Version | Published on | Comment |
000 | 2014-11-06 | First release |
001 | 2014-12-06 | Now you can add entire directories with subdirectories in INPUT/.Fancy loading bar.Columns are clearly identified in objmap.csv. Press [ESC] TO EXIT |
Seems great but i can't get it to working. Did everything you say , but still doesn't work. Someone reply and help please!!Do you have the Steam version of FF8? Omzy's mod only works for the Steam version.
Do you have the Steam version of FF8? Omzy's mod only works for the Steam version.
And one more thing, i change the "objfile" to "objmap" and he says to copy the text on it at the end , but for me the file doesn't have anything when i first open it. Is it supposed to be like that?
I really dislike some aspects of the texture that I feel are unfaithful to the original, so I changed a few things.
- Made the necklace higher so it doesn't have that black pixel near the bottom
- Desaturated the jacket from brown to black
- Made the jacket and pants darker. This fixes the weird line on the thigh.
- Made the hair darker
Left = original
middle = original HD
right = my version
[/img]
If you can retexture all the other models, I'd be happy to collaborate on an HD texture project.
Also, any idea about retexturing the world map and battle backgrounds? The grass and stuff looks bad.
It would be great to put in HD grass and clouds.
[/img]
your versions neck looks like 1 giant pixel though lol
I can fix that. :P
I prefer the filtering on because it hides the pixelated look.
The thing is, I want accurate textures faithful to the original artist's intentions, like the Resident Evil 4 project.
When HD texture developers begin doing things that begin changing the original look too much, it turns me off.
Squall's neck in the original is also very one pixelly. But Magochocobo's neck looks WAY too tense and muscular. It looks too flexed and unrealistic.
Here's my current progress. If anyone has suggestions, let me know.
[/img]
[/img]
Now just imagine this, but for all characters, world map and battle scenes. It'd look amazing.
I can fix that. :P
I prefer the filtering on because it hides the pixelated look.
The thing is, I want accurate textures faithful to the original artist's intentions, like the Resident Evil 4 project.
When HD texture developers begin doing things that begin changing the original look too much, it turns me off.
Squall's neck in the original is also very one pixelly. But Magochocobo's neck looks WAY too tense and muscular. It looks too flexed and unrealistic.
Here's my current progress. If anyone has suggestions, let me know.
(http://oi57.tinypic.com/or7y10.jpg)
(http://i61.tinypic.com/sc81w7.png)
Now just imagine this, but for all characters, world map and battle scenes. It'd look amazing.
magechoco already made squall textures for the field version in his texture thread, I fixed the hair and really like the result, apparently he did the field textures for sephie and quistis as well but I can't find them.
I know, I mean go into Balamb and enter the first house on the right and you'll see that the textures don't load.
magechoco already made squall textures for the field version in his texture thread, I fixed the hair and really like the result, apparently he did the field textures for sephie and quistis as well but I can't find them.
(http://i.imgur.com/OM4AGZb.png)
Eyebrows and eyes look a bit weird.... it might be the distance between them... something doesn't match quite well. I'm not sure what exactly.The distance between them, to cloose from each other
Loads fine for me, did you update the hash files Shunsq posted on Sunday
This economy sucks...
Can someone share their texture folders for all characters?
I can only see squall avalable for download
Wait a little longer.
Is there anyone willing to work helping remastering the textures, or is it just me?
If so, I can give you my Squall textures so far.
You can actually edit them in realtime in-game, by the way. Just open the menu and exit and the textures refresh.
What kind of work is needed?
Everything is WIP, heres the files I have https://www.dropbox.com/s/015mqf1or8bqj6p/chara%20textures.rar?dl=0
Shun
Of course! I just didn't know if someone could easily slap them in or not hehe. I did see, on one of the squall textures, that you provided, a gun blade texture on its top part. I merged my revolver texture over that portion of the map and it seemed to work. I just couldn't get a good shot of it because I'm guessing its for one of rare occasions Squall pulls his weapon out not in battle.
But for anyone else message me if you want the models and their original base textures to rip apart yourselves I have most of them. With any luck, we might need to make a new thread for texture critiques soon!
https://drive.google.com/file/d/0B965guF9-5ugRWNwV3BPSTlCWWM/view?usp=sharing
Hello everyone !
Here, I remake shirt of Selphia . I hope everybody love it. Sorry my english bad because i'm vietnamese :-D
Special, thank you very much Shunsq for mod textures character
Link download textures :Code: [Select]https://drive.google.com/file/d/0B965guF9-5ugRWNwV3BPSTlCWWM/view?usp=sharing
(http://i.imgur.com/NOFB6IH.jpg)
(http://i.imgur.com/f6KG2AD.jpg)
Awesome shirt, is it possible to get these textures into the battlemodels?
@K43SJ: what a funny idea! It doesn't shock me at all. ;D
@JeMaChehi: Thank you for using Berrymapper. It's possible to change worldmap textures, you just have to try. On a side note i may change the name of the program to something like "tonberry-mapper" which is more clear.
I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling (http://forums.qhimm.com/index.php?topic=13050.0) . I replaced lowpoly squall with highpoly squall in main_chr.fs. Indeed the lowpoly and highpoly models have the same bone architecture so you can swap the models as you want. The animations are stored elsewhere( maybe in chara.one).
But beware: create a copy of main_chr.fi/fl/fs and field.fi/fl/fs in a secured directory before doing any modification of those files!
#name,character,definition,version
d000,squall,low,casual
d001,squall,high,casual
d002,squall,low,uniform
d003,squall,high,uniform
d004,squall,high,casual
d005,squall,high,graduate
d006,squall,high,casual
d007,squall,low,casual with weapon
d008,NONE,NONE,NONE
d009,zell,low,casual
d010,zell,high,casual
d011,zell,low,uniform
d012,zell,high,uniform
d013,NONE,NONE,NONE
d014,zell,high,graduate
d015,irvine,low,casual
d016,irvine,low,casual
d017,irvine,high,casual
d018,quistis,low,casual
d019,quistis,high,casual
d020,quistis,low,uniform
d021,quistis,high,uniform
d022,rinoa,high,ballroom dress
d023,rinoa,high,ballroom dress
d024,rinoa,low,casual
d025,rinoa,high,casual
d026,rinoa,high,casual with accessory
d027,selphie,low,casual
d028,selphie,high,casual with weapon
d029,selphie,low,uniform
d030,selphie,high,graduate
d031,NONE,NONE,NONE
d032,seifer,low,casual
d033,seifer,high,casual
d034,seifer,low,casual with weapon
d035,seifer,high,casual with weapon
d036,seifer,low,worn out
d037,seifer,high,casual with weapon
d038,NONE,NONE,NONE
d039,NONE,NONE,NONE
d040,edea,low,with mask
d041,edea,low,casual
d042,edea,high,casual
d043,laguna,low,casual
d044,laguna,low,uniform
d045,kiros,low,casual
d046,kiros,low,uniform
d047,ward,low,casual
d048,ward,low,uniform
d049,squall,high,with bandage
d050,quistis,low,uniform
d051,rinoa,low,casual
d052,squall,low,casual
d053,squall,low,with bandage
d054,kid squall,low,kid
d055,kid zell,low,kid
d056,kid irvine,low,kid
d057,kid selphie,low,kid
d058,kid quistis,low,kid
d059,kid seifer,low,kid
d060,space suit,low,blue version
d061,space suit,low,red version
d062,space suit,low,red and green version
d063,space suit,low,blue version
d064,space suit,low,blue version
d065,seifer,low,casual
d066,soldier,low,uniform
d067,soldier,low,uniform
d068,soldier,low,uniform
d069,soldier,low,uniform
d070,soldier,low,uniform
d071,laguna,low,mayor
d072,kiros,low,counselor
d073,ward,low,counselor
d074,edea,low,normal
d075,rinoa,low,casual
I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling (http://forums.qhimm.com/index.php?topic=13050.0) . I replaced lowpoly squall with highpoly squall in main_chr.fs.I don't think that's safe. When I was doing some high-texture model tests (http://forums.qhimm.com/index.php?topic=14846.0) last year, I found that too many model textures can cause graphical glitches. The cube model I showed in that thread was an extreme case of extra textures, but just a few can glitch up cutscenes sometimes. For example, Edea's scene in the Timber studio, and the scene after the prison.
Shunsq so I am going to try these out in game but my question is what happens when Squall changes his Seed Uniform will that mess up the textures?
(http://i285.photobucket.com/albums/ll65/Leographic/Again.png)
Successfully hashed face/other details- all that needs to be fixed are the gunblade textures, apparently they just happen to come with each skin... Which will be a pain, but nonetheless, I can do this :)
So I finished up low-poly Squall in the uniform (not looking too shabby)
And also just finished hashing the battle uniform. Just doing a few gameplay tests- until I get back to Balamb Garden, and then for the final Squall texture, it should be the SeeD uniform, which should be incredibly easy to hash! (Hopefully Mago can fix something up, or did he already do a texture for it?)
(http://i285.photobucket.com/albums/ll65/Leographic/SquallUniformBattle.jpg)
Nice, thank you mortael!
Most of Squall field textures were already listed on first page but i added 4 of yours:
sql_13,2130607615
sql_13,2130673151
sqbody_13,4214877781
sqbody_13,4214746709
Concerning the battle textures i'm also adding yours to the first page list.
Hi Mortael as a complete newb at this, I have already implemented Shunsq texture pack from the other topic and his updated hash codes via your work as of yesterday. I haven't tested this out in game yet but I should already have the textures/hashcodes right? Or have you updated with even more values?
This mod works only with steam version?
I have a map texture to replace the original one as well.. Not sure if I can use it IG because I haven't asked for permission yet, and I haven't worked out how to get it working as of yet.
(http://i285.photobucket.com/albums/ll65/Leographic/worldmap1_13.png)
JeMaCheHi - HOW do you insert the world map textures in-game? Once I know how to do this, I can pretty much reskin anything world-related. I have a few good ideas of where to start too... *cough* BALAMB GARDEN. Textures are but a first step... Imagine what we could achieve with models as well? :3 ...But let's not get ahead of ourselves, we should focus on high-res-ifying the textures we've got ;) I was thinking of doing some basic things like grass/sky and oceans- the sky is pretty outdated!
Okay... So I've ran into one texture problem with the gunblade and one question concerning high poly Squall. The first is simply this... (http://i.imgur.com/wm1rASw.jpg)
Not sure how to fix that.
And the other is that Squall's textures are in opposite spots (head being top corner, body being bottom corner) for another area under Garden. And I'm wondering what needs to be done to get those to work. The scene for it is extremely short. But I'm trying to get everything that I can done for Squall.
It could be a different texture entirely, so it simply needs to be found using Tonberry, using debug to find the file and then changing it as necessary. And it could also be that this texture shares the same hash code... I would start on that basis! I could be wrong
Concerning the top and bottom textures swapped. You need a specific texture folder with a specific texture where the top and bottom are swapped(ex:sqheadt /sqheadt.png and sqbodyb/sqbodyb.png). There is a" t" at the end when the texture is at the top instead of the bottom and there is a "b" when it's bottom instead of top.
I've mentionned that in first post.
Those weapons *0*
(http://i285.photobucket.com/albums/ll65/Leographic/SQworldtweak.png)
Been messing around with Mago's textures and decided to try Ultimecia's. I actually really like it!
(http://i.imgur.com/5P6fvUY.jpg)
Yes, I am aware of the white along the feathers. I have that problem with Rinoa's hair, too. I just don't know how to fix all that. :P
(http://i.imgur.com/5P6fvUY.jpg)
Thanks, guys. Mago did a great job with her. And I did fix the textures for transparency. The only downside is that using Ulti's textures make my game lag to the point where it crashes. I would love to try Edea, but I didn't find her in a pack or anything.Yea, at the beginning of this thread a few posts down Magochocobo said he was going to do Edea and Ward, that he never finished them. Whether he actually went through and did that or not I don't know but he posted like two days ago I think so he still checks in and maybe he will see this.
I'm going to be working on world map models and battle textures, if anybody is kind enough to lend me a save game which is the end of Disc 3, just before the Lunatic Pandora, I would be most grateful!
Just a quick update:
I'm going to be working on world map models and battle textures, if anybody is kind enough to lend me a save game which is the end of Disc 3, just before the Lunatic Pandora, I would be most grateful!
For 0.2 of project lionheart:
Objectives:
-Squall should have most all of his textures (including his world map), and all of his weapons and hashed most of the areas (Fated is working on getting these codes currently)
-Complete the hash codes for Selphie/Zell if possible
-Quistis textures released, ready to be hashed
-Balamb Garden model retextured
-Ragnarok Model retextured
-Battle textures begun
I want to take my time with each of the characters, fortunately Zell and Selphie are already done- I'll at some point work on their uniforms too.. Unless somebody else wants to do this for me, which I can't refuse any offers of
I'm so hyped about this project! Keep it up folks!
I'm so hyped about this project! Keep it up folks!
https://www.youtube.com/watch?v=eh7lp9umG2I (https://www.youtube.com/watch?v=eh7lp9umG2I)
The mountains need some kind of mist on the lower part to give them some kind of depth. Maybe also a decrease of the contrast might help as well. That's all I guess.
Btw can you make some mountain textures for FF7's snowboard minigame? I could send you the files if needed.
Done with the 'PLAINS' battle field and backgrounds
BEFORE and AFTER:
(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshotold.png)(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshot3.png)
Let me know what you guys think!
Done with the 'PLAINS' battle field and backgrounds
BEFORE and AFTER:
(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshotold.png)(http://www.13tomidnight.net/FF8/seedreborn/bgscreenshot3.png)
Let me know what you guys think!
I'm not as tech savvy as some of you guys are. But if there is any grunt work/testing I can do to help I would be glad too.
I'm not as tech savvy as some of you guys are. But if there is any grunt work/testing I can do to help I would be glad too.Actually there is some grunt work. My main issue right now is that after I'm done collecting files for hashing, I have hundreds of duplicates to delete. The problem with the duplicates is that some of them look nearly identical and if I miss some, we end up with missing textures. Message me if you'd really like to help.... this is the most tedious part of the project but I have managed to organize the battle backgrounds and the opening world map textures.
Yay! Mountains and sky that don't make my eyes bleed!
If anybody would like to take the Balamb garden textures off my hands and work on them? I could rip the textures for you all, and give you the hash codes I have already; I have been busy with work and Uni, I'll try and do my part with other textures if I can though <3
http://www.mediafire.com/view/hopg694214ikheu/wm_bg_13.png#
Already scaled/changed to .png
(http://www.mediafire.com/convkey/0f56/hopg694214ikheuzg.jpg)
hash code:
wm_bg_13,3714628809
(also in future, for those who have got their battle textures hashed, put the codes up alongside your preview image and the original textures if you can, so more graphic artists can work on different interpretations.. We could expand our pack to have options, further more, I'll be visiting Trabia, so I can pick up the snowy battle textures for you guys if you wish?)
I opened Mortael's wm png in an image scaler, but it told me "iCCP: known incorrect sRGB profile".
Hey guys! Here are the original textures for the battle scenes for the Balamb/Dollet Field and Mountain areas. I will be moving on to the shore and forests next. My upscale is based from these files.
Here:
Original Battle Textures (http://www.13tomidnight.net/FF8/seedreborn/ba.rar)
I've renamed them to match the following hashcodes:
battlebg_13,17831852604694459502
battlebg_14,17831852604693935214
battlebg_15,17831852604685546606
battlegr_13,15942366056746504654
battlehl_13,15197104878038969553
battlehl_14,15196682650528935129
battlehl2_13,6430622871864048478
battlehl2_14,6444276607255673694
battlemtn_13,17062048567752300113
battlemtn_14,17134391764230526805
Insert these codes into hash1map.csv
Upscale these to 1024x1024 and convert them to .png file format if you want to see them in-game. I didn't do it to save file space.
Enjoy trying your hand at these textures!
I will be releasing my upscaled textures by the end of the day for this area as a precursor to "Projekt Lokust" my battle texture replacement project.
I'm also compiling the enemy textures for hashing because it's incidental in doing the battle scenes. Let me know if you are looking for them.
I'll be compiling all of this as well as the worldmap textures over the holidays! Here's how it all starts:
(http://www.13tomidnight.net/FF8/seedreborn/worldrock_25.png)
(http://www.13tomidnight.net/FF8/seedreborn/numbertestworld.png)(http://www.13tomidnight.net/FF8/seedreborn/groundworldtext.png)
I like how the test ground looks!
You know you love it!
Found the problem... I had another CODE in identical to it as another 'worldmap' file...
(http://i285.photobucket.com/albums/ll65/Leographic/worldmap.png)
works, fully tested :D
(http://i1291.photobucket.com/albums/b541/HipC/FF8MEME_zpseeaa9abe.jpg)
LOL!
How about this one?
More world texture progress!
(http://www.13tomidnight.net/FF8/seedreborn/wmold.png)
(http://www.13tomidnight.net/FF8/seedreborn/wmtest2.png)
It seems like I may have made things a shade too olive... ;)
How did you get different hash codes for the world map? Berry just gives me the same codes..
(http://i.imgur.com/y5sWsNJ.png)
Also heres original textures for world map and a battle scene separated and x4 res for artists all you gotta do is put a new texture on top. If you want to upres them differently I only used nearest neighbor so you can just downscale them and upscale however you want.
https://www.dropbox.com/s/lo9wtflxf1e4rzr/Tonberry%20ready%20ff8.rar?dl=0
Awesome job guys!
Don't know if someone noticed before but PSX textures are better than PC as for the worldmap; I've been looking in the world.fs file and there is 2 kinds of worldmap textures, one is low res and the other is 2 times bigger; the road doesn't even have borders... is the PC version uses the low res textures only ?
As Kaldarasha has mentioned several times, the Walkmesh is also messed up somehow on the PC version... they are either doubled up over themselves OR there is some other glitch. I've noticed that every archway and 'curve' in the game on the worldmap seems to have the walkmesh go crazy and fold itself upwards into the left top corner of the texture block.
Some progress:
(http://www.13tomidnight.net/FF8/seedreborn/worldgrstree.png)
sum_axbd1_13,15935377769621977511
sum_axbd2_13,15971406566640942502
sum_axbd3_13,8022270368522877477
sum_axbd4_13,17245642405376604708
sum_bmbdy_13,15932217990091329690
sum_bmhd_13,7757904884579093101
sum_bmtl_13,7757904884548946541
sum_bmwng_13,14779296210602381466
sum_br1bdy_13,8464346616054501679
sum_br2bdy_13,11336235803404490027
sum_brhd_13,9180427752882653487
sum_cblbdy_13,5063725404343096626
sum_cblhd_13,5649193356438132022
sum_cbrsbdy_13,2762481545044277883
sum_cbrshd_13,2762481545044277883
sum_cbrstl_13,7842273896358048938
sum_ctbd_13,7853509650918636627
sum_dblbdy_13,6512026207192540327
sum_dblhd_13,6584083938669388967
sum_dblwg_13,16638888973858463546
sum_dblwg2_13,16638889523614277434
sum_dtbd1_13,9032173104019760426
sum_dtbd2_13,8450254200304383590
sum_dtbd3_13,8450254200304383590
sum_dthd_13,9032137919647409450
sum_ednbdy_13,9190349637454457363
sum_ednbdy_14,9190349637454457363
sum_ednbdy_15,9190349637454457363
sum_ednbdy_16,9190349637454457363
sum_ednbdy_17,9190349637454457363
sum_ednbdy_18,9190349637454457363
sum_ednbdy_19,9190349637454457363
sum_ednfc_13,15362752834859918522
sum_ednfc_14,15362752834859918522
sum_ednfc_15,15362752834859918522
sum_ednfc_16,15362752834859918522
sum_ednhd_13,16557192545203745110
sum_ednlt_13,15362752800495920307
sum_ednst_13,17133653280327299670
sum_ednwng_13,9190349637454457371
sum_ifbdy_13,7230199162327160154
sum_ifhd_13,7230200812534157786
sum_lvhd_13,6227781700387628843
sum_lvbdy_13,6804238604534572843
sum_pnbdy_13,7802028211296754859
sum_pnhd_13,18209413859569354283
sum_pnsc_13,7802027111785135275
sum_quezbody_13,8536139567466345131
sum_queztail_13,6806441483047646774
sum_quezwing_13,17759511599891903163
sum_shvabdy_13,8489889433990430059
sum_shvahd_13,8489907026176474475
sum_shvahd_14,8489907026176474475
sum_shvahd_15,8489907026176474475
sum_srnbdy_13,15180664260399887786
sum_srnhrp_13,15180724732432117162
sum_srnwng_13,14761505877821443511
sum_tbft_13,12797980175438140837
sum_tbhd_13,8021278812566934005
This is progressing so fast that I come here twice a day just to check the awesomeness of this...
Great work...
Through what program you are improving texture? =)
Okay so I'm using all the hashcodes from this thread as well as McIndus new textures and I'm having two issues. One is the bottom half of Squalls/Mago's new texture will use the old texture in some spots. So far I've seen this in Dr Kadiowaki's office in the window room. As well as in Squall's dorm. Secondly if I alt+tab and try to alt+tab back into the game I can't the graphics are all messed up all I can hear is the noise of me moving when I try to move I can't see anything.
Make sure the names of your textures match the name of your hashcodes. Like, the hash name is sqbody_13. So make the sure the texture is named that as well.
I'm using Mortael's Squall textures and there is no folder called sqbody there is a sqpant should i rename that?
Edit: Also when your about to embark on your first mission to dollet after Cid gives his speech he is a pixelated blob/mess, like it's really bad is this normal? Should I turn on linear filtering? I don't have it on.
That exact ones? Nope, the field textures and battle textures are different ones. We'd need to hash the battle texture and design its own one.
By the way, I can hash some textures for you guys, I've been making some tests and I think I got it. A sample pic:
(http://i.imgur.com/lCXnbrO.jpg?1)
As you can see it's just a placeholder, I'm not good at graphic design so I won't even try it xD
@Shunsq, your Berrymapper works like a charm, by the way.
Also, so far this mod only replaces Squall, yes- I am currently working on Quistis, and hopefully by the end of next week will have the texture completed and hashed. I have a feeling this will take a good amount of time, so bare with!
I have a map texture to replace the original one as well.. Not sure if I can use it IG because I haven't asked for permission yet, and I haven't worked out how to get it working as of yet.
(http://i285.photobucket.com/albums/ll65/Leographic/worldmap1_13.png)
It's my only explanation why the UV is messed up.
If you look at the area around 4 you can clearly see that the 'quad' UV mesh is broken by strange placed tris, so the tile map is wrongly placed on this.
The texture is properly the same as on psx, but it looks like that the UV is smaller as the tile texture and that's might be the reason why the textures aren't displayed seamless.
Is there any way to increase the UV size to match the PSX version?
Been testing your map Mcindus. I really like it.how to make a map?
(http://i.imgur.com/aeug7ZV.jpg)
But oddly enough, it only seems to work when it feels like it at times.
All you need to do is take Mcindus's test map, run it through whatever photo editing program you use (me, I use GIMP), and turn the opacity down to whatever you feel is suitable for you. I have mine set at 40%. Then just name the picture and the folder you're putting it in accordingly (wm_worldmaptsp) and it should work.
Okay, I've been hashing and using the textures given. So I want to post progress and whatnot.
So Mcindus, I've been using your test map and went around everywhere to gather the codes. Not sure if this is all of them(or if you already found them all) but here they are if you or anyone else needs them. This way the maps don't disappear anymore.Code: [Select]wm_worldmap_13,18446744073709025978
Second, after creating my own dummy low poly characters from Mago's textures, I believe I've found almost all the hash codes for every character...except Edea. Of course, some of these cause glitches... Like things going invisible. Not sure how to fix that.
wm_worldmap_13,18446744073707452842
wm_worldmap_13,9223372036852153267
wm_worldmap_13,9223372036853201843
wm_worldmap_13,9223372036852677299
wm_worldmap_13,9223372036854250427
wm_worldmap_13,9223372036854250419
wm_worldmap_13,9223372036852153011
wm_worldmaptsp_13,18446744073707453883
wm_worldmaptsp_13,9223372036852154291
wm_worldmaptsp_13,9223372036854251451
wm_worldmaptsp_13,9223372036853202867
wm_worldmaptsp_13,9223372036852678323
wm_worldmaptsp_13,9223372036854251195
wm_worldmaptsp_13,9223372036854251443
wm_worldmaptsp_13,9223372036852154035
It seems like changing the world map textures causes a massive memory dump for some reason, I checked in my processes, and FF8 was running at 1.2GB of my memory... Whilst using the Ragnarok textures. Theory: It is likely because FF8 is re-reading the textures over and over and over again, a million times over. The world map is of course the biggest problem because it contains the most textures in one 'map' perhaps... It could be the case of conflicting hash codes..? Maybe, the game becomes confused and tries to duplicate the textures over and over instead of replacing the texture...? We'll have to test some more and find out what the problem is, I am certain it is fixable :) Field/Battle seems to have no problems, but the world map is definitely the issue here.
It's my only explanation why the UV is messed up.Kaldarasha -- here is an example of messed up UV/texture coordinates using Crestian's Railroad texture for Balamb town -
If you look at the area around 4 you can clearly see that the 'quad' UV mesh is broken by strange placed tris, so the tile map is wrongly placed on this.
The texture is properly the same as on psx, but it looks like that the UV is smaller as the tile texture and that's might be the reason why the textures aren't displayed seamless.
Any updates as of late?
Whether it's original or not, we need to release whatever is available. Just the fact that something is there for the public will motivate others down the road to make their own styles. This happened with FF7, and I believe it can do the same for FF8, given enough time.
In FatedCourage's new texture hashmaps, there are a lot of entries that start with asterisks. Will they still work, or do the asterisks comment those hashes out?
here upscale GF textures https://yadi.sk/d/rVrQhb-weD8FT
Maybe I did something wrong, but I added the folders to the textures folder (had to rename se to se2, because another mod had se as a folders name). I replaced and changed the name of the csv file and added them manually.So - just make sure you also change all of the ".png" file names to include se2 as well and not just the objmap.csv hashcodes or else Selphie won't show up.
Can you talk to your party members in the Balamb Garden c*ckpit? I remember them being 'static' there, though can't say for sure. Try talking to them elsewhere just to be sure.
Edit: We're censoring c*ckpit now apparently.
So - just make sure you also change all of the ".png" file names to include se2 as well and not just the objmap.csv hashcodes or else Selphie won't show up.
I ran into this same issue - and everything would be corrected if we renamed the files to ch_sqhead_13.png, etc. If we add a suffix beforehand, we can put all of the character folders in the same place and it won't have to interfere with any other mods - this is how I handled filestructures for the worldmap.
Currently, Project Eden takes up the "se" folder and if you merge the folders, it works, but it makes it really messy - as the Selphie textures are then found intermittently in the Project Eden textures folder location.
I have changed all of the objmap codes and my .png's to include the "ch_" title and everything is nice and tidy.
I agree, I don't think you're supposed to be able to chat with them in that scene.
PS. c*ckpit wasn't dirty until it was censored. ;) Now it's more fun to say than ever.
I installed Tonberry and the character texture replacements for Squall. I attached the hashmaps to the end of the objmap.csv file as instructed in the install instructions. In game at the very beginning of the game Squalls face is blue and looks pretty bad. It appears the face texture is not loading. His clothes however look pretty nice however. Can you tell me what the problem is. How can I fix this.
Hi All, I'm currently doing a paint over on Shiva from the files Mcindus provided (thanks!). One question though - do I need to stay exactly within the jagged borders of the textures? Like say I smoothed out the lines so the borders are clean, would that create a problem when the texture is applied to the model? This is my first time doing a texture painting so I'm in the dark about all this stuff. Thanks!
Also, I did upload a few videos showing the textures in action. Just for people curious on how it looks.
https://www.youtube.com/watch?v=j9Pl5wIN1II
https://www.youtube.com/watch?v=zbggrdripv0
I plan to start working on this again soon now that I'm out of my funk.
Wow, great work. I think I fell in love with that Ultimecia <3
Thirdly, I added a new folder for Tonberry 1.6(for those who are using it) where the characters have their own specific hash files.
Are the Tonberry 1.6 hashes working for anyone else? I disabled all other mods and tested them out but it seems like the hashmap organization is a bit off. If I use the character-specific .csv's, only the Selphie texture loads. If I only use the objmap.csv, all characters except Selphie load. I have to use both the objmap.csv and all character-specific .csv's to get all the textures to load. Irvine's texture doesn't seem to load regardless.
They look amazing in game though!
character-specific .csv's only:
(http://i.imgur.com/7y8HfSu.png)
objmap.csv only:
(http://i.imgur.com/LqKm9d5.png)
both together:
(http://i.imgur.com/l7zi8nV.png)
The reason is probably that the hashes aren't completely done, yet. The main things that won't disappear with these are the battlers and high poly characters. The low poly characters will take a lot of time to gather all of the codes. But if you use the objmap by itself, yeah, the characters won't revert because all the low poly codes are found for that. Things will just disappear or glitch at times.
Cool, well thanks for all your work, really really awesome to be have such an active community for this game!
No problem. Thanks. I probably have a lot more free time compared to others here. But you said Irvine doesn't load no matter which one you use? He should be using his new textures in that spot regardless of which one you use.
Nope, can't get his low-poly to load on Ragnarok or elsewhere. His high-poly texture works fine in battle. I may not be the best guinea pig for this though--I've been having problems getting the background mat to load with the Tripod mod as well, so I guess it's possible there's something specifically wrong with my setup.
Also I think I'm starting to see what you mean by things disappearing :P
(http://i.imgur.com/Y1OZgFV.png)
Hello! My name is jomies_ I'm from Spain and is the first time I write! But I've been reading it for quite some time and using some mods!
I had to format the HDD, which I had to install the Tomberry 1.6, but now mods doesn't works, like the mod of FatedCourage. I mean, in battle the characters look with texture mods, but outside they look as are standard.
What I have to do to see them with the textures out of battle?
Thanks!
Make sure you are using FatedCourage's objmap.csv (the one for use with hashmaps) AND the hashmap codes from the Tonberry v1.6 folder he provides. Also, make sure you have objmap.csv, hash2map.csv, and collisions.csv from the original Tonberry 1.5 in:
steamapps/common/FINAL FANTASY VIII/tonberry/
Put each character.csv ("Squall.csv" etc.) from Fated Courage's hashmap folder in:
steamapps/common/FINAL FANTASY VIII/tonberry/hashmap
Alright - I have finished upscaling 50/59 of the normal enemies, but I have a few minor bugs to work out. I was hoping on having a full pack before release.... but I can release an alpha version here for you guys if you'd like, but it would be for testing purposes only, seeing as how I'm missing 9 enemies and (probably) a bunch of hashcodes. Should I?
I need to upscale and hash these enemies:
Esthar Soldier
Esthar Soldier Terminator
Elastoid
Gesper
GIM47N
GIM52A
SAM08G
Paratrooper
Slapper
If anyone out there is using the English version of the game and would like to send me these .bmp textures (and any duplicates of them as well) from your Tonberry debug, I would be -extremely- grateful. I've already spent too much time finding these ;)
Okay, guys. I'm glad to say that most all the codes for the SeeD characters are done(hopefully). Downside is, Selphie's causes this.
Which is kind of annoying and these are hashmaps. Zell's causes no problems at all to my knowledge. I put a "star" next to the two codes that cause this to disable them, but can be removed if you're okay with this. Still going to release an update soon, though.
Hrm... well - if you hash XATMblahblah, it should fix your problem. I only have about 10/60 boss textures - but I might just add that one boss to my mod so that your Selphie stops stealing its textures.
By the way, I really like the char_ prefix. I've added it to every file name and every folder name, so that your mod now occupies the "ch" folder in my textures folder instead of having all of the different folders (a few which merge with others). This is really just personal preference since we now have a new way to keep track of hashcodes. I'm going to do the same to my mods in the future, so that way they are easily uninstalled. I've also made a master hashfile for your mod for Tonberry v1.6 called "FatedCourage_MagoTextures_hm.csv" instead of every character having a separate hashmap file. The separate files make WAY more sense for testing, but the master file makes sense for the release, as it doesn't 'clutter' up the tonberry v1.6 hashmap folder directory.
I tried hashing it. It's code is exactly the same as Selphie's. And it appears the objmap ones don't fix it, either. I mean, making a special texture for the codes with both Selphie and the machine combined would fix it. But I don't really want more clutter.
Actually, I really like your way of adding it to everything. That way it does save space and keep things in check. I'll change everything around once I'm able to do so. I'm always looking for ways to keep things simple. As for the master file thing, it makes sense and I probably should do that. And the name reminds that I better add Mago's Squall as an option for everything. Since I've only been using Devina's all this time. :P Wasn't sure what was the best option for everything. And any suggestions are welcome to help make things better.
I ran into exactly the same thing when I made my "ochu" enemy upscale. I tried a method of putting two of the same textures on the top/bottom of the .png, so if the character texture is a single tiled texture, the game pulls up that .png even if the hashcode collides. This seems to work beautifully, but on characters with multiple tiles, if I do the same thing, we end up with messed up textures when there is a hash collision... so I have to offset the tiles (like they are in the original .tim files) and put body/head or whatever in alternate top/bottom tiles, which I have yet to do... mainly because it messes up my hashcode names and requires me to rename everything... :P If you look in the enemy_ochu folder, the first tile has been fixed this way, which reflects how all multiple tiled enemy textures will be in the Beta release.
Also - have you tried JUST using the objmap codes for selphie and boss on that part? Get rid of your hashcodes for them from the Comm Tower escape and just try the objmap codes.
Yes, I used the objmap codes when I was creating Selphie and the boss shows up fine. But two NPCs disappear. That being the dog you save for a better SeeD score and the hotel receptionist in Balamb. Which you see she is gone in the picture. I could just get the objmap codes for them to fix that, though. Just wasn't sure what to name them or where to place them.
I have a folder where I'm storing NPC's. If I were you, I would just create a char_npc_balclerk, char_npc_doldog, etc folders and hash them there. And then add it to your mod - I'll even upscale the textures a bit for them if you'd like. You can treat NPC's like an on-going project that way, just as I plan to do with the Bosses.
I'll probably do that then. I might take you up on that later on since my upscale skills are...not too great. But that's what you get for using a free program also. Also, here are a few .bmps I debugged from a few areas you can upscale. All the enemies textures should be there. The only enemies I haven't gotten to yet are the Paratrooper and Slapper.
https://www.dropbox.com/s/qhkoo22ydbmnwu7/Enemies.zip?dl=0
where the tiles are flipped to the opposite sites of the image (top/bottom). I'll have all of the codes if I use all 4 objmap codes for each enemy. I think it has something to do with if the texture is loaded with multiple rows of enemies...I sent some relevant info to someone in a PM the other day regarding what it means when images fall into different dump folders. I remember encountering this problem and designing a solution for it (this is why objmap file exists, but no one uses it and I haven't tested if it works):
If I provide all of these codes (objmap codes actually), then it seems like most every instance of that enemy works unless they share a hashcode.
-unsupported: size/format is not yet supported (256x256 currently only supported)
Originally I programmed Tonberry to only care about 256x256 size textures, which is the size of the memory image buffer. The hashing algorithm only looks at the left side of this square since the left half (128x256) contains the last image loaded into memory. I later added the getobj() function, which checks the top/bottom left quarters of memory for a single texture since I noticed many objects like save points and many character textures use only a quarter of the memory (128x128), so it searches through hashes in the objmap.csv. I'm not sure that anyone uses/knows about that functionality, but maybe they do (might explain why many character hashes fail). Anyhow, unsupported fall outside of those ranges and really only should occur if the texture is larger than 256x256 (video frames, for example).
-nomatch: not yet hashed, but will be in the future with modder help
In other words, there isn't any hashcode in the csv files that matches the image (hasn't been replaced yet by modders)
-nomatch2: hashed once, failed second round of hashing (shouldn't happen)
When textures are so similar that the second hash fails too
-noreplace: hashed and intended to be replaced but the new texture failed to load or didn't exist
-replaced: successfully replaced
-error: texture not otherwise accounted for (shouldn't happen)
Last bucket category, no images should really fall into it
I sent some relevant info to someone in a PM the other day regarding what it means when images fall into different dump folders. I remember encountering this problem and designing a solution for it (this is why objmap file exists, but no one uses it and I haven't tested if it works):
Hello Omzy,
Actually Berrymapper already integrates this algorithm, otherwise it wouldn't read the character textures. The problem is sometimes top and bottom textures are switched for the same character. Berrymapper can't identify which texture (top or bottom) is useful. Berrymapper delivers both top and bottom hashcodes. You have to choose manually which one to use.
All of the character texture mods currently use the objmap.csv file for their locations. I am using them in conjunction with a few hashmap codes for my enemy upscale and they seem to work great! They seem to dominate, so if you use a texture that shares a hashcode with another one, Tonberry will populate both and show incorrect textures. The reason a lot of people are seeing 'missing' textures is because the game is populating the art from the same hashmap, but possibly a different part of the image. I'm still working on an effective fix without the need for a better hashing algo, and I'm making progress.
Actually Berrymapper already integrates this algorithm, otherwise it wouldn't read the character textures. The problem is sometimes top and bottom textures are switched for the same character. Berrymapper can't identify which texture (top or bottom) is useful. Berrymapper delivers both top and bottom hashcodes. You have to choose manually which one to use.Ahh, I see. Sorry for my ignorance about your program--I haven't had time to test it myself. I can see that since the hash algorithm is not symmetrical across the 2 quarters, the hash codes for each are different. In the future, this should be considered so that we can have only a single hash code to represent each no matter which position it is in. For now, perhaps Tonberry can be modified to add 'top' or 'bottom' to each of those names, to allow it to use both codes.
I can see that since the hash algorithm is not symmetrical across the 2 quarters, the hash codes for each are different. In the future, this should be considered so that we can have only a single hash code to represent each no matter which position it is in.
(http://i1291.photobucket.com/albums/b541/HipC/FF8MEME_zpseeaa9abe.jpg)
This is excellent! You wouldn't happen to have any alternate bitmaps that you haven't thrown out, would you? for example - where the tiles are flipped to the opposite sites of the image (top/bottom). I'll have all of the codes if I use all 4 objmap codes for each enemy. I think it has something to do with if the texture is loaded with multiple rows of enemies... let's use forbidden as an example:
(http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_13.png) (http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_13a.png)
(http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_14.png) (http://www.13tomidnight.net/FF8/Debugstuff/enemy_forbidden_14a.png)
If I provide all of these codes (objmap codes actually), then it seems like most every instance of that enemy works unless they share a hashcode.
FatedCourage, I've got your new textures working on my Windows 7 FF8 installation, but Squall's bandages texture looks terrible. Upon further inspection, it seems you upscaled it nearest neighborly, instead of linearly or by applying a pixel filter like 4xBRZ. Now if I had the bandages texture without the rest of Squall's face on it I could perform such an upscale myself, but otherwise it could take a while to isolate that particular region. Also, I'd suggest moving your Texture Improvement mod to its own topic, because it's gotten far bigger than a mere offshoot of this topic, and it would make it easier to post further replies to inquiries just regarding those files.
Also, the objmap hash zel_13,2080093695 from the front post causes background characters to be skinned incorrectly.
I didn't find any alternates like that. But I didn't change out my party to see if that made a difference. And some of the monsters spawn in different areas than I was in, so that could change it up. But I'm glad you were able to get the rest. Excited to use the actual release. :D
That's because it is terrible. I didn't do a good job with it, I'll admit. At the time it was only for testing the code and my upscale skills...well aren't great. I'll admit that it is somewhat tricky posting the progress here at times. But this all branched off Shunsq's and Mortael's work which all reside here. I'm really only adding to what they've done so far.
I do know of two places where I've seen that happen. One, being the bar in Timber. And two, outer space where one of his codes skins itself to the space suits. Also, I think one did something to Irvine at one point, but I believe I fixed that. Where is yours happening?
Thanks! Your textures were a huge help.
I think that you really should make your own release post - make it a Beta. We can contribute to it en-masse that way. Also, I'd like a crack at the bandage... could you send me links to the original bitmaps through pm?
I just clarified this a bit for mavirick:
In my images above, my objmap codes turn out to be:
enemy_forbidden_13,3941295447
enemy_forbidden_13,1856653823
enemy_forbidden_14,1571182079
enemy_forbidden_14,3665278502
Because I have two textures on each .png - 2 .png's total, 4 codes - no issues (mostly)
I hope this helps with erroneous objcodes!
I didn't find any alternates like that. But I didn't change out my party to see if that made a difference. And some of the monsters spawn in different areas than I was in, so that could change it up. But I'm glad you were able to get the rest. Excited to use the actual release. :DAfter the tour with Selphie at the start of the game, if you go northeast of the Save Point near the Balamb directory, there's a schoolgirl whose base texture flickers in and out with the zel_13 texture if you have that objmap enabled. Additionally, I have found that the Texture Improvement mod highly improves the game's quality on the whole, despite a few rough patches here and there.
That's because it is terrible. I didn't do a good job with it, I'll admit. At the time it was only for testing the code and my upscale skills...well aren't great. I'll admit that it is somewhat tricky posting the progress here at times. But this all branched off Shunsq's and Mortael's work which all reside here. I'm really only adding to what they've done so far.
I do know of two places where I've seen that happen. One, being the bar in Timber. And two, outer space where one of his codes skins itself to the space suits. Also, I think one did something to Irvine at one point, but I believe I fixed that. Where is yours happening?
Here is a new bandage texture for Squall. Something I threw together in 20 min - but it looks better than what we've got! :)
(http://www.13tomidnight.net/FF8/artwork/char_sqbandage_13.png)
And here it is in action:
(http://www.13tomidnight.net/FF8/artwork/bandage1.png)
(http://www.13tomidnight.net/FF8/artwork/bandage2.png)
(http://www.13tomidnight.net/FF8/artwork/bandage3.png)
After the tour with Selphie at the start of the game, if you go northeast of the Save Point near the Balamb directory, there's a schoolgirl whose base texture flickers in and out with the zel_13 texture if you have that objmap enabled. Additionally, I have found that the Texture Improvement mod highly improves the game's quality on the whole, despite a few rough patches here and there.
Looks fantastic. Much better, now.That new texture looks great! By the way, here are some snapshots I took of that hash glitch:
I've tried to find the person you're talking about at that point, but I didn't find any flickering texture. Which means I probably already had it disabled on my end. I agree. It's just that sometimes codes are shared and cause things like what you just saw.
Where can I find the background for fighting?
Hi wanted to ask if there is a guide on how to install this mod?
have the steam version
Seconded. Been trying to get this mod to work. It's especially confusing, even for a FFVIII mod. Can anyone give us a step-by-step?
If it's the character textures you're talking about, the mod is really in Beta right now so if you wait for the release, it will have thorough instructions and I will even make a tutorial video.
FatedCourage, when you're ready, feel free to post your next update pack, containing all the textures.
FatedCourage: Which csv should we use for maximum texture coverage, Char_Textures_obj.csv or Char_Textures_obj(recommended).csv? And why are some of their hashes asterisked?
Magochocobo: Do you plan on releasing the rest of your textures like Rinoa's Party Dress, Edea, Raijin, Kiros, and Ward?
I spent a lot of time making this character textures, all was done hand painted, so please Devina if you dont like my textures its ok, but you always write bad comments about my textures
hi, I just found this forum and I'm trying to learn everything about the textures, Tomberry and everything related to the game mods of ff8 .Hey, looks neat! There are various things you could work on. You could pick and choose what you'd like to work on or help someone out with their own. As long as you know how to work Berrymapper and Tonberry then you should be fine and able to get the textures you need. If you need an explanation on anything, there are plenty of people here that can probably answer your questions.
I just made these test and I want to offer everything that could help to advance the development of the textures or whatever
I would like to learn more to help something
(http://oi60.tinypic.com/2zgxi0z.jpg)
(http://oi60.tinypic.com/8yxdvc.jpg)
FatedCourage, and other artists there ,from today would you create your own thread regarding battle texture and character texture? I'm not able to follow the increasing amount of hashcodes and texture packs.Alright then. Seems like it needs to be moved sooner rather than later to save time and confusion. Thanks for the Berrymapper tool. Couldn't do anything without it.
Thank you all for using Tonberry tool, Magochocobo textures and Berrymapper!
Is there any way to update it with links for all these new textures, including the fight-background ones? My FF8 is jelly.To my knowledge, none of the battle backgrounds have been released yet. It's still a work in progress and will probably take Mcindus quite some time to finish everything.
hello, im doing something wrong.I extract textures using the debug folder in Tonberry and run the unedited textures through Berrymapper. I've never actually used Deling before. Did you name the codes the same as your files/textures. Nothing will change if the names don't match.
Im using Deling to export backgrounds of field.fs, I place this edited background on berrymapper Input folder and create hashmap and objmap csv files.
When I put this files in tomberry, nothing append in the game. The backgrounds not change.
Thanks for your help!
I extract textures using the debug folder in Tonberry and run the unedited textures through Berrymapper. I've never actually used Deling before. Did you name the codes the same as your files/textures. Nothing will change if the names don't match.
Thanks. I will try with this!!!
EDIT: I try this and i cant make work. I take from debug folder one bmp and I put it on BerryMapper input folder but the code in hasmap.csv I receive is not the same as have other hasmap with that texture that do work correctly.
sorry for my bad explanation
Thanks
Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?
Ok, after a few attemps already works well and I have done some tests:
[img width=640 height=416]
Thanks FatedCourage for your help!
Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?
I seem to have identified the texture issue. The debug textures captured Rinoa and Tonberry (the enemy proper). I was fighting in the Centra Ruins. I disabled the Lunar Cry mod and voila, it worked like a charm.
I think the Tonberry enemy texture is the culprit.
Thanks for the help, Mavirick!
Hi
What do you thing about this screens of battle backgrounds? please tell me which could improve :)
(http://oi58.tinypic.com/2i89kif.jpg)
(http://oi61.tinypic.com/2afh2yh.jpg)
In movement is better
maybe I create a new thread to not mess this
Hey where are you ?!!!
If you're referring to character texture replacement... That's on a different thread, now. As for everyone else, I can't speak for them. We all have personal lives, so they're probably busy with that.
Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :PTonberry does work great. I have managed to solve almost all of the glitches on my end. Except for the codes that are literally shared. Like a Zell code being the same as a spacesuit, a few world map objects, and a special one with the Squall student uniform and the square soft logo in the beginning. You'll only see it if you reset the game at times.
The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.
The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.
Tonberry does work great. I have managed to solve almost all of the glitches on my end. Except for the codes that are literally shared. Like a Zell code being the same as a spacesuit, a few world map objects, and a special one with the Squall student uniform and the square soft logo in the beginning. You'll only see it if you reset the game at times.
Animations would benefit a few things. But I'm no artist, so I can't contribute there. So I can understand why you'd hold off until more people are onboard.
I am still collecting textures though. So once I near the end, do you still want those sent to you?
Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :P
The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.
The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.
This makes me a sad Panda. Currently, we can't have a Shiva, Blinking Eyes, and Tonberry animation (irony). I know I've been MIA lately, but that is due to some new opportunities that have dropped in my lap. I'm not done modding FF8 by any means. If we can make exceptions for those files individually, then maybe it's not a huge deal, but it would still be nice to have a 'complete' model. Trust me, mavirick - Fated has done a BEAST of a job finding all of those hashcodes, and I don't think any other modder out there would have had the patience for it, IMO. I know I wouldn't. Please keep up your amazing work. Just don't feel rushed -- that's the benefit/pitfall of the free modding community... it's all on your own time ;)
People (particularly those who only chime in once a blue moon to ask "when do you think xxx will be finished, I can't wait...") need to understand that modding any game of this caliber won't happen over night. It takes years of work to finish some projects, and equally as much patience to wait for them. FF7 modding started 10+ years ago, way before my time began here to know exactly when it did, but it still has projects being worked on. Everything we experience along the way is what keeps me going and digging for more. If you keep that in mind, then you'll always feel happy to be here knowing there is always something new ready to be discovered and modded.
Yeap I started mine back like two or so years ago and still not finished with the project as some bugs that where fixed persisted and forbid some pc's go down so sometimes you have to start over that is why you want to get external hard drives or cloud storage.
Hi
What do you thing about this screens of battle backgrounds? please tell me which could improve :)
(http://oi58.tinypic.com/2i89kif.jpg)
In movement is better
maybe I create a new thread to not mess this
I've been trying to mess around with battle scene textures and can't figure out how to properly hash them to appear in game using Tonberry 2.04. I turn on debug mode, find the textures in the noreplace folder but all the textures have a numerical sequence (ex. 1026, 1027, 1028...) as opposed to the scheme I see in released mods (ex. sql_13). I attempted to run these through Berrymapper after moving them to the input folder (and editing them with an X in Paint as a test) but they are obviously not working in game. I moved the new textures to the textures folder under a new "10" folder and then named the folders inside (1026, 1027 ect.) I also named the hashmap "test" and moved it to the hashmap folder. Obviously this isn't right.
Is there a guide to using Berrymapper/Tonberry debug? How do I get the correct file name for the texture and what is the proper file hierarchy once you are going to add them to the textures folder? Are there limitations on texture size? Let me know guys, I'd love to start a new project sprucing up battle textures similar to what others have posted.
You have to create your own filenames. In textures, create a 'master folder' with the first two letters of your new file names. I used "wm" for worldmap textures for horizonpack. Then, you name the files xxxxxx_13.png and place them in that folder - pretty sure you should always start with the number 13 and then numerically sequence them from there. What I do is change all of my bitmap file names -before- i hash in berry mapper, that way berry mapper plots the right hash codes to the right textures and i can just drop the new hash file in. There's also some more info on the original Tonberrry v1.5 thread that Omzy posted if you need more help.
I am working on my own battle backgrounds along with FatedCourage - but my time is spread far too thin to really finish this project. I would love to get everyone together who is working on it currently and split up the tasks so that we aren't all making the same backgrounds. Eff it... I guess I'll just release my progress thus far.
Thanks for the quick response, MaKiPL!
I guess the first order of business is to start trying out some of the mods that've already been made. I do hope to find a way to start pulling textures and reinserting them, as I could get to work immediately on updating/repainting backgrounds or textures. I'm sure there are insane amounts of them to be done!
-Zeeber
I have a whole collection of battle backgrounds that need to be done! Would you like a pack to start with?
Try these:
Original Bitmaps To Be Done (https://drive.google.com/file/d/0B2nrTZG_QLw5OFZ5QXZkc3JPaVE/view?usp=sharing)
Thanks, I will certainly check these out and see what I can do. But first thing's first... what dimensions are these being upscaled to?
-Zeeber
As for me,Berrymapper won't evolve until a new hashing algorithm is found.
Well - I know that a new hashing algo has been found, but the programmers got discouraged because a lot of the same duplicates were still a huge issue, as well as many of the same collisions were found. I still think it should be completed, and still think it should be updated (please!!!!) so that I can upscale the intro/credits, the ocean, and the animations! (please mavirick lol)
Awesome; thank you Mcindus! I got the file you posted and am ready to get started.
I hate to keep bugging everyone with questions... (I did try and find answers to no avail) but... I see the textures in separate folders. My question is about the files that have the same image, only shaded differently. Maybe these are for certain lighting effects?
If anyone could explain, that would be a tremendous help. Also, if I can be pointed in the direction of a way to view them as they would appear in-game. I know that's specific, but I don't actually own a copy of FF8 on Steam... just on PS3. I'm poor atm, so if there's a way to view them in-game without purchasing a Steam copy, that would be optimal. If not, I'm still going to get started and just hope for the best.
-Zeeber
You're welcome. I'm glad it does. :)
I'll try out the sign now and edit this post with the results.
As for the objects with transparency... I know the black areas in them will have to go. I can't really speak on how the shaping goes as I've never tried to alter it.
Edit: Here you go.
(http://i.imgur.com/SofsSCQ.jpg)
Ah, okay. It's just the upscaling in certain cases that cancel out the transparent areas. Well...some, but not all. I was wondering how you managed to keep things so smooth in your textures. I'll have to try that out as there are a lot of places in my upscale that need smoothing.
It looks like he re-created those textures by hand.
Hm? Oh, I'm pretty sure he did and that's why they look awesome in the examples. So I'm sure he won't have to worry about it too much. I was referring to my own upscaling in other areas and enemies I was doing.Oh sorry about that! I guess I skimmed over your post and didn't quite get it. So - any chance you'll release your version soon? None of my fence grating comes out good lol
Oh sorry about that! I guess I skimmed over your post and didn't quite get it. So - any chance you'll release your version soon? None of my fence grating comes out good lol
Hello, all. Here's the png copy of my latest edits altogether. I've done the sign on the electric fence, the boulder, the fallen log, and the palm tree trunk. This is also the latest version of my ground, with reduced mirror effect. I'm curious to see if this stuff looks good rendered in the game, as, I actually changed the palm trunk's shape slightly.
(http://ultraimg.com/images/a0stg012_col789c4.md.png) (http://ultraimg.com/image/IQZ3)
Hope y'all like it. I think I'm going to try for the walls next.
-Zeeber
I believe all mavirick and the crew needs is a playthrough of the game with debug on. With all the textures collected from that, it should help them finish. I have done this playthrough with the intent to send it to him. But...it came to about 80GB... And that's without world map textures. Not sure on a proper way to send something that massive. Feels almost easier to mail an external hard drive with all that on it. :-P
Really pumped to see some activity around here. These tex look gorgeous!
Fated, I had no idea! To be honest I'd been concerned with the filesize as well... when I lost the textures I'd collected it was 20-30gb and I was devastated. With 80gb from a complete playthrough we should be able to generate a really good set of pixels to hash using my new method! At least, it's enough to test out and see what we can do.
Have you tried throwing the textures in an archive (I'd try 7-zip or rar) to see how much space you can save? I have 65GB on my Google Drive, so maybe there's a way I could give you access to that briefly... The HDD-by-mail is actually not a bad option, though depending on where you're mailing it from we could rack up some shipping costs. Any have any other suggestions?
EDIT: You could also split up the archive into separate pieces and use FTP to get it to me. I'd be willing to set up a client and leave my PC running, you could send the pieces at your leisure. It also looks like MEGA (http://www.mega.co.nz) is offering 50GB of storage for free, so you could compress it down to that size or split it into two chunks and switch them out after I download it. off course, this is all assuming you don't have a hard cap on your uploaded data...
Hey again, everyone. Still managed to make some progress over the weekend. The newest additions are the metal bridge, the palm branch, and the massive wall. Honestly, that had me the most worried… but if y'all think it looks good, the rest should be a breeze!
Have a look :)
(I decided to go with an alternate coloration for that door to more closely match how it looks outside of battle.)
(http://ultraimg.com/images/a0stg012_col61af5.png) (http://ultraimg.com/image/I2sj)
-Zeeber
Alright everyone!
I'm mostly finished with all of the updates to the Training Center battlefield, except for some nitpicky fine tuning.
(http://ultraimg.com/images/a0stg012_colcd5e5.png) (http://ultraimg.com/image/IkA0)
Check it out and let me know if anyone has ideas for changes. Soon, I'm going to move past this project and start on the next one.
Til next time… Enjoy!
-Zeeber
Where url for download ??? ?
As soon as Zeeber is finished, I'm going to ask him if we can include it in the BattleField Upscale Mod.
Thank you; I would be honored to have any of my work in a release!Thanks! I checked and the grate is supposed to be off center, you're right! Actually, shunsq did the comm tower 1f already, so maybe you could do elvoret/biggs wedge battle? The one that is the top of the comm tower? Let me know!
I'm going to check out some of the things you mentioned when I get some more free time. I know for the mesh on the bridge, I just laid it the way it was in the original, but I can center it if you think it would look better that way. I also need to fix the end of the fallen log... it isn't quite right yet.
As for the next project... I figured I would start on the Dollet Comm Tower 1F, unless you suggest otherwise. I look forward to continuing providing artwork as long as someone is enjoying it! :)
-Zeeber
FatedCourage, when you're ready, feel free to post your next update pack, containing all the textures.I don't mean to necro this topic, but I took all 6 Quistis textures from the pack, and replaced the eyes with Devina's new ones. Just replace those 6 subfolders of /textures/qu with these: http://www.mediafire.com/download/s33urhm4lq2nmon/qu.zip
I'd like to re-do the eyes and possibly other features:
(http://i57.tinypic.com/6zsy1e.png)
I'm not a fan of the weird, fish-like, doll-like eyes they have...
I'd prefer something more realistic, or Final Fantasy/Kingdom Hearts.