[FF8PC-Steam] BerryMapper- texture replacement for Tonberry mod (2014-12-15)

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Any updates as of late?
Currently, I have upscaled 80% of the world textures using various techniques in photoshop.  Also, my Balamb Area upscale via HorizonPack is actually a texture -replacement- using the original as a template, while everything else I've been doing is a true upscale of the original. 

My question to you guys is - Should I replace the Balamb textures with true upscaled versions of the original and have a 'upscale' world texture package that is seperate from my -replacement- texture pack?  If so, why?  Or should I just merge the two and release more versions as I replace new areas?

Thanks!
 
Should probably post some more, here. I'm thinking about releasing all the objmap codes here for all the characters that have textures. Sure, they do cause certain things to go invisible. But maybe that'll hold things over until I'm able to get all the hashmap codes. Which will take a very long time. Not to mention I'll be away for more than a week starting on Friday, so I won't be able to work on anything. I can also release the hashmap codes I do have, if people want to use those. Guess I'll see.

I most likely won't release my dummy low poly characters, though. For obvious reasons. But I can show to give an understanding.

KlHZJSK.jpg

OMLp7VL.jpg

CR8My0C.jpg

iucT0wm.jpg


Here are some more pictures, because why not?

EygqBMp.jpg

8n7iLbO.png


And Mcindus, I like your texture pack so far. I don't care too much about whether or not they are the originals. I'm sure some do. Merging seems like a good option, though. Like you said, you could release more versions. But it's ultimately up to you.
 
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.
 
That sounded so sweet to my ears Alyza!!! :P :P Looking forward for any updates!
 
EQ2Alyza, exactly, this is probably what many people do including me. Joined just recently and looking for motivation. I'm going to drop out here that i'm right now working on Squall cgi model and going to plan something huge with it :P .
 
Halfer, that sounds good, as long as it doesn't use proprietary textures from other games.
FatedCourage, it seems everyone wants you to post your awesome new texture converts and hashmap codes you do have, including me.
 
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.
So now I'm just flying the ragnarok around to all of the continents looking for missing textures.  I feel like a kid on a scavenger hunt.  I am about 95% finished with the first release of ALL of the World Textures and putting together the roads right now.  I believe I will have a release in the next few hours!  I ran into a huge problem replacing anything with an animation, as it makes the game lag to an unplayable speed, so the ocean, waterfalls, coastline, the train, etc. are not included in this release.

This was a beast of a project - a lot of time went into organizing these textures together and finding the hashcodes... and I haven't even started putting my own touches on 3/4 of the map.  Right now, everything has been upscaled 4x through various means - aside from the Balamb Area, which is a full texture replacement done by myself with a little help from Crestian.
 
Since I'm off on a week long adventure tomorrow, I'll now post my progress here.

https://www.dropbox.com/s/hzna8rzvwicle8j/Texture Replacement Progress.zip?dl=0

*Update*
New version here:

https://www.dropbox.com/s/thpfgrw618n0yse/Texture Replacement (Alpha).zip?dl=0

This contains the textures I've used and the codes for the characters. You'll probably find some extra stuff, too. Use the objmap by itself if you don't want the characters' textures to revert and are fine with objects disappearing from time to time depending on the situation/character in your group. I've put a star next to the codes that I know cause this. Remove them to use. Use my second objmap(just rename it) that I've used in combination with the hash1map codes which fixes quite a bit of the glitches. But the characters will lose their textures from time to time in some areas and some glitches will still occur. Simply because I'm not finished sorting everything out.

Also, if you use my dummy low poly characters, don't facepalm too hard. They were simply made to help me find all the codes. Quistis is especially bad. So fair warning.

I think that's about it... If anything doesn't work, it might be because how I have my textures set up. Other than that, everything should be fine. Have fun.
 
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Oh snap - I finished HorizonPack v2.1 -- CHECK IT OUT! The whole world has been upscaled.
https://www.ff7catalog.com/threads/10832/

Thanks to FatedCourage's hashcodes, we all have a new World Map in this release!
Thanks to Crestian -  A couple of his textures made this release as well!

I had a LOT of fun flying around in the Ragnarok, even though the textures are 1/2 as nice as when you're on land.

Here's a video comparison I did a few days ago before the mod was complete:

Let me know if we need more hashcodes! I haven't done a playthrough with these textures yet (which is why Esthar is not complete)
 
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?
 
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?
He says what they are for in his last post.
 
I'm bad.  I was modding Shiva... and in testing, I summoned her and I was pleasantly surprised that by not putting the markings on her body...
Well, she was naked :X  So then I had to..... well... let's just say no one gets THAT mod.

Oh jeeze.  Time to put those 'cleverly' placed frozen markings on her before I give myself a nose bleed.
 
Main HDD with current mods died.  I'm sad.  At least everyone has my hashcodes.  Crestian has all of the codes for the battle backgrounds for Balamb, the community has my HorizonPack codes and the Summons hashcodes, and the only codes I lost were the ones for the roads on the worldmap - and those will be easy enough to find again.

My HDD is currently being 'recovered' - but I don't know what I have lost.  We will find out.  At least I'm smart enough to have a separate OS disk.

I hope I still have the photoshop originals of the mods.  At least I released HorizonPack already.... phew.
But my recordings.... oh my poor music.  I'm stupid for not having a backup, but I'm broke so - cause effect I guess.   :'(

Anyway - I think I might have SeeD Reborn Italian, so I'll try to piece that together.
 
Oh my gosh! My greatest condolences brother!!! I'm using avg tune up for recovering data and fixing disks.
 
I installed the char models for Squall, Selphie and Zell but I can't seem to speak with them. I tried this when I was at the cockpit for the Balamb Garden. The appearances did work but no way of talking to Selphie and Zell (Squall I don't know, but it doesn't matter anyway for obvious reasons).

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.

Anyway great job on this!
 
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 cockpit now apparently.
 
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.   
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.

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.
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.
 
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