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Topics - Mcindus

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Releases / [FF8:Remastered] FieldModelTextures v1.0.1
« on: 2020-07-30 18:26:20 »
FieldModel Textures v1.0.1 for FF8 Remastered by MCINDUS

This mod replaces ALL field textures currently replaceable by the REMASTER with 2x Upscales (6x originals)!
Also includes ALL enemy Field Model Textures! (Fixes Lunar Cry Issues!)

Mod contains: ALL Character Field Model Textures, NPC textures, Enemy Field Textures, misc. objects (books, newspapers, etc) and more!
In the near future, this mod will have optional color fixes for Squall and team, and will also be compatible with the Lionheart Weapon Texture Mod and Rebirth Flame Mod (character texture mod)!

Once DDS Files can be read by the DEMASTER mod tool for Field files, I will release a 4x (16x original game) texture pack!

Before --> After

Requires Maki's DEMASTER Modding Tool found here:

DEMASTER Instructions:
** 1. Download the DEMASTER release on github from the release above
** 2. Install the DEMASTER into your .../FINAL FANTASY VIII Remastered/ folder
** 3. Open 'ffviii_demaster_manager' and run the 'unpack' feature, which will create the DEMASTER_EXP folder

Install Instructions:
Merge the mods 'textures' folder with the 'textures' folder in FINAL FANTASY VIII Remastered/DEMASTER_EXP/

FieldModelTextures v1.0.1 Remastered

Happy modding!

My Patreon:

v1.0.a - Early Test Release
v1.0.1 - Public Release

Releases / [FF8:Remastered] BattlefieldPack: ULTIMA v2.0.1
« on: 2020-05-12 19:04:26 »
BattlefieldPack: ULTIMA Remastered v2.0.1 for FF8 Remastered


Complete Updated Battlefield Backgrounds for the entire game!
[Huge update from v1.3.1!]
*Patrons! This is an update to 2.0 and will fix minor bugs and replace several bgs!*

Animations have all been updated and work in full!
There are also additional custom animations that have been added for effect that were previously not possible!
Custom textures galore, as well as full Gigapixel AI and ESRGAN upscales of other areas!

Textures are a mix of 4096x4096 and 2048x2048 and so they are not currently compatible with 2013 original Steam Tonberry version.

**For DEMASTER use explicitly! Read below for DEMASTER information.**
**Run the Game first before installing DEMASTER or any mods so that steam configures your game properly!**

Thank you so much Maki for making the DEMASTER DDS compatible for Battlefields!

**Join my PATREON HERE:**

Before/After: (SeeD Remastered also featured)

Use only with maki's DEMASTER mod tool!
DEMASTER Instructions:

** 1. Download the DEMASTER release on github from the release HERE
** 2. Move/Install DEMASTER files into your .../FINAL FANTASY VIII Remastered/ folder.
** 3. Open 'ffviii_demaster_manager.exe' and run the 'unpack' feature - this will create a ...FINAL FANTASY VIII Remastered/DEMASTER_EXP/ folder.

Installation Instructions:
Merge the 'textures' folder located within the mod with the one in your DEMASTER_EXP folder!

Most of the game has been overhauled with Custom Textures by MCINDUS
Additional Custom Battlefields:
- Training Center by Zeeber
- Comm Tower 1F original textures by Shunsq

All other areas Upscaled using Gigapixel and/or ESRGAN by MCINDUS

DOWNLOAD BattlefieldPack: ULTIMA Remastered v2.0.1

Enjoy, and happy modding!

Rebirth Flame: Remastered v2.0 by MCINDUS
This is a character mod for FF8 Remastered Steam version!!

For use only with the PC release of Final Fantasy VIII Remastered (Working on creating a Switch Port)

This mod serves several functions:
The first is to be a full Upscale of the main character battle textures!
The other versions include modified textures for Squall and Rinoa with custom work by myself and includes field model textures to match.
Updated Squall and Rinoa's textures to more closely match the characters we know and love!
Created custom eyes, lips, and matched their coloring to the original 2013 release. (Clothes, hair, etc.)
In the future, once we can update 3d models, I'll be fixing his hair!

To get the ENTIRE Lunatic Pandora Remastered Mods Pack *TBA*, or early access to mods:
Join my PATREON!

Currently, there are four versions of the mod:

Vanilla Upscaled:
(DEMASTER Dependent)
RebirthFlame-Remastered v2.0-V
Vanilla Remastered textures doubled in resolution with an ESRGAN AI model (6x the size of the original game textures)
RebirthFlame-Remastered v2.0-SR 
Upscale Pack which also includes BRAND NEW Squall and Rinoa custom textures! (Requires FieldModelTextures Mod to be installed first)

Low Resolution Versions:
(NOT COMPATIBLE with FieldModelTextures Mod - these can inject into main.zzz)
RebirthFlame-Remastered v2.0-SRL
Only the BRAND NEW Squall and Rinoa low resolution 1:1 custom replacements
RebirthFlame-Remastered v1.1-Z
OLD version Squall replacement, low resolution 1:1

New Squall:

The first two versions must be used with the DEMASTER mod tool, as you can't use higher resolution textures using zzzDeArchive tool.
Third version is only the NEW Squall and Rinoa textures, but 1/2 resolution and can be injected into the main.zzz or with DEMASTER.
Fourth version is the OLD version and is NOT Upscaled, but is a 1:1 size replacement of custom Squall Textures (older rendition).

Get zzzDeArchive HERE


This is the official release! Let me know if you find any bugs!

Thanks to Sebanisu and Maki for making mods possible!


**CREATED 10/22/2019**
**EDITED 5/13/2021**
Join my PATREON for perks!

LunarCry: Remastered v2.2  by MCINDUS
For use only with the Steam release of Final Fantasy VIII Remastered

UPDATED 5/13/2020 With ALL ENEMIES including battle and field textures!
FIELDS ARE GLITCHED RIGHT NOW! They will be released with a separate mod.

Thanks to Maki and his amazing DEMASTER Modding tool, we can now inject ALL of the enemies into the game!

FF8: Remastered came with very few battle models actually improved for most enemies in the game. This mod fixes that by adding ALL enemies with ESRGAN and Gigapixel AI composited upscales in order to provide the BEST possible textures available!

The remaster also came with 3x upscales of the enemy field models, but the quality was VERY lacking, so I made these beauties, which are now 6x original size!
All enemy model textures have been re-created using custom texture techniques combined with using my own ESRGAN AI Upscaling models!

Only current drawback: Enemy Battle textures are currently locked to 3x original size.
I hope you enjoy!

Join my PATREON!

Battle Model Texture Comparison:

Requires Maki's DEMASTER Modding Tool found here:

DEMASTER Instructions:

1. Download the DEMASTER release
2. Install DEMASTER into .../FINAL FANTASY VIII Remastered/
3. Open 'ffviii_demaster_manager.exe' and run the 'unpack' feature - this creates the DEMASTER_EXP folder

Download Here:
LunarCry: Remastered v2.1

Install Instructions:
INSTALL ONLY THE hd_new 'textures' folder in FINAL FANTASY VIII Remastered/DEMASTER_EXP/textures/battle.fs/

Field Model Texture Comparison:

New (Left) vs. Old (Right)


Enjoy and happy modding!
Join my patreon:


==          (only field upscales, no battle textures)             ==

This version of the mod should be installed using one of the zzz extractors (zzzDeArchive 1.6.5 or later is recommended)
Get zzzDeArchive HERE

Pick one or the other!
LunarCry: Remastered -EFM- v1.0
--- zzz archive for merging using zzzDeArchive ---

LunarCry: Remastered -EFM- v1.0
--- folder archive (for use with Maki's new archiving method) ---

**CREATED 10/8/2019**
**UPDATED 5/13/2020**

Lionheart Remastered v2.0 by MCINDUS
This is a weapons overhaul mod for the remaster!

For use only with the PC release of Final Fantasy VIII Remastered (Working on creating a Switch Port)

All Gunblades have been modded, even Hyperion
Zell's Gauntlet has been modded with a new color/skin and Laguna's and Kiro's weapons have both been updated as well
Rinoa's Shooting Star's colors have been fixed
And more!

To get the ENTIRE Lunatic Pandora Remastered Mods Pack, or early access to mods:
Join my PATREON!

The Upscaled version of this mod is compatible with Maki's DEMASTER Tool
The Low Resolution Replacement version of this mod is compatible with DEMASTER -or- main.zzz injection

Get zzzDeArchive HERE

Lionheart: Remastered v2.0 (HD)
Direct Link:
Upscaled Version for use with RebirthFlame-Remastered v2.0-V or v2.0-SR
Install RebirthFlame FIRST to prevent glitches!

Lionheart: Remastered v2.0z (SD)
Low Resolution zzz/DEMASTER Compatible version


Lionheart Remastered v1.0
--- zzz archive for merging using zzzDeArchive ---
Lionheart Remastered v1.0
--- folder archive (for use with Maki's new archiving method) ---

This is the official release! Let me know if you find any bugs!

Thanks to Sebanisu and Maki for making mods possible!


**CREATED 10/8/2019**
Join my PATREON for perks!

Releases / [FF8:Remastered] Gerogero Uncensored v1.0
« on: 2019-10-09 07:00:46 »
Gerogero: Uncensored v1.0
This is a fix to change the English versions of Gerogero from Blue to his original 'red' coloring - guts and all.

For use only with the Steam release of Final Fantasy VIII Remastered (Working on creating a Switch Port)

To get the ENTIRE Lunatic Pandora Remastered Mods Pack, or early access to mods:
Join my PATREON!



This mod must be installed using one of the zzz extractors (zzzDeArchive 1.6.5 or later is recommended)
Get zzzDeArchive HERE


Pick one or the other!
GeroGero Uncensored v1.0
--- zzz archive for merging using zzzDeArchive ---
GeroGero Uncensored v1.0
--- folder archive (for use with Maki's new archiving method) ---

This is the official release! Let me know if you find any bugs!


Thanks to Sebanisu and Maki for making mods possible!


**CREATED 10/8/2019**
Join my PATREON for perks!

Tripod: Remastered v1.1
For use with 2019 FF8 Remastered PC version (Working on other ports)

This mod replaces the Triple Triad card game textures (*cough*) with mine from the old Tripod mod, yet upscaled to 2048x2048 pixel resolution!

Mod Contains:

New Upscaled cards from previous mod
New Borders for menu and 'normal' cards created by me.
New Character "special" borders created by hikashi (thank you!) with minor edits by be to 'fit' the border theme
New Number Fonts for cards and stack sizes!
New animation sprite for the 'earth' element. (all other anims are mine from old Tripod mod)
Anim sprite alignment fixes!
2048x2048 Background 'splash' Mat (from old Tripod mod, but higher resolution)
2048x2048 Custom Game Mat (from old Tripod mod, but higher resolution)
'You Win, Draw, and You Lose' text that matches the original vanilla version almost exactly, yet HD (CURRENTLY BROKEN -- v1.0 had a 'halo' around 'you lose' and 'draw' so I reverted to original text here for now.

Tripod: Remastered v1.1 (DEMASTER)
Tripod: Remastered v1.1 (zzz Archive)


In the future, this mod will contain different border options, and there will be an 'ultimate' version that a few of us are going to compile, with much better art, and many different options!

Thanks to Sebanisu and Maki for making the mods possible!

Created 9/16/2019

Releases / [FF8:Remastered] SeeDRemastered-UI v1.0
« on: 2019-09-15 23:34:39 »
SeeDRemastered-UI v1.0
Menu, UI, Icon, and misc textures for Final Fantasy 8 Remastered
For use only with the Steam release of Final Fantasy VIII Remastered (Working on creating a Switch Port)


To get the ENTIRE Lunatic Pandora Remastered Mods Pack, or early access to mods:
Join my PATREON!


This mod must be unpacked using latest zzzDeArchive program OR used with Maki's DEMASTER Tool
Get zzzDeArchive HERE

This is for the MAIN mod and the FONTS, which includes the Menu, UI, Icons, etc. but only contains one alternate Gradient.

There is an extra file located in the download known as 'hitech' that will give a more updated look, with a hi-tech gradient and gunblade icon instead of the finger-pointer

"SeeDRemastered-UI v1.2"
Is a graphical overhaul which includes:

- New Title Screen (Higher Resolution)
- Optional Alternate Menu Gradient (Comes with alternate 'seedreborn-ui-hitech_rem_v1.0' file that can be used)
- NEW UI Font, (NOT Game Font) as well as various menu objects modified.  (SeeD, Time, Play, Disc, Fast/Slow, etc.)
- NEW Battle/Menu Icons and Text! (Target, Miss, Battle Numbers, Renzokuken indicators, etc.)
- NEW Optional Gunblade Cursor (Comes with alternate 'hitech' file)
- NEW Updated and colored Item Icons! (by MCINDUS)
- NEW colored Custom Icons for Status and Elemental Magic! (by MCINDUS)
- NEW Custom Icons for Junction Stats instead of old TEXT abbreviations! (HP, Str, Vit, Mag, Spr, Spd, Eva, Hit, Luck) (by MCINDUS)
- Alignment fixes!!
- Transparency fixes!

- Alternate FONT (SeeDReborn 4.1 modified for FF8:Remastered)


SeeDRemastered-FULL v1.2 (EN) DEMASTER Version Direct:
ZZZ Versions:
SeeDRemastered-UI v1.0 (EN-English)
Additional Font Replacement:
SeeDRemasteredFont-Tech v1.a (All Languages!) Direct:

This is the official release! Let me know if you find any bugs!



Thanks to Sebanisu and Maki for making mods possible!


**CREATED 9/15/2019**
Join my PATREON for perks!

Current FF8 Lunatic Pandora: Remaster Mods in progress:
*UPDATED 5/7/2024*

Angelwing: Ultima (AI) by MCINDUS and Fated Courage porting to Remaster --PROJECT UPDATED/UPGRADED to ESRGAN 'Ultima' Edition!!!
-- Alpha Testing Phase --
ALPHA VERSION of Ultima RELEASED TO PATRONS - After alpha phase, mod will be made public!
ALL Fields replaced with ESRGAN + Gigapixel AI Field Textures (5+ models used), Custom background texturing and re-drawn font work by MCINDUS.
Extra contributions by Ark/Manakaiser (Bal Garden Main Hall, Gal Garden Outdoors) and Darziak (Cafeteria, Dollet Ship Mission Brief, Missile Base CPU, Balamb CPU, etc. and various font replacements, NPC placements/animations in Deling provided by Patfeerick)

SeeDRemastered UI v1.0 - all UI and icons custom created, new gradients, frames, menu's, etc. from SeeDReborn v4.1 -- will eventually contain v3.5 and v3.2 "vanilla" mod options as well.
100% Complete - RELEASED! - 'vanilla' mods progress = 25% - Multi-Language release = 35% *PRIORITY*
SeeDRemastered Fonts v1.0  - Font widths fixed and Hi-Tech Font (SR 4.1) Completed!
100% Complete - RELEASED!
SeeDRemastered Gradients v1.0  - making all SeeDReborn v4.1 gradient colors and patterns available for FF8 Remastered!
30% complete

BattlefieldPack: Remastered v2.0.1 PR NEW CUSTOM TEXTURES, Full Custom Animations, and ESRGAN/Gigapixel UPSCALES!
100% complete - RELEASED!!

HorizonPack: Remastered v1.1.a World Textures, World Vehicles, Maps, etc. -- porting to Remaster

FieldModelTextures v1.0.1 - ALL Field Model Textures Upscaled! ESRGAN/Gigapixel AI Comped images and minor custom texture detail for the best experience! If you are going to use Rebirth Flame or Lionheart, make sure you download the FieldModel Texture pack versions, as they are higher resolution!
100% Complete -- RELEASED!

RebirthFlame: Remastered v2.0 - Main Characters Battle Textures Upscaled -- Also includes mod versions with Squall+Rinoa texture replacements.  Can NOT edit hair polygons yet, but did a texture and color overhaul. Replaced eyes, mouth, colors, and more!
100% - RELEASED!
***Compatible with FieldModelTextures

LunarCry: Remastered v2.1 - Included are ALL of the enemies in game! ESRGAN/Gigapixel AI Comped images for the best experience! Battle models AND field models are all improved!
100% complete - RELEASED NEW VERSION 5/13/2020!! 
***THIS MOD IS DEPENDENT ON FieldModelTextures Mod being installed first!

Lionheart: Remastered v2.0 - Weapons are given updated textures.  Squall's weapons are easier to differentiate, and Seifer, Zell (new texture+color for Gauntlet), Laguna, and Kiros all have updated weapons textures! Rinoa's Shooting Star has also received a color fix, and various other tweaks!
100% - RELEASED!
***Compatible with FieldModel Textures

Tripod: Remastered v1.1 --  new high res background, updated number fonts, updated texture anim sprites, includes 2048 upscaled Tripod mod 2015 textures with new borders done by me, with new main character borders done by Hikashi!
100% complete - RELEASED!! --- 'low res' version in progress, for people without SSDs ---

Gerogero US Censorship -- FIXED in battle and all cards. DEPRECATED (IF USING DEMASTER MODS.)
100% Complete - RELEASED!!
*Included in LunarCry and FieldModelTextures pack*

New title screen (2048x2048), new squaresoft screen logo, etc. also created! Working my butt off :)

Back to work!

Releases / [FF8PC-Steam] ReShadeFF8 Config v1.3 by MCINDUS
« on: 2018-09-04 10:11:40 »
ReShadeFF8 Config v1.3 by MCINDUS

This mod will guide you through the process of enabling ReShade to work with FF8. ReShade is a Post-Processing effects suite, and I have created several different configurations that modders can choose from to enhance the game.

If you follow this guide, ReShade will be compatible with Tonberry, RaW, and GeDoSaTo!

CRT SCANLINES (My own version of the old SweetFX setup)

*If using FF8_GeDoSaTo_v2.3 with ReShade, DO NOT USE ReShade's SMAA or FXAA while using GeDo's AA

(Lunatic Pandora Mods Featured in Screenshots)

All Configurations have the standard Color Fixes, De-Noise, and Magic Bloom applied!



Before/After (Ultra Bloom):


After (ULTRA):

After (MEGA+CRT):


1.  Unpack the Download in your FINAL FANTASY VIII/ parent folder.
2.  Go to and download the newest version of ReShade!
3.  Run the installer and click the button to choose your FF8_EN.exe (or other language)
5.  Download the following github shaders when prompted by the installer:
   AdaptiveSharpen, Bloom, ColorMatrix, Colourfulness, Curves, CRT, Denoise, FXAA, Levels, LumaSharpen, MagicBloom, SMAA, Technicolor, Technicolor2, Tonemap, Vibrance, Vignette
   (You can download them all if you want, but ReShade loads slower the more shaders you have)
6.  Click "Edit ReShade Setup" on the new button
7.  For the Config, select one of the "ReShadeFF8_MCINDUS_" files from FINAL FANTASY VIII/ReShadeFF8/
*** For more information about LOW, MED, HIGH, ULTRA, and MEGA settings, see BELOW ***
8.  For screenshots, select FINAL FANTASY VIII/ReShadeFF8/screenshots/
9.  Check the boxes for 'Performance Mode' and 'Skip Tutorial' *[IF USING CRT SCANLINES, CHOOSE CONFIGURATION MODE!]*
10.  Close the ReShade Window
11. MOVE the "Textures" folder from /FINAL FANTASY VIII/ReShadeFF8/ into your /reshade-shaders folder and merge/replace!
    *The Lens Flares, Chap Flares, and Godrays looks like crap unless you do this!



If you want to use the Godrays, Chap Flares, Animated Flares or Lens Flares of the other settings, open the ReShade UI and scroll to 'Bloom and Lens Flares' and enable the checkboxes for them.

Hello out there!  I know that FFX/X-2 have similar file types to SoM, but the Steam SoM seems to actually use the PS4/3/Vita .phyre engine files.  They released the game with Vita limitations, and it would be nice to be able to add some customization to the world/npcs/characters.

I'm looking at the textures currently (using TextureFinder 2); but am unsure if I can re-pack new textures into the game using it.  It would also be lovely if we could unpack/repack the .dae.phyre Collada files.

I'm posting this here because Secret of Mana is part of the Final Fantasy 'multiverse' and was created as Final Fantasy's 'action/rpg' with more focus on live combat and turn-based spellcasting - and was to be the first release on the Nintendo CD - which never materialized.  It also seems to share similar file types with other FF titles.

If only they would remake Seiken Densetsu 3.  Best snes/famicom rpg ever made.

Hey everyone!  I'd like to start out by saying that I love this forum and it and the people that I've met here over the years have literally changed my life.
Due to the mods that I created for FF8, I now have a job in the gaming industry as a 3d environment artist.  Thank you.  Everyone.

As a Mod creator, I understand the passion that drives a lot of us to do what we do.  We love FF mid-gen games so much, we're willing to be unpaid creators in order to share our talents with the world at large - instead of just harboring them for ourselves.  This is one of the best forms of true 'philanthropy' that we have in the modern world - let's keep it alive and breathing.

This takes a huge commitment to very little 'payout' ratio.  Our payout is seeing hundreds, if not thousands of people all across the world using something that we birthed into the world that helps everyone enjoy an amazing piece of historical gaming nostalgia with new life and playability.  One of the drawbacks? - hours and hours of troubleshooting and 'helping' people with their technical difficulties.  Most of these bugs end up being very legitimate issues - which all help the mod improve - but more than 1/2 of the issues are caused by the average 'user' not reading the installation instructions, the posts, or the threads containing the issues that have already been addressed.  This is by far, the most frustrating thing as a mod creator - but it's something that with a well constructed mod and a good instruction manual (or post), that modders should be able to overcome easily.

This brings me to my final point:  We are all a team.  Without profit motivation, the only arguments that arise between the Modders ourselves should be differences in method, execution, content, etc.  As arguments, these all tend to improve the mods themselves - so they are all constructive.  Being de-constructive or overly critical of the mods or outright disrespectful and/or just plain mean to the Creators is childish, unprofessional, and has completely no room in this community.  Misunderstandings are bound to happen - personal opinions are bound to be VASTLY different - egoes will be bruised - but nothing we do here is actual about anyone 'personally'.  This is about creation, creativity, and the love of FF.  In the end, that's really just what we all want - what's BEST for Final Fantasy and it's fans.

We do it for the love of the game.  We all share that in common.  Let us not forget what brings us here - together.

As a Mod Creator, I witnessed two of my own fellow creators come to such a personal barricade between one another, that the saddest thing I've ever seen on this community happened.  We lost out on two of the best, most thorough mods I've ever seen - and for a game that's only been re-released for a VERY short time.  Everyone loses in these situations.  I almost feel like I need to pour out a 40 for a dead best friend.  Or two.

Please try to remember that this isn't about competition, it's about teamwork.  There is no real prize for first place... just more downloads and hours of noob troubleshooting. ;)

Love you guys.  I hope those mods aren't dead.

P.S.  Please keep this thread positive :)

Completely Unrelated / My Current Gaming Project
« on: 2017-01-14 20:19:56 »
Hey everyone!

I figured I would share this with my beloved community since everyone here loves games.

I've been currently employed as an Environment Artist and World Builder for an MMORPG that will have an Alpha re-release in the first quarter of this year.

Read about the project here.

Tonberry Mods Master List

This is a post devoted to the current progress of completely modding FF8's graphics with Tonberry Mods!
This is what's currently out there, what we're currently working on, and what needs to get done.

We hope this inspires other modders to get involved in FF8!
For a very thorough guide on how to make your own FF8 mods using Tonberry, FOLLOW THIS LINK!

For those that need it: Here's Tonberry: Enhanced

Special Thanks:
Omzy, Shunsq, JeMaCheHi, Mavirick, sl1982, FatedCourage, Mortael, Devina, Yagami Light, Zeeber, Crestian, Maki, DLPB, Rufoos, and Qualcuno.

Many of these mods are included in the:
Lunatic Pandora Mod Installer

(for a small donation to the modding community)

Current Completed Mods

SeeD Reborn by MCINDUS
Title Screen, Game Menus, Character/GF Avatars, Text, Icons, Magazines, Controller Buttons
To be done:
Intro Sequence*, Minor Tutorial Screens - "Theme Packs"

Controller Buttons by MCINDUS (SeeD Reborn Dependent)
Replaces the B1, B2, B3, etc. In-Game Controller buttons with PSX/Xbox360 buttons.

HorizonPack by MCINDUS
World Terrain, World Maps, Towns/Cities, Roads, Sky, World Effects, World Objects, Lunatic Pandora, Vehicles
Balamb Vehicle and Ragnarok Replacement (Crestian)

To be done:
Cities/Towns would look great if someone did some custom re-creations...

Project Eden by Omzy
Field Backgrounds
To be done:
Fixes to certain textures that produce "black bars" and some tranparencies.  Also needs some hash fixes. [Project AngelWing's hashmap is better]

Project Angelwing by FatedCourage
Gigapixel (or Waifu) Upscaled Field Backgrounds - has more 'smoothing' and less noise than Eden.  Choose one or the other, but not both. 
I suggest using AngelWing's hashmap and a mix of both mods files for optimal viewing.
Anyone who wants to try their hand at making custom backgrounds should contact myself or FatedCourage

BattleField Pack 1/3 Upscaled by MCINDUS, 2/3 Waifu2x'd by FatedCourage
Battlefield Backgrounds (Complete)
Full Replacements include - Balamb Plains, Green Forest (MCINDUS) Training Center (Zeeber), Comm Tower 2F (Shunsq)
To be done:
The Waifu upscales are great for many areas, but for outdoors areas, the 'lines' it creates are bad.  We need some help making these better.
Some animations don't currently work.
Also, we need help with the full replacements!  If you are an artist, please contribute!

Tripod by MCINDUS
Triple Triad Card Game - Cards, Game Text, Icons, Game Board, Backgrounds, Sprite Animations
To be done:
Fix for 'You Lose' transparency, Implement better borders, Finish foreign versions

Rebirth Flame by FatedCourage, Magochocobo, Devina, Mortael, Yagami Light, Crestian
Player Characters - Mago or Devina replacements with Weapons, SeeD Uniforms, Low/High Poly, Alternate Versions, etc.
To be done:
Minor character fixes

Project Hellfire by MCINDUS
GF Summons (Complete) - Replacements and Upscales
Replacements Include - Ifrit, Shiva, Quezacotl, Brothers, Siren, Leviathan, Carbuncle, Cactuar
To be done:
Some Waifu2x upscaled lines look better than the current mods, so the plan is to combine some parts of future Waifu upscales with the current ones.

Apocalypse by FatedCourage
All Bosses given a meticulous Waifu2x treatment
To be done:
Full Boss -replacement- textures would be nice!!!  If every artist out there did one each, we would have a pack in no time!

Lunar Cry by MCINDUS
All Enemies Upscaled (Complete)
To be done:
Hashing fixes and custom enemy textures!  Anyone want to try their hand?


Non-Tonberry dependent, but work incredibly well along with it! Some mods were created with these in mind.

FF8 UV Fix Patcher by Maki (Easy Patch by MCINDUS)
This mod fixes the bad UV's in the main overworld (WORKS BEST WITH HORIZONPACK)

FF8 GeDoSaTo Config by MCINDUS
Ultra Resolutions (forced downsampling), Anti-Aliasing, AO, DoF, and Post Processing injection!  It even has a version of SweetFX you can use with Tonberry!
If you enable GeDoSaTo, you no longer have to turn off the Steam Overlay!

Current Mods in Progress:

Magic Upscale (Waifu2x) by MCINDUS and FatedCourage
Attack, Heal/Buff, Status Effect Magics; Magic effects
To be done:
Upscaling and hashing/hash fixes underway.

NPC Upscale by MCINDUS, FatedCourage, and ?
NPC Upscales
To be done:
NPCs mostly upscaled.  This is proving to be a hashing beast.  Also missing a few NPCs currently.  Any help would be lovely!

GF Animations by MCINDUS
TBD - This is a HUGE project - and may have issues with animations.
Only two or three test animation sets have been worked on.

Mods We Need!!

Limit Breaks
TBD - Need someone to find textures, create hashes and upscale
Nothing currently completed.

Battle Effects
TBD - This is a HUGE project (All enemy and Player damage effects)
Nothing currently completed.

All Current Hashmaps

If you see anything up there that you'd like to help out with, please comment below!
Also - feel free to make your own versions of the current mods!  The mods that exist can share hashmaps, so you just need to replace the textures!!

Project Hellfire v1.2 by MCINDUS
With huge help from FatedCourage

NEW Official Release! UPDATED - Fixed Diablos glitch!

I'm proud to announce the long anticipated release of Project Hellfire.
This is a full GF Upscale and Replacement texture pack for FF8

***This mod requires the latest version of Tonberry: Enhanced (2.04)***

(Has some sort of custom texture added)
Ifrit, Shiva, Siren, Brothers, Leviathan, Quezacotl, Carbuncle, Cactuar

Custom Upscales
(Upscaled, Color/light/exposure Treatment)
Diablos, Bahamut, Alexander, Tonberry, Odin, Gilgamesh, Cerberus, Phoenix, Pandemona, Eden, Doomtrain, Choco, MiniMog, Moomba, and Angelo

Download Link:
Project Hellfire v1.2

Join my PATREON!
Donate HERE if you like this mod!

Before/After Comparisons:

If you look at Odin, you can see a sneak peek of SeeDReborn v4.0 - TBA


WIP / [WIP] Project Hellfire GF Upscale Teaser
« on: 2016-12-20 08:17:52 »
This mod has been completed!
Find it here:

Hey everyone - I figured I'd post a teaser to show off some of my work on the GF's in FF8

Here's my current progress:

Overhauled (Has some sort of custom texture added)
Ifrit, Shiva, Siren, Brothers, Leviathan, Quezacotl, Carbuncle, Cactuar
Custom Upscales (Upscaled, Color/light/exposure Treatment)
Diablos, Bahamut, Alexander, Tonberry, Odin, Gilgamesh, Cerberus, Phoenix, Pandemona

Needs More Work: (Progress Updated)
Phoenix, Odin, Gilgamesh, Cerberus, Pandemona, Cactuar, Carbuncle, Eden, Doomtrain, Fat Chocobo, MiniMog, Moomba, and Angelo

Here's some sample screenshots - Enjoy!

Hello out there, programmers!  Is there any way we might be able to mod FF8 into letting us mash boost faster?  On psx, we can mash considerably faster than in the PC version, which is a fun pasttime I'd like to recreate :)

FF8 Tools / [FF8PC-Steam] Tonberry Mod Creation Guide
« on: 2016-11-28 23:50:41 »
Tonberry Mod Creation Guide by MCINDUS

I realize that there are probably more people out there who want to create Tonberry Mods, but get lost in the process.  This should help.

To use this guide to create new textures for Final Fantasy VIII, you must first have Tonberry Enhanced: v2 or higher installed.

NOTE:  If you wish to make your own version of a current mod, all you have to do is replace the .png's within the different mods folders in /textures.  For example, to make your own text, replace the files for SeeDReborn located in the 'sysfld00' and 'sysfld01' folders within 'sy' in /textures.  The existing hashmap files will work automatically with any texture replacements as long as they're the same size and in the same format.

The full process includes these main steps:
1.  Enable the Tonberry debug process.
2.  Dump the textures by playing the part of the game that has the textures you want.  The only way Tonberry will pull textures is by first seeing them in VRAM.
3.  Rename the texture dumps (bitmaps) for use with BerryMapper.
4.  Run the textures through 'BerryMapper' to generate the proper hashcodes.
5.  Create upscaled textures or your own art - then name them with the same naming conventions as the bitmaps (match them)
6.  Create the proper folder hierarchy in '/textures' and place your new textures there.

All NEW textures should be 1024x1024

(This is 4x the original 256x256 texture size - some are 128x256, but with the method below, we will be assuming all original textures are 256x256 - it is the 'safer' replacement)

Full Instructions:

1. Enable Tonberry Debug Mode: (Guaranteed to work)
     a.  Open prefs.txt located in the /tonberry folder and change 'debug_mode=no' to 'debug_mode=yes'
     b.  In the /tonberry folder, change the 'debug0' folder name to 'debug' (this will dump the textures into the '/nomatch' folder within '/debug')
     c.  make sure that the 'nomatch' folder within the /debug folder is NOT named 'nomatch0' - if so, delete the 0 from the file name
     [i believe you can also just enable debug mode within the prefs.txt file without renaming the debug folder, but not 100% sure]

2.  Dump the Textures
     a.  Play the portion of the game that contains the textures you wish to replace. (Game will run slow during this process)
     b.  Exit the game (or alt-tab)
     c.  Rename the debug folder back to debug0 (to make sure you're not dumping textures anymore)
     d.  Re-open 'prefs.txt' and change the debug mode back to 'debug_mode=no'

3. Renaming the Bitmaps
     a.  Find the bitmaps for the images in tonberry/debug0/nomatch
     b.  Delete all 'duplicates' -- this is very tricky, as some of the textures are nearly identical, and you must compare them for slight variances.
          (Most textures in the game have up to 16 different 'palettes', so you will find many of the same textures with different colors, etc.  You will need them all.)
     c.  Rename the bitmaps using the following directions.  This will determine your folder hierarchy in the /textures folder
          [This step will group the images using file naming conventions. Let's use my BattleField Upscale Mod as an example:]

Code: [Select]
When I dumped the battlefield textures, I named the files according to how they were used. 
Every image in the mod is given the prefix 'battlef_' to designate the mod itself. 
Then, the second part of the name is the name of each specific group of textures dealing with those battlefields - such as 'doltown' for the battles in Dollet. 
The dollet bitmap files are then named to be battlef_doltown_13, battlef_doltown_14, battlef_doltown_15, etc. - whereas the battlefield images for the open world forest are 'battlef_greenforest_13, _14, _15, etc.

This enabled me to keep all of the BattleField textures in a single 'ba' folder in /textures, with different sub-folders for each battlefield 'scene'
('battlef_doltown', 'battlef_greenforest', 'battlef_trainingcenter' etc.)

4.  Use BerryMapper to Generate the hashcodes
     d.  Download 'BerryMapper' from shunsq here:
     e.  Put your dumped, renamed bitmaps in the /INPUT folder and run Berrymapper.exe
     f.  Open the /OUTPUT folder and rename the hashmap.csv file to something that represents your mod, adding the '_hm' suffix to the name. (BattleFieldPack_hm.csv for example)
     g.  place this new hashmap folder in 'tonberry/hashmap' - this will enable your replacements

5.  Applying your own Upscales or Textures
     a.  Create your own Textures, matching the layout of the original Bitmaps
     b.  All replacements must be 1024x1024, RGB Color, and .png files.
     c.  Name the images the same names as your bitmaps from before, but as png's. (Follow Step 3c)

6.  Create the Folder Hierarchy
     a.  In /textures, create a folder with the first two letters of your texture names (For BattleFieldPack, I used 'ba' since my images all started with 'battlef_')
     b.  Within the new two-letter folder, create different sub-folders for the different image groups.  (Mine are 'battlef_doltown', 'battlef_greenforest', 'battlef_trainingcenter' etc.)
     c.  Place the textures that match the folder names within the different sub-folders.

Currently, the hashing algorithm can't determine the differences between some animations and some textures that are nearly identical - this issue may be fixed in the next version of Tonberry: Enhanced - once it gets a new hashing algorithm, but for now - many animations don't work. (eyes blinking, etc.)

This should be a huge help to Modders!  There are many things you may run into - just ask some questions below and i'll answer when I have time

Scripting and Reverse Engineering / [FF8] Texture Hunting
« on: 2016-11-09 17:20:04 »
Hello!  I was wondering if someone could help me find the location of the GF texture files (TIMs) within the game??
I've found nearly everything else, and it's causing me to have to go back and overhaul some of my mods.

The reason I'm looking is that the TIM files have transparency information that the Tonberry dumps are missing.

I would LOVE to find them. :)

Can someone tell me what this means?

Does this mean that the world map is always scrolling 6 frames of animation for certain objects? (roads, ocean, etc)

Graphical / [FF8PC-Steam] Vehicle Upscale Project [WIP]
« on: 2015-10-20 09:55:02 »
Hey everyone!

I'm also in the business of making the vehicles look better, but in the process, figured I'd give people some options and a sneak peek.  Here are a few fun shots:
Original Color:

Some of the new options:


BattleFieldPack v3.1 for FF8 Steam 2013 version


***Updated: 7/27/20***

With the combined efforts of myself and FatedCourage, we bring you the NEW BattleFieldPack v3.1
Most BattleFields in the game have been either Upscaled, Re-created, or given completely new Artwork!

Join my Patreon and help make these beautiful mods :)

Make sure you have the latest tonberry or the Lunatic Pandora Modpack installed and follow the directions in the Readme!

UPDATE:  This release requires that you delete any old versions of this mod!
To do so:
1.  Delete the 'ba' folder from /FINAL FANTASY VIII/textures/
2.  Delete the hashmap file 'battlefieldpackv1.1_hm.csv' from /FINAL FANTASY VIII/tonberry/hashmap

Get it here:
Download BattleFieldPack v3.1

ALL Artists/Modders:  Please contact me if you are interested in contributing on the project.

MCINDUS - All UPSCALES and custom outdoor battlefields. MANY miscellaneous custom textures.
Zeeber - Training Center
Crestian - Tomb of the Unknown King 'Main'
Shunsq - Original Comm Tower textures - additional textures by MCINDUS

Some Screenshots:

Let me know if there are any glitches!

Hello everyone - I've been looking into other aspects of FF8 and have found a recurring theme!  On the PC version and Steam version, the UV's seem to be off by a fraction of a percent on ALL GF's, Enemies, Vehicle models, Roads, and everything else on the World Map (bad seams compared to PSX).  From what I see, this most likely translates to the entire game by the same ratio.

Any thoughts from you guys?  Would there be a way to effect UV's on a 'global' scale?

Hey guys - I figured I would share this here because I really consider this community a part of my 'home'. 
So - I'd like to present my Band "13 to Midnight" and our EP "11:47" available to stream in it's entirety at 320kbps on YouTube for free  :mrgreen:
We are probably what you would call Alternative Rock, but we try to be Genre-neutral. ;)
I co-sing lead, play guitar, keyboards, and write for this group.  I hope you enjoy!

Let me know which is your favorite track!

This EP was entirely recorded/produced/mixed by myself at my home.

If you want the tracks for your own, you can always show your support by downloading them on iTunes, Amazon, GooglePlay, etc.!

Thanks everyone,

FF8 GeDoSaTo Config v2.3
Update: 9/04/2018


These Configuration Profile enable the use of GeDoSaTo in Conjunction with ReShade, Tonberry, and the Steam Overlay!  If you are using GeDo AND ReShade, make sure you use v2.3(r).  For the 'normal' GeDo standalone version, use version v2.3(g).

These configurations are for the PC 2013 and STEAM 2013 releases only

- Downsampling 2x (4k, etc.) for beautifully smooth polygons and text!
- Use in conjunction with ReShade for maximum effect!
- Set Anti-Aliasing type and quality (If using GeDo's AA, do NOT use ReShade's)
- Enable Depth-of-Field and AO settings! [BROKEN!! TRY AT YOUR OWN RISK!]
- The ability to use Tonberry in conjunction with ReShade, Anti-Aliasing, and Downsampling!
- Enable Durante(SweetFX) or Asmodean Postprocessing effects
- Enable Steam Overlay along-side Tonberry without crashes!

*  Added more common resolutions to the FF8_Launcher profile that aren't included in GeDoSaTo by default.  Check there to enable them!
**  If you have an uncommon Refresh Rate (not 60Hz), you must list it in the FF8_Launcher profile!

Final Fantasy VIII has never looked this gorgeous!

Side-by-side comparison: (OLD)
(Look at the edges of objects to get a real idea of what the downsampling and AA are accomplishing)

(Lunatic Pandora Mods Featured)

There is no longer any need to disable the STEAM overlay when using Tonberry with GeDoSaTo.

Thanks to Peter Durante for GeDoSaTo

Special thanks to Kaldarasha and KyubiNemesis for giving me the inspiration to figure this out


Download Link:
FF8 GeDoSaTo Config v2.3 by MCINDUS

If you enjoy this mod and any of my many others for FF8, please... DONATE HERE!


1. Install GeDoSaTo ON YOUR "C:" DISK!!
A. Users must go to the Github of GeDo, download the master fork as '' here:
B. Manually create a NEW C:/GeDoSaTo/ folder.
C. Move the contents of the /pack folder (not the folder itself)
2. Unpack FF8_GeDoSaTo_v2.3 wherever you like
3. Open your Proper Language "FF8_GDSTConfig_" folder
4. Drag the 'config' folder into your \GeDoSaTo parent folder and merge them. (Mine is C:\GeDoSaTo) This will add FF8_XX and FF8_Launcher folders and 'whitelist_user.txt' to your GeDoSaTo/config/ folder.)
5. Open GeDoSaToTool.exe as Administrator [must do this EVERY TIME you load FF8]
6. Open FF8_Launcher.exe, go to "Settings" and select your new resolution from the Drop Down!
(If you don't see your downsampling resolution, you can add it in GeDoSaTo: See below)

After you hit "PLAY", you will see text in the top left of the screen confirming your downsampling rate if you did everything right

**DO NOT ALT+TAB -- the game does NOT handle swapping resolutions well.  To avoid, use in windowed mode.
**DO NOT USE MULTIPLE MONITORS -- there is currently no way to select which monitor to use via GeDo, you must use a different overlay (AMD, NVIDIA, ETC.) to do so.


- To configure your own settings, click 'Edit Settings' in GeDoSaTo and choose:

'FF8_Launcher/GeDoSaTo.ini' to modify your rendering resolution and frequency.

'FF8_EN/GeDoSaTo.ini' for Graphical settings and to enable DoF and AO!
** [CURRENTLY NOT FUNCTIONING] To enable the DoF/AO "pluginOverride GenericDepthPlugin" command by removing the # before the command in the FF8_EN (or whatever language) profile in order for the DoF and AO settings to work.  Currently GeDo can't find the z-depth buffer information, so there's no way to find the hash for the DoF and AO, so it applies to the whole screen.  This -may- be fixed in the future, if anyone can find the hash value.**

Settings by default for v2.3(g) are:
Resolution = 3840x2160@60Hz (4k)
Scaling Method = lanczos
Anti-Aliasing = FXAA; Med (2)     (OFF in v2.3r)
Postprocessing = On; asmodean  (OFF in v2.3r)

To enable SweetFX and/or change Asmodean options:

Click "edit postprocessing" and choose your SweetFX settings for 'durante' -OR-
Go to GeDoSaTo/assets/post.fx for the 'durante' SweetFX options (open in notepad, etc.)

Click "edit alt. postproc." and choose your settings for 'asmodean' -OR-
Go to GeDoSaTo/assets/post_asmodean.fx for the 'asmodean' Postprocessing options

*Steam Overlay is currently Un-Clickable, but Big Picture Mode seems to work well.
*You -may- need to put the D3DCompiler_47.dll file into the /steamapps/common/FINAL FANTASY VIII/ parent folder to get things to work correctly!
*Some players are having an issue where GeDoSaTo must be located on their C:\

Happy Modding!
As always, leave comments and questions below

Updated: 9-04-2018

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