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I did not see this post!GeDoSaTo IS working with Steam FFVIII and Tonberry. Here are a couple pics with the postprocessing (Asmodeans) enabled.
https://imageshack.com/i/idobWqclp
https://imageshack.com/i/pahIQCy3p
# GeDoSaTo User Whitelist# One application name per line (application name = file name of the .exe without the .exe)# Wildcards supported (* = any sequence of characters, ? = any single character)# Unlike the global whitelist, this file will not be overwritten by updates# Format:# Exe File Name (or pattern) || Readable Name (optional)FF8_EN
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation# read them before changing anything!## NOTE 1: you might want to set most of these settings in game-specific setting files# if a game has a profile the settings there overwrite the defaults specified here!## NOTE 2: if you want your personal settings to persist across updates# put them into a user config file (created with the "U" button below)######################################################################################### Graphics settings# The actual rendering resolutions you want to use,# and how many Hz you want the game to think they work at.# format: renderResolution [width]x[height]@[hz]renderResolution 3200x1800@60renderResolution 3840x2160@60renderResolution 4480x2520@60renderResolution 5120x2880@60renderResolution 7680x4320@60# The resolution you want to downsample *to*.# Should generally always be your output device pixel size and frequency.# Writing something not supported by the display here will probably cause a crash.# 0 = main monitor resolutionpresentWidth 1920presentHeight 1080presentHz 60# How many vertical traces to wait when presenting# -1 = unchanged# 0 = no vsync# 1 = standard vsync# 2 = half refresh rate (e.g. 30 on 60 Hz)# 3 = 1/3rd refresh rate, etc.presentInterval -1# The type of scaling you want to use.# bilinear: what GPUs generally do, cheap performance-wise# bicubic: higher quality, more expensive performance-wise# lanczos: higher quality and sharp, most expensive performance-wise# nearest: extremely cheap, generally ugly, but useful to upsample retro gamesscalingType bicubic# Whether to maintain the aspect ratio if different ratios between input and output# false = stretching# true = pillar/letterboxingmaintainAspectRatio false# Forces an anisotropic filtering level# 0 = no override# N = force Aniso level N on all surfaces (eg. N=16)# NOTE: this is more "brutal" than the driver-level override, and may break the graphics# in some games. Outside of special circumstances (e.g. FF13), you should rather use a # driver-level override.forceAnisoLevel 0######################################################################################### Compatibility Settings# Forces the constant reporting of the downsampling resolution in all applicable# scenarios - a small selection of games needs this to show the DS resolutionsforceAlwaysDownsamplingRes false# Emulate exact flipping behaviour# requires some extra performance/memory,# but may be important for some games to workemulateFlipBehaviour false# Restricts interception to only system dlls# might increase compatibility with 3rd-party injectors, but decrease stability interceptOnlySystemDlls false# Force disables Steam in-game overlay from getting loaded into the process# which caused some games to crash, even if it was disabled in Steam settingspreventSteamOverlay false# Loads Steam overlay earlyloadSteamOverlayEarly true# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwiseloadD3DEarly false# Forces the present resolution to be set, regardless of what the game requests# usually only makes sense in conjunction with game-specific plugins# for games with resolution limitsforcePresentRes false# For games which use strange methods to query resolutions,# injecting a new one might not work. In such cases, you can try replacing an# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600# 0 = override disabledoverrideWidth 0overrideHeight 0# GenericDepthPlugin options# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up# zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)zBufCompatibilityFlag 0zBufClearIndex 0# Override the plugin selection process to always select the given plugin# example: pluginOverride GenericDepthPluginpluginOverride None# Delays the detouring operation until the first hook call (like the old default injection)# may fix startup crashes in some games (e.g. Alan Wake)delayDetouring false######################################################################################### Windowing settings# Hides the mouse cursor, at all times# options: "true" (= hidden) and "false" (= unchanged)hideMouseCursor false# Forces borderless windowed fullscreen mode instead of fullscreen mode# options: "true" (= force borderless windowed FS) and "false" (= unchanged)forceBorderlessFullscreen false# Forces "real" fullscreen (e.g. for games which only support borderless FS)# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctlyforceFullscreenMode false######################################################################################### Image processing settings# Note: may or may not apply depending on the plugin used## AA# AA toggle and quality setting# 0 = off (best performance, worst IQ)# 1 = low # 2 = medium# 3 = high# 4 = ultra (worst performance, best IQ)aaQuality 3# AA type# either "smaa" or "fxaa", depending on your preferencesaaType fxaa## SSAO# Determine the type of AO used# "SAO" = Scalable Ambient Obscurance# "HBAO" = Horizon Based Ambient Occlusion# "VSSAO2" = Volumetric SSAO# "MSSAO" = Martinsh SSAO inspired by ArKano22ssaoType HBAO# Enable and set the strength of the SSAO effect # (all 3 settings have the same performance impact!)# 0 = off# 1 = low# 2 = medium# 3 = highssaoStrength 3# Set SSAO scale# 1 = high quality (default)# 2 = lower quality, lower impact on performancessaoScale 2# Set SSAO Blur type# gaussian = soft, cheap# sharp = depth-dependent, more expensivessaoBlurType gaussian## DOF# Enable Depth of Field# false = off# true = onenableDoF true# Select the type of DOF effect# basic = basic pseudo-Bokeh DoF# bokeh = shaped circular Bokeh DoF - WARNING: high performance impactdofType bokeh# Bokeh Depth of Field radius# default = 1.00# higher = more blurry (e.g. 1.1)# lower = less blurry (e.g. 0.9)# note: small changes make a large differencedofBaseRadius 1.05## Post# Enable Postprocessing# false = off# true = on# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"enablePostprocessing true# Postprocessing type# durante = basic postprocessing adapted from SweetFX (dark, local contrast)# asmodean = postprocessing by Asmodean (with tone mapping, softer)# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"postProcessingType durante## Bloom# Enable HDR Bloom# false = off# true = on# For in-depth configuration, look in "assets/bloom.fx"enableBloom false######################################################################################### Texture settings# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga# if you enable override at the same time, the overridden texture will be dumpedenableTextureDumping false# Override game textures loaded using d3dx with those from# textures\[gamename]\override\[hash].(dds|png), if availableenableTextureOverride false# Mark textures with their hash (for texture modders)# WARNING: extremely slow if a game loads many textures# (if you think a game crashed, it's probably still just loading textures)enableTextureMarking false######################################################################################### Mouse settings# you may have to play around with these a bit to get mouse input working correctly# while downsampling in some games# Modify the mouse position reported by "GetCursorPos" when downsamplingmodifyGetCursorPos false# Modify the mouse position set by "SetCursorPos" when downsamplingmodifySetCursorPos false# Intercept the WindowProc callback of the game and adjust mouse messages when downsamplinginterceptWindowProc false# Adjust the mouse position reported in peeked Windows messages when downsamplingadjustMessagePt false# Adjust the reported client rect when downsamplingmodifyGetClientRect true# Adjust the reported window rect when downsamplingmodifyGetWindowRect true######################################################################################### Internal settings# The amount of logging output for debugging purpose.# Should be set to 0 if everything works fine for performance reasons.logLevel 0# Number of seconds on-screen messages are displayed formessageSeconds 10# The maximum degree of parallelism for screenshot encoding# N = use up to N worker threads for screenshots# 0 = synchronous (no parallelism)# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)maxScreenshotParallelism 4
That would be Rebirth Flame. I've posted a download for v1.1. Download it if you haven't and use the updated hashmap. You also need to delete the objmap or disable it. This will solve all those problems.Hey Guys, I'm having a problem with the textures and i'm not sure what to do.
I'm upto the Lunar Base part, And everyone in a space suit is all messed up, there eyes are on there crutch and body parts are all jumbled.
But that's only a small problem, My problem is when i try to save Rinoa from space, Her texture doesn't show up, So i can't see where i'm supposed to move as she's not in the screen
Does anyone have any idea on how i can fix this? it's not possible to move forward from this spot when she's stuck in space lol
--- Rinoa has been lost in space forever
Thanks i'll try that now!That would be Rebirth Flame. I've posted a download for v1.1. Download it if you haven't and use the updated hashmap. You also need to delete the objmap or disable it. This will solve all those problems.
Great. And if you run into any issues regarding character and NPC textures, please let me know on that thread so I can promptly try and fix them.Thanks i'll try that now!
Didn't work, Any other idea's?Great. And if you run into any issues regarding character and NPC textures, please let me know on that thread so I can promptly try and fix them.
Get rid of "char_textures_obj" because that is actually an older version of Rebirth Flame before it was moved to it's own thread and took on the new name.Didn't work, Any other idea's?
I've got installed ;
GeDoSaTo
Horizon Pack 2.1
Project Eden 1.0
Rebirth Flame 1.1
SeeD Reborn 3.2
Texture Replacement
Tonberry Enhanced 2.04
Tripod 1.1
RaW_W04
my hash maps are
Char_Textures_hm.csv
HorizonPack_hm.csv
LunarCry_hm.csv
ProjectEden_hm.csv
RebirthFlame_hm.csv
SeeDReborn_hm.csv
Tripod_hm.csv
my obj maps are
Char_textures_obj(recommended).csv
LunarCry_obj.csv