and no compatibility mode.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Aavock on 2014-01-26 22:35:54
I've also noticed it Mirrorman, those textures were not upscaled properly and it also explains why the "hi res" font files were done from scratch using a new unfaithful font with no shadows.

I was thinking about redrawing those textures manually pixel perfect using the low res icon.tex as a basis, sadly I've changed my mind since I realized that the english version is the only one that use these upscaled icon textures. If someone can figure it out how to edit the french ff8.exe to make the game read them I will gladly contribute on that project for both english and french version.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Kompass63 on 2014-01-26 23:58:33
I was thinking about redrawing those textures manually pixel perfect using the low res icon.tex as a basis, sadly I've changed my mind since I realized that the english version is the only one that use these upscaled icon textures. If someone can figure it out how to edit the french ff8.exe to make the game read them I will gladly contribute on that project for both english and french version.
I suspect you just need to change the path in the mods folder from
...\data\eng\menu
to
...\data\fra\menu

There is also a German version, but I can not find the post atm...
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Aavock on 2014-01-27 00:36:30
I'm using the 2013 PC version; inside the main .exe there's a path to the default low res icon.tex (...\data\fre\menu\) but nothing about the 4 hi res files for french, german, italian and spanish versions. After importing these files in the menu.fs is it possible to edit the ff8.exe to make the game read them?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-27 03:17:13
I noticed that many of the icons in iconfl03_02.png and some of the other images are still heavily pixelated. Why did the authors upscale those icons with nearest filtering when they could have gone with linear or xBRZ?

Those icons and whatnot actually don't seem to be used anywhere in the english version of the game, so they weren't upscaled.  I'm going to re-create a version with everything upscaled (just in case) and include all of the special characters in the new version as well, but don't expect a release of that for a few months.  Currently, I'm finishing the cards so that sl1982 can release an updated version of SeeD with all of my current updates.

The thing I really want to do is update Triple Triad, but I have no idea how to inject the new art into the .exe
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Kompass63 on 2014-01-27 04:46:42
I'm using the 2013 PC version; inside the main .exe there's a path to the default low res icon.tex (...\data\fre\menu\) but nothing about the 4 hi res files for french, german, italian and spanish versions. After importing these files in the menu.fs is it possible to edit the ff8.exe to make the game read them?
Unfortunately I have no idea whether the 2013 version works with Aalis driver.
Unfortunately I have also no idea with what tool you can integrate graphics directly into the .fs files.

Aalis driver with the 2000 version is able to integrate png images in the game.
In the ff8_opengl.cfg you specifies the path where the images are (eg "mod_path = SeeD-eng").
In the directory [gamedir]\mods a corresponding subfolder (eg "SeeD-eng") is created, which then contains the images or other subfolders with images (eg "[gamedir]\mods\SeeD-eng\data\eng\menu\hires")
For the hi-res graphics, there is a subfolder "hires".

However, I fear that the tools are not in a position, subfolders to integrate into the menu.fs, but I do not know.
If it is possible, I would hope that you are doing one menu.fs for each of the four languages.

If you unzip the file "Project SeeD v1.0c.7z" with WinRar, you get the name out everything of the pictures.
The images for Triple Triad have names of "mc00_00" to "mc09_00".
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-01-27 21:34:24
Unfortunately I have no idea whether the 2013 version works with Aalis driver.
Unfortunately I have also no idea with what tool you can integrate graphics directly into the .fs files.

If you unzip the file "Project SeeD v1.0c.7z" with WinRar, you get the name out everything of the pictures.
The images for Triple Triad have names of "mc00_00" to "mc09_00".

2013 is not supported by Aali's driver.
You can modify .fs files with some of the tools provided in the FF8 Mods section, but from what I understand, repacking the files properly back into the .fs file can get buggy and some of the programs don't always work correctly when they compile.

The mc00_00 - mc09_00 are actually not for triple triad.  they are only the in-menu cards.  I have since found  the triple triad TIMs embedded in the ff8.exe and am working on upscaling them, but I have no idea how to re-insert them... even with Aali's driver.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Aavock on 2014-01-28 14:54:32
You can import or rename files in the menu.fs using Deling (http://forums.qhimm.com/index.php?topic=13050.0). Importing upscaled textures was already done here (http://forums.qhimm.com/index.php?topic=14870.0), thing is the game read them as the original 256x256px file size. The icon.tex tables can be found in data\eng\menu\icon.sp1 (which are the same for both english or french so this is not the place to look at). I guess it can be found in the main *.exe.

(http://image.noelshack.com/fichiers/2014/05/1390923658-hiresicon.png)

Now, is it possible to make 4 icon files work with non-english version ? Also, let's forget about importing 512x512px or 1024x1024px files... is it possible to make the game reads 9 (3x3) 256x256px textures instead of the original 4 (2x2) ? If yes, I'll work on the graphics.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: K43SJ on 2014-02-04 08:48:21
So, I was going to add these edits to my SeeD art post, but I think they should have their own dedicated post.  It made my original post too bloated anyway.

I have fixed some glaring issues that I've found with SeeD:
The most noticeable problem is that in the English version dream text (white text on transparent background) its barely visible unless set against a dark background, so i've modified the white text to have a more obvious drop-shadow.  Hope this makes this beautiful text easier to see!

Files above the line are for the English version ONLY!
(Files go in data/eng/menu/hires)

https://www.dropbox.com/s/ha9y3yq48z04ddv/sysfld00_07.png
https://www.dropbox.com/s/xn63nsw50dk3o1u/sysfld01_07.png

ALSO! The green text was missing half of it's characters, so I created the missing file:
https://www.dropbox.com/s/u2bsshpaeizs94w/sysfld00_04.png
_____________________________________________________

***Other minor improvements*** (compatible with all translations?)

Timer/Card Menu numbers 8 and 9 made to be a consistent font:
https://www.dropbox.com/s/1hjs9aqp6h40u99/iconfl01_02.png
https://www.dropbox.com/s/l3zcdmtrxzgvmnd/iconfl01_023.png (not sure if this one is needed)

Timer/Card Menu number text re-alignment (for the number 1)
https://www.dropbox.com/s/iphuznavia2ythm/iconfl00_02.png

Letter "A" in Card Menu changed to be the same font as numbers:
https://www.dropbox.com/s/ouuuvbhdtyzw1tt/iconfl03_02.png

Enjoy!

I'm almost done with the in-menu card sets, and then I'm pretty sure I'm finished!  I would like someone to test everything out and get back to me about any issues with text alignment, etc. 

In the future, I will be working on a version of SeeD that encompasses all possible menu/icon combinations (half-transparent 8-bit hands while making a selection, missing color palettes, etc.) and may even have an updated font of my own to select from!

Thanks to sl1982 for making it all possible :)

Can you share more image for me, i love that pictures, i was used that pictures in Project SeeD
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: vivinox on 2014-02-09 15:46:09
hello, this is my first post on the forums, i must say thank you so much for making this mod, and now to the problem, does anyone have a problem with the new 1.0c version when i put it into a mods folder, my game crashes everytime after the eidos logo?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: vivinox on 2014-02-10 11:43:31
i've found the solution, for me seed is not working for aali's 0.8 series, only for 0.7 series
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-02-12 01:28:09
Hello everyone!

I've finished the new version of the SeeD project, and it's now up for download on the main page!

New additions include:

--Title Screen Re-created
--Menu Gradient Improved
--New GF portraits
--Portraits for Leonhart , Minimog, and Angelo added
--Weapons Monthly Improved
--Made a better Hi-Res magazine background texture
--New hi-res Pet Pals pics
--ALL MENU CARDS COMPLETE!!!

Improvements:

--Added drop-shadow to white text
--Fixed several alignment issues with main text
--Created missing Green text file
--Changed the timer and card menu numbers (8, 9, A) to be a consistent font
--Number re-alignment for cards in menu

All improvements/artwork/edits done by MCINDUS

Please test it and let me know what you think!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2014-02-12 01:52:06
New release up in first post. Thanks Mcindus for all the hard work
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-02-12 07:02:56
To everyone out there - I made a booboo.  I forgot to put the folder path in the SeeD v2.0 folder.  The link will be updated soon, but until then, make sure you put everything into the following folder path:

edit*

FIXED
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: kabooz on 2014-02-13 04:36:29
Awesome! especially if you consider the annoying Icon_xx.png splitup into Iconfl_00_xx.png to Iconfl_03_xx.png (have to get my hands on an american release sometime just to see if the german files work on it as good xD)

Hopefully we can actually change where the game looks for an image soon (I want dedicated playstation button Icons for my buttons XD)

Anything new on repacking background archives, those for the magic effects (lol) or just reading external *.tim files?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2014-02-13 11:30:25
Thank you so much for dealing with VIII guys! It's my favorite game!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sl1982 on 2014-02-14 01:10:23
Fixed release in first post
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: LeonhartGR on 2014-02-14 03:32:33
I remember having an issue with the "pause" texture not appearing in game... Is that fixed? Thanks!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-02-14 09:23:33
I remember having an issue with the "pause" texture not appearing in game... Is that fixed? Thanks!

It shows up for me -- but I'm not sure if it does in all instances.  If you find it missing in this release, shoot me a screenshot and I can dig around and fix the problem for the next release.  I found a couple of minor glitches that I'll be fixing over the next few weeks, and I hope to hear some feedback in order to keep things rolling.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: K43SJ on 2014-02-14 14:11:23
So cool Seed 2.0 :-D, thank you very much Mcindus, sl1982  :-P
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: K43SJ on 2014-02-14 14:39:09
(http://i.upanh.com/viyesg)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SilverSpades on 2014-02-21 04:35:16
I don't know if this has been an issue before, but the pointing hand icon becomes transparent when I pick an enemy to attack.

Was this intentional, or a glitch? If there is a way to fix it, please let me know! Thanks in advance!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-02-21 08:45:23
I don't know if this has been an issue before, but the pointing hand icon becomes transparent when I pick an enemy to attack.

Was this intentional, or a glitch? If there is a way to fix it, please let me know! Thanks in advance!

Not only does it go 50% transparent, but it becomes low-res.  I've been hunting around for the appropriate file to fix the issue.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SilverSpades on 2014-02-21 23:33:27
Not only does it go 50% transparent, but it becomes low-res.  I've been hunting around for the appropriate file to fix the issue.

I see. No big deal either way. Time to try the new update!

EDIT: Wow, this is really nice... I'm shocked that all the cards have updated images... that must have been a lot of hard work. I really must thank you for such a beautiful looking update on top of an already swell one. I really wish we had more people working on VIII like they've done with VII, but then again, I'm perfectly grateful for the mods we do have... now if we can just work around those HD Magochocobo textures... lol

EDIT2: I'm pretty sure this is specifically on my game, but when I look at the cards on the menu, I see the new/improved HQ ones. When I play TT however, they go back to the LQ ones? Hmm...
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-02-22 01:41:57
EDIT2: I'm pretty sure this is specifically on my game, but when I look at the cards on the menu, I see the new/improved HQ ones. When I play TT however, they go back to the LQ ones? Hmm...

Actually, it was A LOT of hard work -- but no more than any other modder, really.  Unfortunately, the TT game cards can't be edited yet, even though I have a master PNG with the entire set complete and ready to go -- see this post:
 
http://forums.qhimm.com/index.php?topic=15006.0

Currently, only the in-menu cards will show up as hi-res.

I'm working on a TT mod, fixing the glitches I'm encountering with SeeD, and updating the intro sequence for the game as well (i hope it works!)  If my intro mod works, the steam community could use it!  If only I knew how to hack the hex to be able to resize the TEX and TIM files, the intro would definitely work, and the TT mod would be available for everyone!

Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SilverSpades on 2014-02-22 03:21:15
Actually, it was A LOT of hard work -- but no more than any other modder, really.  Unfortunately, the TT game cards can't be edited yet, even though I have a master PNG with the entire set complete and ready to go -- see this post:
 
http://forums.qhimm.com/index.php?topic=15006.0

Currently, only the in-menu cards will show up as hi-res.

I'm working on a TT mod, fixing the glitches I'm encountering with SeeD, and updating the intro sequence for the game as well (i hope it works!)  If my intro mod works, the steam community could use it!  If only I knew how to hack the hex to be able to resize the TEX and TIM files, the intro would definitely work, and the TT mod would be available for everyone!



I see. Yeah, I wish I knew how to do this stuff to help speed the process a little.

And you mean the Liberi Fatali FMV opening? What's master plan? Or is that a secret/surprise?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-02-22 04:07:13
I see. Yeah, I wish I knew how to do this stuff to help speed the process a little.

And you mean the Liberi Fatali FMV opening? What's master plan? Or is that a secret/surprise?

Actually, no -- that would be a huge undertaking and I think the FMV is amazing as-is.  I'd really just like to upscale the opening credits, along with the Credits sequence itself.  I'm already working on making this mod, but learning how to import an upscaled TIM into the game might be harder than it seems.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: SilverSpades on 2014-02-22 15:36:48
Actually, no -- that would be a huge undertaking and I think the FMV is amazing as-is.  I'd really just like to upscale the opening credits, along with the Credits sequence itself.  I'm already working on making this mod, but learning how to import an upscaled TIM into the game might be harder than it seems.

I gotcha now. If it ain't broke, don't fix it!

I agree, the opening is hands down one of my favorites in all gaming history.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: spunkysam on 2014-03-29 15:47:31
Hey guys i'm new to all these mods and currently i'm using aali's and seed mods together and my problem is when i use this mod there is a white light on every text it makes it very difficult to play can anyone help me please.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: wacs on 2014-04-29 21:45:35
Hi guys, great work on this mod, I love it.  I was playing FF8 on the PC version with SEED installed, everything looks great.  I recently purchased the steam DLC version and have been unable to get this mod to work, does anyone have any idea what needs to be done?  Thanks in advance for any help!
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Kompass63 on 2014-04-29 22:41:53
Hey guys i'm new to all these mods and currently i'm using aali's and seed mods together and my problem is when i use this mod there is a white light on every text it makes it very difficult to play can anyone help me please.
Maybe this helps:

Open with Notepad ff8_opengl.cfg
Find the line that starts with 'enable_postprocessing'
and write 'enable_postprocessing = no' there.

This way store, please make sure that is actually stored.



Hi guys, great work on this mod, I love it.  I was playing FF8 on the PC version with SEED installed, everything looks great.  I recently purchased the steam DLC version and have been unable to get this mod to work, does anyone have any idea what needs to be done?  Thanks in advance for any help!
To my knowledge, Aali's driver not running with the steam version.
Title: Re: [REL] Project SeeD (FF8 GUI overhaul)
Post by: Athelias on 2014-05-06 22:45:11
in battle scenes the menu cursor isn't hi-res after clicking in a sub menu (for example clicking on GF the menu cursor changes to low res for the other sub menus.

Was this ever fixed? I've been trying to figure out how to fix in for a while now..  :(
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Aavock on 2014-05-10 19:22:22
Great news: the japanese PC version of Final Fantasy VIII is finally available: http://www.jp.square-enix.com/ffviii-pc-jp/

I've noticed that some of the textures are freshlly made for this version (FFVIII was never released on PC in Japan). The font textures looks very sharp (1024x1024px ?) as well as some other elements but not all of them; It would be interesting to get and see how it could help to properly re-insert higher textures resolution back in the menu.fs.

(http://image.noelshack.com/fichiers/2014/19/1399749537-ff8.png)
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: shOcKmAnz on 2014-05-24 09:50:18
How to installed ? , , i cann't installed in my game  :'(

Can use on Final Fantasy VIII Steam version ?
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: Mcindus on 2014-05-24 19:26:16
How to installed ? , , i cann't installed in my game  :'(

Can use on Final Fantasy VIII Steam version ?

Can't use it on steam until someone creates a mod patch for steam... or finds a way to be able to use Aali's driver on the steam version.
Title: Re: [REL/FF8] Project SeeD (FF8 GUI overhaul)
Post by: sen on 2014-05-25 20:49:09
Can't use it on steam until someone creates a mod patch for steam... or finds a way to be able to use Aali's driver on the steam version.
There is a way but it requires having to convert the Steam version to 1998 version with Kompass's Game convertor
Edit:
Oops sorry forgot this is ff8 not ff7 lol