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Messages - Aavock

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76
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-01-20 17:22:58 »
Thanks for the encouragement Kuraudo.

"Miss" update:

77
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-01-19 15:14:48 »
New update.

"Target"


"Recovery"


"Death"

78
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-01-18 00:23:06 »
Thanks Kimsiudog, I believe it is fully compatible with enhanced stock UI but not with Menu Overhaul. The goal here is to remain as faithful as possible to the original game. I'm working parallel with Satsuki and my work will be included in his all-in-one pack.

Today's update: the "MP needed" text.


79
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-01-17 02:06:43 »
Due to positive feedback I decided to redraw the main UI for english players (hurray). Since my work for the french version is almost entirely done (needs some polishing here and there) it shouldn't take too long and I will be posting constant progress here.

For now, here's Tifa's limit:

80
I had the same issue months ago; Panteleimon's method works like a charm for Photoshop.

As for the inconsistencies on your files previews, we all know Win OS is quirky for no reason at times.

81
Releases / Re: Aavock UI 1:1Remastered
« on: 2020-12-27 04:08:13 »
Thanks Kimsiudog; Satsuki is pushing me for a translated version so we will be joining forces for all english speakers out there.

I'm currently working on the entire submarine mini-game interface, I believe it has never been done before!

82
Releases / Re: Aavock UI 1:1Remastered
« on: 2020-12-14 21:13:00 »
Thanks for the comment Caledor!

Source material is about useless because there's no custom font created or anything similar, it is mostly vector points on a grid.

83
Releases / Re: Aavock UI 1:1Remastered
« on: 2020-12-13 15:35:30 »
Cheers Spiegel1, have a good one!

84
Nice update CaptRobau.

The reason why the "save" words are shifted in the loading menu is because the character "1" has now the "correct" length (no more extra space). You can correct it by adding a empty space after the "1" character in the ff7.exe.

85
Releases / Re: Aavock UI 1:1Remastered
« on: 2020-12-09 15:22:24 »
@Red46 Thank you for the positive feedback, much appreciated!

@Salk Many thanks, I'm currently working on the mini-games UI textures (you can find the original thread here) afterward, I will clean up the main UI here and there (specially slots and item icons). It's too early to say if CaptRobau will "convert" it for the english version but I suggest you keep an eye on his Remako 2.0 project.

86
Releases / Re: Aavock UI 1:1Remastered
« on: 2020-11-15 21:28:54 »
Thanks CaptRobau, as long as you credit my work feel free to use it. Best of luck for your Remako 2.0 mod!

87
Releases / Aavock UI 1:1Remastered
« on: 2020-09-27 21:14:59 »


Background
Hello FFVII lover, back in 2012 I had the idea of upscaling all UI textures using the Steam version but encountered some issues with the *.tex format. Too stubborn to switch for the messy original 1998 release: the project died. Thanks to Satsuki's all-in-one pack the project got back on track after a 7 year hiatus.

Content
All main UI textures were faithfully hand redrawn/reworked like fonts, avatars and interface elements preserving the essence of the original game. As a bonus, letter spacing for both dialogues and menus were closely remapped for pixel perfect kerning (which explain why the menu font is slightly wider). This first release (v1.0) is a beta version, some of the Gold Saucer/Cait Sith slots are placeholders and the weapons/accessories icons needs polishing. In the future all mini games textures will complete this project.

Disclaimer
Originally made for Satsuki's pack, french version only which is the reason why I did not create a specific WIP topic on qhimm.
Original topic can be found here (please refer for the latest updates).
Please do not ask for other language. If you want to do it yourself please credit my work since it was a tremendous amount of work for me.

Download
Thanks Satsuki for the upload!

Aavock.UI.1.1Remastered.v1.1 (*.dds version) EN
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.EN(DDS).7z

Aavock.UI.1.1Remastered.v1.1 (*.png version) EN
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.EN(PNG).7z

Aavock.UI.1.1Remastered.v1.1 (*.dds version) FR
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.FR(DDS).7z

Aavock.UI.1.1Remastered.v1.1 (*.png version) FR
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.FR(PNG).7z

Your browser may block the download process because of the *.bin included in the pack.

Previews
Before        After

WIP French screenshots:

























English translation for the mini games textures is in the works!




















88
Yeah, Hack7 is quite useful and recently helped me a lot too for that same purpose.

Great job, glad I could help!

89
General Discussion / Re: Curiosity
« on: 2020-08-04 15:49:51 »
Welcome here f0xyfluttershy.

I encourage you to bring to light your full project and explain the required image editing in the "Graphics" section to get more attention and potential help.

90
It works with the PC version too.

91
Hi -Ori, thanks to lasyan3's Hack7 tool, editing font spacing is quite simple.

Just go to "Tools" then "Manage windows.bin", choose your windows.bin file then click the "Edit font width" button.

Can't wait to see your work, cheers!

92
Good to see you Shunsq! Wow, you were already 4 years ahead. :-o

I've only been switching 1 character the whole time for my list and had no idea it'll go bananas with more than 2 characters replaced. Right now I'm working on a graphical mod for FFVII so I haven't done more testing and research.

On the other hand I can't make up my mind whether I should focus on the 2019 or 2013 release. Maki's tool make it difficult to stick with the 2013 version but the "Remastered" characters are unbearable.

93
Releases / Re: [FF8:Remastered] Project Maximum FMV
« on: 2020-05-30 22:44:16 »
Wow, most of these screenshots looks like actual wallpapers! Fantastic job max32, keep up the great work!

94
I tried inserting Quistis's vanilla model back into the 2019 "remaster" but all coordinates are messed up (I've posted a screenshot in the main post) but at least the game is not crashing so there must some way to display them correctly.

I must admit that Maki's incredible tool is making modding way faster and easier for the 2019 version so it is comprehensibly hard to choose which version to stick with.

95
General Discussion / Re: Needing a FF7 HEX offset
« on: 2020-05-19 16:08:12 »
Hi ExDuelist, are you using a translated ff7.exe right? In that case you can download Chrysalis's Enhanced Stock UI. By unpacking it you'll find all the hex memory addresses you're looking for X,Y-axis, length and height for these boxes.

96
Glad you like it Mcindus! No more blocky main characters, cheers!

97



Hello everyone, while digging into the 2013 steam release I've found a way to replace the low poly models by the higher ones.

How does it work?
The original PlayStation version uses two different versions for main character models. The lowers ones were displayed to save memory but now by switching files you can play Final Fantasy VIII using the higher characters models (battle-like) permanently. After playing small portions of the game it seems that all animations are correct and haven't encountered any crash so far.

Keep in mind that only main characters have a high poly version and some of them does not have at all like Selphie in garden uniform, Laguna, Kiros and Ward.


How to?
First download Deling and open the "field.fs" file then go to the "Import/Export" tab (top right) and navigate until you find "main_chr.fi", "main_chr.fl" and "main_chr.fs". Extract them all and open "main_chr.fs" (with Deling again). Navigate until the list of models (76 *.mch files). From here you can safely extract/overwrite the desired model files, once done just replace all "main_chr.fi", "main_chr.fl" and "main_chr.fs" inside the "field.fs" file.


Models list (I'm uploading it as a *.png files instead of *.pdf for a permanent availability.)
Spoiler: show


Recommended set-up
Spoiler: show
replace d000 with d001 for default Squall
replace d002 with d003 for Garden uniform Squall
replace d007 with d006 for default Squall with gunblade
replace d009 with d010 for default Zell
replace d011 with d012 for Garden uniform  Zell
replace d015 with d017 for default Irvine
replace d016 with d017 for default Irvine
replace d018 with d019 for default Quistis
replace d020 with d021 for SeeD uniform Quistis
replace d024 with d025 for default Rinoa
replace d027 with d028 for default Selphie
replace d032 with d033 for default Seifer
replace d034 with d035 for default Seifer with gunblade
replace d036 with d037 for trashy Seifer with gunblade
replace d041 with d042 for default Edea
replace d051 with d025 for default Rinoa
replace d052 with d001 for default Squall


Which versions?
This maneuver only works for both 2000 PC and 2013 Steam version. I've tried with the 2019 "Remaster" in order to get rid of the weird new models but the game is not reading the files properly. Maybe someone will find out how to make it work.

Happy modding!

98
Each icon depends on a specific palette. For example the frog is palette #12, the mini-Cloud is palette #14, the ring is palette #10, the item bag is palette #9 and so on.

99
Hi Panteleimon, I'm working on a same project as of now and haven't encountered those issues. Are you sure there's absolutely no layers at all on the artifacts spots? Is the other usfont file done? For example for the letter "a" it may be that the bottom right of the letter "q" area is filled with another character shadow. It has to be pixel perfect, even a 10% shadow transparency can produce artifacts.

One solution is to delete one entire row at a time (then character) to spot the unmatching character producing the artifact.

100
FF9 Graphical Releases / Re: [FF9 PC] UI Stuff BETA V1
« on: 2020-04-25 00:53:51 »
Fantastic job as usual snouz. Here's some minor suggestions for the UI.

This grey line needs 1 extra pixel in the top to completely cover the underneath box:


Can you use the full screen wordmap as a reference for the grayscale one ?
However I'm not sure how it'll look in-game but here's the idea:


And finally, when the interaction bubble appears it is actually black for a few frames so it may be good idea to replace the black bubbles for the white ones.

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