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

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Then you need to install zlib1.dll. Google will help you to find a way to do it.  ;)
There are a few self made programs which needed it as well (epsexe for example). So you better install it properly to your windows system.
 
I assume since the d3d9.dll gets replaced, this won't work in combination with "sweetfx" and its FXAA filtering which requires you to overwrite the original d3d9.dll file with the one that comes with sweetfx to take effect in the first place? Sorry for my noob question, was just wondering.
 
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FF8 seems to crash and burn whenever i take a screenshot through the steam screenshot hotkey while Tonberry's active - it has a texture glitch whenever you hit F12 and hard crashes.

Just fyi
 
I assume since the d3d9.dll gets replaced, this won't work in combination with "sweetfx" and its FXAA filtering which requires you to overwrite the original d3d9.dll file with the one that comes with sweetfx to take effect in the first place? Sorry for my noob question, was just wondering.
FF8 seems to crash and burn whenever i take a screenshot through the steam screenshot hotkey while Tonberry's active - it has a texture glitch whenever you hit F12 and hard crashes.
These are related questions, I think. Yes, this mod will not work in conjunction with any mod that also replaces d3d9.dll or also intercepts directx calls in another way. Interestingly, steam's method of generating an overlay on top of the game for checking friends lists or opening other steam things which may include screenshots as well also uses this same interception technique, so unfortunately, I have to break it (you can still use Fraps for screenshots). These are the limitations of this approach to external texture support, but its a tradeoff we have to make if we want better textures. In the future, however, it is possible to combine user-made d3d9 dll's into single combo versions since I will provide my source files when this project is finished.

Edit: I've added support for non-256x256 textures, support for non-4x replacement textures (just for you 5way :P), and support for character and object sprites that will be in the next release. This support was built into the DLL but I have not done the hashing for anything else yet--will wait for modders to help with that.
 
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I've added support for non-256x256 textures, support for non-4x replacement textures (just for you 5way :P), and support for character and object sprites that will be in the next release.
Much appreciated Omzy, can't wait for the next release!
 
Is there no way to do this with OGL? i only ask because of your statement about FF9 and pSX having a DX9/D3D renderer Both emulators (ePSXe, PCSX-r) and both plugins i use (Petes OLG2, GPUBladesoft) are OGL :/ i suppose i could try pSX, but if it can't raise internal resolution of the 3d models, i find it almost pointless (GPUBladesoft i use for 2d games :P)
 
Is there no way to do this with OGL? i only ask because of your statement about FF9 and pSX having a DX9/D3D renderer Both emulators (ePSXe, PCSX-r) and both plugins i use (Petes OLG2, GPUBladesoft) are OGL :/ i suppose i could try pSX, but if it can't raise internal resolution of the 3d models, i find it almost pointless (GPUBladesoft i use for 2d games :P)
There may be a way to do it with OGL, but I'm not going to look into FF9 for a long time, so I'll do that research in the future to see what the pros and cons are.

In other news, Mcindus has done some more work on Tripod and I've updated the main post with Tonberry v1.2 to add support for his new version. I've also added the following features I mentioned before: support for non-256x256 textures, support for non-4x replacement textures, and support for character and object sprites. I've also decided that instead of releasing an extra debug version, I'll just include debugging in the main releases. You just have to rename the 'debug0' folder to 'debug' and it will work--you can read the main post for more instructions on debugging.
 
This guy says that he can't load Tripod with his best save, which bums him out.  I told him to send me a message with all of his save info so we can debug it.

http://steamcommunity.com/app/39150/discussions/0/540744475276212508/#c540744935820060545

Also - I think I found a consistent issue with the game.  If you let the game play through the opening credits, the game menu text never loads blocky black textures, but the card game doesn't show the right side of the screen texture.  It happened over a dozen times...

If I then I skip everything at the beginning, the card game runs perfectly - but the game menu usually has blocky letters for a few seconds until it loads.
 
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Yes that sounds like hashing errors. The hash algorithm needs some work, Ill try to work on it soon.
 
There's a guy on the steam forums that says his game is crashing whenever it tries to sync with SE servers and the trophy icon doesn't seem to show.

http://steamcommunity.com/app/39150/discussions/0/540744936068432979/

FYI - He didn't give any more info.
Sounds like he's crashing every time he gets an achievement. Not sure if there's a way to bypass/turn off syncing/ or if disconnecting from the net would help, if anyone has any other theories, I'm all ears.
 
Ok I have installed Tonberry and everything looks fine, but the cam movement on the world map starts to stutter. I don't know if there is a FPS slowdown, Clouds (force of habit) Squall's animation looks as smooth as before.
(Anyway the world map is a complete disaster and needs actually a new re-mesh, I mean they use a tile set for quads but here and there are distortions because of tris.)
Another thing I have noticed is that the games internal renderer is locked to 720p. While I have seen that DSfix for Darksouls can change this and your program is similar to it, do you think you can implement something to change the internal resolution?
It's not urgent the game looks pretty fine with a good AA in the correct 720p resolution (I use Nvidia's FXAA with 8xSupersample - yes I disabled both to see if this could causes the stutter).

Edit:
Here some suggestions:
The memory needs a better management. It would be good to have some kind of a prebuffer which loads nearby scenes in the memory and unloads scenes if not needed (I can imagine that this could be a lot of work to find a way to define what is nearby and what isn't).
The menu stuff should have it's own memory and should never be cleaned.
The world map: I believe that hash algorithms isn't suited for it very well, it feels like as if Tonberry wants to update the textures with every movement of the camera, the strange thing is that there aren't any textures to update yet. :?
The battle: well we can't say anything yet, but I believe that the magic should be handled similar as the menu and should be loaded in a prebuffer.
Well this are only suggestions of one who has no idea how everything works but I hope that one or two points may give you a good idea to improve the tool a bit further.
 
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http://steamcommunity.com/app/39150/discussions/0/540744936068432979/#p2

Definitely the issue I was having before when I crashed when I got Ifrit - It was along with the achievement.  So - when this error happens, the text blocks out and shows something to the effect of this:

blockyglitch.png


And then you get an unhandled exception.  It makes first playthroughs rough.
Hopefully it's a hashing problem that's easy to fix. :)

I think that if the game is pulling up the achievement window and tonberry tries to replace a texture at the same time, the texture fails to load.. which sometimes causes a nasty crash, and other times just makes you lose text res or some other res for a while.
 
Great work omzy, however I keep getting exceptional error crash after a few mins playing forcing me to alt tab and force close, I notice the ff8.exe reaching up to 1.6gigs of memory which is most likely related to this crash, this is with project eden installed, uninstalling both resolves the crashes and memory stays at around 52,000k, looking forward to future updates
 
Edit:
Here some suggestions:
The memory needs a better management. It would be good to have some kind of a prebuffer which loads nearby scenes in the memory and unloads scenes if not needed (I can imagine that this could be a lot of work to find a way to define what is nearby and what isn't).
The menu stuff should have it's own memory and should never be cleaned.
The world map: I believe that hash algorithms isn't suited for it very well, it feels like as if Tonberry wants to update the textures with every movement of the camera, the strange thing is that there aren't any textures to update yet. :?
The battle: well we can't say anything yet, but I believe that the magic should be handled similar as the menu and should be loaded in a prebuffer.
Well this are only suggestions of one who has no idea how everything works but I hope that one or two points may give you a good idea to improve the tool a bit further.
These suggestions are win.  I think if the menu had it's own memory and loaded seperately, that it would eliminate the crashes when people get achievements; but that's just conjecture.
 
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