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Messages - Aavock

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101
Definitely sharper and more detailed both backgrounds and world map, great job!

102
"Tombe" is indeed a grave (and also the verb "to fall" ("tomber") in present tense: "he falls" = "il tombe") and we do pronounce the letter "b" at the end (in both cases).

https://www.youtube.com/watch?v=hdz9-GR5Zvk


103
Definitely sticking with the 2013 release but I've been playing around this morning with Rinoa's field texture; not great by any means but at least the dress have a more accurate color.



For those interested: https://www.sendspace.com/file/8t2fzb

104
Great news once again, keep up the good work!

105
Troubleshooting / Re: FF8 .TEX editing problems
« on: 2019-09-06 20:52:44 »
Hey shikulja,

When converting back to *.tex you previously need to load the original *.tex file in Omega then use the convert button; This way you'll preserved all color palettes.

106
Mcindus to the rescue! Thank you once again for all your hard work.

Are the font, icons and UI elements still *.tex files with palettes? Or are you able to import direct *.png files?

107
General Discussion / Re: FFVIII Remastered
« on: 2019-08-24 03:02:55 »
Take a look at Quezacotl and Bahamut , it also looks like the sound effects are still broken. You can also enjoy (for 3 seconds) the untouched worldmap .

Top and bottom black bars are still there too.

108
General Discussion / Re: FFVIII Remastered
« on: 2019-08-22 16:41:44 »
Some pc bugs still left in the release version are blue coloured alphas for magics/effects and world map UV might be still broken, there is no true 360 degree analog support either only 8 directions.
Now, that's lazy. They didn't even try, they can't even get the grey gradient right.
It also suffers from the usual over-the-top vibrant colors (especially on Elvoret) and contrast to attract more.

Steam page says its directx 11 so if they ported it to unity for multi platform releases it might make modding easier.
Hopefully there will be some equivalent to FFIX' Memoria to make it true widescreen, customizable font, true analog support and more.
On the plus side, enemies re-texturing are looking great.

109
You're right rotschleim :o nice catch. Plus, none of the worldmap textures have been "remastered" (maybe vehicles?).

110
General Discussion / Re: FFVIII Remastered
« on: 2019-08-20 21:57:38 »
Steam page: https://store.steampowered.com/app/1026680/FINAL_FANTASY_VIII__REMASTERED/
The game is only 5GB. Pre-order now and get 2 wallpapers: hooray!

Note that there's no "full audio" check mark so what happened last month in the official webpage source code was simply a mistake.

Latest in-game screenshots:















111
General Discussion / Re: FFVIII Remastered
« on: 2019-08-20 01:27:05 »
It is now official and right around the corner: September 3, 2019. :-o

https://www.youtube.com/watch?v=VovHI0JKxlg

Edit: A few screenshots here.

Apparently, the Triple Triad background was too much work. ::) Cards also reminds me of Mcindus' Tripod textures, why am I not surprised?

112
Impressive results and big improvement. Love it!

113
General Discussion / Re: FFVIII Remastered
« on: 2019-08-13 16:07:50 »
Latest tweet on FFVIII Remastered:

https://twitter.com/FinalFantasy/status/1161261369456517122/video/1

And yeah, th background field is extremely blurry as expected, characters models are popping out so much.

114
Quite excited to see the results snouz, keep it up!

115
General Discussion / Re: FFVIII Remastered
« on: 2019-07-01 02:10:40 »
I forgot to specified in my last post that the first image is from the remaster and bottom one the current steam version.

As mentioned by Kaldarash, there's this weird "voiceover" thing goin' on from the official website code:
https://www.dsogaming.com/news/final-fantasy-8-remaster-will-feature-english-japanese-voices-according-to-its-official-website/

116
General Discussion / Re: FFVIII Remastered
« on: 2019-06-29 02:14:37 »
This DLPB guy yeah. :evil:

As a bonus, here you can see the astonishing job done on battle backgrounds: :roll:



117
General Discussion / Re: FFVIII Remastered
« on: 2019-06-28 22:30:30 »
I totally agree, making the backgrounds blurry (like FFVII on PS4/Switch) is a very lazy and lame attempt in trying to hide a poor upscale method.

Saying that original team is involved with this remaster is just absurd by looking these screenshots. All I see is a generic eye popping childish anime look, way too vibrant colors and contrasty character models. I'm afraid that this "remaster" goes into the smartphone category wee see nowadays. I still beleive that fixing all the issues on the current Steam version (and porting it to different platforms) was a better choice, but hey, let's put the word "remastered" on it: gotta make that money.

118
General Discussion / Re: FFVIII Remastered
« on: 2019-06-28 18:10:15 »
New info from Famitsu here, and english here.

Also new hi-res in-game screenshot where you can have a closer look (particularly the job done on backgrounds).




[Edit] Just for comparison PC/PC with mods:


119
General Discussion / Re: FFVIII Remastered
« on: 2019-06-13 23:32:21 »
Just a quick comparison.
The spell/magic effects remains the same as the current version but Ifrit's model have higher polygons and seems mostly re-textured.




120
General Discussion / Re: FFVIII Remastered
« on: 2019-06-11 05:26:13 »
Does anyone else think Square is just doing what we've been doing the past several years with this game? There are already HD texture, HUD, and music packs for the game here.
Exactly, I'm afraid that this "remaster" is going to be pretty close to what the community did for years and the only truly remade textures will be main characters (Squall looks terrible just like in Dissidia), HUD (battle and field) and Triple Triad. Let's wait for the final product but expectations are very low; At least they're giving some love to all FFVIII fans and PS4/Xbone/Switch owners.

the real question is will the fields be properly redone.
My guess is that the fields will get the same upscale treatment as FFIX PC.

121
The displayed font textures in-game are the ones in the menu_us.lgp.

Before starting your project are you sure there's no chinese translation already done for PC? If so, you just need a few tweaks to make it work with the Switch version.

122
Do you mean I just need to replace the usfoot.tex with the png which contains all the characters and I don't need to type the coordinates in some file.
But if I don't do that how the game can recognize the characters.

You need to use *.bmp file format then re convert it to *.tex (a single *.tex file for all different palettes/colors) if your're using the steam/2012 version. If you're playing the 1998 version you can insert multiple *.png files for each colors (4 times higher resolution). This last option is highly recommended.

Also, as NFITC1 says, the height of each character is fixed but you can manually edit the length of each character modifying the windows.bin file.

123
You mean x,y coordinates for each characters ? Use the current ones, here's an example:


124
Hi zellfy,
So let me see if I understand this correctly. You want to replace the usfont_XX.tex files with chinese characters ? May I recomend you to use the old 1998 version ? Using it you can easily insert direct *.png files into the game (instead of *.tex files) plus, the resolution is 4 times higher.

In any case you need to extract the original usfont_XX.tex files and drag rulers for rows and columns on top for each character with either photoshop or gimp, and then draw or write your own characters.

125
Awesome job Ze_PilOt, definitely an eye candy ! Merci à toi !

Is it possible to include in the memoria.ini an option for widescreen support during battles/fields only ? Something like:

WidescreenSupportField = 0
WidescreenSupportBattle = 1

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