I'm surprised there aren't any already.If nude mods aren't eventually made for FFXIII, then the entire modding community has failed.
I'm surprised there aren't any already.
No texture modding currently. I've got my nipple textures ready and waiting!!!!I don't actually own the game
I thought someone made a repacker?No texture modding currently.
I thought someone made a repacker?
LMAOIf nude mods aren't eventually made for FFXIII, then the entire modding community has failed.
I thought someone made a repacker?
I thought someone made a repacker?
Did they? I'd take care of the UI right now if someone could point me to the extraction tool and repacker.
As far as I know, they made a repacker that works on the big filelist archives. Textures are inside xgr/imgb filecombo that are inside the big archives. It's possible to extract those if you fiddle around with noesis a bit, but can't repack them.
That's the one I was talking about, it only does filelist+img/scr combos afaik.
That's the one I was talking about, it only does filelist+img/scr combos afaik.
Final Fantasy XIII extraction/repacking command line tool. v1.0
Program is supposed to be used in command line, but there's a few batch files for the most obvious actions.
There's 3 different ways to use the tool:
- Extract all files from a container file. Example: ff13tool -x filelist_scrc.win32.bin white_scrc.win32.bin
- Repack all files into a container file. Note that it requires the filelist as it uses it as base. It has a limitation that it can't add new files, it'll compress the same files as the ones listed in filelist. Example: ff13tool -c filelist_scrc.win32.bin white_scrc
- Import one file into container file. Repacking an entire container file is slow since they're so big, so this is intended for quick iteration on testing mods. Note that it appends file data to the end of the container file, so it'll make the container file larger each time you do this. Example: ff13tool -i filelist_scrc.win32.bin white_scrc.win32.bin white_scrc/chr/pc/c205/bin/c205.win32.trb
Some notes:
- This is only tested with PC version of FFXIII. I don't know if it works on 360 and PS3 versions.
- As mentioned above, since new filelist is based on the old filelist, the tool can't add all new files. It has to be replacing files already in the container file.
- Zone container files can be extracted/repacked too. Their corresponding filelists is in white_imgc.win32.bin.
- Any container file with "c" are Japanese files, and any container file with "u" are English files. Many of these are actually identical. There's no difference between white_scrc.win32.bin and white_scru.win32.bin
- I have no idea what white_scrc.win32.sdat is used for. I have tried experimenting with it and I couldn't see any ingame effect. It might not actually be used for anything.
- The batch files are configured to extract/repack the img and scr Japanese container files.
From the readme file.
Noesis can also view and extract (but not repack) the textures in their non-garbled form if you rename the files to .ps3. instead of .win32. (does that mean the endian is the same? I don't know how that stuff works at all). That's how I grabbed the UI/font/etc textures that I posted a few pages back.Hi, I made that FF13 tool!
And yes, it extracts/repacks the big container files and it doesn't do anything related to texture or model formats. People have figured out texture and model formats though, since there are tools to mess around with them from 360 or PS3 versions of the game. But no one has updated any tools to do that for PC version. I assume those formats are still the same except for different endian.
Edit: Took a brief look at some of this. The IMGB files contain a sequence of raw DDS image data. Like this: http://abload.de/img/ff13texture3boe0.png
Some XGR files seem complex. I guess it might contain animation data for UI elements? I see some info near the end of the files which I think are the actual headers for the texture data (there's values which corresponds to resolutions of textures in IMGB).
It'd probably be doable to create a tool which can extract textures, and inject it back into the IMGB files.
Noesis can also view and extract (but not repack) the textures in their non-garbled form if you rename the files to .ps3. instead of .win32. (does that mean the endian is the same? I don't know how that stuff works at all). That's how I grabbed the UI/font/etc textures that I posted a few pages back.
Thanks for taking a look, by the way.
Maybe it uses same endian as PS3 version. Can it read models if you rename model filenames from win32 to ps3?
Yeah? You are going to have be a bit more specific what you are saying here.
Have you actually used it? Because it seems like you are misinterpreting the readme or something. It unpacks and repacks those filelist+img/src containers and does a fine job at that. And like it says, it can also import single files back to the archive.
None of that helps if we can't actually edit the files. For that we need something that can also unpack and repack xgr+imgb containers, because those are the files where the textures live.
running amd 8250 and 7950 is it possible to get the game to 60fps?? doesn't work for me :/
Hey guys! sorry to bug, but I have the GeDeSaTo tool running, but the game is still at 720p and runs at 30fps, but GeDeSaTo says it's downsampling. Thanks for the tool Durante!
Is there anyway to just have the game run in 1920x1080. I've changed settings in the gedosato.ini and ffxiiimg.ini but it still downsamples from 3840x2160. I don't care for any downsampling just want 1080p
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# This is a profile file for ffxiiiimg
## Rendering Resolution
# can't select res in-game so write it here
clearRenderResolutions
renderResolution 1920x1080@60
## Anti Aliasing
# MSAA sample count, default 4, other options: 2, 8
# higher = higher performance impact
MSAASampleCount 4
# Enable coverage sampling (CSAA on NV, EQAA on AMD) if HW supports it
# (improvement for small performance hit)
enableCoverageSampling false
# 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 games
scalingType nearest
forceAnisoLevel 16
## Shadow Resolution
# 1 = default
# sensible values: 2, 4, 8 (extreme)
# higher numbers = larger performance impact
shadowScale 4
## Required settings, don't change
injectPSHash 1329c9bf
maxScreenshotParallelism -1
forceRenderRes true
Replace the contents of your GeDoSaTo FFXIIIMG .ini file with this
Code:# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation # This is a profile file for ffxiiiimg ## Rendering Resolution # can't select res in-game so write it here clearRenderResolutions [B]renderResolution 1920x1080@60[/B] ## Anti Aliasing # MSAA sample count, default 4, other options: 2, 8 # higher = higher performance impact MSAASampleCount 4 # Enable coverage sampling (CSAA on NV, EQAA on AMD) if HW supports it # (improvement for small performance hit) enableCoverageSampling false # 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 games scalingType nearest forceAnisoLevel 16 ## Shadow Resolution # 1 = default # sensible values: 2, 4, 8 (extreme) # higher numbers = larger performance impact shadowScale 4 ## Required settings, don't change injectPSHash 1329c9bf maxScreenshotParallelism -1 forceRenderRes true
Replace the contents of your GeDoSaTo FFXIIIMG .ini file with this
That also shadow scales 4x, and forces 16x ansio, which isn't exactly what they asked for. I bolded the only thing that needs to be changed in the FFXIII config to run in 1080p.
Yea those are the settings that I mentioned I changed. Thought I was doing something wrong but I guess not. Still getting this message
Hey I now this thread is for FFXIII, but is there a way to use Gedosato with Prince of Persia (2008)?
Are you sure you're hitting save after changing them? Or that if you installed GeDoSaTo to program files/etc to run as administrator (or it won't be able to save changes correctly). That is the only thing you should have to change.
is there any way to make it work with a 16:10 monitor without the stretching?
is there any way to make it work with a 16:10 monitor without the stretching?
edit: actually 3840x2160 works well, but my pc is too old for this kind of resolution. I tried 1920x1080 but there is all kind of flickering instead of the black bars. forcing fullscreen or borderless fullscreen on gedosato make the game crash on startup. 1680x1050 works but as I said with stretching (no black bars) and the text is somewhat pixelated (side effect of the stretching?)
Now Enhanced for Windows PC
Including a range of the downloadable content from the original console, plus the choice for either English or Japanese voiceovers, 60 frames-per-second graphics and customizeable rendering resolution (720p, 1080p, and more).
There's like 3-4 FMVs in each XIII-2 and LR.
The rest is all ingame.
Are you sure? (I'm not being coy, literally asking if you're sure). There are "fully rendered" scenes in FFXIII that aren't "FMVs" that had poor IQ and framerate.
No proper Xinput support or Playstation buttons?
What do you mean?
The game uses custom Squeenix library for XInput, instead of more widely used xinput1_3.dll - meaning people not using X360 or Logitech pads are out of luck.