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

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In your mods folder create another folder called avalanche. Stick the menu folder in the avalanche folder. Change your modpath so it reads "modpath = avalanche" and be sure to check the Use High Res Font box in FF8Config.
 
well, I do appreciate the assistance, but that didn't work either. shouldnt matter what the menu is called as long as the corresponding folder name is set in the modpath.

all i'm checking is the start screen to see if anythings changed, same old 8-bit looking background with grubby looking font.

using .11b and yes, i am checking hi res fonts.
i dont think its anything simple i'm doing wrong but maybe, seems like an awfully simple install process, not much room to miss anything.

AFAIK, this is the only mod that uses this method (ie, separated images in mods/ folder for Aali's driver).
Nah, theres tons of mods that just go in the modpath. sl1982 made a great bombing mission mod, yarlsons backgrounds are awesome, FL and Magochocobo's mods too
 
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Can I see a copy of your app.log? It may help me find out what is going on.
 
my App.log:
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US EnglishINFO: ATI Technologies Inc. Radeon X800 Series (Omega 3.8.442) 2.1.7169 ReleaseINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 2048x2048INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: main program link log:Fragment shader(s) linked, vertex shader(s) linked. MATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  creating 3D listener interface  EAX: creating bogus sound buffer  EAX: creating bogus 3D buffer  EAX: Establishing listener property set interface  EAX: Checking for EAX support  EAX support initialized  EAX: set global reverb  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: SoundMAX Digital AudioGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: Microsoft MIDI Mapper [Emulated]GUID={0x7639987b,0xf9c8,0x46dd,0x9e,0xac,0xf,0xcd,0x1,0x3d,0x78,0xbf}PORT 2: Microsoft GS Wavetable SW Synth [Emulated]GUID={0x78d70152,0x6aa9,0x4e4e,0x87,0x8c,0xc6,0x79,0x1b,0xb6,0x6b,0x34}PORT 3: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    SoundMAX Digital Audio  Port1 supports XG dataBinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=0)midi_play...Stopping PerformanceLoading DLS...Playing Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=26, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successful
My config:

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# ff7_opengl-0.7.10b config file## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF8# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 1280 window_size_y = 960preserve_aspect = yesfullscreen = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = avalanche# check your driver settings if this option doesn't seem to workenable_vsync = yes# allow FF8 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = off## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = no## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = yes# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = no## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# show every failed attempt at loading a .png textureshow_missing_textures = no
In addition I wanted to point out that when I force AA and AF through my drivers it causes minor graphical glitches in the menu system but so far as I can tell not in the field. Not tested beyond the first save point area. Are we not supposed to use AA at all for FF8?
 
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Some of the gf avatars I have redrawn. I may get around to doing them all one day. It looks like you added some sort of blur to the other ones?
 
yeah since I used low res pictures ( from this site http://www.ff8a.com/gf.html#anchor_909 ) and just resampled them I had some aliasing and blurred them a little bit
for anyone who want's to redo this or use more sophisticated methods the picture dimensions of the avatars seem to be 256x384 and they already have the right aspection ratio
and for some of them I played around with the colour a little bit

EDIT: I have some problems, can someone point me in the right direction  for a fix?

I'm using the german version and aali's driver 0.7.11.b
also what programs can I use to extract my game data?for menus textures and such.


EDIT:3 I now fixed most problems for me... no more unintended dark or yellow characters no artifacts and I added a high res version of the german extra characters like "Ä" and "ß"

but sometimes the game baffles me and uses not a high image ... that bothers me since now the games looks half good XD

I tried to upscale the pictures and replace them with higher res versions afterwards but that didn't work as good as I hoped... anyone know a good workaround?
 
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can someone upload the files in the first post to Rapidshare or Mediafire please? I wanna try em thanks
 
how can i use this with the german version?
the same way like with the other versions but it's not working right in german, I'm working on a german version but got a little side tracked XD

I'll release a version that's nice enough to play in the next few days.  I used almost everything from the original project seed except for few times when it seemed impossible also I coloured the elements...
 
the same way like with the other versions but it's not working right in german, I'm working on a german version but got a little side tracked XD

I'll release a version that's nice enough to play in the next few days.  I used almost everything from the original project seed except for few times when it seemed impossible also I coloured the elements...
thats sounds realy nice :)
 
Project SeeD german Beta
there enjoy the rest was made in a rush and I'll update it in the next few days again to fix this annoying opacity problem

if you find anything looking atrocious in the interface please send pics so that I know where to fix and what to fix^^
also what resolution you use would be nice

install instruction:
install aali's OpenGL driver v0.7.11b or later
configure mod path ( mod_path = . ) in FF8_opengl.cfg
extract the 7zip file to you FINAL FANTASY VIII\mods folder (if there is no mods folder in your FF8 directory create one)


the beta was made for a resolution of 1680x1050 but should work with other resolutions

EDIT: updated to latest 21.12.2013
 
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thanks a lot but looks like a little bit ... crappy, the boxes for example
 
I noticed a few problems and missing textures:

At the start of a battle it says: GLITCH: unsupported textures format
At the end of the battle, missing texture...
111012070901573638.jpg
 
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I think the graphics problems with others language than english is because the name of files is different, no?
 
The language textures are different between languages.

So this patch is an English only patch.
 
http://www.megaupload.com/?d=QQ17WKGD
there enjoy the rest was made in a rush and I'll update it in the next few days again to fix this annoying opacity problem

if you find anything looking atrocious in the interface please send pics so that I know where to fix and what to fix^^
also what resolution you use would be nice

install instruction:
install aali's OpenGL driver v0.7.11b or later
configure mod path ( mod_path = . ) in FF8_opengl.cfg
extract the 7zip file to you FINAL FANTASY VIII\mods folder (if there is no mods folder in your FF8 directory create one)


the beta was made for a resolution of 1680x1050 but should work with other resolutions

But this is for the german version.
The other dont work with german.
 
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