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

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Thanks. I will try with this!!!


EDIT: I try this and i cant make work. I take from debug folder one bmp and I put it on BerryMapper input folder but the code in hasmap.csv I receive is not the same as have other hasmap with that texture that do work correctly.

sorry for my bad explanation

Thanks
Huh. Sometimes, the code can change. Because each texture you extract can slightly differ from one that looks exactly the same, which produce different codes. And you'll need every code you get pertaining to that texture. But what textures are you working on exactly? Is it still the world map? And it's okay. I'm pretty poor when it comes to explaining things because I can be pretty dense at times.
 
mini hash update for project eden
bgroom_5_4,11072887873423955668
before

after
 
Ok, after a few attemps already works well and I have done some tests:

2rxttmv.jpg



Thanks FatedCourage for your help!
 
Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?
 
Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?
I assume you already have the steam overlay disabled and such. Also, what version of Tonberry are you using? As for the random crashes on those moves... I've never had it happen using Defend or Lion Heart. I've had it rarely happen with Angelo Cannon, though. And I have a pretty big chance of it happening if a dang Grendel uses Breath. :P But I'm not exactly sure what causes it.
 
I am using 2.02 right now.  I've tried switching between 2.01 and 2.02, but it doesn't help.
 
Ok, after a few attemps already works well and I have done some tests:




Thanks FatedCourage for your help!
[/quote]
Larax, I highly recommend you get in touch with Mcindus, who is already deep into a background upscaling project. I would hate to see you do duplicate work :)

[quote]Hello! You may be able to help me with some glitches with some of the graphics mods. My game crashes whenever I use certain commands in battle such as Defend, and a few Limit Breaks such as Lion Heart or Angelo Cannon. Which textures should I disable or should I wait for an update on the mods?
[/quote]
Hi Pogimax, if there are problematic textures, try this:

[list]
[*]Set debug_mode=yes in \tonberry\prefs.txt
[*]Launch the game, get into battle, and get to where you can use the problematic limit break
[*]Alt-tab out of the game and rename \tonberry\debug0 to \tonberry\debug and \tonberry\debug\replaced0 to tonberry\debug\replaced to enable it
[*]Alt-tab back into the game and get it to crash
[*]Check the last few textures that were saved to the \tonberry\debug\replaced folder. These were the last replaced textures before the crash. While they are not the same as the images in the \textures\ folder, you should be able to tell which textures they are, find the name of the replacement from the \textures\ folder, and disable it in the appropriate hashmap CSV
[/list]

Hopefully that will help you identify the problematic textures and disable them. Also, if you're successful, please let us know so we can identify the problem and whether it's a texture issue or a bug in Tonberry. Also, please direct future questions and bug reports to the [url=https://www.ff7catalog.com/threads/10888/]Tonberry thread[/url].
 
I seem to have identified the texture issue. The debug textures captured Rinoa and Tonberry (the enemy proper). I was fighting in the Centra Ruins. I disabled the Lunar Cry mod and voila, it worked like a charm.

I think the Tonberry enemy texture is the culprit.

Thanks for the help, Mavirick!
 
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I seem to have identified the texture issue. The debug textures captured Rinoa and Tonberry (the enemy proper). I was fighting in the Centra Ruins. I disabled the Lunar Cry mod and voila, it worked like a charm.

I think the Tonberry enemy texture is the culprit.

Thanks for the help, Mavirick!
Yeah, I figured there might be a problem with him in the future... he is one of the few enemies that has an 'animation'.  If it captured Rinoa and Tonberry, it's probably not an issue with Lunar Cry, but from FatedCourage's Character Texture mod colliding with Lunar Cry.  The next version of Tonberry will have fixed these issues.

You can always go into your objmap.csv and hashmap.csv files for Lunar Cry and delete the enemy_tonberry_XX,XXXXXXXXXXXXXX files for now and use both mods. :)
 
Hi

What do you thing about this screens of battle backgrounds? please tell me which could improve :)

2i89kif.jpg


2afh2yh.jpg


In movement is better


maybe I create a new thread to not mess this
 
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I like the sky and clouds style in the first screen but the floor texture looks better in the second one of course.
 
So any news??  :)
I am checking almost everyday  :-\ :-\ :mrgreen: this project is amazing !!
 
Hi

What do you thing about this screens of battle backgrounds? please tell me which could improve :)

2i89kif.jpg


2afh2yh.jpg


In movement is better


maybe I create a new thread to not mess this
You can provide the works? Thank you very much
 
Hey where are you ?!!!
If you're referring to character texture replacement... That's on a different thread, now. As for everyone else, I can't speak for them. We all have personal lives, so they're probably busy with that.
 
If you're referring to character texture replacement... That's on a different thread, now. As for everyone else, I can't speak for them. We all have personal lives, so they're probably busy with that.
Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :P

The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.

The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.
 
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Tonberry is at a pretty stable state right now with all requested features implemented, no known bugs, and is running as efficiently as possible (as far as I can tell). I don't have much else to work on :P

The new hashing method along with selective object replacement (i.e. if it finds a match for an object but not the whole texture then it replaces the object and simply upscales the rest of the texture to 1024x1024 without changing it) is 80-90% complete but, truth be told, it doesn't seem like there's all that much modding demand for it. FatedCourage has done an excellent job wrestling with the character collisions and the other mods (read: Mcindus') work almost flawlessly. The glitches are minor at worst. Besides disappearing characters and the occasional background collision, none of the current mods will be much improved by the new hashing algorithm, and in fact Tonberry will necessarily be a bit slower.

The new hashing method would open up a lot of possibilities for new mods (e.g. animated textures), but until modders start probing in that direction (and I get a whole lot more textures to finalize the hashing coordinates) I have to say I don't feel the same urgency as I did with the current version of Tonberry.
Tonberry does work great. I have managed to solve almost all of the glitches on my end. Except for the codes that are literally shared. Like a Zell code being the same as a spacesuit, a few world map objects, and a special one with the Squall student uniform and the square soft logo in the beginning. You'll only see it if you reset the game at times.

Animations would benefit a few things. But I'm no artist, so I can't contribute there. So I can understand why you'd hold off until more people are onboard.

I am still collecting textures though. So once I near the end, do you still want those sent to you?
 
Tonberry does work great. I have managed to solve almost all of the glitches on my end. Except for the codes that are literally shared. Like a Zell code being the same as a spacesuit, a few world map objects, and a special one with the Squall student uniform and the square soft logo in the beginning. You'll only see it if you reset the game at times.

Animations would benefit a few things. But I'm no artist, so I can't contribute there. So I can understand why you'd hold off until more people are onboard.
I think the only really relevant thing for you would be blinking eyes (which is, inconveniently, one of the most troublesome parts of the new hashing algorithm). The shared codes problem would be solved off course but as you say, it doesn't appear to by that big of an issue.

I am still collecting textures though. So once I near the end, do you still want those sent to you?
Yes, please. All textures help. In a perfect world I would have every texture in the game and then I could make the algorithm optimal, perhaps even eliminating all collisions besides the few basically-impossible ones like all-black-except-for-a-few-dots, e.g. the twinkling stars.

Edit: on an unrelated note, why is it that when I type "off course" it is sometimes corrected to "off course" ??
Edit 2:  :-o I am trying to write "of"
 
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As for me,Berrymapper won't evolve until a new hashing algorithm is found.
 
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