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Saw this and started singingLOL!
How about this one?
More world texture progress!
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It seems like I may have made things a shade too olive...![]()
-some- of the codes are the same. I don't know why you're getting the same code for everything. are those texl files the original bitmaps?How did you get different hash codes for the world map? Berry just gives me the same codes..
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Also heres original textures for world map and a battle scene separated and x4 res for artists all you gotta do is put a new texture on top. If you want to upres them differently I only used nearest neighbor so you can just downscale them and upscale however you want.
https://www.dropbox.com/s/lo9wtflxf1e4rzr/Tonberry ready ff8.rar?dl=0
The low res original is this:Awesome job guys!
Don't know if someone noticed before but PSX textures are better than PC as for the worldmap; I've been looking in the world.fs file and there is 2 kinds of worldmap textures, one is low res and the other is 2 times bigger; the road doesn't even have borders... is the PC version uses the low res textures only ?
It's my only explanation why the UV is messed up.As Kaldarasha has mentioned several times, the Walkmesh is also messed up somehow on the PC version... they are either doubled up over themselves OR there is some other glitch. I've noticed that every archway and 'curve' in the game on the worldmap seems to have the walkmesh go crazy and fold itself upwards into the left top corner of the texture block.
If you look at the area around 4 you can clearly see that the 'quad' UV mesh is broken by strange placed tris, so the tile map is wrongly placed on this.Some progress:
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sum_axbd1_13,15935377769621977511sum_axbd2_13,15971406566640942502sum_axbd3_13,8022270368522877477sum_axbd4_13,17245642405376604708sum_bmbdy_13,15932217990091329690sum_bmhd_13,7757904884579093101sum_bmtl_13,7757904884548946541sum_bmwng_13,14779296210602381466sum_br1bdy_13,8464346616054501679sum_br2bdy_13,11336235803404490027sum_brhd_13,9180427752882653487sum_cblbdy_13,5063725404343096626sum_cblhd_13,5649193356438132022sum_cbrsbdy_13,2762481545044277883sum_cbrshd_13,2762481545044277883sum_cbrstl_13,7842273896358048938sum_ctbd_13,7853509650918636627sum_dblbdy_13,6512026207192540327sum_dblhd_13,6584083938669388967sum_dblwg_13,16638888973858463546sum_dblwg2_13,16638889523614277434sum_dtbd1_13,9032173104019760426sum_dtbd2_13,8450254200304383590sum_dtbd3_13,8450254200304383590sum_dthd_13,9032137919647409450sum_ednbdy_13,9190349637454457363sum_ednbdy_14,9190349637454457363sum_ednbdy_15,9190349637454457363sum_ednbdy_16,9190349637454457363sum_ednbdy_17,9190349637454457363sum_ednbdy_18,9190349637454457363sum_ednbdy_19,9190349637454457363sum_ednfc_13,15362752834859918522sum_ednfc_14,15362752834859918522sum_ednfc_15,15362752834859918522sum_ednfc_16,15362752834859918522sum_ednhd_13,16557192545203745110sum_ednlt_13,15362752800495920307sum_ednst_13,17133653280327299670sum_ednwng_13,9190349637454457371sum_ifbdy_13,7230199162327160154sum_ifhd_13,7230200812534157786sum_lvhd_13,6227781700387628843sum_lvbdy_13,6804238604534572843sum_pnbdy_13,7802028211296754859sum_pnhd_13,18209413859569354283sum_pnsc_13,7802027111785135275sum_quezbody_13,8536139567466345131sum_queztail_13,6806441483047646774sum_quezwing_13,17759511599891903163sum_shvabdy_13,8489889433990430059sum_shvahd_13,8489907026176474475sum_shvahd_14,8489907026176474475sum_shvahd_15,8489907026176474475sum_srnbdy_13,15180664260399887786sum_srnhrp_13,15180724732432117162sum_srnwng_13,14761505877821443511sum_tbft_13,12797980175438140837sum_tbhd_13,8021278812566934005
+1 ;DThis is progressing so fast that I come here twice a day just to check the awesomeness of this...
Great work...
I Think most guys are using photoshop. Any way please start your own thread if you have questions on modding.Through what program you are improving texture? =)
Make sure the names of your textures match the name of your hashcodes. Like, the hash name is sqbody_13. So make the sure the texture is named that as well.Okay so I'm using all the hashcodes from this thread as well as McIndus new textures and I'm having two issues. One is the bottom half of Squalls/Mago's new texture will use the old texture in some spots. So far I've seen this in Dr Kadiowaki's office in the window room. As well as in Squall's dorm. Secondly if I alt+tab and try to alt+tab back into the game I can't the graphics are all messed up all I can hear is the noise of me moving when I try to move I can't see anything.
I'm using Mortael's Squall textures and there is no folder called sqbody there is a sqpant should i rename that?Make sure the names of your textures match the name of your hashcodes. Like, the hash name is sqbody_13. So make the sure the texture is named that as well.
Yes, just rename the folder sqbody and then rename the texture inside that is sqpant_13 to sqbody_13. I made that same mistake.I'm using Mortael's Squall textures and there is no folder called sqbody there is a sqpant should i rename that?
Lol that's because he's rendered as a background image... and they were way less resolution than the character models...Edit: Also when your about to embark on your first mission to dollet after Cid gives his speech he is a pixelated blob/mess, like it's really bad is this normal? Should I turn on linear filtering? I don't have it on.
Hi everyone. Mcindus and me are trying to replace the clouds in the worldmap but they are restored to original ones when you go into some cities or to the Ragnarok bridge and then return to the worldmap. However, it doesn't happen when you go into some others (the garden for example, the static garden, no the driven one).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:
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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.