There will be 2 suffixes including the page. For example, palette 12 on mc00 would be mc00_0_12.png. Format your textures in the manner described above but with suffixes for each palette number. For example, if you have 3 palettes pink, green, and yellow, but the blocks of the file only make references to pink and yellow palettes and never actually use the green palette, that version of the texture will NEVER be loaded to memory anyway, so don't export it.ħ. Optimize your program to only export palettes that are used. This means that if there is an area in the file with palettes, instead of finding which palettes go to which blocks in the image data, literally export an entire image that uses 1 palette, and do that for every palette.Ħ. Export every possible paletted version of each texture. No need for map files or anything that will map the blocks to the screen, just dump the image data from the file (mostly applies to fields I think).ĥ. Write a simple program in python/c++/your favorite language that takes the source game files and exports the textures exactly as they are in the file. Find out if the texture type uses palettes (IMPORTANT!)Ĥ. Also, contribute new knowledge to the wiki if you can along the way.ģ. Myst6re has apparently decoded most of them, as is evidenced in Deling (sorry if that's negative publicity myst but its true!). Decode the files using the wiki documentation or asking around. They might be LZS compressed, have weird file extensions like md5, bin, etc, but they are all binary files of zeros and ones when it comes down to it.Ģ. Find the game source files that contain the type of textures you are working on. If not, you'll have to convince your fellow modders to do that work for you if I can't.ġ. If you have a project that demands support for another file type, you can make it happen if you have some basic programming experience. I've written programs to generate keys for field files, but it will take some time to support each additional file type. I have to have up to 16 versions of each texture colored with each possible palette from the original source files. Generating the key takes a lot of work on my end. This is because in order to replace textures, it must read the original paletted textures from directx, generate a key that identifies the texture, and then lookup the texture in the '/textures' folder. mc00 (cards) => 'textures\mc\mc00\mc00_0.png'.Īdding Support for Other Types of Textures:Īs mentioned above, Tonberry currently only recognizes field files. If you have a texture that doesn't require pages, the format would be the same, except with the page suffix '_0' (note that this has changed). for bghall_1 => 'textures\bg\bghall_1\bghall_1_0.png' for the first page, 'textures\bg\bghall_1\bghall_1_1.png' for the second page, etc. Ensure your textures have the proper folder structure with 'textures\firsttwoletters\texturename\texturefile.png\'. PuPu will automagically slice them up for you and name each page properly starting with a suffix of _0 and ending at _11 or _12 (_13 to _25 for 4-bit indexed textures).ĥ. If a field texture has a width of 1664 it has 13 pages (each 128x256 => 512x1024) and if it has a width of 1536 it has 12 pages. Most textures won't require this, but field files have pages. For non-field textures, PuPu will not work, and they will have to be renamed by hand or custom batch scripts.Ĥ. For field files, use PuPu to export and import your images ( PuPu Updated and Working).ģ. Create 4x textures with dimensions exactly 4 times the width and 4 times the height of the originals (PNGs supported only).Ģ. If you're using textures of different sizes, change 'resize_factor' in prefs.txt.įormatting Textures (for modders creating texture packs):ġ. (Optional) If your Windows installation is not on drive C, change your prefs.txt file 'drive_letter' from C to your drive letter. Install VC++ 2010 Redistributable (x86)Ħ. Download and place your properly formatted textures from their respective projects into the 'textures' folder (see below)Ĥ. Make sure to drop in the most up-to-date hash map files, from hashmap_v1.x.rar.ģ. Extract Tonberry_v1.x.rar into your FF8 directory (typically 'C:\Program Files (x86)\Final Fantasy VIII')Ģ. II) Future support for ANY texture (characters, monsters, battles, world map, cards, spells, summons, menus, and just about anything else you can think of)ġ. I) Support for Hi-Res external textures (field files for now) to 4x original size in an FF8\textures directory *Beta version, please let me know if there is something preventing you from using it External Texture Support for Final Fantasy VIII
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |