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Messages - JeMaCheHi

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101
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-10 01:19:34 »
FFVII "Returns"? It never went away, they sold it for every fuckin platform in the last years. And they didn't release it for PS2 because PSX discs were compatible... I think its the most prostituted game in the VG history  :evil:

102
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-08 14:38:16 »
And as I said before I wonder what your version is. What do you believe is what happened? You know the towers had to be brought down with powerful explosives but still think terrorists did it with airplanes at the same time? It makes no sense at all.

From what I've read in Shard's posts, he'd never said that it was a terrorist did anything, he said that planes were real. Correct me if I'm wrong. Ok he said it  ;D.

Anyway I think that the most interesting part of this is WHO did it and WHY, more than how it was o where the planes colided (may be that ones were holographic images and the real ones were thrown into ocean... who knows, maybe they were real as Shard says)

103
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-08 12:31:54 »
You're the part of the population that makes me hope a plague will wipe us all out. The world doesn't need people like you in it.

Well well welll, my dear friends, let's gonna relax, we're just debating and everyone can think whatever he wants. It is absurd to fight for something that are just assumptions, both on one side as on the other. So please calm down and keep talking as friends, anyone here wants to see you both insulting each other.

104
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-07 11:50:24 »
As I've said before: There are unknowns, and there is government conspiratorial knowledge/activity involved, but whether or not a plane was there is not at all debatable. A plane hit the building (both of them). If you think otherwise, you are ignoring literally all of the evidence. If you want to know the truth, ignoring all the evidence is not the correct pathway to take.

I've misspoken again...  :-\ What I meant about planes not being real is just a theory, an hypothesis. We have no way to know the truth for now. As I stated before, they could be holograms. Or they could be the real ones. But what's for sure and that's what I meant in my previous post, is that the towers didn't collapsed because of a plane impact, just because it's physically impossible. Look for the building technical drawings and the materials' specs and you'll notice it. It was a clearly autoattack to legitimate the invasion, because if they can't find a pretext, the create it, and they have no limits. It happened that day in New York, it happened in 1963 in dallas, and it happened in a wide variety of chances (I do not want to extend myself to WWII and the post years...).

BTW, another flight, with real people too, has faded away from earth too. A certain flight from Malaysia. And, from what I know, anyone found anything at all from it.

105
Hey Shard, take a look at this thread: http://forums.qhimm.com/index.php?topic=11137.msg165591#msg165591
There random_npc explains how AI script works in .dat files. I'm sure it's related with scene.out, specially when it comes to summoning other enemies.

106
Completely Unrelated / Re: The truth and other lies...
« on: 2014-12-06 23:49:11 »
As Mark Twain said in a chance: "It's easier to fool people than to convince them that they have been fooled.". There's a lot of evidence that the buildings could not be demolished with just an impact, and less at that height. It's also imposible that the core melted as a lot of engineers have informed, it was designed to support brutal temps.

Also, you guys should see the collapse moment, and see how they fell, in such a controlled way. The most plausible theory is that they where demolished from the inside and, as meesbaker says, there's a chance that those planes never existed. Some researches state that they were holograms from how they impacted. Also, there is a moment you can see a suspicious "flash", like an explosion. And this is not the first nor the last time the government sacrifices his own people for an obscure and selfish cause. Look at Irak, Syria, Lybia, Afghanistan... and well... the whole world.

I do not intend to offend anyone, but this is my opinion after many sleepless nights reading and researching on the subject

107
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-06 23:27:22 »
Such an effrontery.... They are more shameless than Spanish government bro, probably will squeeze the goose that lays the golden eggs to death. Epic fail

108
This is not disrespectful at all, people are also modding the psx version and the best patch so far is requiem which does not exist on pc. It is just the case that ff8 pc does not yet have the advantages over the psx version as ff7 does.

Why does the pc version have to be superior and saying it wasn't would be disrespectful? I did not say modding is in vain but both versions get modded and the psx version has advantages. The only thing that is really better than psx as for now is roses and wine but those textures are another example for things epsxe does better.

Even now I am still playing and thus spending much time with modding the psx version of ff7 and I do have my reasons.

Hmm... maybe I misunderstood you and maybe I misspoke. There's still some nuances that are hard for me to express in English u.u
I understood something like "PC version does not worth it, anyone should care about it muahahahahaha!". I totally agree with you about requiem (brutal mod, indeed) and RaW, but not about textures, because we're talking about an incomplete mod. Well, I will try to express myself better in future posts and sorry for the offtopic n_n"

109
Hostia puta.... Holy shit, if that's not viral, don't know what could be

110
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!

I just extracted with tonberry and hashed with Shunsq's berrymapper. I searched for Balamb Garden and Balamb Town (I guess you mean the crappy world map models) but didnt found anything at all. Maybe you should take a look at this thread:
http://forums.qhimm.com/index.php?topic=13787.0

111
Man, this is disrespectful for the people who works on FF8 mods, and it's not fair.

Moreover, that's not true. You can change the game music and man... there's really cool songs to put in battle theme's place. And there's some graphical mods that are progressing quite fast.

112
I must say that I find rereleases much more appropriate for Square games than remakes. I like nostalgic games but with colorless NES graphics and 8 bit music even I do have my limits so I just like the games to be polished a little but nothing else. FF3 3d remake was already to much in my eyes but the FF1 dos remake for ios is really excellent. Nicer graphics, remastered music, easy controls but exactly the same game it used to be. That's good work.
+1

I enjoyed a lot the gba version of FFI and FFII, but couldn't get to the end of FFIV remake. However, we have to admit that in some cases, like with PC rerereleases, they made a deconstruction... Just look and compare:

Psx version:

Steam "HD" version:


It's not just the blurry garden but the field and mountains mesh... a completely mess u.u

113

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.



Wow man, nice work. That world map texture would be amazing. Also replacing objects as you said would be pretty interesting, since towns like dollet looks like painted by a 3 year old kid. Seriously, I don't see why SE called this an HD version.

Congrats Mortael, this is pretty cool :)

EDIT: Oops, I forgot to mention, I'd actually replaced a world map texture some time ago, as I showed in this post:
http://forums.qhimm.com/index.php?topic=15668.msg221332#msg221332
I don't exactly know what you mean with "Find a way to work on the world map textures" but if there's something I can do... just tell me ;)

114
At any rate, it was not remade. It was simply re-released.

I totally agree with you, Vgr. And even, that's the best "remake" SE had ever made of a FF... So I don't expect anything about FFVII. In fact... I hope they don't make it, because they have a special hability to ruin everything they touch  >:(

115
I have yet no idea if this will be a good tutor to learn programming or not, but it does look pretty cool even if it is more webdesign related:
http://www.codecademy.com/

My problem is that I would like to C++, but I guess python is fine too.  ::)

I you understand spanish I can provide you with my university stuff... I have some C++ notes there. If not, I know about a very good book by "Deitel & Deitel". That one: http://www.deitel.com/Books/C/CHowtoProgram9e/tabid/3644/Default.aspx

116
Ugh, more 403 errors. We've been having problems with the wiki. Hopefully when Qhimm's not too busy he'll check it out and see what's going on.

I'll just dump the wiki source here until me or someone else can edit the page.
Code: [Select]
By JeMaCheHi

Scene.out contains enemy placement data and flags for each of the game's battle encounters.

See the corresponding thread: http://forums.qhimm.com/index.php?topic=15816.0

==File Structure==
Scene.out contains no header. It is a raw list of 1024 encounters. Each encounter block consists of 128 bytes and has the following structure:

{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
! align="left" | 0x00
| 1
| Battle scenario. The value here corresponds to the number in the a0stg???.x files (into battle.fs file). You have to convert it to hex
!-
| align="left" | 0x01
| 1
| Refers to some battle aspects and it works like 8 binary switches (see below)
!-
| align="left" | 0x02
| 1
| Still don't know, but I suspect that it has something to do with camera movement. If you set it to 0xFF camera will always be fixed
!-
| align="left" | 0x03
| 1
| unkonwn
!-
| align="left" | 0x04
| 1
| Visible enemies. Shows an enemy for each bit in the byte. (see below for "enemy switches")
!-
| align="left" | 0x05
| 1
| Loaded enemies. Show the enemies that are been actually fought. Loaded enemies will attack you.
!-
| align="left" | 0x06
| 1
| Targetable enemies. Show the enemies which will apear in the target window. Careful with this, if you put untargetable enemies battle will never end. (see "enemy switches" too)
!-
| align="left" | 0x07
| 1
| Number of enemies. Also works like eight binary switches. See below
!-
| align="left" | 0x08
| 48
| Enemy coordinates. Its a set of 6x8 bytes which describes each enemy's coordinate in (x,y,z) format. So, first 6 bytes would be enemy 1's coords, next 6 enemy 2's ones, and so on.
!-
| align="left" | 0x38
| 8
| Enemies. Each byte represents an enemy. To know what enemy you're working with, you can check the c0m???.dat files in battle.fs. You just have to convert it to hex and add 0x10. Be careful, if you put numbers under 0x10 as enemies, battle will crush.
!-
| align="left" | 0x40
| 16
| unknown
!-
| align="left" | 0x50
| 16
| Still under research, but this is usually the same as the previous field's value.
!-
| align="left" | 0x60
| 16
| unknown
!-
| align="left" | 0x70
| 8
| unknown
!-
| align="left" | 0x78
| 8
| Enemy level. Each enemy level is 1 byte. Numbers from 0x0 to 0x64 are fixed levels up to 100. From 0x64 to 0xFF... Still don't know because it makes weird things...
|}

==Notes==
Each 128block can have up to 8 enemies, but if more than 4 are shown at the same time, the game will crash. This could seem stupid, but it's not. If you think about some battles, like the final battle (where we have 8 enemies), all the monsters are present, but only one or two are shown at any given time. The rest appear through scripting.

Some byte fields are just 8 switches. Here's what I've found:

In 0x01:
*+128: Not random fight. Every scripted battle has this one enabled.
*+64: Setting this on will make that you will always be back attacked.
*+32: Setting this on will make that you will always be surprise attacked
*+16: Doesn't show exp screen at end.
*+8: If you set this one up not exp will be gained at the end of battle (like in boss battles)
*+4: Shows the timer. Like in dollet withdraw combats.
*+2: Can't figure it out. Some boss battles have it enabled but don't know its function
*+1: Can't escape.

In 0x04, 0x05, 0x06, and 0x07
*+128: 1st enemy relative
*+64: 2nd enemy relative
*+32: 3rd enemy relative
*+16: 4th enemy relative
*+8: 5th enemy relative
*+4: 6th enemy relative
*+2: 7th enemy relative
*+1: 8th enemy relative

An important note: If you put an enemy that "summons" another one (Ultimecia summoning Griever, Sphinxara summoning jelleye...) it will summon the enemy from certain slot. This means that if you put that enemy in another battle, it will still summon that slot, because (I think) that summoning is scripted in its AI (in c9m???.dat)

Thanks for your work Shard. Can I make a suggestion? I like how you did the binary switches explanation (sums instead numbering the bit), but since we are editing a binary file, don't you think it would be better to put "+0x80,+0x40....." instead "+128,+64..."? I'm just asking, you're the real professional here  ;D At least, I find it more confortable when it comes to sum. Actually, I've implemented it that way in my program...

117
11th position is 9, not 10.

Oooops.... sorry n.n" I wasn't wearing my glasses and that "I" fade away xD
Anyway, it's on 13th position, which is almost the same.

118
Every encounter is a fixed size? So the scripts are somewhere else. (maybe this isn't a surprise to you, I'm not caught up with what we know about FF8's battles)

I've already made a list of encounters. Dunno if it helps but it took me a long time to make and I don't want it to go to waste. (I skipped the last 100 because I assumed all of them would be dummies and/or really buggy)

I'll add your info to the wiki either tonight or tomorrow unless someone beats me to it. Good work!

Thanks Shard :D

And yes, I knew about that encounter list, I used it in field scripting some time ago, but didn't know you did it. Thanks for that one too  ;D
I found a more detailed list on gamefaqs, though. That guy posts a french and an english version.

And yes, every encounter has 128 byte size. The scriptings are in the enemy .dat files, as referred in its wiki article. I think this includes actions like summoning other enemies after death as told in the main post. I'm still clueless about the last 3 or 4 sections...

119
Hi everyone!

I've been making a little research on FF8's scene.out file for the last few days, and wanted to share with you my findings. I will update the thread with any new info I get. Also, since any of this information is on the wiki, it would be cool if someone puts it in there (I think I cant).

First of all, I wanted to thank to random_npc, because I read on a post of him that scene.out contained enemy encounters and that they was stored in 128byte blocks, which was very helpful. From there, here are my findings:

  • scene.out doesn't have header, which means that first line is first encounter.
  • As said before, each 128 byte block is an encounter (we'll call them that way from here), and file has 131072bytes, so there are 1024 encounters. A lot of them are not used in the game (when I say a lot a mean A LOT), so in a future mod, many new encounters could be programmed
  • Each encounter can have up to 8 enemies, but if more than 4 are shown at the same time, the game will crash. This could seem stupid, but it's not. If you think about some battles, like final battle (where we have 8 enemies), they are be shown scriptedly, it takes more sense
  • Each encounter has a clearly defined structure: first 8 bytes controls global aspects of the encounter, and the 120 remaining ones controls features relative to each enemy.
  • Each encounter has two cameras for the begining animation. The game will use one of them randomly, but I checked experimentally that the game will pick the first camera most of the times (for each 5 battles, the game will use the first camera around 4 times). That's why I called the first one "Main camera" and the second one will be the "Secondary camera".


Encounter Structure

As told you before, each 128byte block (from now on we'll simply call it "encounter"), has a defined structure. Each section from the 8th(included) refers to each one of the eight enemies defined. In other words, is divided in eight sub-blocks or "slots".

Here's what I have:

OffsetLengthDescription
0x001Section 1: Battle scenario. The value here corresponds to the number in the a0stg???.x files (into battle.fs file). You have to convert it to hex
0x011Section 2: Flags to configure some battle parameters and it works like 8 binary flags (see below)
0x021Section 3: Main camera animation.  This is for the battle entrance animation (when the party and the monsters appear). (See below about cameras)
0x031Section 4: Secondary camera. Works exactly the same as the main camera, but this one will be used less frecuently.(See below about cameras)
0x041Section 5: Hidden enemies. Hides an enemy for each bit in the byte.  Also works like 8 binary  flags. An activated flag means that this enemy is hidden (see below for "enemy flags")
0x051Section 6: Not Loaded enemies. Show the enemies that are been actually fought. Loaded enemies will attack you. You can attack them, though. Also works like 8 flags. An activated flag means that this enemy is not loaded.(see below for "enemy flags")
0x061Section 7: Not Targetable enemies. Show the enemies which will apear in the target window. Careful with this, if you put untargetable enemies battle will never end. Also, loaded enemies will attack you even if they are not targetable, so be careful again. Once more, this section works like 8 binary flags. An activated flag mean that this enemy is not targetable. (see "enemy switches" too)
0x071Section 8: Enabled enemies. This section will specify which enemies will be loaded at the begining of the battle. Even if there's only 1 or 2 enemies, you can enable more enemies through enemy AI scripting(See this video to see what I mean). Also works like eight binary flags. An activated flag means that the enemy is enabled. If an enemy is not enabled, the 3 previous sections will be ignored. See below for enemy flags.
0x0848Section 9: Enemy coordinates. Its a set of 6x8 bytes which describes each enemy's coordinate in (x,y,z) format. So, first 6 bytes would be enemy 1's coords, next 6 enemy 2's ones, and so on.
0x388Section 10: Enemies. Each byte represents an enemy. To know what enemy you're working with, you can check the c0m???.dat files in battle.fs. You just have to convert it to hex and add 0x10. Be careful, if you put numbers under 0x10 as enemies, battle will crash.
0x4016Section 11: Still under research.A certain enemy also has always the same value, and some of this values can be repeated between enemies. Slots with no enemies always have the value 0x00C81
0x5016Section 12: Still under research. A certain enemy also has always the same value. Slots with no enemies always have the value 0x00C81
0x6016Section 13: Still under research too. For a certain enemy has always the same value but different from section 12 and 13. Slots with no enemies always have the value 0xEA60
0x708Section 14: This is enemy relative, a certain enemy always have a certain value, e.g. Bite Bug always have 4B. There's only a few values used here: 38 91 0A 64 C8 2D 7B 4A 34 01 4B 02(when an enemy's not used), however setting it to any other value seems to do nothing.
0x788Section 15: Enemy level. Each enemy level is 1 byte. Numbers from 0x0 to 0x64 are fixed levels up to 100. From 0x64 to 0xFF... Still don't know because it makes weird things...
1: 0xC8 is the code to target self in AI script code for enemies. I wonder if this has some kind of relationship... I'll keep searching.



About binary/enemy flags.

Sections 2, 5, 6, 7, and 8 works as binary flags. This means that each bit enables/disables something. When the bit is 1 it means the flag is enabled. When is 0, the flag is disabled. Since the 8 flags forms a Byte, I'll list in form of hex sums, from Most Significant Bit to Less Significant Bit:

For battle configuration (Section 2):
   +0x80: Not random fight. Every scripted battle has this one enabled.
   +0x40: Force back attack (you will be back attacked, not the enemy xD).
   +0x20: Force surprise attack (as before, you are the one surprise attacked)
   +0x10: Doesn't show exp screen at end.
   +0x08: If you set this one up not exp will be gained at the end of battle (like in boss battles)
   +0x04: Shows the timer. Like in dollet withdraw combats.
   +0x02: Can't figure it out. Some boss battles have it enabled but don't know its functionI'm stupid. This disables victory sequence.
   +0x01: Can't escape.

For Sections 5,6,7 and 8:
   +0x80: 1st enemy flag
   +0x40: 2nd enemy flag
   +0x20: 3rd enemy flag
   +0x10: 4th enemy flag
   +0x08: 5th enemy flag
   +0x04: 6th enemy flag
   +0x02: 7th enemy flag
   +0x01: 8th enemy flag



About cameras.

Each encounter has two cameras, as explained above. Each camera is represented by a byte, but each byte stores two things: The camera number, and the camera animation. The camera number is stored on the most significant nibble of the byte (4 bits) and the animation is stored on the less significant nibble of the byte. I called it "Camera number" because I had to name it somehow, but I'm not even sure if they're different cameras, or just are "sets" of animations. Anyway, we'll call it that way until we find a better one. Also, a few considerations about these camera parameters:

  • Camera number. It can take values from 0 to 3. The original scene.out never has greater values. Values greater than 3 will result in no camera animations, having a fixed camera. Some stages have less than 3 camera numbers. This leads me to think that this camera stuff is really stored on .x files, and this values are just pointers, or indexes, or something of the kind.
  • Camera animation. It can take values from 0 to 7. The original scene.out never has greater values. Values higher than that will result in the same as that value minus 8. This is because the last bit of the nibble is ignored (still don't know why). Sometimes the camera has less animations than 7. In that case, if you use a number greater than actual animations, taking into account that the 4th bit is ignored, will result in a fixed scene.




An important note: If you put an enemy that "summons" another one (Ultimecia summoning Griever, Sphinxara summoning jelleye...) it will summon the enemy from certain slot. This means that if you put that enemy in another battle, it will still summon that slot, because (I think can confirm)  that summoning is scripted in its AI (in c9m???.dat) as an enemy ability.

I've also made a C++ class that stores a chosen encounter from the scene.out file. I've implemented a little command line program to see info and change some things, but since I don't know anything about GUI programming and interacting with a cli program will be pretty tedious, I think I'll stop developing it xD.

Well, I'll update this thread with my findngs. Also, any help will be appreciated :D

Update: Some pics to show up!

You can put any enemy you want:





However, sometimes enemy palletes could crash. Also, you should be careful with certain enemies like GF's or bosses as Seifer because when killed, they won't dissapear, fade out, or run away.


Encounter list

A guy from gamefaqs called aladore384 made a pretty complete list of every encounter. Since it's very useful, I'll post it here. To edit a certain encounter in the scene.out, all you have to do is to get its encounter number, convert it to hex, and multiply it per 0x80, and you'll get the offset.
For example, lets say you want to edit Omega Weapon encounter:
  • You find its number in the list: 462.
  • Now you convert it: 462 = 0x1CE
  • Multiply it for 0x80: 0x1CE*0x80 = 0xE700
  • That's the offset you have to search for in the scene.out :D

Update July 2015
Sections are updated with my new findings, flag stuff are (I think) better exlained, and I started developing developed a GUI tool to modify the scene.out without all the hex pain.
Link to the tool thread: http://forums.qhimm.com/index.php?topic=16275.0

120
Completely Unrelated / Re: Inserting tables on a post?
« on: 2014-12-02 20:49:44 »
Well HTML is disabled for non-staff for obvious security reasons. The way it's been done in the past by some members is to just use a fixed-width font such as Courier.

Example:
Dollars    Cents
    123       89


I'll tell ya what though. I'm enabling table bbcode right now. Here's hoping I don't end up regretting it.

Example:
cell 1cell 2
cell 3 this is a long one   cell 4 here

There's no real styling to speak of, so you'll prolly wanna use colors and other formatting for clarity. Stick manual spaces at the end of things if you find the cells are too close to each other and hard to read.

Thanks Covarr, as kind as always. And don't worry, I'll be a good boy and you won't regret it ;D
I'll publish my research when I finish it, for now I'm writing it on a plain text file since I can't save a draft of my thread.

Thanks again Covarr :D

121
DQ8 is the second more desired remake? Seriously? xD It's gorgeous as is, who'd want a remake of that game over RE, FF8, FF9...
But, the most funny is the 11th position. FFX? They made an HD remake recently, why would it need another one?

122
Completely Unrelated / Re: Inserting tables on a post?
« on: 2014-12-02 19:16:49 »
What kind of table are you trying to post? Like a spreadsheet table with rows and columns?
You can always just snapshot a table elsewhere and then post it here 8-)

Hahaha, nice idea! You're honouring your nickname with your creativity xD
 But I'd prefer to write it directly here. I'm researching about the scene.out file in ff8, and wanted to make a table to indicate the offset, length and description of every field in the file, like the ones in the wiki.

123
Completely Unrelated / Inserting tables on a post?
« on: 2014-12-02 11:00:57 »
Hi everyone. I was writing a long post and wanted to put a table on it, but since WYSIWYG editor doesn't provide a button to do it, I directly writed the code for making it. However, it's still not showing up. There's no way to show a table in this forum...?

124
Oh, hi again. Sorry, i been traveling for some time and have no time :(

In my test for the spanish version:



Have the rare blue thing. Someone have the fix?

Hi bro, you can change that awful blue letters by substituing in the hasm1map.csv it's filename by other as I do:

Code: [Select]
iconsp_13,15435864898835049471
iconsp_14,15904160645000199167
iconsp_15,15507922492872977407
iconsp_16,15327664433446779903
iconsp_17,15435864898835049471
iconsp_18,15507922492872977407
iconsp_19,15507922492872977407
iconsp_20,15507922492872977407
iconsp_21,15507922492872977407
iconsp_22,15507922492872977407
iconsp_23,15507922492872977407
iconsp_15,15976191575881153535
iconsp_26,15976191575881153535
iconsp_27,15976191575881153535
iconsp_28,15976191575881153535
sysfnt_13,18446744073709551615
sysfld01_13,18410706480580509183
sysfld01_13,18410706480580509183

As you see, the blue font is iconsp_25, and you can replace it with iconsp_15, which is a black font. Queda mas molón :D

125
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?

No, they just won't be replaced, but everything will work fine. Uniform's textures aren't hashed so they won't be replaced and the game will show the original ones.

Am I wrong Shunsq?

BTW: Didn't magochocobo retexture the seed uniform too...?

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