L
LeonhartGR
Guest
This is beautiful! I like the different colors! Well done!
iconit_13 15435301983241371135 surrounding yellow greeniconit_14 15905287678778407423 background negative greyiconit_15 15507359577279299071 menu texts greyiconit_16 15328826926474983935 target negative rediconit_17 15471330780260335103 PS buttons red green blue pinkiconit_18 15507359577279299071 Miss rediconit_19 15507359577279299071 soft yellowiconit_20 15507359577279299071 dark greyiconit_21 15507359577279299071 loading bar,blue icons strong blueiconit_22 15507359577279299071 soft blueiconit_23 15507359577279299071 soft purpleiconit_24 15977354068909357567 turquoiseiconit_25 15977354068909357567 dark silvericonit_26 15977354068909357567 yellowiconit_27 15977354068909357567 strong rediconit_28 15977354068909357567 numbers silver
Thanks mate for your efforts. Grazie mille dall'Italia ;D Now we wait for the complete font image.Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."
Italian version:
Code: [Select]And for everyone who has an issue with some fonts just add these lines to hash1map:Code:iconit_13 15435301983241371135 surrounding yellow greeniconit_14 15905287678778407423 background negative greyiconit_15 15507359577279299071 menu texts greyiconit_16 15328826926474983935 target negative rediconit_17 15471330780260335103 PS buttons red green blue pinkiconit_18 15507359577279299071 Miss rediconit_19 15507359577279299071 soft yellowiconit_20 15507359577279299071 dark greyiconit_21 15507359577279299071 loading bar,blue icons strong blueiconit_22 15507359577279299071 soft blueiconit_23 15507359577279299071 soft purpleiconit_24 15977354068909357567 turquoiseiconit_25 15977354068909357567 dark silvericonit_26 15977354068909357567 yellowiconit_27 15977354068909357567 strong rediconit_28 15977354068909357567 numbers silver
Code: [Select]Code:sysfld01_13 18410706480546887167 big fonts whitesysfnt_13 17221747309193035775 little text
Actually, you would need to have 4 or 5 master palette files because of how the game handles different palettes for different calls. For example, the red gradient is pulled up for game loading and limit break meters, but the blue gradient is used in the game menu. If you don't have at least two different palettes to call from, you never get the different palettes, and you're stuck with blue for everything. This 'ONE' texture with all variations will also eliminate some cool animation effects that the game uses by calling different palettes in a row. I know I went overboard by replacing all 16, but it ensures that there is nothing missing in-game.Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
So I have to copy just "iconit_13 15435301983241371135" in the .csv file, right?To RichterB:
The name of the texture, the hashcode, and the description are in different cells. You can skip the descriptions, they are only for information.
You won't notice a lot of the changes because you've already replaced a master file, and since you're referencing that, the game won't bother pulling up the other palettes since it has something universal to pull from. For example, when you load the game, the loading bar should be red, not blue. Then, in-menu, the gradient is blue, not red. If all your loading bar gradients are blue, then you are referencing a duplicate that you shouldn't be. I think there shouldn't be so many duplicates. We need to ask Omzy how he did the English version, because it's "future-proof" -- meaning that it functions as a replacement of the .TIM file and will replace textures that no one knows it needs yet unless there is no upscale available, I believe. There should be a replacement for each of the 16 files to match the hashes from what's been extracted and if it's an issue with greyscale files being too similar, the upscales can have minor difference in hue (that aren't noticeable) but should be able to be read as different palettes.To Mcindus: Tonberry can't distinguish 2 palettes with the same grayscale.That's why i only have 1 texture for several palettes. Are you sure there may be multiple palettes for the same icons? I have to play the game a longer time to spot all those variations. Anyway if needed you can use different "master" files if they have unique hash codes.
Anyway, there is something wrong. I opened files with Deling and for me icon files have correct italian "vibrazioni" and not "vibracioni" that seems spanish.Hi all,
I've generated the hash codes for the italian version. As you can see sometimes there is one hash code for several palettes ; that's because the grayscale is the same for several palettes. For Tonberry we use only ONE texture with all the color variations. For example there will be 1 texture for both the blue icons, the red icons, the purple icons and the yellow icons. That's why for the french version i only have 1 texture.
To XxXManuXxX and other italian users: You can already use Seed Reborn if you add the lines below in the hash1map as explained on my previous post. The only difference is that you create a folder named "iconit" instead of "iconfr". Inside this folder paste your textures named "iconit_.."
ITALIAN ICON:
Code: [Select]Here is the texture you have to copy in "iconit". Name it "iconit_13".Code:iconit_13 15435301983241371135 surrounding yellow greeniconit_13 15905287678778407423 background negative greyiconit_13 15507359577279299071 menu texts greyiconit_13 15328826926474983935 target negative rediconit_13 15471330780260335103 PS buttons red green blue pinkiconit_13 15507359577279299071 Miss rediconit_13 15507359577279299071 soft yellowiconit_13 15507359577279299071 dark greyiconit_13 15507359577279299071 loading bar,blue icons strong blueiconit_13 15507359577279299071 soft blueiconit_13 15507359577279299071 soft purpleiconit_13 15977354068909357567 turquoiseiconit_13 15977354068909357567 dark silvericonit_13 15977354068909357567 yellowiconit_13 15977354068909357567 strong rediconit_13 15977354068909357567 numbers silver
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And for everyone who has an issue with some fonts just add these lines to hash1map:
Code: [Select]Code:sysfld01_13 18410706480546887167 big fonts whitesysfnt_13 17221747309193035775 little text
This is from one of my Italian Palettes - you can use this to replace anything you see missing/wrong in Shunsq's.Anyway, there is something wrong. I opened files with Deling and for me icon files have correct italian "vibrazioni" and not "vibracioni" that seems spanish.
Thanks, mate. Seems to be something else wrong, but it's in the game, not your fault or Shunsq.This is from one of my Italian Palettes - you can use this to replace anything you see missing/wrong in Shunsq's.
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Do the files still have .png in them? Make sure you didn't remove the suffix. Not that it's everything, it's just something to try.Hi Guys! I'm Italian too and i'm into the same issue. I've tried to add the italian icons fallawing shunsq's guide (created new folder called iconit within ic, pasted there the file and renamed as iconit_13, then added the lines in the hash1map.csv using the notebook) however the game can't that.
Tell me if i can help you in some way