[FF8PC-2000] Project SeeD - FF8 GUI overhaul (2.0)

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pretty sure we're currently walled in at menu assets. AFAIK there is no way to swap world/battle/field textures or backgrounds ><. It'd be sweet if there was though. compared to ff7... ff8 HAS textures to work from :P
 
pretty sure we're currently walled in at menu assets. AFAIK there is no way to swap world/battle/field textures or backgrounds ><. It'd be sweet if there was though. compared to ff7... ff8 HAS textures to work from :P
If i remember correctly Aali said there may be a way to export the tim files much like he did with the menu assets. If this comes to fruition then we could at least retexture the models, which could bring a massive improvement to graphical quality (models in ff8 might not need to be redone as they are much higher quality then ff7, a retexture might be enough)
 
the problem with remodeling things in ff8 is that they use weighted models, and thus the rigging process would need a fancy shmancy tool to get done... otherwise the characters wouldnt animate. That and they arn't too bad as they are - textures'll do!
 
the problem with remodeling things in ff8 is that they use weighted models, and thus the rigging process would need a fancy shmancy tool to get done... otherwise the characters wouldnt animate.
I'm not very savvy with 3D modeling, but there doesn't seem to be specific weights for each vertex group. The unknowns in vertex data and vertex tend to be 0 all the time. As far as I can tell, all that matters is which bone the vertices are assigned to. If rigging the models is so important, what would improper rigging do?
 
even with binary weight, you need a tool to assign it. if its not done right, the vertices around joints'll flip out during animation.
 
How to install this and with what files do I need to use ? sorry for such a lame question
 
How to install this and with what files do I need to use ? sorry for such a lame question

Q: How do I install it?

A: Extract all the files and put into /[modpath]/mods . Modpath being whatever you set it to in ff8opengl.cfg (obviously Aali's driver is required, 0.7.10b or higher)
Quick search will get you Aali's driver.
 
Open up the config file, which should be ff8_opengl.cfg, with notepad/wordpad/any text editor, you'll see the line to edit in there.
 
Just tested it. It looks like you need to leave the option "Use High Res Fonts" in the FF8Config checked, otherwise the game crashes before it gets to main menu.

Just a heads up, in case anyone runs into this problem.
 
Hey sl1982, nice work!
Playing through, I noticed a few things (because I'm OCD like that) and made some minor fixes; you can use them if they meet your standards, or at the very least they'll give you ideas for the next release.

http://www.2shared.com/file/Jk-Myi2f/ProjectSeeD_Addendum.html

List of changes
sysfld00_01, sysfld00_07: Moved the starting quote " over so it wasn't inside the ending quote " tile
iconfl01_023: Made the 8, 9, and : used in the Timer high-resolution; Made the 'Lv' used in the Battle Results screen high-resolution.
iconfl01_23: Made the 'Lv' used in the Battle Results screen high-resolution.
iconfl00_02: Moved the numbers used in the Timer to prevent them from leaving pixels in each other's tiles.
iconfl01_02: Made the 'S-Lv.' used to show your current salary high-resolution; Made the 'Lv' used in the Battle Results screen high-resolution.
iconfl01_00: For some reason, when you run out of health it uses the 0 here, so the 0 was made semi-high-resolution.
iconfl02_23, iconfl03_23: Fix an alignment issue with the PLAY used on various menus.
 
Awesome work, ill take a look at your modifications and add them in. Thanks for the help :)
 
No problem! I'm playing through the game for the first time, so whenever I see something missing I tend to go back and add it in.
I've done a sizable amount since then, so I'll post that as well; hope it's of use to you. There's a text file included that details all the changes and where they appear in the game, in case my work doesn't meet your standards.

Download here...
 
Great work I just figured out how to use it. I did notice that on certain screens it says Glitch incorrect file format for the start game screen and in battle scenes the menu cursor isn't hi-res after clicking in a sub menu (for example clicking on GF the menu cursor changes to low res for the other sub menus. Also the GF Boost cursor icon and red x are still low-res. Is there any way you can fix that or can you tell me how to do that so I can fix it my self. Again thank you very much for your hard work it's made me enjoy this game once again.
 
I would be happy to take a look at these but as I have not really played the game I do not know what they look like. Can you please provide screenshots of the offending icons and I will try to redo them for the next release (which will also include USC's modifications and most likely an installer)
 
Okay here is a link to the slide show on youtube of the glitch errors and low-res cursor icon on sub menus and GF boost. I haven't figured out how to post images on this forum yet so this will have to do for now. Love this work you have done even with the glitches it makes the menu easy on the eyes   ;D

 
@juststat: Those error messages are because you're using OpenGL and it likes to warn you; there's nothing sl1982 can do about that. If it really bothers you, try opening ff8_opengl.cfg and setting shaders to 'yes'. As for the GF boost icons, those are stored in iconfl01_02.png & iconfl01_03.png. I fixed it in my version and posted them here (a few posts above this one).

@sl1982: I think what he's referring to is the semi-transparent icons in icon_00.png through icon_23.png. I tried changing those and didn't have any luck, but perhaps I just didn't number them right.
 
Hello, sl982! You did a good job on the new menu graphics. They're much more appealing now! :)

I have a small question: would there be a way to do anything with the hi-resolution font? I've noticed that in FFVIII's PC release, it's pretty poorly spaced out and entirely lacks a shadow. Because of that, it makes the character names hard to read in battle--especially when fighting on a beach scene.
 
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