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

  • Thread starter Thread starter sl1982
  • Start date Start date
Status
Not open for further replies.
Hy. Very nice mod. Is it also available for the german version?
 
Does this mod improve the menus and character pics or the pre-rendered backgrounds??
 
Hello I have been trying for ages to get this to work to no prevail, I have the latest aali's driver 07.11b need confirmation if all the options are correct.


Code: [Select]
Code:
# 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 = 1920window_size_y = 1080preserve_aspect = NOfullscreen = 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 = mods# 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

I have made sure that I have hi res fonts on in the ff8 config and I have done a straight cut and past job of the mod into the into the mods folder
so I can not figure out why this is not working. Thank you for any help in advanced.

Code tags make the world go less tedious to scroll through. ~Covarr
 
Last edited:
Try turning prevent rounding errors off? And also next time, post a long document in Code: [Select]
Code:
tags.
 
Try turning prevent rounding errors off? And also next time, post a long document in Code: [Select]
Code:
tags.
Nope still has not worked, from turning off prevent round errors off just got screen shaking when going into battle.
 
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
have anyone a link for the german version?
 
Here Project Seed Beta Dropbox
still nothing changed though, since I don't have Photo Shop anymore.

PS: everyone is welcome to try and fix it shouldn't be hard if you understand what's going on or just through some playing around like I did  :o


EDIT: updated a few files because I got the urge to try and iron out a few bugs, worked all right now the most glaring (for me) bugs have been vanquished please report if you find more bugs
 
Last edited:
Hello everyone! I'm new here and this is my first post, but I figured I would post here because the entire reason I joined this community was to share some new SeeD updates that I've been working on.  I ran across this forum when I first found Tifa's Mod for FFVII and loved it - but there aren't many mods for FFVIII - I was hoping to spark some new interest and after I found this Mod, I fell in love and have redone the rest of the GF portraits, and have been diligently working on the in-game cards.  I've also been working on redoing all of the magazine artwork (pet pals complete!)  I have managed to update the first 4 pages of Cards in the menu (and am currently working on the in-game cards, but don't know much about importing them back into the game... I'm pretty sure it could be done with Aali's driver at some point - using the 'direct' path like in FF7, or the 'mods' path... but I know nothing of OpenGL programming.  I know the cards are actually in the ff8.exe and have exported all of the TIMs and converted them to PNGs but have no way of placing those files currently)

Thanks!
(supernoob, no one mind me)
 
Last edited:
Hi, welcome to the boards. Glad you finally made it  :)

There aren't as many tools and Aali support for FF8 as FF7 unfortunately, but even creating mods that are potentially ready for a port helps. I imagine if it gets enough variety and attention around here, programmers will start working on ways to get them into the game.
 
Thank you Alyza!

I know that the tools are limited, but I saw that much more could be edited via the SeeD Project than I originally thought!

--------------------------------------------------
EDITED --- REMOVED OUTDATED LINKS
--------------------------------------------------

So - Right now, I am working on editing the master card file from the actual in-game Triple Triad card game.  It has 56 palettes, but I'm hoping to use my condensed master, import the high-res images and make it a PNG (and hopefully this PNG doesn't have to be split into 56 different files)

If at some point in the future, Aali enables a way to direct to these PNG's instead of the TIM's on the ff8.exe, the cards would work, so I'm going to finish my high-res transfer/mod in the hopes that one day we will have a Hi-Res Triple Triad card game to pack into FF8.

Here's hoping.
 
Last edited:
Amazing improvement! Thank you! I noticed that the high resolution pngs Gf_big00_00, Gf_big01_00 are placed inside a hires folder in the original game's structure.
 
Last edited:
I'm working on massive SeeD updates and was hoping I could get sl1982 to re-release SeeD with my new updates included!
**edited, contacted - thanks again, Alyza**

I know the Steam version came out, but it's officially POOP without SeeD, so I refuse to use it.
 
Last edited:
He is the admin that registered you manually. I think you can send PM's after 5 posts, so try again.
 
WoW, especially the cards look fantastic if I find the time I'll implement your upgrades for the german version around monday (otherwise next WE)

that is if you don't mind that I use it

EDIT:
I did a quick test to see if I even need to do anything to the files, and no they work marvelously and look fantastic (the magita_00.png is not perfect but it works better than vanilla res IMHO)

could not test all GF cause I don't have a save with all of em right now though
 
Last edited:
Thanks, kabooz!

Of course you can use these in the German version!
Same goes for anyone with any other translation in mind -- These files are all artwork oriented, so they are compatible with all versions of SeeD, I believe.
As far as magita_00 is concerned -- i'm going to try a few variations and see what I can come up with... the problem I see with ff8 is that the textures seem to tile very close together, so avoiding repetition is tough.
 
Last edited:
So, I was going to add these edits to my SeeD art post, but I think they should have their own dedicated post.  It made my original post too bloated anyway.

I have fixed some glaring issues that I've found with SeeD:
The most noticeable problem is that in the English version dream text (white text on transparent background) its barely visible unless set against a dark background, so i've modified the white text to have a more obvious drop-shadow.  Hope this makes this beautiful text easier to see!

--------------------

Removed the outdated links - new SeeD version release SOON!
 
Last edited:
Didnt realize the link was gone on the main page. Reuploaded for easy finding.
 
Thank you very much! The next version will have a new map of the world?
 
The world map cannot be changed unfortunately. Also I have no time to continue this project so it will be up to others to keep it alive.
 
Thank you very much! The next version will have a new map of the world?
The world map cannot be changed unfortunately. Also I have no time to continue this project so it will be up to others to keep it alive.
I'm almost done with the in-menu card sets, and then I'm pretty sure I'm finished!  I would like someone to test everything out and get back to me about any issues with text alignment, etc. 

In the future, I will be working on a version of SeeD that encompasses all possible menu/icon combinations (half-transparent 8-bit hands while making a selection, missing color palettes, etc.) and may even have an updated font of my own to select from!

Thanks to sl1982 for making it all possible :)
 
Status
Not open for further replies.
Back
Top