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

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Hello everyone !
Here, I remake shirt of Selphia . I hope everybody love it. Sorry my english bad because i'm vietnamese   :-D
Special, thank you very much Shunsq for mod textures character

Link download textures : Code: [Select]
Code:
https://drive.google.com/file/d/0B965guF9-5ugRWNwV3BPSTlCWWM/view?usp=sharing
NOFB6IH.jpg

f6KG2AD.jpg
 
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cutemarshmallow.jpg


That is the cutest thing anyone has ever done for FFVIII! :) Well done!
 
Hello everyone !
Here, I remake shirt of Selphia . I hope everybody love it. Sorry my english bad because i'm vietnamese   :-D
Special, thank you very much Shunsq for mod textures character

Link download textures : Code: [Select]
Code:
https://drive.google.com/file/d/0B965guF9-5ugRWNwV3BPSTlCWWM/view?usp=sharing
NOFB6IH.jpg

f6KG2AD.jpg
That was unexpected O.O
I'd never thought I'd say this kind of things in FFVIII... definitely, this is amazing. Just a few months ago, the character texture modding was just a dream, and now it's happening hahaha
 
When it comes to remastering the textures is it just a case of getting the textures, opening them in Photoshop and remaking them? Because that's something I can do if anyone's willing to send me the textures. I only know a little bit about 3D right now and it's Cinema 4D which probably isn't helpful here, but Photoshop I can do!
 
Awesome shirt, is it possible to get these textures into the battlemodels?
 
Awesome shirt, is it possible to get these textures into the battlemodels?
That exact ones? Nope, the field textures and battle textures are different ones. We'd need to hash the battle texture and design its own one.

By the way, I can hash some textures for you guys, I've been making some tests and I think I got it. A sample pic:

lCXnbrO.jpg


As you can see it's just a placeholder, I'm not good at graphic design so I won't even try it xD

@Shunsq, your Berrymapper works like a charm, by the way.
 
2014-11-23: Hashmap updated
As said in the first post sq means squall, se selphie and ze zell. As for the suffix:
**l is lowpoly
**body is the body texture
**head is the head
***t means the texture is in the top corner instead of the bottom corner
***b means the texture is in the bottom corner instead of the top corner

@K43SJ: what a funny idea! It doesn't shock me at all. ;D
@JeMaChehi: Thank you for using Berrymapper. It's possible to change worldmap textures, you just have to try. On a side note i may change the name of the program to something like "tonberry-mapper" which is more clear.

I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling . I replaced lowpoly squall with highpoly squall in main_chr.fs. Indeed the lowpoly and highpoly models have the same bone architecture so you can swap the models as you want. The animations are stored elsewhere( maybe in chara.one).
But beware: create a copy of main_chr.fi/fl/fs and field.fi/fl/fs in a secured directory before doing any modification of those files!
 
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@K43SJ: what a funny idea! It doesn't shock me at all. ;D
@JeMaChehi: Thank you for using Berrymapper. It's possible to change worldmap textures, you just have to try. On a side note i may change the name of the program to something like "tonberry-mapper" which is more clear.

I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling . I replaced lowpoly squall with highpoly squall in main_chr.fs. Indeed the lowpoly and highpoly models have the same bone architecture so you can swap the models as you want. The animations are stored elsewhere( maybe in chara.one).
But beware: create a copy of main_chr.fi/fl/fs and field.fi/fl/fs in a secured directory before doing any modification of those files!

@Shunsq: I really like "Berrymapper", "Berry" comes from "Ton-Berry", isn't it?

About model replacing, we'd appreciate if you explain it in a little more depth. I was trying some months ago to replace character textures with Deling with no success... [OFFTOPIC]However, the scripting features are so fun![/OFFTOPIC]

EDIT: I'm stupid I answered into the quotation xD
 
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Hey Shunsq, I've been using your tool placing all different palettes files from Tonberry's debug foder in "input" and Berrymapper is generating the exact same code for all files... What am I missing; how does it work exactly ?
 
It merely means that all the files have the same hash codes. Even if you have different palettes, if their grayscales are the same then their hash codes are the same too. So far Omzy (or any coder) didn't implement an algorithm that see the differences between the palettes. I would do if i succeeded compiling tonberry but i can't :'(
 
Thanks, hopefully you'll implement the algorithm you're looking for.

How did you find the different codes for all icon.tex palettes for SeeD reborn ? I was looking at re-insert the critical (yellow) and K.O. (red) status for the iconfr hasmap files...
 
I think i don't understand what you want...But i'll try to answer.
People here(yourself, Mcindus,....) sent me all the palettes for icon.tex. Tonberry generates a .bmp each time it sees a texture that is not listed in hash1map.csv. In fact it doesn't see the difference between two different palettes but it knows that their common grayscale is not listed.
I then put all the palettes into Berrymapper.exe/INPUT/ and launch berrymapper.exe. It will generate hashmap.csv and objmap.csv. For the menu you only need hashmap.csv. If multiple hash codes are identic it means that their sources can't be distinguished by tonberry. While playing the game it's the first one listed in hash1map.csv that will be inserted into the game, the other ones will be ignored.
I will repeat myself but you can use 1 palette with different icon colors. For exemple in the "yellow" texture you can color the death icon in red.
 
illustration_by_shunsquall-d87f9zy.png


How to switch lowpoly and highpoly models?
As i said earlier  it is possible to change the field models from lowpoly to highpoly.

If someone wants to test this with other models here is a description of all the .mch:
Code: [Select]
Code:
#name,character,definition,versiond000,squall,low,casuald001,squall,high,casuald002,squall,low,uniformd003,squall,high,uniformd004,squall,high,casuald005,squall,high,graduated006,squall,high,casuald007,squall,low,casual with weapond008,NONE,NONE,NONEd009,zell,low,casuald010,zell,high,casuald011,zell,low,uniformd012,zell,high,uniformd013,NONE,NONE,NONEd014,zell,high,graduated015,irvine,low,casuald016,irvine,low,casuald017,irvine,high,casuald018,quistis,low,casuald019,quistis,high,casuald020,quistis,low,uniformd021,quistis,high,uniformd022,rinoa,high,ballroom dressd023,rinoa,high,ballroom dressd024,rinoa,low,casuald025,rinoa,high,casuald026,rinoa,high,casual with accessoryd027,selphie,low,casuald028,selphie,high,casual with weapond029,selphie,low,uniformd030,selphie,high,graduated031,NONE,NONE,NONEd032,seifer,low,casuald033,seifer,high,casuald034,seifer,low,casual with weapond035,seifer,high,casual with weapond036,seifer,low,worn outd037,seifer,high,casual with weapond038,NONE,NONE,NONEd039,NONE,NONE,NONEd040,edea,low,with maskd041,edea,low,casuald042,edea,high,casuald043,laguna,low,casuald044,laguna,low,uniformd045,kiros,low,casuald046,kiros,low,uniformd047,ward,low,casuald048,ward,low,uniformd049,squall,high,with bandaged050,quistis,low,uniformd051,rinoa,low,casuald052,squall,low,casuald053,squall,low,with bandaged054,kid squall,low,kid d055,kid zell,low,kid d056,kid irvine,low,kid d057,kid selphie,low,kid d058,kid quistis,low,kid d059,kid seifer,low,kid d060,space suit,low,blue versiond061,space suit,low,red versiond062,space suit,low,red and green versiond063,space suit,low,blue versiond064,space suit,low,blue versiond065,seifer,low,casuald066,soldier,low,uniformd067,soldier,low,uniformd068,soldier,low,uniformd069,soldier,low,uniformd070,soldier,low,uniformd071,laguna,low,mayord072,kiros,low,counselord073,ward,low,counselord074,edea,low,normald075,rinoa,low,casual
 
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I just stumbled accross something interesting minutes ago: you can replace lowpoly models with highpoly models thanks to Deling . I replaced lowpoly squall with highpoly squall in main_chr.fs.
I don't think that's safe. When I was doing some high-texture model tests last year, I found that too many model textures can cause graphical glitches. The cube model I showed in that thread was an extreme case of extra textures, but just a few can glitch up cutscenes sometimes. For example, Edea's scene in the Timber studio, and the scene after the prison.
 
Shunsq I got the high poly model working but like Vehek said it will cause graphical glitches heres an example I found going to the infirmarys bed area and coming back out, selphies textures gets put onto the Dr's model.

IsZ87kE.png
 
Thank you Vehek and Yagami Light, it's really interesting...I will try to clear this out. It's strange because i don't have this glitch when i go to the infirmary ( even with Zell and Selphie). Have you replaced also Zell and Selphie models ?
 
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I only did it with Squall modified, there is probably more glitches out there, depending on what part of the game you are on. For example that glitch doesn't happen during beginning of game when Squalls alone, there's too many variables a full playthrough is needed.
 
Shunsq so I am going to try these out in game but my question is what happens when Squall changes his Seed Uniform will that mess up the textures?
 
Shunsq so I am going to try these out in game but my question is what happens when Squall changes his Seed Uniform will that mess up the textures?
No, they just won't be replaced, but everything will work fine. Uniform's textures aren't hashed so they won't be replaced and the game will show the original ones.

Am I wrong Shunsq?

BTW: Didn't magochocobo retexture the seed uniform too...?
 
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Using Deling, I think I may have found the battle textures. Well, under Battle.fs ;) I'm going to try and find the hash codes fro them now- HOPING this is it, it also has the squall seed uniform battle textures as well. You know, I think the textures for all the other characters are close to how they should be represented, I always thought that Squall was the least realistic!(Also found Ultimecia's battle skin/and the unconscious Rinoa/Adel file)

Update:

Hashmap:
d0c000,18446744073709551615
Objmap:
d0c000,4294967295

Not sure if these are it, need somebody to confirm

If these numbers are at all relevant, this is the hash code for Squall's apparent 'battle' texture
 
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