[PC] External Texture Support - Tonberry (v1.5)

  • Thread starter Thread starter Omzy
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Wow this its grat! so finally my textures can be used! :D
so if this  will work I can finish the kiros, ward and edea texture.
Ozmy the left texture of squall its different because its from the field model and my textures are for the battle models, I done a texture for the squall field model too. (the balle models have 2 textures and more  poligonal details)

Good luck with this!
 
Ozmy[sic=p] the left texture of squall its different because its from the field model and my textures are for the battle models, I done a texture for the squall field model too. (the balle models have 2 textures and more  poligonal details)
Sorry bout that, didn't realize, so that should make it easier if they are already formatted properly.

Also, I've released hashmap_v1.1.rar above, which adds support for Mcindus' cards! Check out his release when it comes out.

Edit: After realizing the original release was compiled in Debug mode, I've recompiled it with Release mode and almost all of the trigger lag is gone, zlib.dll and ann.dll are no longer required, and the DLLs are a fraction of the size. Doh =p See main post for Tonberry_v1.1.rar
 
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This is why I'm here.

Thank you, Omzy! I can't really thank you enough. 

Have you guys tried it out yet?

Tripod v1.0

It seems that the background images don't load 100% of the time...
 
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It seems that the background images don't load 100% of the time...
That just means theres a small hashing problem (missing line in hash1map.csv). Which ones aren't loading? I'll probably release a debug version tomorrow or so that allows dumping textures so you guys can find the problematic ones easier.
 
That just means theres a small hashing problem (missing line in hash1map.csv). Which ones aren't loading? I'll probably release a debug version tomorrow or so that allows dumping textures so you guys can find the problematic ones easier.
The right portion of the screen seems to load less often, but I've had the whole background image not show up.  It it happens to the background, it happens to the mat.  Until you play another game I think.  I'm going to test more.

On the bright side, the cards always seem to work.
 
Yikes. Just had a big crash after fighting Ifrit. Got his card and then when it went into the name input screen, it crashed hard when the text loaded on screen.  I do have the new GF avatars enabled, so that might be the problem.
 
There's no reason I can think of for that, my dlls only try to set the texture and if they fail to the default texture is used.  Are you using any other mods?
 
Calm yo tettas sunz :P We still get crashes... Haven't tried it myself yet though!
 
I thought Aali said this was not possible??  :o looks like you proved him wrong many thanks for this epicness Omzy now let ff8 modding begin :evil:
For the record, and this is something I have already discussed with Omzy in the thread that led up to this project, this kind of hash based identification of textures is something I have experimented with in the past but did not, and still do not, want to support & develop because of the many unknowns and the hackish nature of it. The fact that Omzy has taken it upon himself to do so is great news for everyone involved, including me ::)
 
For those playtesting and trying to build support for other texture types, I just uploaded a debug version--see the main post for instructions.
 
Omzy, would it be too much to ask for a alternate version of Tonberry that reads 2x upscaled textures instead of 4x the original size ?
 
Omzy, would it be too much to ask for a alternate version of Tonberry that reads 2x upscaled textures instead of 4x the original size ?
At the moment, since we are in debug phase and all, I'm not going to mess with the DLLs much unless there's something gamebreaking. I don't think it will be that difficult, however, to support 2x in the future, especially since I plan on posting the source once I'm confident everything works.

Update:
If you're experiencing crashing after playing for a while, it may be due to my inattention to garbage collection to free up unused resources--its on my priority list.
 
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Will it be possible for you to make a similar tool for the FF7 rerelease?
I only ask this once because I personally have no interest to play the rerelease with is it's buggy directx9 renderer, but other people may like to have an external texture support.
 
Will it be possible for you to make a similar tool for the FF7 rerelease?
I only ask this once because I personally have no interest to play the rerelease with is it's buggy directx9 renderer, but other people may like to have an external texture support.
I don't see any reason it wouldn't work, but its not something I plan on doing right now. If I don't end up doing it, someone could probably modify my source for it in the future. I do intend on fixing FF9's graphics in the future though, despite the fact that it was never released on PC.
 
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Yet  :-X
I'm afraid it will never happen.

I do intend on fixing FF9's graphics in the future though, despite the fact that it was never released on PC.
Impressive Omzy! I can't wait for both FFIX and FFVII similar tool. Thanks for your dedication and hard work!
 
My reasoning on FF9 is that one of the popular emulators (pSX) uses directx 9, which should be all that I need to use my interceptor. I'd have to rewrite portions for each game, since each game sends its images to memory in a slightly different way, but I'll have to put FF7 and 9 on the backburner, big test coming up in a month.
 
@OP - This mod is hella kickass, great work!!! :)

I can't wait to see what the community does with FF8 for PC. FF8 is a legend that deserves fresh work.

Excellent work dude.
 
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