Qhimm.com Forums

Final Fantasy 7 => Graphics => Releases => Topic started by: satsuki on 2019-09-02 20:09:29

Title: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-02 20:09:29
This version is not supported anymore, please use the newer and complete version here : https://forum.tsunamods.com/viewtopic.php?f=69&t=39&p=693#p693

Here's my V4 release of FF7 SYW Textures pack

For the fields this v4 is a mix (overlay) of my v3 with the Manakeiser works and lots of manual tweaking to get the best of all filtering (2 to 5 filtering used on each field)
Aavock helps also mainly by correting or re-drawing most of the writings
I used mostly esrgan with some prefilter for fields and world map.
I used mostly gigapixel for battles.
The main goal of this release is to get as much details as possible without oversharping nor overcleaning the files.
I wanted to get the rendering as natural and constant in quality as possible across the whole game.

The game have been done 5 time for bug hunting and optimisations, no bug reported (only the driver's ones but not related to this pack)
Some effect on some screens aren't filtered to avoid ingame animation bugs (ancnt2,blin68_2,datiao_8,jtempl,jtmpin2,trnad1,woa1,woa2,woa3)

With this pack you'll have :
-Upscaled Fields (+ char texture for 3D elements like the flipper in the bar for exemple)
-Upscaled Battle background (+ textures for 3D characters / ennemis)
-Upscaled World map
-HD from scratch magics and FX by Kela51 (+lots of fix by myself)
-Upscaled minigames based on english version of my old waifu version (translation by Grimmy)

As this pack can be used in several way (iro with png files, iro with dds file (for ffnx driver), manual install (for Reunion for exemple), i've done a small program so you only have to download a 2go file and you can make your own version, with the parts you want.
It can auto installing with Reunion for exemple or create just the iro file you'll need.

(http://yatoshicom.free.fr/ff7sywcs.png)


Download the full pack builder:
https://mega.nz/file/rFYnyKAZ#mgv7r6-boQhqvz_K-2SCTxE1s5ZERJoGuEpmre1mdFk

As an extra i added an uspcaled full movies pack (english version) :
7Z version (for manual install or use with Reunion : https://mega.nz/file/CA5FQawR#wAIvQ1OQvi6ps-0EsSJj8hl8ed7y7nQ6rv2pZA_qZSU

For the french players only, there's a all in one installer with hard mod selection, game patch... : http://ff7.fr/forum/index.php?page=forum&idf=40


Here's some pictures:

Fields
Spoiler: show
(http://wowsatsuki.free.fr/v4/fields/000.jpg)

(http://wowsatsuki.free.fr/v4/fields/001.jpg)

(http://wowsatsuki.free.fr/v4/fields/002.jpg)

(http://wowsatsuki.free.fr/v4/fields/003.jpg)

(http://wowsatsuki.free.fr/v4/fields/004.jpg)

(http://wowsatsuki.free.fr/v4/fields/005.jpg)

(http://wowsatsuki.free.fr/v4/fields/006.jpg)

(http://wowsatsuki.free.fr/v4/fields/007.jpg)

(http://wowsatsuki.free.fr/v4/fields/008.jpg)

(http://wowsatsuki.free.fr/v4/fields/009.jpg)

(http://wowsatsuki.free.fr/v4/fields/010.jpg)

(http://wowsatsuki.free.fr/v4/fields/011.jpg)

(http://wowsatsuki.free.fr/v4/fields/012.jpg)

(http://wowsatsuki.free.fr/v4/fields/013.jpg)



World map:
Spoiler: show
(http://wowsatsuki.free.fr/v4/wm/000.jpg)

(http://wowsatsuki.free.fr/v4/wm/001.jpg)

(http://wowsatsuki.free.fr/v4/wm/002.jpg)

(http://wowsatsuki.free.fr/v4/wm/003.jpg)



Battles and Magics:
Spoiler: show
(http://wowsatsuki.free.fr/v4/battle/000.jpg)

(http://wowsatsuki.free.fr/v4/battle/001.jpg)

(http://wowsatsuki.free.fr/v4/battle/002.jpg)

(http://wowsatsuki.free.fr/v4/battle/003.jpg)

(http://wowsatsuki.free.fr/v4/battle/004.jpg)

(http://wowsatsuki.free.fr/v4/battle/005.jpg)

(http://wowsatsuki.free.fr/v4/battle/006.jpg)

(http://wowsatsuki.free.fr/v4/battle/007.jpg)

(http://wowsatsuki.free.fr/v4/battle/008.jpg)

(http://wowsatsuki.free.fr/v4/battle/009.jpg)

(http://wowsatsuki.free.fr/v4/battle/010.jpg)

(http://wowsatsuki.free.fr/v4/battle/011.jpg)

(http://wowsatsuki.free.fr/v4/battle/013.jpg)

(http://wowsatsuki.free.fr/v4/battle/014.jpg)


Menu
Spoiler: show
(http://wowsatsuki.free.fr/v4/mat.jpg)


Movies:
Spoiler: show
(http://wowsatsuki.free.fr/v4/movies/001.jpg)

(http://wowsatsuki.free.fr/v4/movies/002.jpg)

(http://wowsatsuki.free.fr/v4/movies/003.jpg)

(http://wowsatsuki.free.fr/v4/movies/004.jpg)


You can also make a donation here : http://yatoshicom.free.fr/don.syw.html
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: GregOli on 2019-09-02 21:49:01
Beautiful work, satsuki! I'll be upgrading from v3 ASAP
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Manakaiser on 2019-09-03 19:49:49
fantastic work!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: olearyf2525 on 2019-09-06 13:52:18
Great job Satsuki!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: indrema on 2019-09-07 19:55:09
Hi Satsuki, thanks a lot for this insane job!
I have an annoyng issue, I cannot load the battle texture, but everiting else work great.
The battle textures are copied inside my mods\Reunion\battle, but arent loaded during battle.
Please help me.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-07 20:51:54
Hi Satsuki, thanks a lot for this insane job!
I have an annoyng issue, I cannot load the battle texture, but everiting else work great.
The battle textures are copied inside my mods\Reunion\battle, but arent loaded during battle.
Please help me.
check that you don't have 2 battle folder:
mods\Reunion\battle\STAGE01_T00_00.png ///// right
mods\Reunion\battle\battle\STAGE01_T00_00.png ///// wrong
check also that you don't have a direct folder with battle files in it
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: indrema on 2019-09-08 07:21:18
check that you don't have 2 battle folder:
mods\Reunion\battle\STAGE01_T00_00.png ///// right
mods\Reunion\battle\battle\STAGE01_T00_00.png ///// wrong
check also that you don't have a direct folder with battle files in it

I've check and the path and direct folder are fine, the strange thing is I can load the magic texture during the battle but not the background ones.
The only way that I have to load some battle texture is by directly added those into battle.lpg.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-08 07:36:45
don't know why, that's strange
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: indrema on 2019-09-08 11:59:26
At this point I'm try to bach convert actual .png name convention to the lpg original one, and convert it back to original format. I haven't any other idea.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: indrema on 2019-09-08 12:33:20
Ok, I've revert the name back and convert png to tex, now everyting work!
By the way, what are the original name of ENEMY166ac and ENEMY217ac to add them too?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: indrema on 2019-09-08 18:59:30
On battle texture you have miss: STAGE39_T01_00
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-08 19:12:34
i didn't touch the ennemy name i just extracted them with the opengl driver's option

this battle file make a graphic glitch ingame, so i decided to not include it:

with this file upscaled
(http://yatoshicom.free.fr/ff7p/filt.jpg)

without this file
(http://yatoshicom.free.fr/ff7p/nofilt.jpg)

so looks more natural without
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Cloud’s Stripe on 2019-09-10 13:09:06
Merci beaucoup Satsuki! Thank you so much for the work you have put into this. I found out about your work through the Remako mod, but I can easily tell the difference between the two in this version thanks to your adjustments. (i.e. the pipes inside the Mako reactor on the very first mission look so much better and consistent!)

I am a complete noob about this stuff but I would be interested to see a few comparisons between v.3 (and/or Remako) and v.4 from an aesthetic point of view.

I apply scanlines through Reshade to counter the ‘painted’ filtered look of upscaling and it works beautifully for me. I am (still) replaying FFVII for the first time since 1997 and i can’t believe how good it is in comparison to the PS4 version. (such a fantastic og experience along with the no mouth mod, wallmarket for buster sword texture, save anywhere and r.05 for the translation)

ps: just to make sure: I still have the downloaded movie files from v.3 and applied the iro from v.4 so i guess that’s all i need to do for the movie pack?


Sent from my iPhone using Tapatalk
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-10 14:48:51
"I am a complete noob about this stuff but I would be interested to see a few comparisons between v.3 (and/or Remako) and v.4 from an aesthetic point of view"
The v4 is sharper than the v3 and with a much more complete screen by screen adjustments, the v3 is no use in front of the v4 (a few fields are from the v3 because i can't find a way to improve them but it's less than 10 fields).
The v4 VS the remako .... to my mind the remako isn't on the same level , it as zero bug correction, zero adaptation .... i could do a compare on some screen but not worth it to me (you'll find 3 screen in the next message)

"I apply scanlines through Reshade"
here's a great shader to use with aali driver (credits to  Sunwalker) :
Code: [Select]
/*===============================================================================*\
|#######################   [FINAL FANTASY 7 SHADER FX]    ########################|
|#########################   By Sunwalker 21/Jan/2017   ##########################|
||                                Version 1.04                                   ||
||                                                                               ||
||          This program is free software; you can redistribute it and/or        ||
||          modify it under the terms of the GNU General Public License          ||
||          as published by the Free Software Foundation; either version 2       ||
||          of the License, or (at your option) any later version.               ||
||                                                                               ||
||          This program is distributed in the hope that it will be useful,      ||
||          but WITHOUT ANY WARRANTY; without even the implied warranty of       ||
||          MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the        ||
||          GNU General Public License for more details. (c)2016                 ||
||                                                                               ||
|#################################################################################|
\*===============================================================================*/
#version 120
//#extension GL_ARB_texture_rectangle : enable
/*------------------------------------------------------------------------------
[DEFINITIONS & ON/OFF OPTIONS]
------------------------------------------------------------------------------*/
//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
//#[ANTIALIASING TECHNIQUES]   [1=ON|0=OFF]  # NOTE: Enable one only
#define USE_FXAA                  0      //# [0 or 1] FXAA Fast Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_AABUMPMAP               0      //# Bump Map Shader with AA

//#[LIGHTING & COLOUR]         [1=ON|0=OFF]  # NOTE: This one can enable all
#define GAMMA_CORRECTION            1      //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
#define BLENDED_BLOOM               1      //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
#define SCENE_TONEMAPPING           1      //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
#define COLOR_CORRECTION            1      //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
#define CROSS_PROCESSING            0      //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
#define COLOR_GRADING               0      //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.

//#[MISC]                      [1=ON|0=OFF]  # NOTE: Enable one only
#define USE_SCANLINES               1      //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games.
#define NTSC_TV_EMULATION           0      //# SimoneT's TV Colors Emulation Shader. Use to emulate the original PSX color space tone, and vibrancy.

/*------------------------------------------------------------------------------
[EFFECT CONFIG OPTIONS]
------------------------------------------------------------------------------*/

//##[USE_AABUMPMAP]
#define Bump 1.33                             //[0.00 to 1.70] Effect strenght - lower values bring more effect
#define Glow 1.25                             //[1.00 to 1.50] Max brightness on borders
#define Shde 0.75                             //[0.00 to 1.00] Max darkening
#define Range 1.0                             //[0.00 to 1.00] Range width

//##[GAMMA_CORRECTION]
#define Gamma 2.20                            //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)

//##[BLENDED_BLOOM]
#define BloomType BlendAddGlow                   //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
#define BloomStrength 0.200                   //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 1.000                   //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
#define BloomDefocus 2.000                    //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
#define BloomWidth 3.200                      //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
#define BloomReds 0.040                       //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
#define BloomGreens 0.030                     //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
#define BloomBlues 0.020                      //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.

//##[SCENE_TONEMAPPING]
#define TonemapType 2                         //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
#define TonemapMask 1                         //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
#define MaskStrength 0.10                     //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
#define ToneAmount 0.360                      //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
#define BlackLevels 0.000                     //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
#define Exposure 1.000                        //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
#define Luminance 1.000                       //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
#define WhitePoint 1.075                      //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.

//##[COLOR_CORRECTION]
#define CorrectionPalette 1                   //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
#define ChannelR 1.40                         //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelG 1.60                         //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelB 1.80                         //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define PaletteStrength 2.00                  //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.

//##[CROSS_PROCESSING]
#define FilmicProcess 1                       //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
#define RedShift 0.50                         //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
#define GreenShift 0.50                       //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
#define BlueShift 0.50                        //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
#define ShiftRatio 0.50                       //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.

//##[COLOR_GRADING]
#define RedGrading 1.20                       //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
#define GreenGrading 1.10                     //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
#define BlueGrading 1.10                      //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
#define GradingStrength 0.25                  //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
#define Correlation 1.00                      //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.


//##[USE_SCANLINES]
#define Scanlines        0.20       //[default 0.25]
#define Brighten         0.30       //[default 0.40]
#define Colorshift       0.50       //[default 0.50]
#define Lineblur         0.50       //[default 0.50]
#define Phosphorgrid     0.00          //[default 0.20]
#define Screencurve      0.00       //[default 0.15]
#define Lines            272.0       //[default  272.0] For use with arcade conversions such as SFA3, Darkstalkers or Metal Slug. Change this to 224.0 and change PPSSPP's internal rendering resolution by 2x, to align the scanlines to the game's original arcade resolution.
#define xRES_u           1920.0       //[default 1920.0] This is the on-screen resolution of the emulation's output frame,
#define yRES_u           1088.0       //[default 1088.0] keep in mind the PSP's odd 16/9.06667 screen ratio.

//##[TEXTURE_SIZE]
#define pixelWidth   1024.0                   //[1024 to 4096]
#define pixelHeight  512.0                    //[512 to 2048]
#define Quality      1.                       //[0.5 to 1.0]

//[END OF USER OPTIONS]

/*------------------------------------------------------------------------------
[GLOBALS|FUNCTIONS]
------------------------------------------------------------------------------*/

//Global variables
#define SamplerState sampler2D
#define saturate(x) clamp(x, 0.0, 1.0)
#define lerp mix
#define frac fract
#define fmod mod
#define mul(x, y) (y * x)
#define float4x3 mat4x3
#define float3x3 mat3
#define float4x4 mat4
#define lumCoeff vec3(0.212656, 0.715158, 0.072186)

//OGL Uniforms
uniform vec4 OGLParam[4];
uniform sampler2D OGLTexture;
uniform sampler2D OGLTexture0;

//varying
uniform vec2 texcoord;
uniform vec4 color;

float Epsilon = 1e-10;
float xy = (Quality / pixelWidth, Quality / pixelHeight, Quality, 0.0);
//float y = (Quality / pixelHeight, 0.0);
vec2 OGLSize = vec2(pixelWidth, pixelHeight);
vec2 OGLInvSize = vec2(Quality / pixelWidth, Quality / pixelHeight);

//Average Relative Luminance (HSP Color Model)
//return (0.2126 * color.x) + (0.7152 * color.y) + (0.0722 * color.z);
float AvgLuminance(vec3 color)
{
return sqrt(dot(color * color, lumCoeff));
}

/*float smootherstep(float a, float b, float x)
{
x = clamp((x - a) / (b - a), 0.0, 1.0);
return x*x*x*(x*(x * 6 - 15) + 10);
}*/

//Smoothstep alt
float smootherstep(float a, float b, float x)
{
x = saturate((x - a) / (b - a));
return x*x*x*(x*(x * 6 - 15) + 10);
}

//Check for OOB rgb clipping
vec4 DebugClipping(vec4 color)
{
if (color.x >= 0.99999 && color.y >= 0.99999 &&
color.z >= 0.99999) color.xyz = vec3(1.0f, 0.0f, 0.0f);

if (color.x <= 0.00001 && color.y <= 0.00001 &&
color.z <= 0.00001) color.xyz = vec3(0.0f, 0.0f, 1.0f);

return color;
}

//Conversion matrices
vec3 RGBtoXYZ(vec3 RGB)
{
const mat3 RGBtoXYZ = mat3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);

return RGBtoXYZ*RGB;
}

vec3 XYZtoRGB(vec3 XYZ)
{
const mat3 XYZtoRGB = mat3(
1.9099961, -0.5324542, -0.2882091,
-0.9846663, 1.9991710, -0.0283082,
0.0583056, -0.1183781, 0.8975535);

return XYZtoRGB*XYZ;
}

vec3 XYZtoSRGB(vec3 XYZ)
{
const mat3 XYZtoSRGB = mat3(
3.2404542, -1.5371385, -0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434, -0.2040259, 1.0572252);

return XYZtoSRGB*XYZ;
}

vec3 RGBtoYUV(vec3 RGB)
{
const mat3 RGBtoYUV = mat3(
0.2126, 0.7152, 0.0722,
-0.09991, -0.33609, 0.436,
0.615, -0.55861, -0.05639);

return RGBtoYUV*RGB;
}

vec3 YUVtoRGB(vec3 YUV)
{
const mat3 YUVtoRGB = mat3(
1.000, 0.000, 1.28033,
1.000, -0.21482, -0.38059,
1.000, 2.12798, 0.000);

return YUVtoRGB*YUV;
}

vec3 XYZtoYxy(vec3 XYZ)
{
float w = (XYZ.r + XYZ.g + XYZ.b);
vec3 Yxy;

Yxy.r = XYZ.g;
Yxy.g = XYZ.r / w;
Yxy.b = XYZ.g / w;

return Yxy;
}

vec3 YxytoXYZ(vec3 Yxy)
{
vec3 XYZ;
XYZ.g = Yxy.r;
XYZ.r = Yxy.r * Yxy.g / Yxy.b;
XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;

return XYZ;
}

/*------------------------------------------------------------------------------
[FXAA CODE SECTION]
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
Code from http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
Credit to original Author
------------------------------------------------------------------------------*/
#if USE_FXAA == 1


vec3 FxaaPixelShader(sampler2D OGLTexture, vec2 texcoord)
{
float FXAA_SPAN_MAX = 8.0;                     //[4.0 t0 8.0]             
float FXAA_REDUCE_MUL = (1.0 / FXAA_SPAN_MAX); //[Default]
float FXAA_REDUCE_MIN = (1.0 / 128.0);         //[Default]
float FXAA_SUBPIX_SHIFT = (1.0 / 4.0);         //[Default]

vec4 posPos = vec4(texcoord.xy, texcoord.xy - (OGLInvSize * (0.5 + FXAA_SUBPIX_SHIFT)));

/*---------------------------------------------------------*/
vec3 rgbNW = texture2D(OGLTexture, posPos.zw, 0.0).rgb;
vec3 rgbNE = texture2D(OGLTexture, posPos.zw + vec2(1., 0.)*OGLInvSize.xy, 0.0).rgb;
vec3 rgbSW = texture2D(OGLTexture, posPos.zw + vec2(0., 1.)*OGLInvSize.xy, 0.0).rgb;
vec3 rgbSE = texture2D(OGLTexture, posPos.zw + vec2(1., 1.)*OGLInvSize.xy, 0.0).rgb;
vec3 rgbM = texture2D(OGLTexture, texcoord.xy, 0.0).rgb;
/*---------------------------------------------------------*/
//vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = AvgLuminance(rgbNW);
float lumaNE = AvgLuminance(rgbNE);
float lumaSW = AvgLuminance(rgbSW);
float lumaSE = AvgLuminance(rgbSE);
float lumaM = AvgLuminance(rgbM);
/*---------------------------------------------------------*/
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*---------------------------------------------------------*/
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * OGLInvSize.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1.0 / 2.0) * (
texture2D(OGLTexture, texcoord.xy + dir * (1.0 / 3.0 - 0.5)).rgb +
texture2D(OGLTexture, texcoord.xy + dir * (2.0 / 3.0 - 0.5)).rgb);
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
texture2D(OGLTexture, texcoord.xy + dir * (0.0 / 3.0 - 0.5)).rgb +
texture2D(OGLTexture, texcoord.xy + dir * (3.0 / 3.0 - 0.5)).rgb);
float lumaB = AvgLuminance(rgbB);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA.rgb;
}
else {
return rgbB.rgb;
}
}

vec4 FXAAPass(vec4 Fxaa, vec2 texcoord)
{
Fxaa.rgb = FxaaPixelShader(OGLTexture, texcoord);

Fxaa.a = AvgLuminance(Fxaa.rgb);

return Fxaa.rgb;
}
#endif

/*------------------------------------------------------------------------------
[BUMP MAPPING with AA SHADER CODE SECTION]
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
Copyright(C) 2011 - 2015 guest(r) - [email protected]
Credit to Guest r.
------------------------------------------------------------------------------*/
#if USE_AABUMPMAP == 1
vec3 BumpMapping(sampler2D OGLTexture, vec2 texcoord)
{
float x = (Range / pixelWidth);
    float y = (Range / pixelHeight);

vec2 dg1 = vec2(x, y);
vec2 dg2 = vec2(-x, y);

vec2 dx = vec2(x, 0.0)*.5;
vec2 dy = vec2(0.0, y)*.5;

vec2 u_Tex0 = texcoord;
vec4 u_Tex1 = vec4(u_Tex0 - dy, u_Tex0 - dg2);
vec4 u_Tex2 = vec4(u_Tex0 + dy, u_Tex0 + dg2);
vec4 u_Tex3 = vec4(u_Tex0 - dx, u_Tex0 - dg2);
vec4 u_Tex4 = vec4(u_Tex0 + dx, u_Tex0 + dg2);
vec4 u_Tex5 = vec4(u_Tex0 - dg1, u_Tex0 - dg2);
vec4 u_Tex6 = vec4(u_Tex0 + dg1, u_Tex0 + dg2);

vec3 c10 = texture2D(OGLTexture, u_Tex1.xy).rgb;
vec3 c12 = texture2D(OGLTexture, u_Tex2.xy).rgb;
vec3 c01 = texture2D(OGLTexture, u_Tex3.xy).rgb;
vec3 c21 = texture2D(OGLTexture, u_Tex4.xy).rgb;
vec3 c00 = texture2D(OGLTexture, u_Tex5.xy).rgb;
vec3 c22 = texture2D(OGLTexture, u_Tex6.xy).rgb;
vec3 c11 = texture2D(OGLTexture, u_Tex0.xy).rgb;
vec3 c02 = texture2D(OGLTexture, u_Tex1.zw).rgb;
vec3 c20 = texture2D(OGLTexture, u_Tex2.zw).rgb;

vec3 dt = vec3(1.0, 1.0, 1.0);

float d1 = dot(abs(c00 - c22), dt) + 0.0001;
float d2 = dot(abs(c20 - c02), dt) + 0.0001;
float hl = dot(abs(c01 - c21), dt) + 0.0001;
float vl = dot(abs(c10 - c12), dt) + 0.0001;

float md = d1 + d2;   
float mc = hl + vl;
hl *= md;
vl *= md;   
d1 *= mc;
d2 *= mc;

float ww = d1 + d2 + hl + vl;

vec3 d11 = (hl*(c10 + c12) + vl*(c01 + c21) + d1*(c20 + c02) + d2*(c00 + c22) + ww*c11) / (3.0*ww);

c11 = (-c00 + c22 - c01 + c21 - c10 + c12 + Bump*d11) / Bump;

c11 = min(c11, Glow*d11);

c11 = max(c11, Shde*d11);

return c11;
}

vec4 BumpMappingPass(vec4 color, vec2 texcoord)
{
color.rgb = BumpMapping(OGLTexture, texcoord);

color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[GAMMA CORRECTION CODE SECTION]
------------------------------------------------------------------------------*/

vec3 EncodeGamma(vec3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.0404482362771082) ? color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
color.g = (color.g <= 0.0404482362771082) ? color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
color.b = (color.b <= 0.0404482362771082) ? color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);

return color;
}

vec3 DecodeGamma(vec3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.00313066844250063) ? color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ? color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ? color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;

return color;
}

#if GAMMA_CORRECTION == 1
vec4 GammaPass(vec4 color, vec2 texcoord)
{
const float GammaConst = 2.233333;
color.rgb = EncodeGamma(color.rgb, GammaConst);
color.rgb = DecodeGamma(color.rgb, float(Gamma));
color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[BLENDED BLOOM CODE SECTION]
------------------------------------------------------------------------------*/

#if BLENDED_BLOOM == 1
vec3 BlendAddLight(vec3 bloom, vec3 blend)
{
return saturate(bloom + blend);
}

vec3 BlendScreen(vec3 bloom, vec3 blend)
{
return (bloom + blend) - (bloom * blend);
}

vec3 BlendGlow(vec3 bloom, vec3 blend)
{
float glow = AvgLuminance(bloom);
return lerp((bloom + blend) - (bloom * blend), (blend + blend) - (blend * blend), glow);
}

vec3 BlendAddGlow(vec3 bloom, vec3 blend)
{
float addglow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
return lerp(saturate(bloom + blend), (blend + blend) - (blend * blend), addglow);
}

vec3 BlendLuma(vec3 bloom, vec3 blend)
{
float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend));
return lerp((bloom * blend), (1.0 - ((1.0 - bloom) * (1.0 - blend))), lumavg);
}

vec3 BlendOverlay(vec3 bloom, vec3 blend)
{
vec3 overlay = step(0.5, bloom);
return lerp((bloom * blend * 2.0), (1.0 - (2.0 *(1.0 - bloom) * (1.0 - blend))), overlay);
}

vec3 BloomCorrection(vec3 color)
{
vec3 bloom = color;

bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r));
bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g));
bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b));

bloom.r = saturate(color.r + float(BloomReds) * bloom.r);
bloom.g = saturate(color.g + float(BloomGreens) * bloom.g);
bloom.b = saturate(color.b + float(BloomBlues) * bloom.b);
color = bloom;
return color;
}

vec4 DefocusFilter(sampler2D OGLTexture, vec2 texcoord, vec2 defocus)
{
defocus = clamp(defocus, 1.0, 1.5);
vec2 texel = OGLInvSize * defocus;

vec4 sampleA = texture2D(OGLTexture, texcoord + vec2(0.5, 0.5) * texel);
vec4 sampleB = texture2D(OGLTexture, texcoord + vec2(-0.5, 0.5) * texel);
vec4 sampleC = texture2D(OGLTexture, texcoord + vec2(0.5, -0.5) * texel);
vec4 sampleD = texture2D(OGLTexture, texcoord + vec2(-0.5, -0.5) * texel);

float fx = frac(texcoord.x * OGLSize.x);
float fy = frac(texcoord.y * OGLSize.y);

vec4 interpolateA = lerp(sampleA, sampleB, fx);
vec4 interpolateB = lerp(sampleC, sampleD, fx);
return lerp(interpolateA, interpolateB, fy);
}

vec4 BloomPass(vec4 color, vec2 texcoord)
{
float anflare = 4.0;
float width = BloomWidth;

vec2 defocus = vec2(BloomDefocus, BloomDefocus);
vec4 bloom = DefocusFilter(OGLTexture, texcoord, defocus);

vec2 dx = vec2(OGLInvSize.x * width, 0.0);
vec2 dy = vec2(0.0, OGLInvSize.y * width);

vec2 mdx = vec2(dx.x * defocus.x, 0.0);
vec2 mdy = vec2(0.0, dy.y * defocus.y);

vec4 blend = bloom * 0.22520613262190495;

blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord - mdx + mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - dx + mdy);
blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord + mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + dx + mdy);
blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord + mdx + mdy);

blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - mdx + dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord - dx + dy);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord + dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord + dx + dy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + mdx + dy);

blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord - mdx);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord - dx);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord + dx);
blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord + mdx);

blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - mdx - dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord - dx - dy);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord - dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord + dx - dy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + mdx - dy);

blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord - mdx - mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - dx - mdy);
blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord - mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + dx - mdy);
blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord + mdx - mdy);
blend = lerp(color, blend, float(BlendStrength));

bloom.xyz = BloomType(bloom.xyz, blend.xyz);
bloom.xyz = BloomCorrection(bloom.xyz);

color.w = AvgLuminance(color.xyz);
bloom.w = AvgLuminance(bloom.xyz);
bloom.w *= anflare;

color = lerp(color, bloom, float(BloomStrength));

return color;
}
#endif

/*------------------------------------------------------------------------------
[SCENE TONE MAPPING CODE SECTION]
------------------------------------------------------------------------------*/

#if SCENE_TONEMAPPING == 1

vec3 ScaleLuminance(vec3 x)
{
float W = 1.02; // WhitePoint Scale
float L = 0.16; // Luminance Scale
float C = 1.02; // Compression Scale

float N = clamp(0.82 + ToneAmount, 1.0, 2.0);
float K = (N - L * C) / C;

vec3 tone = L * C + (1.0 - L * C) * (1.0 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);

vec3 color;
color.r = (x.r > L) ? tone.r : C * x.r;
color.g = (x.g > L) ? tone.g : C * x.g;
color.b = (x.b > L) ? tone.b : C * x.b;

return color;
}

vec3 TmMask(vec3 color)
{
vec3 tone = color;

float highTone = 6.2;
float greyTone = 0.4;
float midTone = 1.62;
float lowTone = 0.06;

tone.r = (tone.r * (highTone * tone.r + greyTone)) / (tone.r * (highTone * tone.r + midTone) + lowTone);
tone.g = (tone.g * (highTone * tone.g + greyTone)) / (tone.g * (highTone * tone.g + midTone) + lowTone);
tone.b = (tone.b * (highTone * tone.b + greyTone)) / (tone.b * (highTone * tone.b + midTone) + lowTone);

const float gamma = 2.42;
tone = EncodeGamma(tone, gamma);

color = lerp(color, tone, float(MaskStrength));

return color;
}

vec3 TmCurve(vec3 color)
{
vec3 T = color;

float tnamn = ToneAmount;
float blevel = length(T);
float bmask = pow(blevel, 0.02);

float A = 0.100; float B = 0.300;
float C = 0.100; float D = tnamn;
float E = 0.020; float F = 0.300;

float W = 1.000;

T.r = ((T.r*(A*T.r + C*B) + D*E) / (T.r*(A*T.r + B) + D*F)) - E / F;
T.g = ((T.g*(A*T.g + C*B) + D*E) / (T.g*(A*T.g + B) + D*F)) - E / F;
T.b = ((T.b*(A*T.b + C*B) + D*E) / (T.b*(A*T.b + B) + D*F)) - E / F;

float denom = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F;

vec3 black = vec3(bmask, bmask, bmask);
vec3 white = vec3(denom, denom, denom);

T = T / white;
T = T * black;

color = saturate(T);

return color;
}

vec4 TonemapPass(vec4 color, vec2 texcoord)
{
float L = Luminance;

vec3 tonemap = color.rgb;
vec3 luma = vec3(L, L, L);

float blackLevel = length(tonemap);
tonemap = ScaleLuminance(tonemap);

float luminanceAverage = AvgLuminance(luma);

if (TonemapMask == 1) { tonemap = TmMask(tonemap); }
if (TonemapType == 1) { tonemap = TmCurve(tonemap); }

// RGB -> XYZ conversion
vec3 XYZ = RGBtoXYZ(tonemap);

// XYZ -> Yxy conversion
vec3 Yxy;

Yxy.r = XYZ.g;                                  // copy luminance Y
Yxy.g = XYZ.r / (XYZ.r + XYZ.g + XYZ.b);        // x = X / (X + Y + Z)
Yxy.b = XYZ.g / (XYZ.r + XYZ.g + XYZ.b);        // y = Y / (X + Y + Z)

// (Wt) Tone mapped scaling of the initial wp before input modifiers
float Wt = saturate(Yxy.r / AvgLuminance(XYZ));

if (TonemapType == 2) { Yxy.r = TmCurve(Yxy).r; }

// (Lp) Map average luminance to the middlegrey zone by scaling pixel luminance
float Lp = Yxy.r * float(Exposure) / (luminanceAverage + Epsilon);

// (Wp) White point calculated, based on the toned white, and input modifier
float Wp = dot(abs(Wt), float(WhitePoint));

// (Ld) Scale all luminance within a displayable range of 0 to 1
Yxy.r = (Lp * (1.0 + Lp / (Wp * Wp))) / (1.0 + Lp);

// Yxy -> XYZ conversion
XYZ.r = Yxy.r * Yxy.g / Yxy.b;                  // X = Y * x / y
XYZ.g = Yxy.r;                                  // copy luminance Y
XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;  // Z = Y * (1-x-y) / y

if (TonemapType == 3) { XYZ = TmCurve(XYZ); }

// XYZ -> RGB conversion
tonemap = XYZtoRGB(XYZ);

float shadowmask = pow(saturate(blackLevel), float(BlackLevels));
tonemap = tonemap * vec3(shadowmask, shadowmask, shadowmask);

color.rgb = tonemap;
color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[COLOR CORRECTION CODE SECTION]
------------------------------------------------------------------------------*/

// Converting pure hue to RGB
vec3 HUEtoRGB(float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);

return saturate(vec3(R, G, B));
}

// Converting RGB to hue/chroma/value
vec3 RGBtoHCV(vec3 RGB)
{
vec4 BG = vec4(RGB.bg, -1.0, 2.0 / 3.0);
vec4 GB = vec4(RGB.gb, 0.0, -1.0 / 3.0);

vec4 P = (RGB.g < RGB.b) ? BG : GB;

vec4 XY = vec4(P.xyw, RGB.r);
vec4 YZ = vec4(RGB.r, P.yzx);

vec4 Q = (RGB.r < P.x) ? XY : YZ;

float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);

return vec3(H, C, Q.x);
}

// Converting RGB to HSV
vec3 RGBtoHSV(vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);

return vec3(HCV.x, S, HCV.z);
}

// Converting HSV to RGB
vec3 HSVtoRGB(vec3 HSV)
{
vec3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
}

#if COLOR_CORRECTION == 1
// Pre correction color mask
vec3 PreCorrection(vec3 color)
{
vec3 RGB = color;

RGB.r = 2.0 / 3.0 * (1.0 - (RGB.r * RGB.r));
RGB.g = 2.0 / 3.0 * (1.0 - (RGB.g * RGB.g));
RGB.b = 2.0 / 3.0 * (1.0 - (RGB.b * RGB.b));

RGB.r = saturate(color.r + (float(ChannelR) / 200.0) * RGB.r);
RGB.g = saturate(color.g + (float(ChannelG) / 200.0) * RGB.g);
RGB.b = saturate(color.b + (float(ChannelB) / 200.0) * RGB.b);

color = saturate(RGB);

return color;
}

vec3 ColorCorrection(vec3 color)
{
float X = 1.0 / (1.0 + exp(float(ChannelR) / 2.0));
float Y = 1.0 / (1.0 + exp(float(ChannelG) / 2.0));
float Z = 1.0 / (1.0 + exp(float(ChannelB) / 2.0));

color.r = (1.0 / (1.0 + exp(float(-ChannelR) * (color.r - 0.5))) - X) / (1.0 - 2.0 * X);
color.g = (1.0 / (1.0 + exp(float(-ChannelG) * (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y);
color.b = (1.0 / (1.0 + exp(float(-ChannelB) * (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z);

return saturate(color);
}

vec4 CorrectionPass(vec4 color, vec2 texcoord)
{
vec3 colorspace = PreCorrection(color.rgb);

#if CorrectionPalette == 1
colorspace = ColorCorrection(colorspace);

#elif CorrectionPalette == 2
vec3 XYZ = RGBtoXYZ(colorspace);
vec3 Yxy = XYZtoYxy(XYZ);

Yxy = ColorCorrection(Yxy);
XYZ = YxytoXYZ(Yxy);
colorspace = XYZtoRGB(XYZ);

#elif CorrectionPalette == 3
vec3 XYZ = RGBtoXYZ(colorspace);
vec3 Yxy = XYZtoYxy(XYZ);
XYZ = YxytoXYZ(Yxy);
XYZ = ColorCorrection(XYZ);
colorspace = XYZtoRGB(XYZ);

#elif CorrectionPalette == 4
vec3 hsv = RGBtoHSV(colorspace);
hsv = ColorCorrection(hsv);
colorspace = HSVtoRGB(hsv);

#elif CorrectionPalette == 5
vec3 yuv = RGBtoYUV(colorspace);
yuv = ColorCorrection(yuv);
colorspace = YUVtoRGB(yuv);
#endif

color.rgb = lerp(color.rgb, colorspace, float(PaletteStrength));

color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[CROSS PROCESSING CODE SECTION]
------------------------------------------------------------------------------*/
#if CROSS_PROCESSING == 1

vec3 CrossShift(vec3 color)
{
vec3 cross;

vec2 CrossMatrix[3] = vec2[](
vec2(0.960, 0.040 * color.x),
vec2(0.980, 0.020 * color.y),
vec2(0.970, 0.030 * color.z));

cross.x = float(RedShift) * CrossMatrix[0].x + CrossMatrix[0].y;
cross.y = float(GreenShift) * CrossMatrix[1].x + CrossMatrix[1].y;
cross.z = float(BlueShift) * CrossMatrix[2].x + CrossMatrix[2].y;

float lum = AvgLuminance(color);
vec3 black = vec3(0.0, 0.0, 0.0);
vec3 white = vec3(1.0, 1.0, 1.0);

cross = lerp(black, cross, saturate(lum * 2.0));
cross = lerp(cross, white, saturate(lum - 0.5) * 2.0);
color = lerp(color, cross, saturate(lum * float(ShiftRatio)));

return color;
}

vec4 CrossPass(vec4 color, vec2 texcoord)
{
#if FilmicProcess == 1
color.rgb = CrossShift(color.rgb);

#elif FilmicProcess == 2
vec3 XYZ = RGBtoXYZ(color.rgb);
vec3 Yxy = XYZtoYxy(XYZ);

Yxy = CrossShift(Yxy);
XYZ = YxytoXYZ(Yxy);

color.rgb = XYZtoRGB(XYZ);

#elif FilmicProcess == 3
vec3 XYZ = RGBtoXYZ(color.rgb);
vec3 Yxy = XYZtoYxy(XYZ);

XYZ = YxytoXYZ(Yxy);
XYZ = CrossShift(XYZ);

color.rgb = XYZtoRGB(XYZ);
#endif

color.a = AvgLuminance(color.rgb);

return saturate(color);
}
#endif

/*------------------------------------------------------------------------------
[COLOR GRADING CODE SECTION]
------------------------------------------------------------------------------*/

#if COLOR_GRADING == 1
float RGBCVtoHUE(vec3 RGB, float C, float V)
{
vec3 Delta = (V - RGB) / C;

Delta.rgb -= Delta.brg;
Delta.rgb += vec3(2.0, 4.0, 6.0);
Delta.brg = step(V, RGB) * Delta.brg;

float H;
H = max(Delta.r, max(Delta.g, Delta.b));
return frac(H / 6);
}

vec3 HSVComplement(vec3 HSV)
{
vec3 complement = HSV;
complement.x -= 0.5;

if (complement.x < 0.0) {
complement.x += 1.0;
}
return(complement);
}

float HueLerp(float h1, float h2, float v)
{
float d = abs(h1 - h2);

if (d <= 0.5)
{
return lerp(h1, h2, v);
}
else if (h1 < h2)
{
return frac(lerp((h1 + 1.0), h2, v));
}
else
{
return frac(lerp(h1, (h2 + 1.0), v));
}
}

vec4 ColorGradingPass(vec4 color, vec2 texcoord)
{
vec3 guide = vec3(RedGrading, GreenGrading, BlueGrading);

float amount = GradingStrength;
float correlation = Correlation;
float concentration = 2.00;

vec3 colorHSV = RGBtoHSV(color.rgb);
vec3 huePoleA = RGBtoHSV(guide);
vec3 huePoleB = HSVComplement(huePoleA);

float dist1 = abs(colorHSV.x - huePoleA.x);
if (dist1 > 0.5) dist1 = 1.0 - dist1;

float dist2 = abs(colorHSV.x - huePoleB.x);
if (dist2 > 0.5) dist2 = 1.0 - dist2;

float descent = smoothstep(0.0, correlation, colorHSV.y);

vec3 HSVColor = colorHSV;

    if (dist1 < dist2) {

float c = descent * amount * (1.0 - pow((dist1 * 2.0), 1.0 / concentration));

HSVColor.x = HueLerp(colorHSV.x, huePoleA.x, c);
HSVColor.y = lerp(colorHSV.y, huePoleA.y, c);
}
else
{
float c = descent * amount * (1.0 - pow((dist2 * 2.0), 1.0 / concentration));

HSVColor.x = HueLerp(colorHSV.x, huePoleB.x, c);
HSVColor.y = lerp(colorHSV.y, huePoleB.y, c);
}

color.rgb = HSVtoRGB(HSVColor);

color.a = AvgLuminance(color.rgb);

return saturate(color);
}
#endif

/*------------------------------------------------------------------------------
[SCANLINES CODE SECTION]
------------------------------------------------------------------------------*/
//arcade scanlines by Nick
//Credit to Nick
//intended for use with the original PSP resolution (but works with high res too)

#if USE_SCANLINES == 1

//adjusting misc variables & stuff, no need to change these:
#define _PI               3.141592653
#define Shiftlines       0.75
#define Hblur            0.001 * Lineblur
#define Cshift           0.001 * Colorshift
#define Phosphor         1.0 - clamp(Phosphorgrid, 0.0, 1.0)
#define Darken           1.0 - clamp(Scanlines, 0.0, 1.0)
#define Scanwidthcurve   Scanlines / 2.0

vec3 ArcadeScanlines(sampler2D OGLTexture, vec2 texcoord)
{
//TV screen curve:
//horizontal and vertical screen curve functions:
vec2 f = vec2(pow(texcoord.x - 0.5, 2.0) * Screencurve, pow(texcoord.y - 0.5, 2.0) * Screencurve * 0.567);

//applying and aligning functions to screen pixels:
vec2 curvedcoord = vec2(texcoord.x + (f.y - f.y * (1.5 - texcoord.x)), texcoord.y + (f.x - f.x * (1.5 - texcoord.y)));

//make the border outside the screen black instead of stretched colors:
float xborder = int(curvedcoord.x + 1.0);
float yborder = int(curvedcoord.y + 1.0);

//horizontal blur and color shift, and a sine based line sampler that stretches filtered pixels vertically
//to make them fit the scanlines better and prevent scanline bleed:
float sinsample = (sin(curvedcoord.y*Lines*2.0*_PI) + curvedcoord.y*Lines*2.0*_PI) / (Lines*2.0*_PI);

float r = (texture2D(OGLTexture, vec2(curvedcoord.x + Cshift, sinsample)).x + texture2D(OGLTexture, vec2(curvedcoord.x + Cshift + Hblur, sinsample)).x + texture2D(OGLTexture, vec2(curvedcoord.x + Cshift - Hblur, sinsample)).x) / (3.0 - Brighten);
float g = (texture2D(OGLTexture, vec2(curvedcoord.x - Cshift, sinsample)).y + texture2D(OGLTexture, vec2(curvedcoord.x - Cshift + Hblur, sinsample)).y + texture2D(OGLTexture, vec2(curvedcoord.x - Cshift - Hblur, sinsample)).y) / (3.0 - Brighten);
float b = (texture2D(OGLTexture, vec2(curvedcoord.x, sinsample)).z + texture2D(OGLTexture, vec2(curvedcoord.x + Hblur, sinsample)).z + texture2D(OGLTexture, vec2(curvedcoord.x - Hblur, sinsample)).z) / (3.0 - Brighten);

//phosphor rgb grid:
//rgb color lines:
int posr = int(texcoord.x * xRES_u + 2.0);
int posg = int(texcoord.x * xRES_u + 1.0);
int posb = int(texcoord.x * xRES_u);

float intr = mod(float(posr), 3.0);
float intg = mod(float(posg), 3.0);
float intb = mod(float(posb), 3.0);

r *= clamp(intg * intb, Phosphor, 1.0);
g *= clamp(intr * intb, Phosphor, 1.0);
b *= clamp(intr * intg, Phosphor, 1.0);

//breaks between phosphor rgb elements in a hexagonal pattern:
int yposPhosbreak1 = int(texcoord.y * yRES_u);
int yposPhosbreak2 = int(texcoord.y * yRES_u + 2.0);
int xposPhosbreak = int(texcoord.x * xRES_u / 3.0 - 0.333333333);

float intPhosbreak1 = mod(float(yposPhosbreak1), 4.0) + mod(float(xposPhosbreak), 2.0);
float intPhosbreak2 = mod(float(yposPhosbreak2), 4.0) + (1.0 - mod(float(xposPhosbreak), 2.0));

//final composition, phosphor seems to slightly redden image (?), so if it's on, we slightly mute r:
vec3 rgb = vec3(r*(0.9 + 0.1*Phosphor), g, b);

//apply phosphor breaks:
rgb *= clamp(intPhosbreak1*intPhosbreak2 + 0.5 + 0.5 * Phosphor, 0.0, 1.0);

//make scanlines:
rgb -= 1.0 - clamp(Darken + Scanwidthcurve*(1.0 + cos(Shiftlines*_PI + curvedcoord.y*_PI*2.0*Lines)), 0.0, 1.0);

//apply border:
rgb *= mod(float(xborder), 2.0)*mod(float(yborder), 2.0);

//pixel all done!
return rgb;
}

vec4 ScanlinesPass(vec4 color, vec2 texcoord)
{
color.rgb = ArcadeScanlines(OGLTexture, texcoord);

color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[TV COLORS EMU CODE SECTION]
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
SimoneT NTSC TV colors emulation 1.0 Shader
Copyright (C) 2016 SimoneT - [email protected]
Credit to SimoneT.
------------------------------------------------------------------------------*/

#if NTSC_TV_EMULATION == 1

// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
vec3 NTSC(vec3 c)
{
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
return v*mat3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);
}

// conversion from XYZ to sRGB Reference White D65 ( color space used by windows )
vec3 sRGB(vec3 c)
{
vec3 v = c*mat3(
3.2404542, -1.5371385, -0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434, -0.2040259, 1.0572252);

//Companding
v.r = (v.r > 0.0031308) ? ((1.055 * pow(v.r, (1.0 / 2.4))) - 0.055) : 12.92 * v.r;
v.g = (v.g > 0.0031308) ? ((1.055 * pow(v.g, (1.0 / 2.4))) - 0.055) : 12.92 * v.g;
v.b = (v.b > 0.0031308) ? ((1.055 * pow(v.b, (1.0 / 2.4))) - 0.055) : 12.92 * v.b;
return v;
}

// NTSC RGB to sRGB
vec3 NTSCtoSRGB(vec3 c)
{
return sRGB(NTSC(c));
}

// Ported from SimoneT TV colors emulation 1.0 Shader
vec4 TvColorsPass(vec4 color, vec2 texcoord)
{
color.rgb = NTSCtoSRGB(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[MAIN() & COMBINE PASS CODE SECTION]
------------------------------------------------------------------------------*/

void main()
{
vec2 texcoord = gl_TexCoord[0].xy;
vec4 color = texture2D(OGLTexture0, texcoord);

#if USE_AABUMPMAP == 1
color = BumpMappingPass(color, texcoord);
#endif

#if USE_FXAA == 1
color = FXAAPass(color, texcoord);
#endif

#if GAMMA_CORRECTION == 1
color = GammaPass(color, texcoord);
#endif

#if BLENDED_BLOOM == 1
color = BloomPass(color, texcoord);
#endif

#if SCENE_TONEMAPPING == 1
color = TonemapPass(color, texcoord);
#endif

#if COLOR_CORRECTION == 1
color = CorrectionPass(color, texcoord);
#endif

#if CROSS_PROCESSING == 1
color = CrossPass(color, texcoord);
#endif

#if COLOR_GRADING == 1
color = ColorGradingPass(color, texcoord);
#endif

#if USE_SCANLINES == 1
color = ScanlinesPass(color, texcoord);
#endif

#if NTSC_TV_EMULATION == 1
color = TvColorsPass(color, texcoord);
#endif

gl_FragColor = color;
}
(http://wowsatsuki.free.fr/v4/crt.jpg)

"ps: just to make sure: I still have the downloaded movie files from v.3 and applied the iro from v.4 so i guess that’s all i need to do for the movie pack?"
Yes you just need to use the iro, it'll use the iro's file and not the game folder's ones ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-10 15:34:16
just for quick compare, first remako then mine (but you can test yourself, some remako looks good but not the most of it, and it have zero consistency nor bug correction):

Spoiler: show
(http://wowsatsuki.free.fr/v4/fields/comp000.jpg)
(http://wowsatsuki.free.fr/v4/fields/000.jpg)

(http://wowsatsuki.free.fr/v4/fields/comp001.jpg)
(http://wowsatsuki.free.fr/v4/fields/002.jpg)

(http://wowsatsuki.free.fr/v4/fields/comp002.jpg)
(http://wowsatsuki.free.fr/v4/fields/013.jpg)
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Cloud’s Stripe on 2019-09-11 06:10:11
Yeah fantastic results, your efforts really paid off! Thanks for your elaborate reply. I will try out the shader as well some time. I managed to tweak the crt filter I use in Reshade last night by switching it on and off to have the colours and brightness match your original as close as i could (Juno was really good for that thanks to the orange and reds), it looks way better than before ^_^


Sent from my iPhone using Tapatalk
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Fewtch on 2019-09-11 08:18:10
Came here to congratulate you on your latest work. When I first began paying attention to FF7 mods a couple years ago, I was your biggest critic. I didnt even consider your fields to be worth showing off but I'm very very VERY glad to see that you stuck with it and continued to improve them again and again. Your work speaks for itself, and as someone who prefers to show rather than tell, I can offer you no higher praise.
Thank you again for your continued hard work and dedication, you're an inspiration.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Fraggoso on 2019-09-11 11:14:11
Wow, just Wow!
It really eliminates most things that Remake AI via Gigapixel didn't get right. Great release!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2019-09-11 12:51:06
I didnt even consider your fields to be worth showing off but I'm very very VERY glad to see that you stuck with it and continued to improve them again and again. Your work speaks for itself, and as someone who prefers to show rather than tell, I can offer you no higher praise.
Thank you again for your continued hard work and dedication, you're an inspiration.
Anything worth doing is worth doing well, and doing it well often requires a metric fsck-ton of failure (https://www.youtube.com/watch?v=WlxRwGwRS4w).
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EQ2Alyza on 2019-09-11 13:34:12
Anything worth doing is worth doing well, and doing it well often requires a metric fsck-ton of failure (https://www.youtube.com/watch?v=WlxRwGwRS4w).

Eww, yuck. Linking that movie should be against forum policies :P
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2019-09-11 13:40:16
Eww, yuck. Linking that movie should be against forum policies :P
For the most part, I'd agree, but I've yet to find anything Yoda has said in any of his appearances that isn't worth remembering.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Fafyx on 2019-09-13 10:06:47
Hello, I'm starting to use this V4 upscale, but my "Cloud" in the world map or anywhere else is still a "puppet", not a better quality "person" as in the image upper in this post. Also the various berret and the rest of avalanche characters are puppets... Could you tell me why please? there is any other mod i could apply or have i just put the "char" directory in a wrong place? thanks
VERY IMPORTANT : i have applied this V4 upscale mod to the 98 game, patched version, and ITA reloaded 1.1.0 mod.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: HeXy on 2019-09-13 10:26:56
This is stunning work, thank you so much  ;D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-13 10:47:38
Hello, I'm starting to use this V4 upscale, but my "Cloud" in the world map or anywhere else is still a "puppet", not a better quality "person" as in the image upper in this post. Also the various berret and the rest of avalanche characters are puppets... Could you tell me why please? there is any other mod i could apply or have i just put the "char" directory in a wrong place? thanks
VERY IMPORTANT : i have applied this V4 upscale mod to the 98 game, patched version, and ITA reloaded 1.1.0 mod.
I use the ChaOS -Character Overhaul Seven from Kaldarasha : http://forums.qhimm.com/index.php?topic=13960.0
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Fafyx on 2019-09-13 11:29:50
I use the ChaOS -Character Overhaul Seven from Kaldarasha : http://forums.qhimm.com/index.php?topic=13960.0

Ok, so now i don't know where to put them : in you v4 upscale there are 5 folders (battle, char, field, magic, world) that contains mainly png files, but the file from kaldarasha (ChaOS - character overhaul) that you suggested me to download, instead contains 4 forlders (battle, char, mini, world) with other sub-folders that contains strange files .p or uknown... how do i have to use them? i mean, how and where i have to put them? thanks...
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-13 11:57:29
You need to modifie your own lgp file or you'll loose parts of your translation.
3D model is not realy as simple as use than other mods (you can try the iro version with 7th heaven)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Fafyx on 2019-09-13 12:26:54
right, ok thanks. I think it's well over my possibility/ability/knowledge unfortunately... thanks..
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: PetrucciJohn on 2019-09-13 17:15:49
Just came here to congratulate you on your fantastic work on the fields, Satsuki! I am downloading your movie .iro file now to check it out as well. Cheers!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Xander Strife on 2019-09-14 13:06:42
Hi,

Im new and i have a question.

If i install this mod, i can unlock the steam achievements?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-14 14:50:05
no, you need to use a converted version of the game (version 1998) witch don't have steam achievments
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Tsuna on 2019-09-14 17:19:35
Im watching a guy on Twitch using your new fields and he can see the layer lines flash when he moves? Is that normal or is a setting breaking it

EDIT: Nevermind, found it in the FAQ
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-14 20:18:14
Not seems to be fields related, probably ff7 related.
Could you tell me more ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Tsuna on 2019-09-15 09:40:09
It was screen tearing, he was using a NVidia GPU. He fixed it by turning on Post Processing. That's really all i know
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-15 10:50:23
ok so it's vertical synch related, not mod ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Tsuna on 2019-09-15 13:25:56
No not at all, worked that out afterwards. Sorry dude.
Mod is fantastic :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: mitz on 2019-09-24 02:25:28
Really happy to see the finished result's with Manakaiser's help.
The fields and other textures are just amazing.
Kudo's to both of you for this excellent work  :D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-24 19:59:42
Updated kela51's magic pack, corrected a black line on the ground in kujata invocation (link in the first post)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: unab0mb on 2019-09-25 21:51:28
These are really good looking. Great job, satsuki! I have a couple of questions:

1. I've found errors in the subtitles in the ending sequence. Being an OCD spelling and grammar nut, this makes me cringe a little. Any chance you can fix them?
a. "They all seems to be safe, too." -> "seems" should just be "seem".
b. "The flower girl ?" -> Unneeded space. Should be "The flower girl?"
c. "Wait a damn minutes! What's goin to happen to Midgar?" -> "minutes" should be "minute" and "goin" should be "going" (unless you're trying to emphasize Barret's speech pattern and want to use "goin'" with the apostrophe). It's also worth noting that these are 2 separate lines on the original video.
d. "...Lifestream" -> Needs a period at the end. "...Lifestream."

2. I'm doing a little work on a music mod, including replacing the music embedded in the opening video and possibly the ending video. If I changed the audio track(s) but kept the video, would I have your permission to include and distribute the modified files with the mod if it ever releases? I'd of course give credit to you for the upscale work on the videos.

Thanks!

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-26 10:14:57
Of course you can use the video and mod it as long as you credit me ^^
Could you check this version and tell me if it's ok for you: http://wowsatsuki.free.fr/Ending2.avi
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: unab0mb on 2019-09-27 03:04:33
Of course you can use the video and mod it as long as you credit me ^^
Could you check this version and tell me if it's ok for you: http://wowsatsuki.free.fr/Ending2.avi

C'est parfait! That was incredibly fast! A thousand thank yous. I appreciate all the time and effort you have put into these mods.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-09-27 09:04:45
Ok, i'm goin to update the full iro file
Movies iro's updated with the ending2 corrected version
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: mannymanstein on 2019-09-28 08:44:04
currently playing through with this mod and the chaOS models. And so far the game looks like an official remastered version, its fantastic. The upscaling really brings out the quality of squaresoft's original designs, the backgrounds look better than what I remember back in '97. thanks for all the hard work !
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kekko1285 on 2019-10-02 21:40:04
What's the best menu(in and off battle) mod you suggest that can be used with your pack without conflicts? I feel menus are now the only thing that can actually be improved
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-03 14:47:14
I use this one (with a custom font for french version) : http://forums.qhimm.com/index.php?topic=18397.0
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: spy__dragon on 2019-10-05 11:51:52
Hi.
Could you correct the background mds5_5, in the label of the door says 7 and should be 5 because the developers made a mistake, and besides is the Sector 5, not 7.
On the other hand, my work mate could fix it but he would need the file decompressed

Regards.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-05 14:11:42
It might be a mistake or it might be the door number, you can have several doors in one sector, so maybe it's the 7th door of the 5th sector...
Not sure, so no correction ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kekko1285 on 2019-10-06 12:53:36
I use this one (with a custom font for french version) : http://forums.qhimm.com/index.php?topic=18397.0

Ty, I'll give it a try  ;)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kekko1285 on 2019-10-13 21:43:47
I use this one (with a custom font for french version) : http://forums.qhimm.com/index.php?topic=18397.0

Hi Satsuki, do you use that mod with 7h? In case, how do you do it? I asked for more info in the post you linked but no luck. Thanks
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-14 09:15:24
I don't use 7th
I use aali driver + mod folder
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Axel Firestorm on 2019-10-23 19:15:17
Nice work, but I noticed when I unpacked the iro that only some movies have been done. A lot are missing. Are the others being worked on? Just wondered if you knew or if the others were in V3. Thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-23 19:53:03
All movies are in the iro (english version)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Axel Firestorm on 2019-10-23 20:27:45
Yeah, I see them now. Ironite worked better than 7H for unpacking them. Good job on them!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Abashi76 on 2019-10-26 15:03:38
The pictures look great!

Is this mod complete? Have all the field sprites been replaced yet (as in people, vehicles, items, etc...)? Are all the field maps replaced? What about battle backdrops?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-26 15:16:57
This mod is complete and include (said in the first post):
-All Fields background (+3d char texture like flipper, moving train..)
-All Battle background
-Full Worldmap (with animated parts too)
-All Magics and combat Fx (kela51's version corrected)
-All movies (english version)

This mod does not include:
-Menus (looks for avalanche gui 2.10 or wait for reunion 06 if you need one : http://forums.qhimm.com/index.php?topic=18397.0 or http://forums.qhimm.com/index.php?topic=14914.0)
-Minigames (looks for grimmy english version based on my old waiffu works if you need them : http://forums.qhimm.com/index.php?topic=16444.0)
-3D models (looks for ChaOS version : http://forums.qhimm.com/index.php?topic=13960.0)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-10-30 07:27:25
This looks awesome! For someone who'a complete noob at FF7 modding, how do I install this? I'd prefer not to use 7th Heaven. And when Reunion RC06 is released I'd like to use that as well.

Any step by steps?

Thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-10-31 19:45:00
Ok, so I can't get this to work.

I've completely cleared any installation files and started fresh and did the following based of some info from your v3 thread.

1. Convert the game using FF7 Game Converter (This creates the ff7_opengl.cfg mentioned in your v3 thread) And to to this you need a fake ISO as well. After I do this I only get sound effects in the game, but no music, any ideas?
2. Edit ff7_opengl.cfg, this a where's it's a bit confusing, should it be a full path
mod_path = E:\Spel\Steam\steamapps\common\FINAL FANTASY VII\mods\Textures
or
mod_path = Textures

3. Unpack all the IRO files and put them in the mods\Textures folder (this is also a but confusing, what should the folder structure look like here?)

(https://i.imgur.com/N1U9hiw.png)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-31 20:25:33
hello

In opengl config :
mod_path = Textures

In the "E:\Spel\Steam\steamapps\common\FINAL FANTASY VII\mods\Textures" folder put the files without extracted subfolder name :
(http://wowsatsuki.free.fr/fold.PNG)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-10-31 22:46:28
Hey! Tried that too before the screenshot, still didn't load :/

When I paste all files I get a question if I want to override 4 files, among other mod.xml, should I do that?
Are the other steps right?

Any ideas about the sound effects working but not the music, one's the game is converted.

Maybe some sort of tutorial would be good.

I really appreciate the work that has gone into this, looks amazing! Just can't get it to work.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-10-31 22:52:11
So the game may have been bad converted, try to ask in the game converter thread
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-10-31 23:00:06
Tried it three times, but I guess that's possible.

Any special version you would recommend?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EQ2Alyza on 2019-11-01 00:30:29
What is the name of the game converter file you used?

FF7_GameConverter_7H.exe?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-01 07:51:10
Yeah, that's correct :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EQ2Alyza on 2019-11-01 10:32:41
The 7H means 7th Heaven, so you can only use that converter alongside 7th Heaven.

You may want to try the original beta converter: http://forums.qhimm.com/index.php?topic=14047.0
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-01 11:33:27
Alright, so the original converter worked, now I have music!

But I still can't get the textures to work, really weird.

My ff7_opengl.cfg looks like this regarding the mod_path

# mod directory
# subdirectroy of mods/ where textures will be loaded from
mod_path = Textures

And I found that there was another sub folder in every directory, so I moved everything up so it looks like in your screenshot satsuki

(https://i.imgur.com/Cusv7QG.png)

Then I launch through Steam and my game looks like this.

(https://i.imgur.com/xCw1aDw.png)

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-11-01 16:17:33
don't launch with steam...
just use the ff7.exe with the old ff7 icon
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-03 17:06:18
When I try to start with ff7.exe I get.

"Please insert FF7 Game Disc 1 2 or 3 and try again".

 :?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-11-03 18:40:21
yes you need an ff7 cd... or when you use the converter it tell you to rename one of your hdd to "ff7..." you need to do it and keep it or you'll need a 1998 ff7's cd
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-03 18:43:42
Ok, so I've mounted a FF7 disc now and tried starting with ff7.exe and all I get a black screen for a few seconds then it's like it never started.

Is is supposed to be this messy or am I mr noob here?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kaldarasha on 2019-11-03 19:30:10
Probably the sound driver has gotten empty in ff7config.exe. Don't worry this happens to me from time to time.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-03 19:36:25
Hmm, I can't get it to run unless I tick Compability Settings and use Win 7 or below.

But movies have no audio, and I have no sound effects, just music once the movies are done playing.
And the image is 16:9 and streched.

Any ideas?

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-11-03 20:46:22
this is ff7 and aali driver config, not this pack release
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EQ2Alyza on 2019-11-03 22:28:08
Hmm, I can't get it to run unless I tick Compability Settings and use Win 7 or below.

But movies have no audio, and I have no sound effects, just music once the movies are done playing.
And the image is 16:9 and streched.

Any ideas?

Post a new topic in the Troubleshooting section since your startup issues are not actual issues with this mod itself.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-04 06:46:15
Alright, will do, sorry for hijacking the thread.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2019-11-22 20:08:12
Managed to all backgrounds working in Reunion R06, and I gotta say, they look amazing! Wow, didn't think FF7 could look so good. Applied some scanlines as well and damn, it's sweet! Many thanks for this!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EQ2Alyza on 2019-11-23 23:04:10
Is the battle fields link supposed to be the 3.17 version?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: pointofdeparture on 2019-11-24 01:16:45
Have this mod pack set up with Reunion R06 and it looks phenomenal, great work!

One question - are physical attack textures not included in this mod? Magic spell textures are clearly upscaled and looking great but I see no change in physical attack textures. Wondering if I did something wrong when unpacking.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-11-24 07:54:29
@EQ2Alyza
Yes i haven't done any improvment in this part so it's the 3.17, i'll rename it to avoid confusion

@pointofdeparture
Magic have mostly been redone from scratch by Kela51.
For some part he have "only" upscaled them the best way possible, (physical attack and some other stuff) , try disable the mod you'll see that physical attacks are realy pixelised ^^
If you see no diffrence, please post 2 screenshow, with and without the mod
Thanks
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: pointofdeparture on 2019-11-24 22:29:48
No difference in attack textures with and without mod. As noted, magic textures are clearly improved - the issue is with physical attacks only.

Thank you for your help!

(https://i.ibb.co/jz5YD3n/withmod.png) (https://ibb.co/JqdTHrD)
(https://i.ibb.co/GMSjrjq/withoutmod.png) (https://ibb.co/KsvH8HJ)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-11-29 05:42:26
sorry for late reply.
here's the filter/no filter you should have :
(http://wowsatsuki.free.fr/fx.jpg)

could you tel me you reunion magic folder content ?
you must have 82 files without any subfolder (rain7_00.png and 81 seffectx_xx.png) they're the effect you miss
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: pointofdeparture on 2019-11-29 19:23:49
I have found the issue, thanks to an older post of yours!

http://forums.qhimm.com/index.php?topic=16346.0

It was unclear to me that the attack texture files needed to be in the BASE MOD FOLDER, NOT in magic or anywhere else.

Now everything is working 100%!

Thank you for your assistance and work on this great mod :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ProtoX on 2019-12-13 20:08:58
movies wont extract beyond ending1 using the 7thheaven tool. recommend making a zip, 7zip, or rar file with the movies in it
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2019-12-13 20:20:13
Have you tried the tool i linked in the first post ?
Quote
If you don't use 7thHeaven:
You can unpack the iro's files with this tool : http://forums.qhimm.com/index.php?topic=18653.0
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ProtoX on 2019-12-14 00:24:41
i just tested it and work. 7th heavens tool needs to incorporate this new iro tool.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kaldarasha on 2019-12-14 01:23:13
i just tested it and work. 7th heavens tool needs to incorporate this new iro tool.

That's actually from 7H.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: wotad on 2019-12-27 21:27:57
Do I use this with Field Textures -satsuki?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2019-12-28 17:04:24
Do I use this with Field Textures -satsuki?
This release is essentially a new version of FT-sat.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sef on 2020-01-07 15:08:33
If I go with the non-7th Heaven method and unpack the iro files into the Steam version, can I maintain Steam Achievements to be working?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-01-09 07:30:42
No because you need to convert the game (game converter or reunion 06)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: oblongsausage on 2020-01-20 23:43:54
Hi, I'm wondering if you might be able to help me with a freezing problem I can't solve.

When fighting Reno during the pillar assault, every time he casts pyramid, my game freezes and I have to force it closed. I've tried adjusting settings both on my hardware and on the Reunion mod, but same problem. Any ideas on what I might try? It seems related to the battle texture loading.

Thanks for your amazing work on this texture mod!

EDIT - Never mind. Even not using the texture mods, I get the same freeze. If I don't use Reunion, the game is fine. Appreciate any insight, but I'm assuming this is a Reunion issue.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-01-21 06:43:32
Seems like a reunion issue, report it to reunion thread
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Meical on 2020-02-09 19:08:04
So I downloaded this and it doesn't seem to be upscaling any of my spells/magic.  I've used it as an iro and I've extracted and threw it in my mods/textures folder. I'm not sure what I'm doing wrong.  I've noticed similar issues with magic mods in other posts, but none of the fixes have worked for me.  Any help would be appreciated.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ZellSF on 2020-02-09 20:21:23
Is there a reason this (and most FMV packs) use the terrible PC audio?

The FMV Restoration pack sounds so much better and doesn't seem to break anything.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-02-18 18:11:44
Hey satsuki! Would you be willing to share how you upscaled the fmv's? I'm looking into upscaling videos, mainly game fmv's and old animes, but I can't find any good tutorial.

Thanks :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-02-18 19:00:26
there's no "optimal for all videos settings" you'll need to test but here's the process:
1)extract all frame from the video to png files
2)prefilter png to reduct noise if needed (i mostly use waifu and esrgan)
3)upscale with esrgan
4)make a loseless video from pngs
5)stabilize the video with avisynth scripts (mostly temporal smoothing needed because of frame extraction / conversion)
6)compress to video with ffmpeg
7)multiplex audio from original video with compressed video

for my anime i use almost only avisynth.
here an exemple with my cat's eye bluray (done some years ago), i denoised them because too much noise in the original bluray for my taste :
http://yatoshicom.free.fr/samplecats.jpg
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: nynex on 2020-02-19 02:53:55
hello!
using this texture pack with reunion version r06c (recently released)

might be the wrong place to ask, but with his recent update r06b(and c) my attack textures no longer function from within the base  "../FINAL FANTASY VII/The_Reunion/CUSTOM/satsuki/Texture" folder. They did in r06 but not r06b/c. any idea of where i should put these or what to do to restore them? thanks
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-02-19 08:46:02
there's no "optimal for all videos settings" you'll need to test but here's the process:
1)extract all frame from the video to png files
2)prefilter png to reduct noise if needed (i mostly use waifu and esrgan)
3)upscale with esrgan
4)make a loseless video from pngs
5)stabilize the video with avisynth scripts (mostly temporal smoothing needed because of frame extraction / conversion)
6)compress to video with ffmpeg
7)multiplex audio from original video with compressed video

for my anime i use almost only avisynth.
here an exemple with my cat's eye bluray (done some years ago), i denoised them because too much noise in the original bluray for my taste :
http://yatoshicom.free.fr/samplecats.jpg
Cool! I don't really know how to do all of that though. Do you know of any guide or tutorial perhaps to get me started? Your example looked way better!

Thanks!

Skickat från min SM-G973F via Tapatalk

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-02-19 17:18:11
A step by step tutorial will be useless if you don't understand how the tools works because there's not universal settings for all vidéos, you need to undersand the tools before using them to adapt them to each video

1)ffmpeg : https://ffmpeg.org/documentation.html
2)waifu : https://github.com/lltcggie/waifu2x-caffe/releases (my tool here : http://forums.qhimm.com/index.php?topic=18798.0)
3)esrgan : https://github.com/xinntao/ESRGAN (my tool here : http://forums.qhimm.com/index.php?topic=18798.0)
4)ffmpeg (again)
5)Avisynth : http://avisynth.nl/index.php/Main_Page (a good forum for it : https://forum.doom9.org/)
6)ffmpeg (again)
7)Your choise, ffmpeg, virtualdub, mkvmerge...
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-02-19 20:02:12
A step by step tutorial will be useless if you don't understand how the tools works because there's not universal settings for all vidéos, you need to undersand the tools before using them to adapt them to each video

1)ffmpeg : https://ffmpeg.org/documentation.html
2)waifu : https://github.com/lltcggie/waifu2x-caffe/releases (my tool here : http://forums.qhimm.com/index.php?topic=18798.0)
3)esrgan : https://github.com/xinntao/ESRGAN (my tool here : http://forums.qhimm.com/index.php?topic=18798.0)
4)ffmpeg (again)
5)Avisynth : http://avisynth.nl/index.php/Main_Page (a good forum for it : https://forum.doom9.org/)
6)ffmpeg (again)
7)Your choise, ffmpeg, virtualdub, mkvmerge...

Thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: JWK on 2020-02-19 21:07:18
hello!
using this texture pack with reunion version r06c (recently released)

might be the wrong place to ask, but with his recent update r06b(and c) my attack textures no longer function from within the base  "../FINAL FANTASY VII/The_Reunion/CUSTOM/satsuki/Texture" folder. They did in r06 but not r06b/c. any idea of where i should put these or what to do to restore them? thanks

Hi!

From The Reunion - Help.rtf:
"SEFFECT1, SEFFECT2, SEFFECT3, and RAIN7 texture files are now loaded from battle texture folder."

What this means is that rain7_00.png through seffect3_26.png, 82 files in total, need to be moved from "CUSTOM/satsuki/Texture/" to "CUSTOM/satsuki/Texture/battle/" in your case.

I made that change to my own install, and those textures all seem to work fine, but I'm experiencing another issue where textures in the \texture\magic\ff7\ family of subdirectories no longer seem to be working, which I've posted about (pending moderator approval) on The Reunion thread.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: skyhawk on 2020-02-20 08:28:37
I made that change to my own install, and those textures all seem to work fine, but I'm experiencing another issue where textures in the \texture\magic\ff7\ family of subdirectories no longer seem to be working, which I've posted about (pending moderator approval) on The Reunion thread.

By turning on texture trace and examining the results, I think those are all supposed to go in Mod_ID\Texture\magic\

So your tree should look like Mod_ID\Texture\magic\magic, MOD_ID\Texture\magic\limit, etc.

I've only recently started playing FF7 again, so I'm not very far into the game, but all the summon, attack and magic effects that I have access to so far are working for me.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Rcarlucci on 2020-02-20 13:26:56
Can you tell me what order to put these in, seem to be getting errors when loading, please
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Rcarlucci on 2020-02-20 13:28:44
also, will these be updated once 2.0 comes out 7th heaven >?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kuraudo. on 2020-02-20 13:30:22
Hi!

From The Reunion - Help.rtf:
"SEFFECT1, SEFFECT2, SEFFECT3, and RAIN7 texture files are now loaded from battle texture folder."

What this means is that rain7_00.png through seffect3_26.png, 82 files in total, need to be moved from "CUSTOM/satsuki/Texture/" to "CUSTOM/satsuki/Texture/battle/" in your case.

I made that change to my own install, and those textures all seem to work fine, but I'm experiencing another issue where textures in the \texture\magic\ff7\ family of subdirectories no longer seem to be working, which I've posted about (pending moderator approval) on The Reunion thread.
Hi JWK, for Reunion... Please see this post (http://forums.qhimm.com/index.php?topic=14914.msg271876#msg271876).
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Rcarlucci on 2020-02-20 17:32:47
was that for me ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: demithet on 2020-02-21 17:55:11
Apologies if this has been answered already but is there a guide for installing this alongside Reunion r06c? I've unpacked with IroNite but I'm really not sure what to do from this point
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: skyhawk on 2020-02-22 02:58:15
Satsuki, did you keep your work files for the upscaled video releases?

Would it be possible to do a high-frame-rate video pack, with the video interpolated up to 30 or 60fps? I know it'll require further modding of the game to make work, but I think it might be worth the effort, especially with clips like the intro cinematic which has parts [The starfield right at the beginning] that look absolutely awful at 15fps.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-02-22 06:54:02
Apologies if this has been answered already but is there a guide for installing this alongside Reunion r06c? I've unpacked with IroNite but I'm really not sure what to do from this point
Read reunion manual, its all explained.

Satsuki, did you keep your work files for the upscaled video releases?
Would it be possible to do a high-frame-rate video pack, with the video interpolated up to 30 or 60fps? I know it'll require further modding of the game to make work, but I think it might be worth the effort, especially with clips like the intro cinematic which has parts [The starfield right at the beginning] that look absolutely awful at 15fps.
Video interpolation need a realy clean source to be able to work properly or it'll show lots of artefact, ff7 video (source or upscaled) are just not clean enought to be interpoled properly.

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kuraudo. on 2020-02-22 12:00:41
Apologies if this has been answered already but is there a guide for installing this alongside Reunion r06c? I've unpacked with IroNite but I'm really not sure what to do from this point
Hi demithet. For Reunion If you have still problems Please see this post (http://forums.qhimm.com/index.php?topic=14914.msg271876#msg271876).
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-02-22 13:26:12
All pack updated to be 7h v2 friendly.
Also added multiup mirrors.

3 Packs was also be slightly upgraded:
-Kela's magics:
One legum leaf background wasn't properly cutted

-World pack:
Have make a mix of my v3 and v4 to get the best rendering (more natural than v4)

Char / Fields pack:
-Updated round square cabin to try to minimize the luma render bug (thanks Aavock form doing a way better render than my testings)
-minor correction in fields : chorace/chorace2/gldst/junbin1 (some pixel overlayed on 3D models)


here's the round square correction:

before:
(http://wowsatsuki.free.fr/oldg.jpg)

after:
(https://i.imgur.com/G4xIpLE.png)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Isuldor on 2020-02-22 20:25:48
I don't see file hashes or file sizes listed here, so here's what I got:

Code: [Select]
$ sha256sum *
b7410b67ec899d2e62a32e0ea7910669f8b2ed17c147d2ee1214adf725436263  FF7.Kela51.Magics.(V1.04).iro
d50ed1689402d664b39256e0eb0f8d49aeba104d3c2fc8b1b6201054fb1a8449  FF7.SYW.Battle.(V3.17).iro
76777da2a4cc08f97c0782304888633d1332403b0e5f2b92116325c4d8eb4d7b  FF7.SYW.Fields.Chars.(V4.01).iro
b0b282a6ba526b1a4f9e4019eadcbdc02275275076f9160022c16a94566ad236  FF7.SYW.Movies.(V4.01).iro
dea1a8b3f1e0919b49b52a15fdd970e3864f2490fe92fdf7498f39360a6a1422  FF7.SYW.World.(V4.10).iro
$ du -h *
1.1G    FF7.Kela51.Magics.(V1.04).iro
432M    FF7.SYW.Battle.(V3.17).iro
3.9G    FF7.SYW.Fields.Chars.(V4.01).iro
1.6G    FF7.SYW.Movies.(V4.01).iro
34M     FF7.SYW.World.(V4.10).iro
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-02-22 20:37:12
I don't think you can use or extract iro if hash is bad anyway ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Isuldor on 2020-02-22 22:24:54
Thanks, these improvements are just beautiful.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-02-26 05:22:55
I can't be sure who the author of the graphics I am using is...

But I assume it's you :)

Certain texture animation cells have a box around them.  For example the one in seffect3_19. 
https://drive.google.com/file/d/1KcqxgDOksoABm9DU3LONHGCjkHNFecj7/view?usp=sharing
Never seen this bug with my texture (kela's corrected ones)
Here's the crc32 of this file : 89EB5317 (md5 = 9A522F53E99F90170DF243A7703439FD)
If you have the same crc i assume it's driver based (just checked, it's working great with aali 0.81)
If you don't have the same crc... it's not my file ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-03-04 07:10:14
All my pack is upscaling 4x each graphic.
I tried 8x and 16x in my tests but no real visible difference ingame (tested on a 4k projector).
Tried 2x too but 4x was better looking even on smaller screens.

So long story short, for upscaling, 4x was the best, so i do it, no more, no less ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-03-06 08:29:16
Thanks, took me lots time to test and tweak each screen
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: dkma841 on 2020-03-09 18:54:37
.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-03-09 19:09:31
some screenshot here : http://forums.qhimm.com/index.php?topic=19204.0
and here : http://forums.qhimm.com/index.php?topic=19204.msg268042#msg268042
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: JWK on 2020-03-09 22:34:44
Does this upscale pack retain the most detail compared to other field packs? I like upscales but not at the expense of blurring details rather enhance it

I would say that yes, this pack does a very good job of preserving and *enhancing* the small details on the fields, as well as a lot of other touches like proper smoothing of colour gradients and such. :D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Austaneous235 on 2020-03-10 05:48:31
Thanks for all your hardwork on this mod - it looks great. I was wondering if I had to pay a subscription for the multiup mirror download. I can't seem to do it for free.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Godlike223 on 2020-03-14 05:47:18
Hi just wanted to say these have to be the BEST textures ive seen

I just have the problem of uh...hard to explain im a huge noob to this stuff. I have FF7 on steam, I have "Reunion" installed, which is apparently incompatible with 7th heaven. So i downloaded your 5 files, and converted them from .iro files. The structure seems to be QUITE odd. For example magic starts off in "FF7.Kela51.Magics._V1.04_" and inside there is https://gyazo.com/c7cc59c92e10db24e404c3f37a8d4f8b (https://gyazo.com/c7cc59c92e10db24e404c3f37a8d4f8b) (Sorry for the link idk how to send images)

Now from what I understand the off.png, on.png, and readme.txt files are the exact same across all 5 downloads, which is weird the readme is sort of useless in this situation but I guess its set up for 7th heaven. Thats what im assuming, idk what im talking about im going off a hunch. I have no clue what the mod.xml files are, where im supposed to place them inside my mod folder, or anything. There is no instruction anywhere so im super lost on that one but thats not my exact issue anyway.

now inside of that first "magics" folder there are the expected files, rain7 ect. but ALSO there is ANOTHER "magic" folder, which has MORE files such as "005_00.png, alex1_00.png" and also ANOTHER folder called "ff7". Inside "ff7" there is "data", inside that there is "battle", and inside that there is https://gyazo.com/6138c149f44b8561fa22a18142711f3b (https://gyazo.com/6138c149f44b8561fa22a18142711f3b) which is WEIRD because "battle" is one of the other 5 files thats supposed to be next to "magic" in the mod folder.

Here is a gif so its more clear what im talking about, Sorry again for the confusion, its hard for me to explain https://gyazo.com/23ac510e9ea7276cc465f5d2b4ec7da1 (https://gyazo.com/23ac510e9ea7276cc465f5d2b4ec7da1)

Now i have no idea if this is intentional, but it makes it VERY confusing for me to sort these inside of the mod folder "\FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture" situation. Theres an easy fix, all I need is screenshots of what the folder placements should look like, or a video that just cycles through the folders to give me instruction on where to put these. UNLESS ITS INTENDED. Idk. I feel stupid for asking because im apparently the only person with this issue. I would just like to use your work for my first time playing ff7 without turning my game into a buggy nightmare lol.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-03-14 18:43:22
The answer you need is here (3° page from this topic...) : http://forums.qhimm.com/index.php?topic=19204.msg269430#msg269430
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-03-15 21:42:07
i am having a bug where my world map cloud displays the buggy smoke exhaust behind him when he runs in forests

and also the tiny bronco has the buggy exhaust instead of the water animation

it may very well be that i've put a file in the wrong place, just wondering if anyone else has this? i looked through the png files that i have in the world directory, but there's too many and i cant find the buggy smoke one
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-03-22 17:49:49
sorry for the double post, but i did some testing and stuff and this is indeed a bug on the world portion of this mod

the buggy exhaust animation replaces several other animations other than the 2 I listed as well, (like when riding on a chocobo in forests, as well as just running through forests with Cloud, the tiny bronco's water animation, i think i found one on the highwind  as well but dont remember the condition)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-03-22 18:10:11
All those effect are in the dfx_00.png file
No bug here.
But ff7 driver don"t deal well with alpha channel so as long as this file exists you'll have some alpha bug on world map.
If you don't want alpah channel bug, delete this file, but you'll have pixelisated world map fx instead.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-03-22 18:37:15
All those effect are in the dfx_00.png file
No bug here.
But ff7 driver don"t deal well with alpha channel so as long as this file exists you'll have some alpha bug on world map.
If you don't want alpah channel bug, delete this file, but you'll have pixelisated world map fx instead.

interesting... thanks for pointing me to that file, i'll play around with it

i was thinking this bug might be a confliction with kaldarasha's models or another mod but i uninstalled everything but this and it was still happening, i still need to try reinstalling the whole mod i guess, whatever happened i guess the damage is done

this mod really is breathtaking though, freakin' sweet  (cant believe how much detail they put in the original game, just to have it so blurry you can hardly make anything out)

edit: removing that file fixes it, however, the default animation for the highwind going over the water is so bad i'll probably just deal with the bug, haha, i may end up reinstalling ff7, reunion, and this mod to see if that does anything
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kronim on 2020-03-25 14:53:46
Hi Satsuki,

I love this mod. I've been using it with 7th heaven 2.0 and I don't think I can ever go back to Remako.

I want to use Reunion now, which doesn't support 7h, so I've been trying to install your mod without it but I'm having issues.
I unpacked the iro file for the fields mod with Ironite like you said, and it's left me with a folder called 'Fields'. Inside that folder are two subfolders called 'Field' and 'char's, which contain all the pngs. The issue I'm having is that I have no idea where to place any of these files in order to get the game to load the mod. I tried placing the field and chars folders into Steam > steamapps > common > FINAL FANTASY VII > mods > Textures, but that didn't work. I am running the game from the FF7.exe, not through Steam or 7h.

Any advice would be appreciated, thanks.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-03-27 11:15:42
http://forums.qhimm.com/index.php?topic=19204.msg269430#msg269430
or ask reunion thread
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-03-27 13:58:30
Hi Satsuki,

I love this mod. I've been using it with 7th heaven 2.0 and I don't think I can ever go back to Remako.

I want to use Reunion now, which doesn't support 7h, so I've been trying to install your mod without it but I'm having issues.
I unpacked the iro file for the fields mod with Ironite like you said, and it's left me with a folder called 'Fields'. Inside that folder are two subfolders called 'Field' and 'char's, which contain all the pngs. The issue I'm having is that I have no idea where to place any of these files in order to get the game to load the mod. I tried placing the field and chars folders into Steam > steamapps > common > FINAL FANTASY VII > mods > Textures, but that didn't work. I am running the game from the FF7.exe, not through Steam or 7h.

Any advice would be appreciated, thanks.

I'm using Reunion and satsukis textures. Here's how you should set it up.

Extraxt all png's from the .iro files.
Then create a folder in The_Reunion\CUSTOM called satsuki, then a folder called texture.
Put all extracted png's in that folder.

You should get a folder structure that looks like this.
(https://i.imgur.com/ODx4lNJ.png)

Then in options.ini in the The_Reunion folder you specify satsuki (same as folder name in CUSTOM) as custom mod, like this.

(https://i.imgur.com/lDasOrA.png)

And you're set!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-03-28 19:01:12
Magic textures seem bring some micro stutters during casts, is it something that can be considered normal, or is there some issue with them?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: decency_breakin3 on 2020-03-28 23:43:16
is your 60fps mod enabled?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-03-29 00:19:59
Yes, it is. Are they incompatible?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: oblongsausage on 2020-04-04 17:39:58
I'm using Reunion and satsukis textures. Here's how you should set it up.

Extraxt all png's from the .iro files.
Then create a folder in The_Reunion\CUSTOM called satsuki, then a folder called texture.
Put all extracted png's in that folder.

You should get a folder structure that looks like this.
(https://i.imgur.com/ODx4lNJ.png)

Then in options.ini in the The_Reunion folder you specify satsuki (same as folder name in CUSTOM) as custom mod, like this.

(https://i.imgur.com/lDasOrA.png)

And you're set!

Can you show me what your magic folder looks like? Is there an "ff7" subfolder in there, and are you getting all textures to load correctly with Reunion? I had to move all of the seteffect files directly into the battle folder to get them to work with Reunion, which isn't the original structure from the iro files.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: usb on 2020-04-04 18:19:22
Can you show me what your magic folder looks like? Is there an "ff7" subfolder in there, and are you getting all textures to load correctly with Reunion? I had to move all of the seteffect files directly into the battle folder to get them to work with Reunion, which isn't the original structure from the iro files.
it's right. With one of the latest update in reunion the seffect* and rain* go to battle folder. Inside texture\magic shouldbe  a ff7 folder and other pngs without folder (the first is 005_00.png)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: oblongsausage on 2020-04-04 18:43:14
it's right. With one of the latest update in reunion the seffect* and rain* go to battle folder. Inside texture\magic shouldbe  a ff7 folder and other pngs without folder (the first is 005_00.png)

Thanks :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: BahamutSIN on 2020-04-04 23:47:15
it's right. With one of the latest update in reunion the seffect* and rain* go to battle folder. Inside texture\magic shouldbe  a ff7 folder and other pngs without folder (the first is 005_00.png)

I don't get it. Some magic textures don't load... What files should be in the ff7 folder? Just folders called blue, limit, limit2, limit3, magic, special, summon, weapon... and their subfolders containing pngs inside them?

Because I have it setup this way and thunder spell (for example) is still not loading properly. But ice and fire spells do load properly.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 00:40:35
This tutorial for magic upscale is specifically for Reunion mod, though i hope it may be of some use to you. While using Reunion mod, this is what i do in order to get them to work correctly with reunion:

Magic textures will be read from "New_Translation" folder, and inside it, there is a "textures" folder, that's where you put "battle" and "magic" folders which are the textures you need. All of the rain, seffect, etc pngs have to be in battle folder, and a lot of subfolders (like limit, summon, spell) with a lot of pngs have to be inside "magic" folder in order to work.
                                                                               
                                                                                                                                  (eg. rain7_00, seffect1_00)
                                                                                                                         /->battle (folder with 82 pngs)
so... it should be like this: The_Reunion -> BASE -> New_Translation -> texture ->
                                                                                                                         /->magic (folder with 8 subfolders and 1299 pngs)
                                                                                                                              (e.g: blue, limit, summon) (e.g: a1_00, a2_00)

Hope it helped. Do note, that magic textures provide some microstutters during casts, at least that's what it did for me, so you'll have 1-2 seconds freeze whenever you cast a heavy spell, especially summons.

As DLPB stated, enabling texture compression in Options.ini seem to alleviate the stuttering problem, though not completely fix it as heavy stutters seem to be present once, on the first load, after the area completely loads, stutter will be no longer present until you reach a new area.

Hope it helped :D

Edit: Oh, i didn't notice you were actually looking for help with Reunion. Then i guess, this will help you 100% since it works for me no problem.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: BahamutSIN on 2020-04-05 01:25:55
Agravaile, this is such a well made and clear reply. Much appreciated, your method actually worked. Thanks!

Other issues still occur for me, like random crashes but that's probably because of Reunion. 

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 01:46:07
Nice, you're welcome! Glad i could be of help. If you're suspecting crashes that involves reunion, see the Reunion database to know if there is a fix or not. Also, make sure you're using either latest version of Reunion which is R06d, or Hotfix11 if you're currently on R06c.

Also, another advice i can give to avoid crashes, is to set texture cache size in Options.ini to 1024. If crashes still occur after that, you can also use CFF explorer to modify your exe to use 2GB memory, that way, you can now set 2048 texture cache size in Option.ini file. But that is very optional, since 1024 should be more than enough.

Do note, that texture cache size does not fix the crashes entirely, but do alleviate the problem to nonexistent since the larger cache size is, the fewer crashes occur, as far as i know, at least.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: BahamutSIN on 2020-04-05 02:35:42
Ok I'll try resizing the the cache, could be a good solution and I'll have a look in the the database too.

Been playing for 30 minutes so far..no crashes. But I'll keep on saving game at every opportunity just in case lol.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 05:31:49
Also, another advice for the future that, if you happen to use some mods that are located inside BASE folder, make sure to back them up if you're upgrading Reunion version, since the installer basically deletes and reinstates BASE folder again. Because of that, make sure to back up the things you've put in there, before upgrading the version.

For example, your magics textures are currently installed in the BASE folder, so make sure to back them up, before making changes and after upgrading, putting them back again.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-05 08:41:53
This tutorial for magic upscale is specifically for Reunion mod, though i hope it may be of some use to you. While using Reunion mod, this is what i do in order to get them to work correctly with reunion:

Magic textures will be read from "New_Translation" folder, and inside it, there is a "textures" folder, that's where you put "battle" and "magic" folders which are the textures you need. All of the rain, seffect, etc pngs have to be in battle folder, and a lot of subfolders (like limit, summon, spell) with a lot of pngs have to be inside "magic" folder in order to work.
                                                                               
                                                                                                                                  (eg. rain7_00, seffect1_00)
                                                                                                                         /->battle (folder with 82 pngs)
so... it should be like this: The_Reunion -> BASE -> New_Translation -> texture ->
                                                                                                                         /->magic (folder with 8 subfolders and 1299 pngs)
                                                                                                                              (e.g: blue, limit, summon) (e.g: a1_00, a2_00)

Hope it helped. Do note, that magic textures provide some microstutters during casts, at least that's what it did for me, so you'll have 1-2 seconds freeze whenever you cast a heavy spell, especially summons.

As DLPB stated, enabling texture compression in Options.ini seem to alleviate the stuttering problem, though not completely fix it as heavy stutters seem to be present once, on the first load, after the area completely loads, stutter will be no longer present until you reach a new area.

Hope it helped :D

Edit: Oh, i didn't notice you were actually looking for help with Reunion. Then i guess, this will help you 100% since it works for me no problem.

Hey! Thanks for the nice explanation, however my folder structure doesn't look like that, I have all of satsukis textures in FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture, even the battle and magic folder and I think everything works? We're talking about magic effects, like when you cast ice/fire/poison etc when in battle right?

All my seffect files are in this folder: \FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture
I don't have any magic or battle folder in FINAL FANTASY VII\The_Reunion\BASE\New_Translation\texture

Now I'm confused, I have to see if my effects are the upscaled versions or not!

Just to make sure, when you extract satsukis .iro files, is the folder structure wrong to be used with Reunion? Because I kept that folder structure intact.

Sorry for hijacking the thread satsuki!

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 09:23:36
You can put both battle (effects) and magic (spells) folders either in BASE or in CUSTOM, no need to split them between the two. If you don't have either of those folders inside textures folder, then it's fine, just paste them inside textures folder and it should work fine.

Again, in my previous post is the directory tree how everything should look, so try to read it carefully and follow it accordingly, i've even written the amount of files in each folder so you can have better idea to what to do next.

Keep in mind one important thing, that if you put something in CUSTOM folder, and folder has name, you need to write it down in Options.ini as a mod_ID. So in your case, in options.ini folder satsuki should registered as Mod ID, do not forget that. But if you paste the files inside BASE, there's no need to make any changes in Options.ini.

If you paste inside the BASE folder, it's like you're planning to keep it there permanently.

Let's just assume you plan to keep them inside your BASE folder, then it should be like this:
FINAL FANTASY VII\The_Reunion\BASE\New_Translation\texture - in this folder put your battle and magic folders.

If you plan to paste them in CUSTOM folder, then what you do is:
FINAL FANTASY VII\The_Reunion\Custom\*YOUR MOD NAME*\texture - in this folder put your battle and magic folders
(And after that, you go into Options.ini and paste *YOUR MOD NAME* in Mod_ID section which is by default set to "NONE"

Again, how your battle and magic folders should look:

                    (eg. rain7_00, seffect1_00)
                 /->battle (folder with 82 pngs)
texture ->
                /->magic (folder with 8 subfolders and 1299 pngs)
                   (e.g: blue, limit, summon) (e.g: a1_00, a2_00)

Edit: btw it's okay to be confused, took me a while to figure it out.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-05 09:38:11
I know about putting mod id in options.ini, if you check my post a little earlier, i'm using satsuki as mod id.
And I have battle and magic folders inside the texture folder in CUSTOM, since I don't want it to be deleted every time I upgrade Reunion.

Like I said earlier, I do think I have everything working (have to double check) I just thought that battle and magic effects could only be read from FINAL FANTASY VII\The_Reunion\BASE\New_Translation\texture from your post, I guess that's not the case.

Thanks though! :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 09:40:36
No-no, of course they can be read no problem from either BASE or CUSTOM, so if you followed my steps, you do have your magic upscales working 100%.

It's a bit easier for me to manage BASE folder, and i kinda got used to it, of course, the best case scenario is using CUSTOM folder.

Glad i could help.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-05 10:58:09
Just played an hour, and it does seem like I'm missing some effects, a couple of them are very pixelated.

But my folder structure doesn't look like yours, for instance, my battle folder (FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture\battle) contains 584 png files named STAGE01_T00_00.png, STAGE01_T01_00 etc.

And my magic folder (FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture\magic)   has 1523 png files in the root folder named alex, atomic, bakyu etc, and in that magic folder there's a sub folder called ff7 that has several more sub folders.
FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture\magic\ff7\data\battle\
and in that folder i have those 8 sub folders you mentioned, but I have 1334 files instead of 1299.

And those seffect files are in \FINAL FANTASY VII\The_Reunion\CUSTOM\satsuki\Texture.

Again, this in the folder structure as it is when extracted from satsukis .iro files. I'm guessing I can't use that folder structure?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 13:42:24
ff7/data/battle, so battle is the folder you are looking for which has the effects inside it. Paste that battle folder into texture folder.
The same case with magic folder i believe. If it's located in ff7/data/, then move magic folder from the into textures folder.

I mean, with the permission of Satsuki, i can, perhaps, provide a zip with all the extracted files from the iro in correct directories to make it easier for you.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-05 14:43:34
ff7/data/battle, so battle is the folder you are looking for which has the effects inside it. Paste that battle folder into texture folder.
The same case with magic folder i believe. If it's located in ff7/data/, then move magic folder from the into textures folder.

I mean, with the permission of Satsuki, i can, perhaps, provide a zip with all the extracted files from the iro in correct directories to make it easier for you.

That would be awesome, thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-05 15:42:46
Awaiting Satsuki's permission then for the upload here.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-05 16:56:39
Of course do it.
My pack are for 7h use at first.
If reunion d'ont use the same exact folder structure, it may miss some files.

In some time if all that is unified structure, i'll do a proper release
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-05 20:06:02
Big update today :

I added a all in package with extras (fields, battle, magics, world, minigames, menu special fonts...) in DDS format, way lighter (2.3go for full pack) and faster loading than classic png version
I recommand you use the full pack dds version (+movie pack if needed), you'll need ffnx driver instead of aali : https://github.com/julianxhokaxhiu/FFNx/releases


Replaced by pack builder
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Devina on 2020-04-06 01:58:04
Hi Satsuki, thanks for your work.

I tried your DDS file pack and it doesn't seem to work with Reunion. I take it Reunion is only compatible with .png, not .dds, right?

I'd like to make a Reunion-compatible folder structure in the future so people don't have to mess with all this .iro extraction and folder naming shenanigans.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-06 06:51:35
To use dds you need the lestest ffnx driver
Don't think it's included in reunion ATM
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: MrPunkKid on 2020-04-06 08:24:36
To use dds you need the lestest ffnx driver
Don't think it's included in reunion ATM

i've been having crash problems related to texture memory because of your old non-dds pack, because of this i have had to disable your textures in my mod list. Would switching to dds with ffnx prevent crashes as often?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-06 11:36:29
Yes, from all my test dds as no crash so far
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-06 12:06:38
Here ya go e2zippo, uploaded the magics upscale if still needed with correct directories path. Just unzip and merge with FINAL FANTASY VII folder. Note: Intended for BASE folder.

https://www.mediafire.com/file/js8o5dug6ou8dty/FF7PC_Satsuki%27s_Magic_Pack_%28The_Reunion%29.rar/file
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-06 12:16:49
Here ya go BahamutSIN, uploaded the magics upscale if still needed with correct directories path. Just unzip and merge with FINAL FANTASY VII folder. Note: Intended for BASE folder.

https://www.mediafire.com/file/js8o5dug6ou8dty/FF7PC_Satsuki%27s_Magic_Pack_%28The_Reunion%29.rar/file

Did you mean me? :)

Are those just the magic textures, or all the textures?

Thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-06 12:27:17
Oh, yeah, sorry bout that e2zippo! BahamutSIN was also asking for help about magic directories, that's why i mistook both of you.

Yeah, the zip file contains everything that was in the magics upscale IRO files, you just unzip and merge with the game folder.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-06 13:08:03
No worries!

It probably would be great to have all of satsukis textures, not just magic, with the correct folder structure for Reunion.
Maybe setup for CUSTOM folder as well, since everything in BASE get's deleted whenever you update Reunion.

Otherwise is might just confuse people who think all texture are included.

satsuki could perhaps add a link to that package in the first post, so two different downloads depending on wether you're using 7th heaven or Reunion.

I think this would help a lot of people, myself included.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-06 19:09:50
In some day if i found all solutions needed i'll provide a single version witch can be auto installed on reunion, or extracted for manual install (dds or png), or generate a png iro for current 7h or generate a dds iro for ffnx lasted version.
Will need some work on my side, but it'll be easyer to use ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-06 20:33:09
In some day if i found all solutions needed i'll provide a single version witch can be auto installed on reunion, or extracted for manual install (dds or png), or generate a png iro for current 7h or generate a dds iro for ffnx lasted version.
Will need some work on my side, but it'll be easyer to use ^^

That sounds great satsuki! The more people that can use your textures the better, they look sooo good!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-07 07:43:20
I've provided satsuki with the path information too so he can create an installer for R06.

Collaboration at it's finest, thanks guys!
Title: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Cloud’s Stripe on 2020-04-08 14:57:48
I would love to see this!  Regardless of the remako mod’s quality, its clear installation guide [URL]https://captrobau.blogspot.com/p/install-guide-ff7-mod-manager.html?m=1[URL] brought me here & I found out about all of your terrific work.
I still didn’t make the jump to ro6 because i finally got everything working through 7th heaven so i would love to see it included in The Reunion, thanks!


Sent from my iPhone using Tapatalk
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Onmi on 2020-04-09 12:11:46
I cannot seem to actually download any of the larger files, I keep getting Failed - Forbidden's. Would it be possible to get a torrent?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-09 19:11:59
Replaced all links for textures with and all in one pack builder

(http://ff7syw.free.fr/fullpack.PNG)

Feel free to try ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: GrayFoxN312 on 2020-04-09 21:48:19
Satsuki,

Got a strange texture bug on Cloud's face in battle after using the installer/new builder for Reunion R06d.
Any idea how to fix this?
Linked below.

https://imgur.com/TBCgmrc

Sincerely,
Fox
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Meical on 2020-04-10 00:11:30
First off excellent work here.  This is now a mainstay in my load order.  But I do have one question.  Are you screenshots taken in 4k? For some reason I cant get mine to look as sharp/clear unless I do something like downsampling with my Nvidia settings.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Austaneous235 on 2020-04-10 04:54:55
Hi, love all the work you've done for this mod. It really brings the game to life and I could stare at the beautiful backgrounds forever. However, I'm getting some texture corruptions and crashing anytime after about an hour of playing. I assume it's due to memory leaks, I also have Avalanche's enemy textures installed, as well as Reunion so there's a lot of mods for the game to handle. I installed this mod by unpacking the iro's into Reunion's CUSTOM folder and all the textures work, but this memory corruption inevitably happens where background textures turn black and the next loading screen will result in a crash. I tried compressing the textures and increased the memory cache through Reunion, but nothing's helped. I'd love some help on this.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-10 06:48:06
@GrayFoxN312
Seems like 3D textures not match 3D models
Have you used default option or unchecked "disable 3D textures" ?
If you've unchecked it you can correct this by deleting in "\The_Reunion\GLOBAL\Texture\battle\" all file witch don't contain "STAGE" in theirs names.

@Meical
If you use 7h v2 it's based on an old ffnx driver and isn't as sharp as the old aali driver i used for the screenshots.
Try to use lastest ffnx driver and you'll be as sharp as possible (https://github.com/julianxhokaxhiu/FFNx)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-10 08:56:52
Thanks for your work, satsuki, great idea! Though there are some minor issues i can report.

So, when i've been using the installer and the function convert dds to png, it seems to freeze right at the end when it finishes. Tried it a couple of times, left it overnight even, but i see that it did convert all the textures in the output folder, but the preliminary setup screen seems to be stuck, and the installer doesn't go past it no matter what i do.

Another issue is when i use the UI upscale, the font seems to have spacing and transparency issues. Letter are very close to each other, and have a lot of bad edges around, which seems to look like transparency issue to me.

Otherwise, great work, hopefully those issues will be adressed whenever you have the time. Also, a question, were any of the textures were updated when packaged? What i did is test the package, though i had your textures installed before you did this all in one package, so there's no need for me to use it now, i guess, other than the UI, so, did you update any of those textures to look better or something like that since?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-10 09:54:18
@Agravaile
Never seen this stuck, that system do you use (windows type...)
The ui upscale is for vanilla UI, if you use cutom ui or reunion ui, you'll have bugs.
Since v4 iro only minor fix, if you don't use it with ffnx to take adventage of dds... no need for update.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: e2zippo on 2020-04-10 09:57:22
@Agravaile
Never seen this stuck, that system do you use (windows type...)
The ui upscale is for vanilla UI, if you use cutom ui or reunion ui, you'll have bugs.
Since v4 iro only minor fix, if you don't use it with ffnx to take adventage of dds... no need for update.

Cool stuff satsuki with the installer!

So which options should I use/not use when using Reunion R06d to avoid any issues?

Thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-10 10:22:44
For reunion default setting without menu.
I'll do an updated version latter to check the options choosen before reunion processing to avoid bug
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Meical on 2020-04-11 21:17:36
@Meical
If you use 7h v2 it's based on an old ffnx driver and isn't as sharp as the old aali driver i used for the screenshots.
Try to use lastest ffnx driver and you'll be as sharp as possible (https://github.com/julianxhokaxhiu/FFNx)

Will this effect any other mods I have installed?  Also what backend should I use; or is it up to my personal preference?  Lastly, for the 7H instructions it says to DL the 98 version.  Should I do that even if I have the Steam version of the game?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-11 21:24:29
Ask to ffnx on discord for exemple ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Blagnarok on 2020-04-12 02:42:17
The install program is pretty neat for people to save on download times, however it actually takes me longer to pack the IRO files using the program than to download them individually, given today's fast internet speeds.  Any chance you could include links to download the individual IROs for just the Field, Battle, and World textures?  Also, it's very nice that you included a link to download the movie files in zip format for manual installation.  If not, no big deal.  Either way, great work.

Oh, and Windows Defender keeps telling me your program is a virus, so I have to disable it to run your program.  It'd be nice to just be able to get the IROs for that reason alone, as a lot of people are afraid of those warnings.  Either way, I love your mods.  Great work!

Nate
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-12 09:14:12
-If i made this installed it was to cover all possible version with iro, png, dds, reunion.... i won't make iro again ^^
-I know hat some AV will tell it's a virus but in virustotal it 3/72 so it's a false positive, a may use an nsis installer instead but won't be easy as that, so i'll see latter
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Cloud’s Stripe on 2020-04-13 09:37:34
Hello Satsuki,
I previously used mod along Wallmarket with 7thH and R05c in order to change all weapon model ID textures into the initial equipment ones (Buster Sword, Gatling Gun, etc.).
I (finally) installed RO6d along with your great SYW-installer and Wallmarket no longer changes the weapon textures into the initial ones.
Does anynone have any insight into what could be causing the problem? I reinstalled SYW with ‘Disable 3D textures’ but that didn’t work neither.
(I don’t use Kaldarasha’s character models or Magic & combat fx btw.)
The kernel file I create through WM is updated and located correctly in the data->kernel folder.
Any help would be greatly appreciated, I loved playing with the iconic weapons the characters have in the cutscenes.
Thanks!


edit: nothing to do with SYW indeed, in order for W.M. to work i have to edit the kernel.bin in RO6 New Translation folder instead of the data folder. all apologies!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-13 11:40:56
My pack don't mod 3D models at all if you dont use the option for the 3d battle model texture.
Seems related to reunion, please ask in the reunion post.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kiddavidacus on 2020-04-13 20:39:55
First time modding FF7 steam release. I did the following:

1. Clean install of steam FF7
2. Ran Reunion installer
3. Ran SYW installer with menus unchecked and clicked Install with the Reunion

Is this correct? Also is there any chance to launch this through steam to track playtime or no?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: prepupa on 2020-04-14 03:58:40
Whenever I try to install with any of the options, I get an error:
Run-time error '70': Permission denied.
Any idea how to fix? I've tried running as admin and disabling anti-virus, but that doesn't seem to work.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-14 06:53:51
@kiddavidacus
looks good to me
for reunion question please ask in the specific thread

@prepupa
this error is because you don't have write accès to one file or another
try from another folder, your desktop for exemple
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-14 09:24:19
Can I just download the file in this thread and use it for steam version of ff7?

I see older thread mentioning ff7 converter. Do I still need to do the conversion for the latest installer versions?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-14 11:36:09
You need to use reunion 06 or 7h or game converter (manual install)
You can't use it on steam alone
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-14 13:32:55
You need to use reunion 06 or 7h or game converter (manual install)
You can't use it on steam alone

Is there any link to installation guide or sth in order to get steam version works with this mod?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-14 20:33:40
Updated pack builder to 4.12 version, only tweaked some parts (removed 3d battle texture, too much bugs with other mods and disable menu by default to avoid custom UI bugs) and changed code a bit to avoid false prositive with some antivirus (i hope so, it's ok with virustotal atm)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ssjkakaroto on 2020-04-14 23:25:56
Hi satsuki, your pack builder doesn't allow us to create individual IROs for Field, Battle, Magic, etc, because if I create a pack for Field and another one for Battle, 7th heaven complains that the second pack is already imported. If we create a single IRO for multiple packs, we can't set the correct category for proper load order.
Would it be possible for the installer to create separate IROs for the packs we select that can be simultaneously loaded in 7th heaven?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-15 11:47:42
To be honest I’m very confused with how to use this mod. I have not modded ff7 before. It looks like reunion also need ff convertor, and it seems like will install other components as well. So not sure what is the difference with manual install. Is it more recommended to use with reunion?
 
 So install game, then ff convertor, then reunion, then ff7 syw, do I understand correctly?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-15 12:47:26
To be honest I’m very confused with how to use this mod. I have not modded ff7 before. It looks like reunion also need ff convertor, and it seems like will install other components as well. So not sure what is the difference with manual install. Is it more recommended to use with reunion?
 
 So install game, then ff convertor, then reunion, then ff7 syw, do I understand correctly?

I think I know why i confused, reunion does not need ff convertor for steam version, I will try to install reunion and this mod.
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Cloud’s Stripe on 2020-04-15 13:41:13
To be honest I’m very confused with how to use this mod. I have not modded ff7 before. It looks like reunion also need ff convertor, and it seems like will install other components as well. So not sure what is the difference with manual install. Is it more recommended to use with reunion?
 
 So install game, then ff convertor, then reunion, then ff7 syw, do I understand correctly?
No worries, it’s easier than ever.
Install FFVII, then Reunion RO6, then run the above SYW installer and you are good.

Reunion and SYW include all the files you need automatically; you just need to tick boxes about what you want to install.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-15 13:47:09
@ssjkakaroto
i'll check that asap
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: CryoGniC on 2020-04-15 14:52:52
Replaced all links for textures with and all in one pack builder

(http://ff7syw.free.fr/fullpack.PNG)

Feel free to try ^^

Hi fellas, just installed FF7 from Steam and Installed The Reunion - R06d. Then decided to install SYW v4 using SYWinstaller412.

After I chose output folder, then I chose bottom option "Install with The Reunion (R06 and above)":
https://drive.google.com/open?id=1W1z6TVVxOBvY3YBPCJ1zihxRC4jmDBq_ (https://drive.google.com/open?id=1W1z6TVVxOBvY3YBPCJ1zihxRC4jmDBq_)

After the progress is finished (took me almost 1 hour to complete), I tried to open FF7 again. Just want to confirm if the SYW mod installed correctly, I took the in-game screen shot:
https://drive.google.com/open?id=1mI00ChPI_5qGNt029Fr_QkztH3DKuq3g (https://drive.google.com/open?id=1mI00ChPI_5qGNt029Fr_QkztH3DKuq3g)

Looking at my screenshot, dDoes that mean the SYW mod is working as intended?

If I want to change the character and NPCs sprite, do I need another mod for that?

Thank you in advance!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-15 16:26:13
Installed successfully, it looks really great, thank you for this MOD.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-15 17:45:38
Builder updated to 4.1.3
-Added link to FFNx, 7H and Reunion pages
-Added an option to choose compression level of the iro
-Iros pack have an unique Id and name depending the options you choose, this is avoiding overwriting when creating iro with differents options and you can do individual pack for 7h without import error
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-16 02:40:28
I installed successfully and played for a while, everything looks good.

However, some time after quitting the game, the program compatibility assistant box pop out, stating something like "this program might not have installed correctly, to easy use ff7 SYW packs SYS Softs, If this program didn't install correctly, you can try installing the program using compatibility settings". And there are two options `Install using compatibility settings` and `This program installed correctly`.

I selected the second one this time, but could this message due to any installation problem?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: PaterNoel on 2020-04-16 06:08:06
Hey, Windows Defender and VirusTotal are detecting a virus within the installer, I don't know if the download got hijacked or something but VirusTotal reads it as doing some strange things, it seems to have been updated today. I'd like to use this mod but not unless it's safe obviously.

https://www.virustotal.com/gui/file/2b4f78c6cb00bf0b670d3db0c6385d10b2f89af8b59fec1b644be06565839bd2/detection (https://www.virustotal.com/gui/file/2b4f78c6cb00bf0b670d3db0c6385d10b2f89af8b59fec1b644be06565839bd2/detection)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-16 07:29:45
Probably because of some compatibility assistant, appens sometime in windows 8/10 with vb6 apps
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-04-16 09:21:29
Probably because of some compatibility assistant, appens sometime in windows 8/10 with vb6 apps

Do I need to reinstall the mod, or can I just ignore this message.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-16 09:44:41
You can ignore it
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Granfalloon on 2020-04-16 19:55:16
Hey, great work here love using your textures.

One issue, I installed the latest Reunion then your mod with the Menu pack as well and I get some glitches like ⌘ replacing ♥ symbols, invisible button prompts and I realized that it's coming from your usfont_#_##.png files, they don't match up with the typical font so I'm a bit confused at what to do here besides going in and editing the missing symbols/buttons in myself. Hoping you could help before I do that though.

Edit: Oh I see here: "If you're using Reunion R06 or an UI mod be carefull with the menu option it can cause issue"
I guess that's the problem. I'll have to edit the files myself then.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-16 20:30:56
You found out.
Or just use the usfont from avalanche gui 2.08 or 2.10 should be ok with reunion
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Luxoria on 2020-04-17 18:05:49
Hi,
been lurking here and want to try this mod using 7h 2.0

I've installed the FFNx driver to my FF7 Steam folder and then tried to use your iro dds version on 7h 2.0. The game itself is loading but the mod doesn't. Am i missing something?
Does the pack's category relevant here? I tried Misc. and Field Textures so far.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ssjkakaroto on 2020-04-18 03:43:12
-Iros pack have an unique Id and name depending the options you choose, this is avoiding overwriting when creating iro with differents options and you can do individual pack for 7h without import error
Thanks a lot for the quick update satsuki!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-18 07:15:35
have you done this ? :
Quote
How to install on 7h 2.x

    WARNING: This method is NOT SUPPORTED officially by 7h team. Please use at your own risk. DO NOT approach 7h team if something is not working properly.

    Go to your 7h installation path
    Go to Resources\Game Driver
    Rename 7H_GameDriver.dll to _7H_GameDriver.dll
    Install FFNx following instructions here: https://github.com/julianxhokaxhiu/FFNx#1998-eidos-release
    Rename FFNx.dll to 7H_GameDriver.dll

Click Play and enjoy!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Cid_ on 2020-04-18 11:51:05
I tried that and afterward the launcher wouldn't work at all until I renamed the files back. Been at it all night but I can't get this to work with 7H 2.0. Not sure what the issue is since I saw earlier in the thread that another guy got it working.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Luxoria on 2020-04-18 12:32:57
have you done this ? :

Not tried it yet. I don't know if that works for my 2013 Steam release.
I'll update when i tried it later.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: perico1986 on 2020-04-18 17:59:03
Could you upload a zip of the v4 in png format? Thank you
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Clarret on 2020-04-18 18:33:08
@satsuki: did you know that "Final Fantasy VII Original DVD High Quality CG Collection" and "Square 5.1ch Movie Collection" have been uploaded to the Internet Archive?

https://twitter.com/Carnivol/status/1251290281607135235?s=19

https://archive.org/details/DVDZ-9037

https://archive.org/details/SQSS-0001

These are official, DVD-format versions of the cutscenes, so maybe they can be used in a new version of the upscaled cutscenes pack?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-18 19:22:16
Could you upload a zip of the v4 in png format? Thank you
You can the provided tool and click "convert dds to png", you'll have the full structure folder in png version
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: sackyachouchie on 2020-04-19 02:59:25
here's a great shader to use with aali driver (credits to  Sunwalker) :
Code: [Select]
/*===============================================================================*\
|#######################   [FINAL FANTASY 7 SHADER FX]    ########################|
|#########################   By Sunwalker 21/Jan/2017   ##########################|
||                                Version 1.04                                   ||
||                                                                               ||
||          This program is free software; you can redistribute it and/or        ||
||          modify it under the terms of the GNU General Public License          ||
||          as published by the Free Software Foundation; either version 2       ||
||          of the License, or (at your option) any later version.               ||
||                                                                               ||
||          This program is distributed in the hope that it will be useful,      ||
||          but WITHOUT ANY WARRANTY; without even the implied warranty of       ||
||          MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the        ||
||          GNU General Public License for more details. (c)2016                 ||
||                                                                               ||
|#################################################################################|
\*===============================================================================*/
#version 120
//#extension GL_ARB_texture_rectangle : enable
/*------------------------------------------------------------------------------
[DEFINITIONS & ON/OFF OPTIONS]
------------------------------------------------------------------------------*/
//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
//#[ANTIALIASING TECHNIQUES]   [1=ON|0=OFF]  # NOTE: Enable one only
#define USE_FXAA                  0      //# [0 or 1] FXAA Fast Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_AABUMPMAP               0      //# Bump Map Shader with AA

//#[LIGHTING & COLOUR]         [1=ON|0=OFF]  # NOTE: This one can enable all
#define GAMMA_CORRECTION            1      //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
#define BLENDED_BLOOM               1      //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
#define SCENE_TONEMAPPING           1      //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
#define COLOR_CORRECTION            1      //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
#define CROSS_PROCESSING            0      //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
#define COLOR_GRADING               0      //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.

//#[MISC]                      [1=ON|0=OFF]  # NOTE: Enable one only
#define USE_SCANLINES               1      //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games.
#define NTSC_TV_EMULATION           0      //# SimoneT's TV Colors Emulation Shader. Use to emulate the original PSX color space tone, and vibrancy.

/*------------------------------------------------------------------------------
[EFFECT CONFIG OPTIONS]
------------------------------------------------------------------------------*/

//##[USE_AABUMPMAP]
#define Bump 1.33                             //[0.00 to 1.70] Effect strenght - lower values bring more effect
#define Glow 1.25                             //[1.00 to 1.50] Max brightness on borders
#define Shde 0.75                             //[0.00 to 1.00] Max darkening
#define Range 1.0                             //[0.00 to 1.00] Range width

//##[GAMMA_CORRECTION]
#define Gamma 2.20                            //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)

//##[BLENDED_BLOOM]
#define BloomType BlendAddGlow                   //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
#define BloomStrength 0.200                   //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 1.000                   //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
#define BloomDefocus 2.000                    //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
#define BloomWidth 3.200                      //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
#define BloomReds 0.040                       //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
#define BloomGreens 0.030                     //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
#define BloomBlues 0.020                      //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.

//##[SCENE_TONEMAPPING]
#define TonemapType 2                         //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
#define TonemapMask 1                         //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
#define MaskStrength 0.10                     //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
#define ToneAmount 0.360                      //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
#define BlackLevels 0.000                     //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
#define Exposure 1.000                        //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
#define Luminance 1.000                       //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
#define WhitePoint 1.075                      //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.

//##[COLOR_CORRECTION]
#define CorrectionPalette 1                   //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
#define ChannelR 1.40                         //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelG 1.60                         //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelB 1.80                         //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define PaletteStrength 2.00                  //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.

//##[CROSS_PROCESSING]
#define FilmicProcess 1                       //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
#define RedShift 0.50                         //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
#define GreenShift 0.50                       //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
#define BlueShift 0.50                        //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
#define ShiftRatio 0.50                       //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.

//##[COLOR_GRADING]
#define RedGrading 1.20                       //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
#define GreenGrading 1.10                     //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
#define BlueGrading 1.10                      //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
#define GradingStrength 0.25                  //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
#define Correlation 1.00                      //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.


//##[USE_SCANLINES]
#define Scanlines        0.20       //[default 0.25]
#define Brighten         0.30       //[default 0.40]
#define Colorshift       0.50       //[default 0.50]
#define Lineblur         0.50       //[default 0.50]
#define Phosphorgrid     0.00          //[default 0.20]
#define Screencurve      0.00       //[default 0.15]
#define Lines            272.0       //[default  272.0] For use with arcade conversions such as SFA3, Darkstalkers or Metal Slug. Change this to 224.0 and change PPSSPP's internal rendering resolution by 2x, to align the scanlines to the game's original arcade resolution.
#define xRES_u           1920.0       //[default 1920.0] This is the on-screen resolution of the emulation's output frame,
#define yRES_u           1088.0       //[default 1088.0] keep in mind the PSP's odd 16/9.06667 screen ratio.

//##[TEXTURE_SIZE]
#define pixelWidth   1024.0                   //[1024 to 4096]
#define pixelHeight  512.0                    //[512 to 2048]
#define Quality      1.                       //[0.5 to 1.0]

//[END OF USER OPTIONS]

/*------------------------------------------------------------------------------
[GLOBALS|FUNCTIONS]
------------------------------------------------------------------------------*/

//Global variables
#define SamplerState sampler2D
#define saturate(x) clamp(x, 0.0, 1.0)
#define lerp mix
#define frac fract
#define fmod mod
#define mul(x, y) (y * x)
#define float4x3 mat4x3
#define float3x3 mat3
#define float4x4 mat4
#define lumCoeff vec3(0.212656, 0.715158, 0.072186)

//OGL Uniforms
uniform vec4 OGLParam[4];
uniform sampler2D OGLTexture;
uniform sampler2D OGLTexture0;

//varying
uniform vec2 texcoord;
uniform vec4 color;

float Epsilon = 1e-10;
float xy = (Quality / pixelWidth, Quality / pixelHeight, Quality, 0.0);
//float y = (Quality / pixelHeight, 0.0);
vec2 OGLSize = vec2(pixelWidth, pixelHeight);
vec2 OGLInvSize = vec2(Quality / pixelWidth, Quality / pixelHeight);

//Average Relative Luminance (HSP Color Model)
//return (0.2126 * color.x) + (0.7152 * color.y) + (0.0722 * color.z);
float AvgLuminance(vec3 color)
{
return sqrt(dot(color * color, lumCoeff));
}

/*float smootherstep(float a, float b, float x)
{
x = clamp((x - a) / (b - a), 0.0, 1.0);
return x*x*x*(x*(x * 6 - 15) + 10);
}*/

//Smoothstep alt
float smootherstep(float a, float b, float x)
{
x = saturate((x - a) / (b - a));
return x*x*x*(x*(x * 6 - 15) + 10);
}

//Check for OOB rgb clipping
vec4 DebugClipping(vec4 color)
{
if (color.x >= 0.99999 && color.y >= 0.99999 &&
color.z >= 0.99999) color.xyz = vec3(1.0f, 0.0f, 0.0f);

if (color.x <= 0.00001 && color.y <= 0.00001 &&
color.z <= 0.00001) color.xyz = vec3(0.0f, 0.0f, 1.0f);

return color;
}

//Conversion matrices
vec3 RGBtoXYZ(vec3 RGB)
{
const mat3 RGBtoXYZ = mat3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);

return RGBtoXYZ*RGB;
}

vec3 XYZtoRGB(vec3 XYZ)
{
const mat3 XYZtoRGB = mat3(
1.9099961, -0.5324542, -0.2882091,
-0.9846663, 1.9991710, -0.0283082,
0.0583056, -0.1183781, 0.8975535);

return XYZtoRGB*XYZ;
}

vec3 XYZtoSRGB(vec3 XYZ)
{
const mat3 XYZtoSRGB = mat3(
3.2404542, -1.5371385, -0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434, -0.2040259, 1.0572252);

return XYZtoSRGB*XYZ;
}

vec3 RGBtoYUV(vec3 RGB)
{
const mat3 RGBtoYUV = mat3(
0.2126, 0.7152, 0.0722,
-0.09991, -0.33609, 0.436,
0.615, -0.55861, -0.05639);

return RGBtoYUV*RGB;
}

vec3 YUVtoRGB(vec3 YUV)
{
const mat3 YUVtoRGB = mat3(
1.000, 0.000, 1.28033,
1.000, -0.21482, -0.38059,
1.000, 2.12798, 0.000);

return YUVtoRGB*YUV;
}

vec3 XYZtoYxy(vec3 XYZ)
{
float w = (XYZ.r + XYZ.g + XYZ.b);
vec3 Yxy;

Yxy.r = XYZ.g;
Yxy.g = XYZ.r / w;
Yxy.b = XYZ.g / w;

return Yxy;
}

vec3 YxytoXYZ(vec3 Yxy)
{
vec3 XYZ;
XYZ.g = Yxy.r;
XYZ.r = Yxy.r * Yxy.g / Yxy.b;
XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;

return XYZ;
}

/*------------------------------------------------------------------------------
[FXAA CODE SECTION]
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
Code from http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
Credit to original Author
------------------------------------------------------------------------------*/
#if USE_FXAA == 1


vec3 FxaaPixelShader(sampler2D OGLTexture, vec2 texcoord)
{
float FXAA_SPAN_MAX = 8.0;                     //[4.0 t0 8.0]             
float FXAA_REDUCE_MUL = (1.0 / FXAA_SPAN_MAX); //[Default]
float FXAA_REDUCE_MIN = (1.0 / 128.0);         //[Default]
float FXAA_SUBPIX_SHIFT = (1.0 / 4.0);         //[Default]

vec4 posPos = vec4(texcoord.xy, texcoord.xy - (OGLInvSize * (0.5 + FXAA_SUBPIX_SHIFT)));

/*---------------------------------------------------------*/
vec3 rgbNW = texture2D(OGLTexture, posPos.zw, 0.0).rgb;
vec3 rgbNE = texture2D(OGLTexture, posPos.zw + vec2(1., 0.)*OGLInvSize.xy, 0.0).rgb;
vec3 rgbSW = texture2D(OGLTexture, posPos.zw + vec2(0., 1.)*OGLInvSize.xy, 0.0).rgb;
vec3 rgbSE = texture2D(OGLTexture, posPos.zw + vec2(1., 1.)*OGLInvSize.xy, 0.0).rgb;
vec3 rgbM = texture2D(OGLTexture, texcoord.xy, 0.0).rgb;
/*---------------------------------------------------------*/
//vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = AvgLuminance(rgbNW);
float lumaNE = AvgLuminance(rgbNE);
float lumaSW = AvgLuminance(rgbSW);
float lumaSE = AvgLuminance(rgbSE);
float lumaM = AvgLuminance(rgbM);
/*---------------------------------------------------------*/
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*---------------------------------------------------------*/
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * OGLInvSize.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1.0 / 2.0) * (
texture2D(OGLTexture, texcoord.xy + dir * (1.0 / 3.0 - 0.5)).rgb +
texture2D(OGLTexture, texcoord.xy + dir * (2.0 / 3.0 - 0.5)).rgb);
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
texture2D(OGLTexture, texcoord.xy + dir * (0.0 / 3.0 - 0.5)).rgb +
texture2D(OGLTexture, texcoord.xy + dir * (3.0 / 3.0 - 0.5)).rgb);
float lumaB = AvgLuminance(rgbB);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA.rgb;
}
else {
return rgbB.rgb;
}
}

vec4 FXAAPass(vec4 Fxaa, vec2 texcoord)
{
Fxaa.rgb = FxaaPixelShader(OGLTexture, texcoord);

Fxaa.a = AvgLuminance(Fxaa.rgb);

return Fxaa.rgb;
}
#endif

/*------------------------------------------------------------------------------
[BUMP MAPPING with AA SHADER CODE SECTION]
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
Copyright(C) 2011 - 2015 guest(r) - [email protected]
Credit to Guest r.
------------------------------------------------------------------------------*/
#if USE_AABUMPMAP == 1
vec3 BumpMapping(sampler2D OGLTexture, vec2 texcoord)
{
float x = (Range / pixelWidth);
    float y = (Range / pixelHeight);

vec2 dg1 = vec2(x, y);
vec2 dg2 = vec2(-x, y);

vec2 dx = vec2(x, 0.0)*.5;
vec2 dy = vec2(0.0, y)*.5;

vec2 u_Tex0 = texcoord;
vec4 u_Tex1 = vec4(u_Tex0 - dy, u_Tex0 - dg2);
vec4 u_Tex2 = vec4(u_Tex0 + dy, u_Tex0 + dg2);
vec4 u_Tex3 = vec4(u_Tex0 - dx, u_Tex0 - dg2);
vec4 u_Tex4 = vec4(u_Tex0 + dx, u_Tex0 + dg2);
vec4 u_Tex5 = vec4(u_Tex0 - dg1, u_Tex0 - dg2);
vec4 u_Tex6 = vec4(u_Tex0 + dg1, u_Tex0 + dg2);

vec3 c10 = texture2D(OGLTexture, u_Tex1.xy).rgb;
vec3 c12 = texture2D(OGLTexture, u_Tex2.xy).rgb;
vec3 c01 = texture2D(OGLTexture, u_Tex3.xy).rgb;
vec3 c21 = texture2D(OGLTexture, u_Tex4.xy).rgb;
vec3 c00 = texture2D(OGLTexture, u_Tex5.xy).rgb;
vec3 c22 = texture2D(OGLTexture, u_Tex6.xy).rgb;
vec3 c11 = texture2D(OGLTexture, u_Tex0.xy).rgb;
vec3 c02 = texture2D(OGLTexture, u_Tex1.zw).rgb;
vec3 c20 = texture2D(OGLTexture, u_Tex2.zw).rgb;

vec3 dt = vec3(1.0, 1.0, 1.0);

float d1 = dot(abs(c00 - c22), dt) + 0.0001;
float d2 = dot(abs(c20 - c02), dt) + 0.0001;
float hl = dot(abs(c01 - c21), dt) + 0.0001;
float vl = dot(abs(c10 - c12), dt) + 0.0001;

float md = d1 + d2;   
float mc = hl + vl;
hl *= md;
vl *= md;   
d1 *= mc;
d2 *= mc;

float ww = d1 + d2 + hl + vl;

vec3 d11 = (hl*(c10 + c12) + vl*(c01 + c21) + d1*(c20 + c02) + d2*(c00 + c22) + ww*c11) / (3.0*ww);

c11 = (-c00 + c22 - c01 + c21 - c10 + c12 + Bump*d11) / Bump;

c11 = min(c11, Glow*d11);

c11 = max(c11, Shde*d11);

return c11;
}

vec4 BumpMappingPass(vec4 color, vec2 texcoord)
{
color.rgb = BumpMapping(OGLTexture, texcoord);

color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[GAMMA CORRECTION CODE SECTION]
------------------------------------------------------------------------------*/

vec3 EncodeGamma(vec3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.0404482362771082) ? color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
color.g = (color.g <= 0.0404482362771082) ? color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
color.b = (color.b <= 0.0404482362771082) ? color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);

return color;
}

vec3 DecodeGamma(vec3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.00313066844250063) ? color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ? color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ? color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;

return color;
}

#if GAMMA_CORRECTION == 1
vec4 GammaPass(vec4 color, vec2 texcoord)
{
const float GammaConst = 2.233333;
color.rgb = EncodeGamma(color.rgb, GammaConst);
color.rgb = DecodeGamma(color.rgb, float(Gamma));
color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[BLENDED BLOOM CODE SECTION]
------------------------------------------------------------------------------*/

#if BLENDED_BLOOM == 1
vec3 BlendAddLight(vec3 bloom, vec3 blend)
{
return saturate(bloom + blend);
}

vec3 BlendScreen(vec3 bloom, vec3 blend)
{
return (bloom + blend) - (bloom * blend);
}

vec3 BlendGlow(vec3 bloom, vec3 blend)
{
float glow = AvgLuminance(bloom);
return lerp((bloom + blend) - (bloom * blend), (blend + blend) - (blend * blend), glow);
}

vec3 BlendAddGlow(vec3 bloom, vec3 blend)
{
float addglow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
return lerp(saturate(bloom + blend), (blend + blend) - (blend * blend), addglow);
}

vec3 BlendLuma(vec3 bloom, vec3 blend)
{
float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend));
return lerp((bloom * blend), (1.0 - ((1.0 - bloom) * (1.0 - blend))), lumavg);
}

vec3 BlendOverlay(vec3 bloom, vec3 blend)
{
vec3 overlay = step(0.5, bloom);
return lerp((bloom * blend * 2.0), (1.0 - (2.0 *(1.0 - bloom) * (1.0 - blend))), overlay);
}

vec3 BloomCorrection(vec3 color)
{
vec3 bloom = color;

bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r));
bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g));
bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b));

bloom.r = saturate(color.r + float(BloomReds) * bloom.r);
bloom.g = saturate(color.g + float(BloomGreens) * bloom.g);
bloom.b = saturate(color.b + float(BloomBlues) * bloom.b);
color = bloom;
return color;
}

vec4 DefocusFilter(sampler2D OGLTexture, vec2 texcoord, vec2 defocus)
{
defocus = clamp(defocus, 1.0, 1.5);
vec2 texel = OGLInvSize * defocus;

vec4 sampleA = texture2D(OGLTexture, texcoord + vec2(0.5, 0.5) * texel);
vec4 sampleB = texture2D(OGLTexture, texcoord + vec2(-0.5, 0.5) * texel);
vec4 sampleC = texture2D(OGLTexture, texcoord + vec2(0.5, -0.5) * texel);
vec4 sampleD = texture2D(OGLTexture, texcoord + vec2(-0.5, -0.5) * texel);

float fx = frac(texcoord.x * OGLSize.x);
float fy = frac(texcoord.y * OGLSize.y);

vec4 interpolateA = lerp(sampleA, sampleB, fx);
vec4 interpolateB = lerp(sampleC, sampleD, fx);
return lerp(interpolateA, interpolateB, fy);
}

vec4 BloomPass(vec4 color, vec2 texcoord)
{
float anflare = 4.0;
float width = BloomWidth;

vec2 defocus = vec2(BloomDefocus, BloomDefocus);
vec4 bloom = DefocusFilter(OGLTexture, texcoord, defocus);

vec2 dx = vec2(OGLInvSize.x * width, 0.0);
vec2 dy = vec2(0.0, OGLInvSize.y * width);

vec2 mdx = vec2(dx.x * defocus.x, 0.0);
vec2 mdy = vec2(0.0, dy.y * defocus.y);

vec4 blend = bloom * 0.22520613262190495;

blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord - mdx + mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - dx + mdy);
blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord + mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + dx + mdy);
blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord + mdx + mdy);

blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - mdx + dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord - dx + dy);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord + dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord + dx + dy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + mdx + dy);

blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord - mdx);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord - dx);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord + dx);
blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord + mdx);

blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - mdx - dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord - dx - dy);
blend += 0.100529757860782610 * texture2D(OGLTexture, texcoord - dy);
blend += 0.044875475183061630 * texture2D(OGLTexture, texcoord + dx - dy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + mdx - dy);

blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord - mdx - mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord - dx - mdy);
blend += 0.024146616900339800 * texture2D(OGLTexture, texcoord - mdy);
blend += 0.010778807494659370 * texture2D(OGLTexture, texcoord + dx - mdy);
blend += 0.002589001911021066 * texture2D(OGLTexture, texcoord + mdx - mdy);
blend = lerp(color, blend, float(BlendStrength));

bloom.xyz = BloomType(bloom.xyz, blend.xyz);
bloom.xyz = BloomCorrection(bloom.xyz);

color.w = AvgLuminance(color.xyz);
bloom.w = AvgLuminance(bloom.xyz);
bloom.w *= anflare;

color = lerp(color, bloom, float(BloomStrength));

return color;
}
#endif

/*------------------------------------------------------------------------------
[SCENE TONE MAPPING CODE SECTION]
------------------------------------------------------------------------------*/

#if SCENE_TONEMAPPING == 1

vec3 ScaleLuminance(vec3 x)
{
float W = 1.02; // WhitePoint Scale
float L = 0.16; // Luminance Scale
float C = 1.02; // Compression Scale

float N = clamp(0.82 + ToneAmount, 1.0, 2.0);
float K = (N - L * C) / C;

vec3 tone = L * C + (1.0 - L * C) * (1.0 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);

vec3 color;
color.r = (x.r > L) ? tone.r : C * x.r;
color.g = (x.g > L) ? tone.g : C * x.g;
color.b = (x.b > L) ? tone.b : C * x.b;

return color;
}

vec3 TmMask(vec3 color)
{
vec3 tone = color;

float highTone = 6.2;
float greyTone = 0.4;
float midTone = 1.62;
float lowTone = 0.06;

tone.r = (tone.r * (highTone * tone.r + greyTone)) / (tone.r * (highTone * tone.r + midTone) + lowTone);
tone.g = (tone.g * (highTone * tone.g + greyTone)) / (tone.g * (highTone * tone.g + midTone) + lowTone);
tone.b = (tone.b * (highTone * tone.b + greyTone)) / (tone.b * (highTone * tone.b + midTone) + lowTone);

const float gamma = 2.42;
tone = EncodeGamma(tone, gamma);

color = lerp(color, tone, float(MaskStrength));

return color;
}

vec3 TmCurve(vec3 color)
{
vec3 T = color;

float tnamn = ToneAmount;
float blevel = length(T);
float bmask = pow(blevel, 0.02);

float A = 0.100; float B = 0.300;
float C = 0.100; float D = tnamn;
float E = 0.020; float F = 0.300;

float W = 1.000;

T.r = ((T.r*(A*T.r + C*B) + D*E) / (T.r*(A*T.r + B) + D*F)) - E / F;
T.g = ((T.g*(A*T.g + C*B) + D*E) / (T.g*(A*T.g + B) + D*F)) - E / F;
T.b = ((T.b*(A*T.b + C*B) + D*E) / (T.b*(A*T.b + B) + D*F)) - E / F;

float denom = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F;

vec3 black = vec3(bmask, bmask, bmask);
vec3 white = vec3(denom, denom, denom);

T = T / white;
T = T * black;

color = saturate(T);

return color;
}

vec4 TonemapPass(vec4 color, vec2 texcoord)
{
float L = Luminance;

vec3 tonemap = color.rgb;
vec3 luma = vec3(L, L, L);

float blackLevel = length(tonemap);
tonemap = ScaleLuminance(tonemap);

float luminanceAverage = AvgLuminance(luma);

if (TonemapMask == 1) { tonemap = TmMask(tonemap); }
if (TonemapType == 1) { tonemap = TmCurve(tonemap); }

// RGB -> XYZ conversion
vec3 XYZ = RGBtoXYZ(tonemap);

// XYZ -> Yxy conversion
vec3 Yxy;

Yxy.r = XYZ.g;                                  // copy luminance Y
Yxy.g = XYZ.r / (XYZ.r + XYZ.g + XYZ.b);        // x = X / (X + Y + Z)
Yxy.b = XYZ.g / (XYZ.r + XYZ.g + XYZ.b);        // y = Y / (X + Y + Z)

// (Wt) Tone mapped scaling of the initial wp before input modifiers
float Wt = saturate(Yxy.r / AvgLuminance(XYZ));

if (TonemapType == 2) { Yxy.r = TmCurve(Yxy).r; }

// (Lp) Map average luminance to the middlegrey zone by scaling pixel luminance
float Lp = Yxy.r * float(Exposure) / (luminanceAverage + Epsilon);

// (Wp) White point calculated, based on the toned white, and input modifier
float Wp = dot(abs(Wt), float(WhitePoint));

// (Ld) Scale all luminance within a displayable range of 0 to 1
Yxy.r = (Lp * (1.0 + Lp / (Wp * Wp))) / (1.0 + Lp);

// Yxy -> XYZ conversion
XYZ.r = Yxy.r * Yxy.g / Yxy.b;                  // X = Y * x / y
XYZ.g = Yxy.r;                                  // copy luminance Y
XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;  // Z = Y * (1-x-y) / y

if (TonemapType == 3) { XYZ = TmCurve(XYZ); }

// XYZ -> RGB conversion
tonemap = XYZtoRGB(XYZ);

float shadowmask = pow(saturate(blackLevel), float(BlackLevels));
tonemap = tonemap * vec3(shadowmask, shadowmask, shadowmask);

color.rgb = tonemap;
color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[COLOR CORRECTION CODE SECTION]
------------------------------------------------------------------------------*/

// Converting pure hue to RGB
vec3 HUEtoRGB(float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);

return saturate(vec3(R, G, B));
}

// Converting RGB to hue/chroma/value
vec3 RGBtoHCV(vec3 RGB)
{
vec4 BG = vec4(RGB.bg, -1.0, 2.0 / 3.0);
vec4 GB = vec4(RGB.gb, 0.0, -1.0 / 3.0);

vec4 P = (RGB.g < RGB.b) ? BG : GB;

vec4 XY = vec4(P.xyw, RGB.r);
vec4 YZ = vec4(RGB.r, P.yzx);

vec4 Q = (RGB.r < P.x) ? XY : YZ;

float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);

return vec3(H, C, Q.x);
}

// Converting RGB to HSV
vec3 RGBtoHSV(vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);

return vec3(HCV.x, S, HCV.z);
}

// Converting HSV to RGB
vec3 HSVtoRGB(vec3 HSV)
{
vec3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
}

#if COLOR_CORRECTION == 1
// Pre correction color mask
vec3 PreCorrection(vec3 color)
{
vec3 RGB = color;

RGB.r = 2.0 / 3.0 * (1.0 - (RGB.r * RGB.r));
RGB.g = 2.0 / 3.0 * (1.0 - (RGB.g * RGB.g));
RGB.b = 2.0 / 3.0 * (1.0 - (RGB.b * RGB.b));

RGB.r = saturate(color.r + (float(ChannelR) / 200.0) * RGB.r);
RGB.g = saturate(color.g + (float(ChannelG) / 200.0) * RGB.g);
RGB.b = saturate(color.b + (float(ChannelB) / 200.0) * RGB.b);

color = saturate(RGB);

return color;
}

vec3 ColorCorrection(vec3 color)
{
float X = 1.0 / (1.0 + exp(float(ChannelR) / 2.0));
float Y = 1.0 / (1.0 + exp(float(ChannelG) / 2.0));
float Z = 1.0 / (1.0 + exp(float(ChannelB) / 2.0));

color.r = (1.0 / (1.0 + exp(float(-ChannelR) * (color.r - 0.5))) - X) / (1.0 - 2.0 * X);
color.g = (1.0 / (1.0 + exp(float(-ChannelG) * (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y);
color.b = (1.0 / (1.0 + exp(float(-ChannelB) * (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z);

return saturate(color);
}

vec4 CorrectionPass(vec4 color, vec2 texcoord)
{
vec3 colorspace = PreCorrection(color.rgb);

#if CorrectionPalette == 1
colorspace = ColorCorrection(colorspace);

#elif CorrectionPalette == 2
vec3 XYZ = RGBtoXYZ(colorspace);
vec3 Yxy = XYZtoYxy(XYZ);

Yxy = ColorCorrection(Yxy);
XYZ = YxytoXYZ(Yxy);
colorspace = XYZtoRGB(XYZ);

#elif CorrectionPalette == 3
vec3 XYZ = RGBtoXYZ(colorspace);
vec3 Yxy = XYZtoYxy(XYZ);
XYZ = YxytoXYZ(Yxy);
XYZ = ColorCorrection(XYZ);
colorspace = XYZtoRGB(XYZ);

#elif CorrectionPalette == 4
vec3 hsv = RGBtoHSV(colorspace);
hsv = ColorCorrection(hsv);
colorspace = HSVtoRGB(hsv);

#elif CorrectionPalette == 5
vec3 yuv = RGBtoYUV(colorspace);
yuv = ColorCorrection(yuv);
colorspace = YUVtoRGB(yuv);
#endif

color.rgb = lerp(color.rgb, colorspace, float(PaletteStrength));

color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[CROSS PROCESSING CODE SECTION]
------------------------------------------------------------------------------*/
#if CROSS_PROCESSING == 1

vec3 CrossShift(vec3 color)
{
vec3 cross;

vec2 CrossMatrix[3] = vec2[](
vec2(0.960, 0.040 * color.x),
vec2(0.980, 0.020 * color.y),
vec2(0.970, 0.030 * color.z));

cross.x = float(RedShift) * CrossMatrix[0].x + CrossMatrix[0].y;
cross.y = float(GreenShift) * CrossMatrix[1].x + CrossMatrix[1].y;
cross.z = float(BlueShift) * CrossMatrix[2].x + CrossMatrix[2].y;

float lum = AvgLuminance(color);
vec3 black = vec3(0.0, 0.0, 0.0);
vec3 white = vec3(1.0, 1.0, 1.0);

cross = lerp(black, cross, saturate(lum * 2.0));
cross = lerp(cross, white, saturate(lum - 0.5) * 2.0);
color = lerp(color, cross, saturate(lum * float(ShiftRatio)));

return color;
}

vec4 CrossPass(vec4 color, vec2 texcoord)
{
#if FilmicProcess == 1
color.rgb = CrossShift(color.rgb);

#elif FilmicProcess == 2
vec3 XYZ = RGBtoXYZ(color.rgb);
vec3 Yxy = XYZtoYxy(XYZ);

Yxy = CrossShift(Yxy);
XYZ = YxytoXYZ(Yxy);

color.rgb = XYZtoRGB(XYZ);

#elif FilmicProcess == 3
vec3 XYZ = RGBtoXYZ(color.rgb);
vec3 Yxy = XYZtoYxy(XYZ);

XYZ = YxytoXYZ(Yxy);
XYZ = CrossShift(XYZ);

color.rgb = XYZtoRGB(XYZ);
#endif

color.a = AvgLuminance(color.rgb);

return saturate(color);
}
#endif

/*------------------------------------------------------------------------------
[COLOR GRADING CODE SECTION]
------------------------------------------------------------------------------*/

#if COLOR_GRADING == 1
float RGBCVtoHUE(vec3 RGB, float C, float V)
{
vec3 Delta = (V - RGB) / C;

Delta.rgb -= Delta.brg;
Delta.rgb += vec3(2.0, 4.0, 6.0);
Delta.brg = step(V, RGB) * Delta.brg;

float H;
H = max(Delta.r, max(Delta.g, Delta.b));
return frac(H / 6);
}

vec3 HSVComplement(vec3 HSV)
{
vec3 complement = HSV;
complement.x -= 0.5;

if (complement.x < 0.0) {
complement.x += 1.0;
}
return(complement);
}

float HueLerp(float h1, float h2, float v)
{
float d = abs(h1 - h2);

if (d <= 0.5)
{
return lerp(h1, h2, v);
}
else if (h1 < h2)
{
return frac(lerp((h1 + 1.0), h2, v));
}
else
{
return frac(lerp(h1, (h2 + 1.0), v));
}
}

vec4 ColorGradingPass(vec4 color, vec2 texcoord)
{
vec3 guide = vec3(RedGrading, GreenGrading, BlueGrading);

float amount = GradingStrength;
float correlation = Correlation;
float concentration = 2.00;

vec3 colorHSV = RGBtoHSV(color.rgb);
vec3 huePoleA = RGBtoHSV(guide);
vec3 huePoleB = HSVComplement(huePoleA);

float dist1 = abs(colorHSV.x - huePoleA.x);
if (dist1 > 0.5) dist1 = 1.0 - dist1;

float dist2 = abs(colorHSV.x - huePoleB.x);
if (dist2 > 0.5) dist2 = 1.0 - dist2;

float descent = smoothstep(0.0, correlation, colorHSV.y);

vec3 HSVColor = colorHSV;

    if (dist1 < dist2) {

float c = descent * amount * (1.0 - pow((dist1 * 2.0), 1.0 / concentration));

HSVColor.x = HueLerp(colorHSV.x, huePoleA.x, c);
HSVColor.y = lerp(colorHSV.y, huePoleA.y, c);
}
else
{
float c = descent * amount * (1.0 - pow((dist2 * 2.0), 1.0 / concentration));

HSVColor.x = HueLerp(colorHSV.x, huePoleB.x, c);
HSVColor.y = lerp(colorHSV.y, huePoleB.y, c);
}

color.rgb = HSVtoRGB(HSVColor);

color.a = AvgLuminance(color.rgb);

return saturate(color);
}
#endif

/*------------------------------------------------------------------------------
[SCANLINES CODE SECTION]
------------------------------------------------------------------------------*/
//arcade scanlines by Nick
//Credit to Nick
//intended for use with the original PSP resolution (but works with high res too)

#if USE_SCANLINES == 1

//adjusting misc variables & stuff, no need to change these:
#define _PI               3.141592653
#define Shiftlines       0.75
#define Hblur            0.001 * Lineblur
#define Cshift           0.001 * Colorshift
#define Phosphor         1.0 - clamp(Phosphorgrid, 0.0, 1.0)
#define Darken           1.0 - clamp(Scanlines, 0.0, 1.0)
#define Scanwidthcurve   Scanlines / 2.0

vec3 ArcadeScanlines(sampler2D OGLTexture, vec2 texcoord)
{
//TV screen curve:
//horizontal and vertical screen curve functions:
vec2 f = vec2(pow(texcoord.x - 0.5, 2.0) * Screencurve, pow(texcoord.y - 0.5, 2.0) * Screencurve * 0.567);

//applying and aligning functions to screen pixels:
vec2 curvedcoord = vec2(texcoord.x + (f.y - f.y * (1.5 - texcoord.x)), texcoord.y + (f.x - f.x * (1.5 - texcoord.y)));

//make the border outside the screen black instead of stretched colors:
float xborder = int(curvedcoord.x + 1.0);
float yborder = int(curvedcoord.y + 1.0);

//horizontal blur and color shift, and a sine based line sampler that stretches filtered pixels vertically
//to make them fit the scanlines better and prevent scanline bleed:
float sinsample = (sin(curvedcoord.y*Lines*2.0*_PI) + curvedcoord.y*Lines*2.0*_PI) / (Lines*2.0*_PI);

float r = (texture2D(OGLTexture, vec2(curvedcoord.x + Cshift, sinsample)).x + texture2D(OGLTexture, vec2(curvedcoord.x + Cshift + Hblur, sinsample)).x + texture2D(OGLTexture, vec2(curvedcoord.x + Cshift - Hblur, sinsample)).x) / (3.0 - Brighten);
float g = (texture2D(OGLTexture, vec2(curvedcoord.x - Cshift, sinsample)).y + texture2D(OGLTexture, vec2(curvedcoord.x - Cshift + Hblur, sinsample)).y + texture2D(OGLTexture, vec2(curvedcoord.x - Cshift - Hblur, sinsample)).y) / (3.0 - Brighten);
float b = (texture2D(OGLTexture, vec2(curvedcoord.x, sinsample)).z + texture2D(OGLTexture, vec2(curvedcoord.x + Hblur, sinsample)).z + texture2D(OGLTexture, vec2(curvedcoord.x - Hblur, sinsample)).z) / (3.0 - Brighten);

//phosphor rgb grid:
//rgb color lines:
int posr = int(texcoord.x * xRES_u + 2.0);
int posg = int(texcoord.x * xRES_u + 1.0);
int posb = int(texcoord.x * xRES_u);

float intr = mod(float(posr), 3.0);
float intg = mod(float(posg), 3.0);
float intb = mod(float(posb), 3.0);

r *= clamp(intg * intb, Phosphor, 1.0);
g *= clamp(intr * intb, Phosphor, 1.0);
b *= clamp(intr * intg, Phosphor, 1.0);

//breaks between phosphor rgb elements in a hexagonal pattern:
int yposPhosbreak1 = int(texcoord.y * yRES_u);
int yposPhosbreak2 = int(texcoord.y * yRES_u + 2.0);
int xposPhosbreak = int(texcoord.x * xRES_u / 3.0 - 0.333333333);

float intPhosbreak1 = mod(float(yposPhosbreak1), 4.0) + mod(float(xposPhosbreak), 2.0);
float intPhosbreak2 = mod(float(yposPhosbreak2), 4.0) + (1.0 - mod(float(xposPhosbreak), 2.0));

//final composition, phosphor seems to slightly redden image (?), so if it's on, we slightly mute r:
vec3 rgb = vec3(r*(0.9 + 0.1*Phosphor), g, b);

//apply phosphor breaks:
rgb *= clamp(intPhosbreak1*intPhosbreak2 + 0.5 + 0.5 * Phosphor, 0.0, 1.0);

//make scanlines:
rgb -= 1.0 - clamp(Darken + Scanwidthcurve*(1.0 + cos(Shiftlines*_PI + curvedcoord.y*_PI*2.0*Lines)), 0.0, 1.0);

//apply border:
rgb *= mod(float(xborder), 2.0)*mod(float(yborder), 2.0);

//pixel all done!
return rgb;
}

vec4 ScanlinesPass(vec4 color, vec2 texcoord)
{
color.rgb = ArcadeScanlines(OGLTexture, texcoord);

color.a = AvgLuminance(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[TV COLORS EMU CODE SECTION]
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
SimoneT NTSC TV colors emulation 1.0 Shader
Copyright (C) 2016 SimoneT - [email protected]
Credit to SimoneT.
------------------------------------------------------------------------------*/

#if NTSC_TV_EMULATION == 1

// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
vec3 NTSC(vec3 c)
{
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
return v*mat3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);
}

// conversion from XYZ to sRGB Reference White D65 ( color space used by windows )
vec3 sRGB(vec3 c)
{
vec3 v = c*mat3(
3.2404542, -1.5371385, -0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434, -0.2040259, 1.0572252);

//Companding
v.r = (v.r > 0.0031308) ? ((1.055 * pow(v.r, (1.0 / 2.4))) - 0.055) : 12.92 * v.r;
v.g = (v.g > 0.0031308) ? ((1.055 * pow(v.g, (1.0 / 2.4))) - 0.055) : 12.92 * v.g;
v.b = (v.b > 0.0031308) ? ((1.055 * pow(v.b, (1.0 / 2.4))) - 0.055) : 12.92 * v.b;
return v;
}

// NTSC RGB to sRGB
vec3 NTSCtoSRGB(vec3 c)
{
return sRGB(NTSC(c));
}

// Ported from SimoneT TV colors emulation 1.0 Shader
vec4 TvColorsPass(vec4 color, vec2 texcoord)
{
color.rgb = NTSCtoSRGB(color.rgb);

return color;
}
#endif

/*------------------------------------------------------------------------------
[MAIN() & COMBINE PASS CODE SECTION]
------------------------------------------------------------------------------*/

void main()
{
vec2 texcoord = gl_TexCoord[0].xy;
vec4 color = texture2D(OGLTexture0, texcoord);

#if USE_AABUMPMAP == 1
color = BumpMappingPass(color, texcoord);
#endif

#if USE_FXAA == 1
color = FXAAPass(color, texcoord);
#endif

#if GAMMA_CORRECTION == 1
color = GammaPass(color, texcoord);
#endif

#if BLENDED_BLOOM == 1
color = BloomPass(color, texcoord);
#endif

#if SCENE_TONEMAPPING == 1
color = TonemapPass(color, texcoord);
#endif

#if COLOR_CORRECTION == 1
color = CorrectionPass(color, texcoord);
#endif

#if CROSS_PROCESSING == 1
color = CrossPass(color, texcoord);
#endif

#if COLOR_GRADING == 1
color = ColorGradingPass(color, texcoord);
#endif

#if USE_SCANLINES == 1
color = ScanlinesPass(color, texcoord);
#endif

#if NTSC_TV_EMULATION == 1
color = TvColorsPass(color, texcoord);
#endif

gl_FragColor = color;
}
(http://wowsatsuki.free.fr/v4/crt.jpg)
Hey satsuki, is it possible to apply this shader for Aali's drive with the steam version of FF7, or would it need to be converted to the old 98 FF7?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Luxoria on 2020-04-19 07:54:05
Hmm it's kinda weird that when i used the pack builder i can't run it. But when i used the one provided on 7h 2.0 Qhimm's catalog it works like magic.

I recommend it for anyone who want to try it on 7h 2.0 you can grab it on the catalog.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-19 20:21:30
@satsuki: did you know that "Final Fantasy VII Original DVD High Quality CG Collection" and "Square 5.1ch Movie Collection" have been uploaded to the Internet Archive?

https://twitter.com/Carnivol/status/1251290281607135235?s=19

https://archive.org/details/DVDZ-9037

https://archive.org/details/SQSS-0001

These are official, DVD-format versions of the cutscenes, so maybe they can be used in a new version of the upscaled cutscenes pack?

It would be great if they do any change to the current ones, even though i think what we have already is a very nice job. But if i had to guess, those were already well known and researched, and if not used yet, then there might've been a reason not to. As far as i know, the framerate plays a pretty big role in how FMV are handled, so maybe there's an issue with that? I think if the framerate is higher than the original, it brings problems into in-game playback of those cutscenes. I mean, for sure those discs weren't found like yesterday or last week, didn't they?

Though, i can assure you that either Remako's or Satsuki's are both a great job.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-19 21:13:23
@sackyachouchie
1998 version only so you need to convert

@Luxoria
Why can't you run it ? witch bug do you have ?

@Agravaile / Clarret
I'll test but le mpeg compression is not a good starting point for this type of videos, but i'll test latter.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Cid_ on 2020-04-19 22:03:18
I tried that and afterward the launcher wouldn't work at all until I renamed the files back. Been at it all night but I can't get this to work with 7H 2.0. Not sure what the issue is since I saw earlier in the thread that another guy got it working.

What ended up working for me was using the png option instead of the dds option. Not sure why one worked and the other didn't, but I am able to play with the upscaled backgrounds now.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-20 07:05:31
As said in the tool, for dds version to work, you need to use ffnx driver.
Have you installed it (not shipped with 7h, it's a thrid party driver)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: subvite on 2020-04-20 19:24:48
I have a rookie doubt. What's the difference between dds and png option?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: tonymack21 on 2020-04-20 21:44:22
ive downloaded the pack builder, but how do i put all that into 7th heaven 2.0? 

edit:  i think ive found everything seperate as direct links and will just DL that way.  its taking forever to download in the 7H program but going faster as a direct.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Unwise Owl Tattoo on 2020-04-21 04:06:30
Incredible work man. I used Remako for a long time, and this blows it out of the water. Between this, ProjectEdge and Ninostyle's FF7 models, the game looks amazing!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-04-21 13:18:24
I used Remako for a long time, and this blows it out of the water.
People keep posting this on just about every "Remako is teh pwnz0r!!" video out there, and yet....
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: suloku on 2020-04-21 20:14:20
Incredible work man. I used Remako for a long time, and this blows it out of the water. Between this, ProjectEdge and Ninostyle's FF7 models, the game looks amazing!

Hello, I'm thinking of using this modpack with reunion, alongside ProjectEdge. What I don't seem to be able to find is Ninostyle's FF7 models, I've searched trough the forums with no luck...is it even compatible with Reunion?

Reunion has it's own model overhaul, so it's the least priority, but still I would like to test out ninostyle's models

Thank you
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-04-21 23:46:07
People keep posting this on just about every "Remako is teh pwnz0r!!" video out there, and yet....

i was on a steam community thread about installing remako with reunion and followed a link here myself (thus discovering the forums), so keep posting it!

found 1 tiny bug: a sliver on the chocobo ranch house clips in front of the character model when you move over it

(https://lh3.googleusercontent.com/d/1fvu9S9UTmDty2e_R72O5hXW8ax1mFwp-)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kilyan on 2020-04-22 02:04:38
Any difference between this installer and the links provided on 7th heaven? I have already downloaded both the mods on  7th heaven and this installer, not sure which is better
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-04-22 02:41:06
Any difference between this installer and the links provided on 7th heaven? I have already downloaded both the mods on  7th heaven and this installer, not sure which is better
The textures between the installer and catalog are identical.  The difference is that the installer version provides the means to create DDS format textures (which can be used by the new FFNx graphics driver) and is able to generate Reunion-compatible folder structures automatically.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LazarusHC on 2020-04-22 04:30:42
Hey, it's my first time modding FF7.  I managed to get Reunion running without a hitch, then I tried installing this with the latest 4.13 installer.  I'm probably just doing something wrong, but it seems to be broken.  First I tried the "Install with Reunion" option, but it didn't seem to be active when I started the game and all the relevant folders appeared to be empty.  Then I tried the convert DDS to PNG option for manual install to a separate folder I created, and sure enough, all the folders were completely empty.  Am I doing something wrong or did something break in the latest update?

Thanks for putting in all this work, by the way.  All the screenshots I've seen look fantastic!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-22 05:51:27
@Orichalcon
thanks for reporting it, i'll correct it in a few days
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Panteleimon on 2020-04-22 22:25:32
I tried the "Install with Reunion" option, but it didn't seem to be active when I started the game and all the relevant folders appeared to be empty.
The same here.
Reading log.txt, seems like texconv.exe (converts .dds to .png) is 64bit. My Windows is 32bit. So the program can't be run.
What a pity :(
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LazarusHC on 2020-04-22 23:56:46
Yeah, but I'm running a 64bit version of Windows and still have the same issue. 

The same here.
Reading log.txt, seems like texconv.exe (converts .dds to .png) is 64bit. My Windows is 32bit. So the program can't be run.
What a pity :(
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 05:59:32
@Panteleimon & LazarusHC
Witch windows version ?
Witch graphic card ?
Have you tried cpu version ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LazarusHC on 2020-04-23 07:04:04
Okay, finally got it working! I was playing around with texconv to see if I could figure out what wasn't working, and in the process a bunch of Visual C++ redistributables got installed which must have satisfied a dependency for your installer.  I couldn't tell you exactly which one did it, though. My system was pretty bare-bones since I've been running Linux exclusively for about 10 years now, and was running off a fresh install of Windows I'm now dual booting just for FF7 (couldn't get Reunion mod working in Linux).

Thanks again for all your efforts! Finished playing the Remake last week, and let's just say it left me with a strong desire to replay the original, which is when I came across this amazing modding community.  ;D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 07:15:26
Ok seems dependencies related, i'll check than one and 32bit also
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Panteleimon on 2020-04-23 11:25:35
@Panteleimon & LazarusHC
Witch windows version ?
Witch graphic card ?
Have you tried cpu version ?
Windows 7 pro 32-bit, GeForce GT 710
I've found 32bit texconv.exe in DirectX SDK (june 2010), but it is only 47KB - and your texconv is 3.28MB. And still it doesn't work :( But 32bit version launchs, and your texconv gives error in log.txt
log.txt with 32bit example:
Spoiler: show
Code: [Select]
C:\Games\SYWinstaller>md "E:\Games\SYW\char"
― ―  ¨«¨ δ ©« E:\Games\SYW\char γ¦ αγιαβʼγβ.

C:\Games\SYWinstaller>md "E:\Games\SYW\field"
― ―  ¨«¨ δ ©« E:\Games\SYW\field γ¦ αγιαβʼγβ.

#############################################################
:#2#: Convert : avib_00.dds
#############################################################

C:\Games\SYWinstaller>cmd.exe /c start /B /wait /low " " "C:\Games\SYWinstaller\tools\texconv.exe" -ft PNG -nologo -y -o "E:\Games\SYW\char" "C:\Games\SYWinstaller\SYWV4\char\avib_00.dds"
Microsoft (R) D3DX9 Texture Converter
Copyright (C) Microsoft Corp 2001. All rights reserved.

Usage: C:\Games\SYWinstaller\tools\texconv.exe <options> <files>

   -w <n>              width
   -h <n>              height
   -d <n>              depth
   -m <n>              miplevels
   -f <format>         format
   -if <filter>        image filter
   -mf <filter>        mip filter
   -c <color>          colorkey
   -srgb{i|o}          sRGB {input, output}
   -px <string>        name prefix
   -sx <string>        name suffix
   -o <directory>      output directory
   -ft <filetype>      file type
   -nologo             suppress copyright message

   <format>: R8G8B8 A8R8G8B8 X8R8G8B8 R5G6B5 X1R5G5B5 A1R5G5B5 A4R4G4B4 R3G3B2
      A8 A8R3G3B2 X4R4G4B4 A2B10G10R10 A8B8G8R8 X8B8G8R8 G16R16 A2R10G10B10
      A16B16G16R16 A8P8 P8 L8 A8L8 A4L4 V8U8 L6V5U5 X8L8V8U8 Q8W8V8U8 V16U16
      A2W10V10U10 UYVY R8G8_B8G8 YUY2 G8R8_G8B8 DXT1 DXT2 DXT3 DXT4 DXT5
      D16_LOCKABLE D32F_LOCKABLE L16 Q16W16V16U16 R16F G16R16F A16B16G16R16F
      R32F G32R32F A32B32G32R32F CxV8U8

   <filter>: NONE POINT LINEAR TRIANGLE BOX NONE_DITHER POINT_DITHER
      LINEAR_DITHER TRIANGLE_DITHER BOX_DITHER

   <filetype>: BMP DDS JPG HDR PFM PNG TGA

Seems like 32 bit texconv.exe has no -y option? And those weird symbols at the beginning....

What is CPU version? Where can I find it?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 11:37:35
I found the dependencies needed that's from c++ 2015 visual studio
Need to find a 32 bits version of the tool, autodetect if os is 32/64bits and autoswitch all the stuff.
May take some time
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 13:13:56
@Panteleimon could you try this version of texconv ?
http://ff7syw.free.fr/texconv.exe
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Panteleimon on 2020-04-23 16:01:10
@Panteleimon could you try this version of texconv ?
http://ff7syw.free.fr/texconv.exe
That works! PNG files are appearing at the moment! Awesome work, awesome textures! Thank you!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 16:11:54
Ok, i'll do an update asap
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 18:49:19
New version (page 1)
-The Pack Builder now detect 32/64bits OS and use the right tool (thanks Panteleimon for reporting)
-Added the vc runtime so you can intall them if needed (thanks LazarusHC for reporting)
-Small correction in the farm field (thanks Orichalcon for reporting)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: m_artn on 2020-04-23 19:51:04
I'm using LGP Tool to mod my german steam Version of FF7.
I've aleady got the Ninostyle models for direct Folder in my *.lgp files.
Is there any way to get the SYW Backgrounds, Fields, etc into the *.lgp files? There are no *.DDS Image Files in the lgp container so I cant copy/paste and overwrite the files...
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-23 20:16:14
you can't do it straight
you need to convert from png to ff7 tex file
but for field you can't because of the limit size of the lgp files.
not this pack related, better ask in tools section.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EliR58 on 2020-04-23 20:54:30
Regardless of which options I choose or what operation I attempt to perform on your installer, it crashes very shortly after starting. About 3 seconds after starting it goes unresponsive. I've attempted waiting for several minutes, running in compatibility mode, running as administrator, giving admin privileges to all included tools. Upon running it also deletes the log.txt file and does not repopulate it no matter how long I wait, so I am unable to determine any sort of error message.

Edit: Just saw new version, will attempt with this.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EliR58 on 2020-04-24 01:03:01
Yeah it just goes unresponsive immediately still. Again no error log for me to post unless I'm missing it somewhere.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EliR58 on 2020-04-24 01:16:52
I attached visual studio debugger to the process and this was the output:

'SYWv4installer.exe' (Win32): Loaded 'D:\SteamLibrary\steamapps\common\FINAL FANTASY VII\SYWinstaller.4.15\SYWv4installer.exe'. Module was built without symbols.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\apphelp.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\AcGenral.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shlwapi.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbase.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\win32u.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32full.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp_win.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shell32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\SHCore.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\windows.storage.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\profapi.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\powrprof.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\umpdc.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel.appcore.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptsp.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\samcli.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msacm32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\version.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\userenv.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\urlmon.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winspool.drv'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcrypt.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\mpr.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\iertutil.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\propsys.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\IPHLPAPI.DLL'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\AcLayers.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\setupapi.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sfc.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sfc_os.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'D:\SteamLibrary\steamapps\common\FINAL FANTASY VII\SYWinstaller.4.15\msvbvm60.dll'. Module was built without symbols.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sxs.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\coml2.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\asycfilt.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.18362.778_none_2e73ee38278978be\comctl32.dll'.
Exception thrown at 0x74854192 (KernelBase.dll) in SYWv4installer.exe: 0xC000008F: Floating-point inexact result (parameters: 0xDEADCAFE, 0xDEADCAFE).
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\TextInputFramework.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreUIComponents.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreMessaging.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntmarta.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'.
'SYWv4installer.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\WinTypes.dll'
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WindowsCodecs.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\clbcatq.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\networkexplorer.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\zipfldr.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\secur32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\drprov.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winsta.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntlanman.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\davclnt.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\davhlpr.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wkscli.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cscapi.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\netutils.dll'.
Exception thrown at 0x74854192 (KernelBase.dll) in SYWv4installer.exe: 0x000006BA: The RPC server is unavailable.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dlnashext.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\PlayToDevice.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DevDispItemProvider.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\MMDevAPI.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\devobj.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wpdshext.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.18362.778_none_5f5ee11d821bf28c\GdiPlus.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\PortableDeviceApi.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\audiodev.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WMVCORE.DLL'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WMASF.DLL'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\mfperfhelper.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\thumbcache.dll'.
onecoreuap\shell\ext\thumbnailcache\lib\thumbcacheobj.cpp(1848)\thumbcache.dll!500B1823: (caller: 500A0069) ReturnHr(1) tid(ab7c) 80004005 Unspecified error
    CallContext:[\InitializeCache]
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\policymanager.dll'.
'SYWv4installer.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110_win.dll'.
Exception thrown at 0x74854192 (KernelBase.dll) in SYWv4installer.exe: 0xC000008F: Floating-point inexact result (parameters: 0xDEADCAFE, 0xDEADCAFE).
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-24 05:50:53
As you're the only one to have this bug it's probably related to your computer.
Have you put the exe in your a/v exception just in case ?
You you try to use it from another folder (D:\SYWinstaller.4.15\ instead of "D:\SteamLibrary\steamapps\common\FINAL FANTASY VII\....."
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EliR58 on 2020-04-24 07:04:46
I can't believe I didn't think to move the program outside of the directory it was operating on. I didn't think it would be an issue as it wasn't for The Reunion's installer. Moving it to the root of my drive and attempting to install fixed things! Thanks for the help!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-24 07:33:08
Ok i'll add a check so the op folder can't be the soft's folder in next release ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Unwise Owl Tattoo on 2020-04-24 16:26:02
When I get to the Nibelheim flashback sequence after you leave Midgar I am getting a black screen after Sephiroth starts to burn down the town. When I try to enter the houses to look for survivors, the game crashes. I'm also using New Threat and a lot of other mods for almost every facet of the game, though.

I used the PNG option when generating the fields.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-24 16:37:10
do you have the same crash without my pack ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: oblongsausage on 2020-04-24 18:28:43
Hi satsuki! It's been amazing replaying the game with your textures, thanks!

I wasn't sure if you saw that the DVD rip of the FFVII FMVs is downloadable from the internet archive - not sure if that would be something of use to you for future updates:

https://twitter.com/Carnivol/status/1251290281607135235
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-24 20:15:09
Thanks, i know about it but there's only some partial fmv, and mpeg2 compression is not the best compression for upscaling stuff, but i'll do some tests
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-24 21:20:08
Hi satsuki! It's been amazing replaying the game with your textures, thanks!

I wasn't sure if you saw that the DVD rip of the FFVII FMVs is downloadable from the internet archive - not sure if that would be something of use to you for future updates:

https://twitter.com/Carnivol/status/1251290281607135235

Many of those FMVs are incomplete and are only cuts from of their full versions.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: oblongsausage on 2020-04-25 06:19:54
Many of those FMVs are incomplete and are only cuts from of their full versions.

Aw, bummer. sorry.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kilyan on 2020-04-26 10:58:26
The textures between the installer and catalog are identical.  The difference is that the installer version provides the means to create DDS format textures (which can be used by the new FFNx graphics driver) and is able to generate Reunion-compatible folder structures automatically.
can FFnx driver be used in conjunction with 7th heaven by maybe renaming the dll to fool 7th heaven to use that driver instead of its own?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-26 12:48:16
If you use the ffnx link i provided : https://github.com/julianxhokaxhiu/FFNx
Quote
How to install on 7h 2.x

    WARNING: This method is NOT SUPPORTED officially by 7h team. Please use at your own risk. DO NOT approach 7h team if something is not working properly.

    Go to your 7h installation path
    Go to Resources\Game Driver
    Rename 7H_GameDriver.dll to _7H_GameDriver.dll
    Install FFNx following instructions here: https://github.com/julianxhokaxhiu/FFNx#1998-eidos-release
    Rename FFNx.dll to 7H_GameDriver.dll

Click Play and enjoy!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kilyan on 2020-04-26 14:11:55
If you use the ffnx link i provided : https://github.com/julianxhokaxhiu/FFNx

thx i tried, but everytime the game starts in a very small window
I also have a question reguarding the battle textures on the qhimm database.
It says version 3.17, isn't supposed to be v4? 
https://gyazo.com/38535f3ce33c232506bb2db604b70698
Here world textures are V4
https://gyazo.com/40c3d7dd9e26afb2693cc1a4ab7bb074
Also fields are V4
https://gyazo.com/6efd5e5765616cb3accec3862383ffff
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-26 14:35:53
battle is 3.17, not upgraded from that time, and in my pack builder it's also 3.17
for ffnx better ask in discord
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kilyan on 2020-04-26 14:59:06
battle is 3.17, not upgraded from that time, and in my pack builder it's also 3.17
for ffnx better ask in discord
ok so is up to date.
Asking in official discord maybe is not a good idea since they not support this method
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-04-26 16:39:42
ok so is up to date.
Asking in official discord maybe is not a good idea since they not support this method
He means the FFNx channel on discord.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-04-26 18:56:34
the chocobo ranch fix adds in a few artifacts, some maroon-ish splotches

https://drive.google.com/file/d/1-_6Fx25ZmctPXZoF8P_56kg3GWyJIqXm/view?usp=sharing

i've actually managed to fix most of it myself already, if you are feeling lazy let me know and i'll give you the files

the top of the house can be fixed by adding farm_00 through farm_03 from your old farm files (with the clipping glitch), the rest of it is all contained within farm_04 (as well as the clipping glitch that was fixed in the first place)

i noticed the same clipping is found in remako, so i guess its not really a bug with the mod, more like a bug in how ff7 uses the pictures
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-26 19:07:06
because of some png2dds conversion error in my old dds2png, forgoten to fix it before release
need to upgrade that ^^'
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-26 19:11:10
please try this version : http://ff7syw.free.fr/farm.7z
updated packbuilder with corrected dds farm files
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-04-26 20:22:21
works perfect now, awesome job

the chocobo farm is my hangout endgame, so this one is important to me  ;D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-26 20:50:00
please try this version : http://ff7syw.free.fr/farm.7z
updated packbuilder with corrected dds farm files
Could you upload the same corrected files, but in PNG, please? Thanks in advance!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-04-26 21:27:32
Could you upload the same corrected files, but in PNG, please? Thanks in advance!

i just used his installer to convert them myself, just replace the farm dds files in SYWV4 > field > farm with those he just gave and convert dds to png
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-26 21:37:29
i just used his installer to convert them myself, just replace the farm dds files in SYWV4 > field > farm with those he just gave and convert dds to png
I'm afraid it will take me much longer to download the whole installer again, and to convert, but that's one way to do it, so thanks anyway!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: gsus on 2020-04-26 23:26:14
Hi, I'm totally noob on this and i'm trying to install the pack without good results.  I have the steam spanish version of FFVii, and then i use the SYWinstaller.4.15 on the FF7.exe  and wait to finish the installation, But it doesn't work. There ir a tutorial or something that i can check?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-04-26 23:30:00
if he gives permission, i can pluck the PNGs from my files and post them
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-27 00:09:57
if he gives permission, i can pluck the PNGs from my files and post them

That would be very nice of you, thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-27 06:54:47
Of course you can share the farm png files
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-04-28 01:10:34
Satsuki's farm files in .PNG format:

https://drive.google.com/file/d/1zXSh7Ui3AFXbL9NKDPOl7EN8YPnzL-rZ/view?usp=sharing
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-28 01:54:14
Thanks a lot, Orichalchon, i appreciate your your help and time you took for that!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sigglypuff on 2020-04-28 04:35:31
Sorry if this is super obvious but how do I install the FMV's? I'm using the Reunion mod and I cannot seem to get your versions to play.
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Cloud’s Stripe on 2020-04-29 07:43:42
Replace Satsuki’s Movies folder you download in the first post  with FFVII’s existing data -> movies folder.


Sent from my iPhone using Tapatalk
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Sigglypuff on 2020-04-29 16:13:29
Replace Satsuki’s Movies folder you download in the first post  with FFVII’s existing data -> movies folder.


Sent from my iPhone using Tapatalk

I've done this before and it doesn't seem to work. I did it again to be sure and it still didn't make a difference.
Found how the issue was where its being placed. Didn't realize the Reunion mod had its own separate movie folder. Placing it there now allows the videos to play.

Thanks for the help
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-04-29 17:06:18
Didn't realize the Reunion mod had its own separate movie folder. Placing it there now allows the videos to play.
Actually, either i am VERY wrong, though movies do WORK correctly for me, but i never used and even knew that Reunion had a separate movie folder, always dropped the movies into the default data/movies folder, and worked like a charm. Why is that then, are you using the latest Reunion release, or...?

Even after you install Reunion, it says "Place movies into data/movies folder.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-04-29 20:45:33
New version:
-Optimized 7h tags
-Now the pack builder can generate one iro pack for each option instead of one big pack with all options inside
Title: Re: [FF7PC]FF7 SYW &quot;ArkTsukiVock&quot; (v4) upscale : Battle, world map, fields, videos
Post by: Sigglypuff on 2020-04-30 02:17:27
Actually, either i am VERY wrong, though movies do WORK correctly for me, but i never used and even knew that Reunion had a separate movie folder, always dropped the movies into the default data/movies folder, and worked like a charm. Why is that then, are you using the latest Reunion release, or...?

Even after you install Reunion, it says "Place movies into data/movies folder.
I'm using Reunion R06E so it should be the most current one. I'm not sure if this is the cause but I am using the mod "REAL Remake Modpack - Reunion Compatible Mod Mix" https://www.nexusmods.com/finalfantasy7/mods/15. For me the path is set like this FINAL FANTASY VII\The_Reunion\GLOBAL\Direct\movies there is also FINAL FANTASY VII\data\movies but nothing works in that one. So I'm not sure.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marcnivar on 2020-05-02 04:10:17
I installed reunion+ SYW only and everything work well until I travelled to Nibelhelm, where the game crashed every time I try to enter it. Kindly help me...

I'm not sure whether the following app.log can see the error. Please let me know if you need other log file (kindly let me know where it is).

---

deleted, should be related to reunion translation. It works fine if I turn off the new translation.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-05-02 06:45:51
Which version of Reunion are you using? Does it happen without SYW pack? I believe you are using R06d, you have to upgrade to R06e, this was a known problem.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sophitia on 2020-05-03 14:50:09
Hello everyone, new member here.  Please forgive my ignorance as I am new to the modding scene.  I just finished the remake and am now attempting to get through the original but am having difficulty getting this mod to work. I just downloaded the game off Steam and got it running, but the mod doesn't appear to change anything so I think I'm not installing it correctly.  I used the pack builder and put my primary ff7 folder as the target folder and waited for it to finish converting but to no avail. Are there additional steps needed?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: nowy00 on 2020-05-03 14:52:56
I have a problem in Mt.Nibel after bridge collapse, next background do not load correctly, part of screen is black and frame drop to 2-3fps. When i press ESC game crashes. I think this mod cause this problem, when i disable it is OK. I use 7th Heaven 2.0
PS.Sorry for my bad English
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-03 15:33:46
Are you using dds version, png version ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: nowy00 on 2020-05-03 18:41:11
PNG version. Actually i extract iro and copy files to texture folder. I have already passed Mt.Nibbel ( without mod), i keep playing and it's ok at once. Maybe 7th Heaven cause this problem because that low fps is strange. A year ago I used your mod with old 7thHeaven and everything was fine.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-03 19:03:37
if you have a crash with png, it's not png related, probably driver related.
use ffnx with dds version and should be ok
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: nowy00 on 2020-05-04 11:10:19
I have this same problems with Jusete textures. This happen randomly. Any idea what cause this problem? I have only 1gb graphic card, and 4gb ram maybe this is problem.
(https://i.imgur.com/suUK4hs.png)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: OatBran on 2020-05-04 11:24:09
I have this same problems with Jusete textures. This happen randomly. Any idea what cause this problem? I have only 1gb graphic card, and 4gb ram maybe this is problem.
(https://i.imgur.com/suUK4hs.png)

this isnt necessarily a problem with this particular pack in general, it happens because of limitations of the game engine and graphics driver. When it reaches max memory consumption and has no free space left there is no room for loading more textures, so black boxes are shown instead.

in aalis driver this is the point where the game would usually crash.

ffnx avoids the crash but produces these effects instead. try repeatedly transitioning the screen or opening the menu and closing it a few times and transition the screen to force the game to free some memory and reload everything.

Hopefully as the driver improves this will get less frequent or fixed altogether. The more hd mods you use the faster issues will occur, and some areas seem worse than others. just pay attention to the memory allocation, if you have those options enabled so you will know ahead of time before it happens (so you dont walk into a long story cutscene with everything garbled and no text to read)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-04 12:47:49
Use ffnx with dds version and not png, png take about 50% to 70% more ram than dds
With dds you'll avoid alomost 100% of theses bugs
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Agravaile on 2020-05-04 13:21:13
Is there any issues with using this driver with Reunion? Honestly, these crashes are getting more often than not with mods installed, but i'm not sure if it will work correctly with Reunion if i switch to dds. Meawhile i'm stuck with PNG, but yeah, wish i could do something about those crashes, at least make them appear less.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sophitia on 2020-05-04 14:00:27
Can anyone help me with my issue...  :(
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-04 14:54:49
you need to install a custom driver to allow mods, for exemple : https://github.com/julianxhokaxhiu/FFNx
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: nowy00 on 2020-05-04 15:56:08
Satsuki, OatBran thank you for the advice. I try ffnx. Greetings :-)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sophitia on 2020-05-04 20:22:38
you need to install a custom driver to allow mods, for exemple : https://github.com/julianxhokaxhiu/FFNx
Ok, I did that. Thank you for your response. Now though whenever I launch the game, regardless of resolution or full screen settings enabled, it loads in a small window that can't be enlarged or made full screen.

(https://i.imgur.com/unBEt9x.jpg)

Any ideas?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-05-04 20:35:37
You need to edit FFNx.cfg to taste (7H only knows about the default driver right now)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kilyan on 2020-05-04 21:06:47
In the FFNx.cfg file:

# Enable fullscreen mode.
# If off, it will run in window mode.
fullscreen = yes

# Resolution of the game.
# If any of the two is 0, the driver will use original game resolution ( 640x480 ) in window mode.
# Your desktop resolution in fullscreen mode otherwise.
window_size_x = 1920
window_size_y = 1080

set whatever resolution you need
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sophitia on 2020-05-04 21:22:47
I edited it and saved. Still no change however.

(https://i.imgur.com/qW169In.jpg)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: OatBran on 2020-05-04 21:54:06
I edited it and saved. Still no change however.

(https://i.imgur.com/qW169In.jpg)

Hash tags ( # symbols ) denote a comment line in the config file, you need to remove those from example lines so the value is actually read at run time

window_size = 2560 instead of #window_size = 2560
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kilyan on 2020-05-04 22:13:08

because you didn't notice i have not the #before the line, like oatbran said
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Gracc on 2020-05-05 12:31:50
Hi all, hoping someone can advise on how to get this mod working (assuming this is the place to ask)!

It's my first time modding FF7 but I've read through this topic and tried to make use of other people's suggestions, here's where I'm currently at:

1. Installed Steam version of FF7.
2. Installed Reunion 6e, that works fine.
3. Installed FFNx driver using instructions for the 2013 Steam release.
4. Downloaded SYW megapack file and full movies pack, then manually copied folders with .dds files into the Reunion CUSTOM folder.
5. Noted the 'satsuki' folder in Reunion options.ini.
6. Run the game from Steam.

The mod doesn't seem to load (I'm looking at the field background to check), but the full movies pack in the 'direct' folder loads the custom intro when I boot the game. Posting images in case someone can spot an error:

(https://imgur.com/3uZDjrb)
(https://imgur.com/g3fs353)
(https://imgur.com/KCZlIkh)

Any advice would be greatly appreciated.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-05 13:24:46
Don't copie, use the provider converter, you need png to use with reunion
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kitokys on 2020-05-05 14:53:46
Is the menu mod option not compatible with Reunion r06? After I install SYW (including menu mod) over my r06 install, it causes the button prompts to be empty.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-05 15:03:54
Have you even read the "2)" of the "how to" ?

(http://ff7syw.free.fr/pi418.PNG)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Kitokys on 2020-05-05 15:08:06
Ah, in fact I didn't!

Though, in my defense, there is a quite a large amount of information being displayed in this window and I wasn't the only person to miss this. A disclaimer next to the option itself would have definitely caught my attention.

Thanks, and sorry for the dumb question.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Gracc on 2020-05-05 15:35:44
Don't copie, use the provider converter, you need png to use with reunion

Thank you for the quick reply! Now I'm forced to expose my ignorance with a second question: how do I run SYWv4installer that contains the converter? It seems to be a '.pdb' file.
That's why I tried using the .dds files originally, heh.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-05 15:44:27
@Kitokys
i'll make it red and black in next version ^^

@Gracc
There's an exe inside, if you don't have it, probably your antivirus as deleted it, some antivirus flag it as it's writing/moving/deleting files with api (false positive).
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Gracc on 2020-05-05 17:26:09
@Gracc
There's an exe inside, if you don't have it, probably your antivirus as deleted it, some antivirus flag it as it's writing/moving/deleting files with api (false positive).

Ah yes, this was it! Fantastic, now everything is working great. It's wonderful to be able to replay FFVII with much improved visuals that retain the original style. Thanks again!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-05-06 01:46:07
a couple of artifacts at gold saucer entrance:

https://drive.google.com/file/d/1dsEC6s3l3DNZO8KaXMOI2xsI8T-egcHY/view?usp=sharing

i noticed these awhile back, wasnt gonna even bother reporting since they are so minor, but slowly they've started to bug me

plus gold saucer is another one that is revisited a lot, kinda like the chocobo farm
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-06 08:48:27
Thanks for reporting but it's not artifact, it's the resize process, you can see those dots in vanilla too, but hard to see because of low resolution.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ghostt on 2020-05-06 14:41:58
hi guys, i am keen to try these mods and it all seems legit.. however i'm getting a windows defender warning when i try to run the SYWv4installer.exe, stating its a trojan "Trojan:win32/Wacatac.C!ml".

has anyone else had this issue? is there a way to get these mods without running the .exe (using 7th heaven 2.0)?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: jonthecpa on 2020-05-06 17:08:47
Hi Satsuki, really appreciate your work!

I notice that your installer puts the files in the GLOBAL folder for the Reunion. Is there a reason it does not create a custom folder so we can disable/enable when we are testing with other graphics mods?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-06 17:26:34
I used the reunion manual to make it the good way and as simple as possible for casual user.
If you want to do it in your own way, you can easily use the convert dds to png for manual install instead
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: jonthecpa on 2020-05-06 18:22:39
I used the reunion manual to make it the good way and as simple as possible for casual user.
If you want to do it in your own way, you can easily use the convert dds to png for manual install instead

Makes perfect sense. Thank you! I'll give that a try. Keep up the great work!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Germmie on 2020-05-07 06:41:44
Tested the installer with reunion R06. Everything looks perfect but it seems like the SFX texture are not loaded. For example hit particles are still pixelated. Do you know why? Installed twice and checked  that the textues are copied to reunion/GLOBAL
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-07 06:48:17
Tested the installer with reunion R06. Everything looks perfect but it seems like the SFX texture are not loaded. For example hit particles are still pixelated. Do you know why? Installed twice and checked  that the textues are copied to reunion/GLOBAL
Have you done a manual install or do you used "install wih reunion" option ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Germmie on 2020-05-07 07:12:00
done with the extractor and selected the exe folder as well as use reunion option. The battle, field textures are installed correctly. Only SFX is not which is weird
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Rumbah on 2020-05-07 10:29:20
Just wanted to let you know that Windows Defender flags your installer as a false positive. I wanted to submit it to Microsoft but got an error message as a home user. You might want to try it as a developer before it "spreads" to the other big scanners. (https://www.virustotal.com/gui/file/cfc99ec2c9eaeab557c6e5ca9a8b498f0a2d615c2754d55c6554161b731b7916/detection)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-07 11:21:48
@Germmie
are the sfx in "\The_Reunion\GLOBAL\Texture\Battle\" or in "\The_Reunion\GLOBAL\Texture\" ?

@Rumbah
i can't understand why most vb6 software are flaged as false positive ..., i'll change the icon again to prevent that ... for some time
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-05-08 00:55:00
Thanks for reporting but it's not artifact, it's the resize process, you can see those dots in vanilla too, but hard to see because of low resolution.

ah, i see

thanks for telling me that, i'm glad i didnt waste my time trying to fix it myself then  :-P

Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Goldenboy22 on 2020-05-08 07:04:44
@Satsuki,

NOOB QUESTION:

Do you think using PS4/PSN version background as SOURCE MATERIAL could produce a BETTER VERSION? Le's say a v5...

I think i can extract for you those backgrounds ;)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-08 07:12:27
ps4 is pc version just blurred a lot
>no
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Panteleimon on 2020-05-08 13:24:34
Some kind of artifact in Wutai in chief's Godot (Yuffie's father) house in the room where he sleeps on the table is horizontal black line:
Spoiler: show
(https://i.imgur.com/oFO52vs.jpg)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-08 13:31:14
I'll check that, thanks for the report
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-08 17:16:26
Corrected : http://ff7syw.free.fr/uttmpin2.7z
Will be in next release
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-08 17:34:22
New version :
-updated uttmpin2
-changed icon to avoid some AV false positive
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Chrestomanci on 2020-05-09 02:40:12
I get this error when opening the installer:

(https://i.imgur.com/Z1GqAei.png)

Does anyone know what the issue might be?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ssjkakaroto on 2020-05-09 03:06:21
@satsuki: would it be possible to pack the program separately from the dds files when there are no changes to the dds?
That way we can avoid downloading 2+ GB every time there's a new version.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-05-09 04:06:19
I get this error when opening the installer:

(https://i.imgur.com/Z1GqAei.png)

Does anyone know what the issue might be?

most likely has to do with antivirus, make sure you disable or add the .exe file as exception

@satsuki: would it be possible to pack the program separately from the dds files when there are no changes to the dds?
That way we can avoid downloading 2+ GB every time there's a new version.

with every fix the associated dds file does indeed need to be updated (changed), and he posted the fix by itself so you dont need to download the whole thing again unless you deleted the installer  AND need the png file

but i will be uploading the png files shortly since i would convert it anyway and might as well save the time for everyone else

Edit:

Satsuki's Wutai table fix in PNG format
https://drive.google.com/file/d/14xfmHqzuwan1AziZHrAVKFtvFM2Iur0w/view?usp=sharing

this time i tried to take out all the files but the uttmpin2 files inside SYWV4 and then try to convert from the installer and it hung, anyway to make it so when doing this function if the file isnt there the process can just move on to the next? would be nice to just be able to convert the fix instead of the entire mod
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ssjkakaroto on 2020-05-09 05:01:10
I'm getting the same error as Chrestomanci with the latest version (no AV installed, W7 x64).

@Orichalcon: There are some changes to the program that are not related to the dds files. If you want to download the new version of the program, you HAVE to download the whole pack again.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 06:26:50
@Orichalcon and ssjkakaroto
I don't kown why you would have this error, witch windows do you use ?

@Orichalcon
ATM it's not possible as all convert list are hard coded, but you can edit them in \tools\lst, or i can use an option to my dds converter (http://forums.qhimm.com/index.php?topic=19701.0) so it can convert back dds to png, would be easiyer for that
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: heartless4ngel on 2020-05-09 11:34:25
Hi Satsuki, I want to thank you for your wonderful mod to begin with. I wanted to ask you something: is it normal or a known problem that in sunken gelnika the game crash sometimes when, after defeating an enemy, reaching the battle end screen? At the beginning I thought it was Reunion's problem so I removed your mod and tried to fight some battles there but everything was fine. As soon as I installed your mod again, after 2-3 battles it crashed again.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 12:49:13
Hi Satsuki, I want to thank you for your wonderful mod to begin with. I wanted to ask you something: is it normal or a known problem that in sunken gelnika the game crash sometimes when, after defeating an enemy, reaching the battle end screen? At the beginning I thought it was Reunion's problem so I removed your mod and tried to fight some battles there but everything was fine. As soon as I installed your mod again, after 2-3 battles it crashed again.
Not my mod related, but as Reuinon use png, there is memory issues with textures mods witch can crash the game or corrupt textures
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Chrestomanci on 2020-05-09 14:12:51
@Orichalcon and ssjkakaroto
I don't kown why you would have this error, witch windows do you use ?

I use Windows 10. I thought it was the antivirus at first, but I checked the antivirus history (I use Avast) and it doesn't list any recent threats. I also tried adding the whole folder and also Winrar's temp folder into the exceptions list before extracting, and I still get the same error.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 14:30:38
could you try this exe instead ?
http://ff7syw.free.fr/SYWv4installer.exe
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Chrestomanci on 2020-05-09 14:34:32
could you try this exe instead ?
http://ff7syw.free.fr/SYWv4installer.exe

Thank you! It works!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 14:36:54
Only changed the 32bits icon for a 16bits icons .... realy strange but i already add this bug in a old software version (maybe if dpi > 96)
As i need to add mipmap for fields, i'll do a full update later
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 18:05:01
New version 4.20:
-Corrected the icon to avoid crash at launch with some config
-Added mipmap to dds for fields, battle, and magics (need lastest ffnx canary to get a small quality boost)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Panteleimon on 2020-05-09 19:36:30
Inaccurate magic Dance. It is in Konoha folder. White noisy edges and very poor quality. Plus as you can notice the right side of the Maple Leaf is cut in the game, cause some leaves need to be shifted left (I don't know why game developments did it):
Spoiler: show
(https://i.imgur.com/hzZwIv3.jpg) (https://i.imgur.com/novmEjh.jpg)


I have made my version. If you like it, you can use it, no credits needed.
Spoiler: show
(https://i.imgur.com/jipny1V.jpg) (https://i.imgur.com/21cjQvg.jpg)


P.S. There are 6 files but in original game only three kinds of leaves with two different colors each. I've made 6 different kind of leaves.

Link https://drive.google.com/open?id=1V2QxDExFN_vDj9-GZZGZzXgVyqLYW73R
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 20:24:18
thanks for the report and the fix !
i'll test it and add it if it's ok ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-09 20:28:26
do you mind if i add some colors for the leaves, one single color is "flat", i like your leaves but like to have 3 or 4 colors, do you alow me to mod in that way ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Panteleimon on 2020-05-09 20:57:56
do you mind if i add some colors for the leaves, one single color is "flat", i like your leaves but like to have 3 or 4 colors, do you alow me to mod in that way ?
Do whatever you want to do)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ssjkakaroto on 2020-05-09 22:13:10
could you try this exe instead ?
http://ff7syw.free.fr/SYWv4installer.exe
Yep, this version also works for me. Thanks for the fix!
BTW I'm using Windows 7 x64

Edit:
Small typo:
(https://i.imgur.com/2vk681V.png)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Procelyte on 2020-05-11 04:11:25
Having trouble running the installer. Keep getting a runtime error when trying to make iro files. Not very savvy with modding FF7. Any way to just download the iro files directly?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-11 07:02:22
Having trouble running the installer. Keep getting a runtime error when trying to make iro files. Not very savvy with modding FF7. Any way to just download the iro files directly?
Witch runtime error ?
This installed is done to cover all possible installation type, manual, iro pgn, iro dds, and reunion.
Too much work and trouble to update to do 1 archive for png, 1 for dds, 1 for iro dds, 1 for iro png, and 1 for reunion
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Chrestomanci on 2020-05-11 12:29:23
Since you're doing manual tweaking, do you need help with the kanji?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Procelyte on 2020-05-11 13:42:21
Witch runtime error ?
This installed is done to cover all possible installation type, manual, iro pgn, iro dds, and reunion.
Too much work and trouble to update to do 1 archive for png, 1 for dds, 1 for iro dds, 1 for iro png, and 1 for reunion

Says runtime error 70 permission denied or something of the sorts. Tried to look up how to fix it but it seems a bit out of my skill/comfort level. Didn't want to risk messing up my pc doing something I don't understand. :/
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-11 14:11:05
Try to use the pack from a folder where you have full acces (like "my documents" or the desktop)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Procelyte on 2020-05-11 16:36:52
That worked and now I feel like an idiot. Didn't expect that to be the problem since I only have one account on my pc and it's the administrator. Thank you!  ;D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sophitia on 2020-05-12 06:14:03
could you try this exe instead ?
http://ff7syw.free.fr/SYWv4installer.exe
Windows is deleting the file as quickly as I download it. All I have are malware bytes and windows defender. How do I unflag this?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-12 06:51:32
this installer was a test, use the full pack instead.
if it's deleted just add it to av execeptions
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Sophitia on 2020-05-12 21:13:11
this installer was a test, use the full pack instead.
if it's deleted just add it to av execeptions
Got it. Managed to extract the whole thing again and use the exe by adding an exception.

But I still just don't seem to be getting it.

I download it off steam, and get the local file address where the ff7 exe is.
I install the FFNx driver as directed.
I open the pack installer, have everything but menus checked, input my ff7 file directory as asked.
Make iro from dds files, wait for the conversion. Install with reunion.
Boot the game up and... still the same. I guess I'm just missing something. But as someone new this modding community, I wouldn't know what that is.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: EQ2Alyza on 2020-05-12 22:55:39
Make iro from dds files, wait for the conversion. Install with reunion.

You’re using an IRO file with Reunion?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: StonedKrows on 2020-05-18 00:07:41
I've noticed some background elements don't animate, is this intentional? Remako had the same issue. You can see it in the jet-like aspects just outside of the first mako reactor. In the screen directly after the train, right after when Barrett tells Avalanche not to move as a group, they're there on the left past the door.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-18 05:46:32
Limitation of the engine/driver, no way to fix that ATM
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: StonedKrows on 2020-05-18 16:16:32
Limitation of the engine/driver, no way to fix that ATM
Okeydokey, thanks for replying.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: hasteroth on 2020-05-18 18:22:33
Not my mod related, but as Reuinon use png, there is memory issues with textures mods witch can crash the game or corrupt textures
is it possible to use DDS with FFNx somehow while still running Reunion?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-18 18:37:07
Not ATM
Reunion need to move from aali to ffnx for that
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Asherdoom on 2020-05-21 23:38:10
excuse me for my ignorance...  how can i use these textures with 7th 2.0? if i use the package will it overwrite my current 7h mods and stuff?
can someone toss me an help please? :D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Barachiel on 2020-05-22 17:49:15
It has an Installer program.  Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").

There should be a button labeled "create IRO using PNG".  Use that, and wait.  When its done, the next time you load 7th Heaven, it should be there.  Activate as normal. 
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Asherdoom on 2020-05-22 19:18:08
It has an Installer program.  Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").

There should be a button labeled "create IRO using PNG".  Use that, and wait.  When its done, the next time you load 7th Heaven, it should be there.  Activate as normal.
thanks for reply gonna test it out!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: darxide on 2020-05-22 21:34:35
Using these textures with 7H causes random crashes after battles and on screen transfers. It usually only takes 15 or 20 minutes to get a crash. Using Remako does not cause any crashes.

This is how my APP.LOG always looks after one of these crashes.
Code: [Select]
[00139908] [BATTLE] Entering FRAME_QUIT
[00139908] [BATTLE] endof battle.
[00139908] TRACE: *** Exception 0xc0000005, address 0x10123dc9 ***
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\7H_GameDriver.dll
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\7H_GameDriver.dll
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe
[00139908] TRACE: at new_dll_graphics_driver, address 0x10115910
[00139908] TRACE: in C:\Windows\syswow64\kernel32.dll
[00139908] TRACE: at BaseThreadInitThunk, address 0x752b343b
[00139908] TRACE: in C:\Windows\SysWOW64\ntdll.dll
[00139908] TRACE: at RtlInitializeExceptionChain, address 0x777e979f
[00139908] TRACE: in C:\Windows\SysWOW64\ntdll.dll
[00139908] TRACE: at RtlInitializeExceptionChain, address 0x777e979f
[00139908] ERROR: Unhandled Exception.

I turned all my mods off and turned them on a couple at a time until I found that it was SYW that did it. I switched SYW off and turned on Remako instead and it's fine.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-22 21:49:26
could you try my mod without the "magic" part ?
because magic is realy high quality, and if you use it in png version instead of dds (with ffnx) you can get game memory overflow > crash
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Asherdoom on 2020-05-23 19:16:49
sorry for bothering,. when i try extract archive it says "access denied

(https://i.imgur.com/76c2LKg.png)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-23 19:47:59
your antivirus probably blocks it
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Asherdoom on 2020-05-23 19:59:02
your antivirus probably blocks it
i got no antivirus buddy installed and windows defender is down
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-05-23 20:00:40
winrar may very well be able to open .7z files, but have you tried using 7zip?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Asherdoom on 2020-05-23 20:15:58
winrar may very well be able to open .7z files, but have you tried using 7zip?
it extract everything except the EXE file (i am using my admin account which is the only one i got in the computer)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Asherdoom on 2020-05-23 20:44:07
It has an Installer program.  Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").

There should be a button labeled "create IRO using PNG".  Use that, and wait.  When its done, the next time you load 7th Heaven, it should be there.  Activate as normal.
(https://i.imgur.com/gXK2osw.png)

this is what looks like th heaven after i imported the field texture only is it sttled as it should be? or in your opinion something conflict?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Poonaroon on 2020-05-24 03:07:15
I just installed this and it works fine without the upscaled movies, but when I add those the music won't play, except during movies. I'm not sure why it would do that unless it's Steam reacting somehow to its files being replaced. I could just remove the movies but is there a way to keep them and have music?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-05-24 08:08:25
it extract everything except the EXE file (i am using my admin account which is the only one i got in the computer)
So you have a software blocking it.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Ginkasa on 2020-05-24 16:47:06
could you try my mod without the "magic" part ?
because magic is realy high quality, and if you use it in png version instead of dds (with ffnx) you can get game memory overflow > crash

Hey friend, just installed this along with Reunion last night.  Works great!  But I'm also having issues with the game crashing sporadically after battles.  Here is what I've experienced so far:

- First was after a random battle in the train graveyard
- Second was after fighting the specimen in Hojo's lab (when you first meet Red XIII)
- Third time was when you fight the double robot boss battle in the elevator at Shrina HQ

The first time the screen went to the post-battle screen, but there was audio distortion and it crashed. The second time it crashed immediately after the boss disintegrated. The third time the victory fanfare played, then a black screen with audio distortion and it crashed.

Could this potentially due to the magic files and, if so, how would I go about removing that piece?  Is it a reinstall of the mod deselecting that part or is there a quicker way?  If not, any other thoughts on what it could be?

Thanks in advance for any insight.


Nevermind. I see this issue is logged in the Reunion database. Should have checked that first.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: darxide on 2020-05-25 23:31:38
could you try my mod without the "magic" part ?
because magic is realy high quality, and if you use it in png version instead of dds (with ffnx) you can get game memory overflow > crash

Seems to have helped. I will have to play more to know for sure.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: marsrunner on 2020-05-30 19:42:51
I also get no sound when using the upscaled movies. I'm playing with Reunion, so not sure if that would cause any problems.

I assume the dds format will work when Reunion is updated to R06G since its transitioned to ffxn, right?

Awesome mod, looks so much better!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Poonaroon on 2020-06-02 05:12:10
Did you delete the original movies and add the upscaled ones to the folder? That's what I did when the sound stopped working. Try reinstalling the original movies, then copy the upscaled ones and overwrite the old ones. I did it that way and the sound kept working. I don't know why overwriting instead of deleting makes a difference, but it seemed to for me at least.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: epifanii on 2020-06-02 19:12:23
I'm new at this stuff, how do i install this mod withouth using 7th heaven? I mean, what's the manual way to do it? Where should I place the files, does it use aali's tool or...?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: hasterdis on 2020-06-08 01:48:41
Sorry to make a a dumb question but is there a link to the IRO file to download? Not the manually pack. Thanks in advance.

I have found how to use the tool, don't put attention to the above sentence, please.

I have a question, does anyone know if is better to make an IRO file with the DDS files (FFNX driver) OR is it better to make the IRO from PNG files?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-06-08 17:49:13
I have a question, does anyone know if is better to make an IRO file with the DDS files (FFNX driver) OR is it better to make the IRO from PNG files?
If you're using FFNx, then DDS all the way, and never look back :)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: hasterdis on 2020-06-08 17:58:09
If you're using FFNx, then DDS all the way, and never look back :)

Thank you LordUrQuan but I tried it and all the mods I have activated before stopped working, am I doing something wrong?? Or the FFNx doesn't work with certain mods???
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-06-08 19:57:15
am I doing something wrong?? Or the FFNx doesn't work with certain mods???
Probably the former, but FFNx absolutely HATES the 60fps mod, so if you're trying to use that combination, kill 60fps and see if things improve.  If not, come join us on the discord and we'll figure out what's going wrong.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-06-08 20:51:17
new version 4.22:
-Removed menu mod because of too much bug with others mods
-Removed the "one iro for all part" option, was not usable with others mods
-Each mod now have is proper description, type and preview

Not improvment in mod quality, only cleaned the iro itself
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Leodei on 2020-06-12 19:18:19
Hi everyone, I am not sure this is the best place to post this, but since I'm using the SYW mod and I see people are being quite helpful here, I just thought it would be a good place... Just tell me if I'm wrong.

So basically I am trying to install FF7 with the SYW mod and the Reunion... That part I managed, but I'm not sure I did it the best way and I have a problem and questions :

- I noticed there is a big change in color between the FMVs and gameplay screens (I think the gameplay is when the colors are not good)... It's obvious after the intro that switches to the first background and when told you can run by pressing X and a direction, when the background changes to a FMV showing the reactor (see pictures below).

(https://i.postimg.cc/GBtnZqKn/Intro-Background.png) (https://postimg.cc/GBtnZqKn) (https://i.postimg.cc/8JrQCcxy/Intro-FMV.png) (https://postimg.cc/8JrQCcxy)

(https://i.postimg.cc/9DX67Jvw/Run-Background.png) (https://postimg.cc/9DX67Jvw) (https://i.postimg.cc/y3FMF51c/Run-FMV.png) (https://postimg.cc/y3FMF51c)

How could I prevent that?

- I have replaced the movies at C:\Games\FF7\data\movies by SatsukiMovies
but I have noticed there also are movies in :
C:\Games\FF7\The_Reunion\GLOBAL\Direct\movies (lastmap.avi and starfield.avi)
C:\Games\FF7\The_Reunion\BASE\New_Translation (ending2.avi and jenova_e.avi)
should I replace them by the corresponding SatsukiMovies (lastmap, ending2 and jenova_e)?

Now ideally, I would also use FFNx (so I can use dds files) and the Character Overhaul Seven (ChaOS) mod (if it brings something compared to the character overhaul from the Reunion). The thing is I am not sure they are compatible with what I've already done... If they are compatible, how would I proceed to install them on top of the Reunion and the SYW mods?

For reference, I've written below (in the spoiler) everything I did (if I did something wrong, please tell me what I should have done)...

Thanks

Spoiler: show

Did a fresh install from Steam
Named a USB drive FF7DISC1 that I keep plugged in the computer
Ran FF7_GameConverter_0.11.exe
The converter showed "" as the path found (I supposed it meant it didn't find any path)
Entered "C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII"
The converter said
Quote
WARNING: DESTINATION is in a system folder...
This can cause some errors with mod installations...
Should I use a non-system folder?
[Y,N]?

Said Y
The converter did its stuff... Then it showed this and open the Final Fantasy VII configuration window:
Quote
Please check over the settings for FF7Config...
1) Sound tab should have a Sound device set.
2) Perform the Sound and MIDI tests.
3) Graphics-Tab can be ignore.

Did just that, everything was fine.
The converter did more stuff and asked:
Quote
Install the Laptop Keypad patch?
(Only necessary if keyboard does NOT have a NUMPAD)
[Y,N]?

Said N
And the converter ended with
Quote
Installation complete.
Press any key to continue...


Renamed ff7_en.exe to ff7_en_Steam.exe
Executed The_Reunion_R06.exe
Clicked Next
Accepted agreement, clicked Next
Folder (C:\Games\FF7) was already selected, clicked Next
Selected:
   -American English
   -Incorrect character names
   -Incorrect place names
   -Series canon
Clicked Next
Clicked Install
(Installation took a while)

Used SYWinstaller.422 (ran SYWv4installer.exe)
Selected:
   -Fields background upscaled textures (SYW v4.10 "ArkTsukiVock")
   -Battle background upscaled textures (SYW v3.17)
   -Magic and combat Fx HD textures (Kela51 v1.05)
   -Worldmap upscaled textures (SYW v4.10 + Avalanche minimaps)
   -Minigames upscaled textures (SYW v2 + Grimmy english translation)

Chose output folder (C:\Games\FF7)
Left Iro compression to: Nothing
Clicked Install with The Reunion (R06 and above)
(Installation took a long while)
Closed the installer once finished

Replaced movies at C:\Games\FF7\data\movies by SatsukiMovies

Made a backup of the Options.ini in C:\Games\FF7\The_Reunion
Made the following changes:
Quote
[OPENGL]
full_screen = y

vsync = y
[MAIN]
Model_Overhaul = y
_60fps_Battles = 2
[TWEAKS]
Game_Time_Is_Realtime = y
[FIXES]
Battle_Arena_HPMP = y
Battle_Key_Press = y

At first the game was wider than the screen (and cropped) and I realized that changing the "Scale and layout" in the display settings from Windows 10 to 100% solved it.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-06-14 22:10:32
you already have everything working that i can see, including kaldarasha's models (they are included in the reunion)

the change between fmv and the game is caused by just that: a change between a movie and the field file you walk around in, when you ride the ropeway to the gold saucer you will see another transition like this (and in several others places as well, cant remember them all), the movie is always going to look quite a bit better because the field file has several graphical limitations that dont exist in movies

a seamless change would be near impossible, and there is nothing that can be done about that
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Leodei on 2020-06-16 05:48:46
Thank you for your reply...
I didn't remember that much of a change between the FMVs and the game but I guess last time I have played it was a long time ago so I probably just forgot...
I guess that settles it then, now I just have to enjoy the game.  ;D

And Satsuki, those upscaled backgrounds look really awesome, thank you for the time an effort spent on that mod!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: P3k on 2020-06-29 04:17:50
Hi satsuki ,

First off, nice work on this mod. It's great.
I was wondering if you could let me know on how to "de-scramble" the upscaled images so that they can be viewed normally in all their glory without using FF7.exe

Cheers.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-06-29 17:05:01
Hi.
Long story short... you can't T_T
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: P3k on 2020-07-01 17:45:08
Haha. Never mind :\ I was able to use the images in the source folders in the end for what I needed.
Thank you for replying and for the awesome mod  :D
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: RRReis on 2020-07-01 20:41:02
Hello, Satsuki!

Firstly, congrats on your amazing mod! It's really awesome and I'm eager to play FF7 with it!

Unfortunately, I'm having problems on activating it. I'm sorry if you answered this before, but I wasn't able to see a solution.

I followed these steps:

1) Installed FF7 (Steam)

2) Installed Reunion R06f

3) Ran SYWinstaller.4.22 (I checked every pack and selected the option "Install with The Reunion"

But when I run the game, it looks like this

https://imgur.com/g2lwFbu

Could you please, help me? I don't know what I'm doing wrong. I appreciate your attention
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-07-02 00:07:41
Hello, Satsuki!

Firstly, congrats on your amazing mod! It's really awesome and I'm eager to play FF7 with it!

Unfortunately, I'm having problems on activating it. I'm sorry if you answered this before, but I wasn't able to see a solution.

I followed these steps:

1) Installed FF7 (Steam)

2) Installed Reunion R06f

3) Ran SYWinstaller.4.22 (I checked every pack and selected the option "Install with The Reunion"

But when I run the game, it looks like this

https://imgur.com/g2lwFbu

Could you please, help me? I don't know what I'm doing wrong. I appreciate your attention

looks like its working from that screenshot, go to where you installed reunion and find options.ini and change "model_overhaul = n" to "model_overhaul = y" and you'll get the modded character models as well
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: RRReis on 2020-07-02 02:07:35
looks like its working from that screenshot, go to where you installed reunion and find options.ini and change "model_overhaul = n" to "model_overhaul = y" and you'll get the modded character models as well

THANK YOU!!!
It's worked!!
I'm very happy, thank you so much!!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: kibazatzue on 2020-07-03 22:18:37
first, thanks for your amazing work. I have a ton of questions... but mainly:
1.- Is there a mirror for downloading this mod?? around the world, there are many countries that cannot access  mega downloads.
2.- Can this mod be installed without 7th Heaven nor The Reunion nor anything like that??
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-07-04 01:39:23
1.- Is there a mirror for downloading this mod?? around the world, there are many countries that cannot access  mega downloads.
2.- Can this mod be installed without 7th Heaven nor The Reunion nor anything like that??

1. can't help you there, satsuki (the creator of this mod) would have to upload somewhere else, and its not easy finding a place for a file this large

2. yes, but requires more work, this mod wont work without aali's graphics driver or trueodin's graphics driver, so you'd have to install one of those and configure it to get it working,
i've never even bothered with that because both 7th Heaven and The Reunion do this for you so its mostly pointless
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: strolb57 on 2020-07-31 17:06:50
Hi Satsuki,

I tried using the file from the mega.nz repo and it came back as a Trojan. I checked it in Windows Defender and then in VirusTotal. Can you or anyone else assist?
(http://<blockquote class="imgur-embed-pub" lang="en" data-id="a/BEqLkg8"  ><a href="//imgur.com/a/BEqLkg8">virus Total FF7 Mod</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-08-06 07:12:58
Sometime vb6 software (even empty ones) are reported as trojen of misc virus.
There's no virus here, just tell defender to ignore it
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: ValentDs on 2020-08-08 20:05:16
hi satsuki!
i tried to convert every single folder (world battle char) with the png files in iro ones with 7th heaven, but not worked. should i install your mods with reunion then? 7th heaven was good for me, but i couldn't figure out why not work, the mod of the other guy (the one with cloud not a puppet) iro worked flawless
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-08-10 05:15:38
Just use the provided converter it's working.
Why do you want to do it with 7h instead of the provided converter ?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-08-15 15:39:09
i'm kind of a weirdo that likes to hide Cloud behind stuff and take screenshots of the fields, thought i'd share some of these if anyone is wondering what the fields will look like with this mod
note that some of these may also be enhanced with reshade (again, these are all in-game field files... not part of a FMV)

this first one is my desktop background, and probably will be for life (or until we can upscale to 4k) :P

https://cdn.discordapp.com/attachments/285894248988016640/744214779828240404/20200516212239_1.jpg

https://cdn.discordapp.com/attachments/285894248988016640/744214453079506954/20200517185037_1.jpg

https://cdn.discordapp.com/attachments/285894248988016640/744214400927268914/20200523151553_1.jpg

https://cdn.discordapp.com/attachments/285894248988016640/744214166302359562/20200523153312_1.jpg


Cloud! Get down from there! What are you thinking?
https://cdn.discordapp.com/attachments/285894248988016640/744217362265538630/20200430201312_1.jpg
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-08-22 19:53:09
New version 4.5.0:
-Re programmed the pack builder from vb6 to c#.net to avoid as much as possible false positives with antivirus

No need to download this version if you already have your packs ^^
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: harutoshinta on 2020-08-23 18:03:13
https://drive.google.com/file/d/1vs0EqGMnBDhQpqPGLXrMbi9v5PgVXpzV/view?usp=sharing
https://drive.google.com/file/d/1sS62JfoPPOiMwq6Okb176MTRooTIv4lm/view?usp=sharing
https://drive.google.com/file/d/1bFQyCsQrTedDviJEdecUvvbvr7xAckYG/view?usp=sharing
https://drive.google.com/file/d/1fn13ciQKkVBRB_uAOH82BM1CFd0hMM2v/view?usp=sharing

Hi satsuki, thank you so much for the mod it looks great. However I've got one problem. I can load it alright with the Reunion mod, but everytime I open the game, being in fullscreen mode or not, the in-game screen is always oversized comparing to the windowed screen and I don't know if it's because of the Reunion configuration or not because I've tried to change it as much as I can and it's still like that.

Can you recommmend any way to fix this? Thanks!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-08-24 03:30:53
https://drive.google.com/file/d/1vs0EqGMnBDhQpqPGLXrMbi9v5PgVXpzV/view?usp=sharing
https://drive.google.com/file/d/1sS62JfoPPOiMwq6Okb176MTRooTIv4lm/view?usp=sharing
https://drive.google.com/file/d/1bFQyCsQrTedDviJEdecUvvbvr7xAckYG/view?usp=sharing
https://drive.google.com/file/d/1fn13ciQKkVBRB_uAOH82BM1CFd0hMM2v/view?usp=sharing

Hi satsuki, thank you so much for the mod it looks great. However I've got one problem. I can load it alright with the Reunion mod, but everytime I open the game, being in fullscreen mode or not, the in-game screen is always oversized comparing to the windowed screen and I don't know if it's because of the Reunion configuration or not because I've tried to change it as much as I can and it's still like that.

Can you recommmend any way to fix this? Thanks!

go to your The_Reunion folder and find options.ini, right click it and hit edit

full_screen = y
window_x = 0
window_y = 0
window_width = 1920
window_height = 1080
preserve_aspect = y

where i have the 1920 and 1080, change those to your desktop resolution and see if that fixes it
(if your resolution happens to be 1920x1080 then you can just use those exact values)

if you happen to have more problems with this, you should go to ff7.live and click the link to join our discord, since this is a reunion config issue and has nothing to do with satsuki's mod

edit: kudos Rumbah
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: harutoshinta on 2020-08-24 06:49:43
Thanks! It didn't work though. I'll join the Discord later.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Rumbah on 2020-08-24 18:07:00
For me it looks like a HiDPI issue.

Try right clicking your ff7 exe, Settings, Compatibility, Change high DPI settings, activate overwrite high DPI settings to application.

Save and try again.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: harutoshinta on 2020-08-24 19:06:44
For me it looks like a HiDPI issue.

Try right clicking your ff7 exe, Settings, Compatibility, Change high DPI settings, activate overwrite high DPI settings to application.

Save and try again.

Wow thank you so much! It works now! Thank you!
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: Coma-D00f on 2020-08-27 00:03:31
Hi, I'm extremely new to pc gaming let alone modding.  I'm having real trouble trying to install this mod.  I think I've done everything right; I've downloaded and installed the steam version of the game, installed reunion, and attempted to install the mod.  But when I open the installer, I don't see the prompt to install with reunion. Every time I open the installer it looks like this:

https://drive.google.com/file/d/1rLyulEvBmbt8JFd_SZmzFWQnsoynr4g6/view?usp=sharing

I might be missing something really obvious, so please excuse my ignorance...
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-08-27 04:50:47
your link isnt working, you gotta change the permissions on it to anybody

the install with reunion button is on the lower-right side, if you are getting the installer to work right


edit: looks like satsuki removed the 'install with reunion' feature out of spite (argument with reunion's creator)

wtf?

in the meantime if anyone is having trouble installing this in reunion, PM me (or go to FF7.live and click the discord link) and i'll walk you through it

some weak-ass tea to remove that feature - there are dozens of less pc-savvy people who can no longer figure out how to get this working... this does nothing to hurt dlpb, he doesnt give a f***, just hurts regular working folk that are trying to kick back and play this game the way they want... oh well, just another thing to draw people to reunion's discord
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-08-28 06:52:00
@Ori
You seems realy agressive for no reason.
Anyone can install this pack with reunion in an easy way (just need to convert to png and read reunion's readme file)

I remove the reunion feature for some raisons and nothing to do with dlpb
-I've make the full installer from zero in c# to avoid vb6 falses positive, so i checked and optimized the code, i've removed useless feature (reunion and iro compression level)
-I removed the iro compression feature because iro's compression is only usefull for distro otherwise it'll make the use of iro slower and as iro car be 7z for distro no use here.
-I removed reunion installer because:
1)you can install it from png with copy/paste files in the reunion folders
2)i can't auto-manage file replacement, witch mean that my files will overwrithe the existing one in reunion install folder or the the renuion's one will remains and avoid my file from being used
3)as i don't use reunion myself i wont be able to do the tests needed if a bug occurs
>>So as there's no safe way to auto-install with reunion, i kept the option to convert dds to png and anyone can use use safelly the converted files with reunion

So if one day reunion provide a "safe way" i can use to make my mods work without the risk of overwriting existing installed reunion mods i'll probably get the option back.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-08-28 07:39:19
@Ori
You seems realy agressive for no reason.
Anyone can install this pack with reunion in an easy way (just need to convert to png and read reunion's readme file)

I remove the reunion feature for some raisons and nothing to do with dlpb
-I've make the full installer from zero in c# to avoid vb6 falses positive, so i checked and optimized the code, i've removed useless feature (reunion and iro compression level)
-I removed the iro compression feature because iro's compression is only usefull for distro otherwise it'll make the use of iro slower and as iro car be 7z for distro no use here.
-I removed reunion installer because:
1)you can install it from png with copy/paste files in the reunion folders
2)i can't auto-manage file replacement, witch mean that my files will overwrithe the existing one in reunion install folder or the the renuion's one will remains and avoid my file from being used
3)as i don't use reunion myself i wont be able to do the tests needed if a bug occurs
>>So as there's no safe way to auto-install with reunion, i kept the option to convert dds to png and anyone can use use safelly the converted files with reunion

So if one day reunion provide a "safe way" i can use to make my mods work without the risk of overwriting existing installed reunion mods i'll probably get the option back.

perhaps i did go a tad overboard, but i think its just as unfair to say i have absolutely no reason

the timing of this feature removal is suspicious, what else am i supposed to think?

and i do realize this can still be used with reunion, but its quite complicated, even for moderately computer literate people... i had to use a guide to get everything right
now imagine trying to walk multiple people through this process on a regular basis who are not very computer savvy, just scroll through the last 2 pages of this thread - many people are trying to install this with reunion

i don't understand what was wrong with the old method of placing all your files in GLOBAL, the only thing it overwrites is the world map files, and whether yours gets used or the one inside reunion isnt going to be a big deal

as i said in my previous rant, this really screws over the average person just trying to play this game with these 2 mods working together, causing much frustration, when it used to be done with a click of a button
at the very least you could have kept a link up for the old version, mods should be about letting everyone play it (or at least as many as possible)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: LordUrQuan on 2020-08-28 17:37:27
the timing of this feature removal is suspicious, what else am i supposed to think?
You're supposed to quietly ask the person who made the change, not make wild and unfounded accusations in public.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2020-08-28 18:13:00
You're supposed to quietly ask the person who made the change, not make wild and unfounded accusations in public.

these accusations are neither wild, nor unfounded accusations

its part of a ploy to not let new users know that reunion exists - and if anyone hasnt figured it out yet, i'm always gonna fight against that, because i think its wrong
people should be able to know everything that is out there and have options for as many configurations as possible, as easily as possible

that being said, my goal here is not to sabotage this mod - it is of the utmost quality

but that is why you are getting this response, this is a huge blow and its fueled by petty nonsense
so dont blame me for playing the same game
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: BahamutSIN on 2020-08-28 19:13:03
I still firmly believe that stepping out of the screen and going outside to get some fresh air and vitamin D3 would've prevented this. 
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: strife98 on 2020-08-28 19:48:50
Alright lets go ahead and cut this conversation off right now. No ones trying to deny that Reunion exists. Hell it's even up and in plain view of everyone in the discord with a link to both its discord and its website.

This was a choice that Satsuki made, and arguing about it probably won't change his mind. If I know anything about people it tends to do the opposite. A full blown argument doesn't need to be made when a slight against either side has been made, so I'm going to ask this to stop right now before it gets out of hand. It's not like he made it impossible to work with Reunion, so what's the huge deal? As you said, if anything else this will bring more traffic to Reunions discord so why are you getting so upset about it? Just let it be.

Real tired of everyone still being so sore about this. It's been 2 months, it's time to grow up and agree that both Qhimm and DLPB have gone their own ways, but we're not trying to deny Reunions or DLPB's existence. If you still want to argue about it there are better places for it besides in Satsuki's thread.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-08-28 20:29:18
Just a few words to finish this up (if it's not the place strife98, please tell me and i'll delete this).

I had arguments with dlpb it's a fact, but even after those args i said i'll support reunion because i never had any problem with reunion users, they must be able to use my work as they want.

My installer exists for some time now (and outside this forum too) and i tried to solve the main complains i received other the time:
-Antivirus false positive, took me several hour to be able to make the same soft in c# (witch i never used before) to avoid this.
-Reunion's overwrite, i got some mails about this and also a discution from one of my us friend, because they used other files (magic an menus mainly) witch was overwrited by my installer (menus file have been removed too for some time because of compatibilies issue with lots of other mods).

Again anyone how can read a doc can easily make a manual install for the reunion, or manual install with ffnx or aali driver.... the only raison why it's "harder" to do with reunion is because dlpb as done a "texture folder path structure simplification" witch is different of the one used on ALL others drivers systems for ff7.

I support iro's creation because it can't hurt/overwrithe anything, it's a simple way to use mods.

So:
-If the texture folders structure is like in all other drivers use, the manual install would be as simple as copy/paste the png folder from my mods
-If reunion adds a full mod system (one folder for each mods with load priority in a config file for exemple) i'll add it again as it can't hurt others files.

@-Ori
I'm not here to prevent any installation of my mod, i just want to provide the better option.
Feel free to make your own installer for reunion from my file and share it everywhere you want, just credit me in the description / readme
oh, one last word about keep older versions alive, i'll quote your dear dlpb "I'm not supporting older obsolete version of my work, please don't share it" (<< just a little jocke here, feel free to share my older version anywhere you wan't, but i'll dont do any support nor update on it)
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: urgdfriend on 2020-08-29 15:57:44
-If the texture folders structure is like in all other drivers use, the manual install would be as simple as copy/paste the png folder from my mods
-If reunion adds a full mod system (one folder for each mods with load priority in a config file for exemple) i'll add it again as it can't hurt others files.

Such A feature currently exists. But for now I think its locked to one mod at a time, FINAL FANTASY VII\The_Reunion\CUSTOM, By allowing the installer to create a "SYW" Folder in there you can install the files without conflict, Not sure if DLPB is planning on allowing multiple folders of mods to load but it still exists.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: stellarscope on 2020-09-05 20:49:48
Hi!  This is a fantastic mod.  I've been using it in 7th Heaven.  I have noticed that any kind of television / screen that appears in the fields seem to have animation issues.  It looks like the first image "burns" into the second one when transitioning, then the second one "burns" into the third one, and so on.

Anyway, like I said -- really great mod that's allowing me a new way to experience this great game.
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-09-10 05:37:53
it's an engine limitation (like the aerith house water fall for exemple).
will be possible to solve with ffnx but atm no tool car realy do that
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: satsuki on 2020-12-23 20:20:24
This engine limitation is solved in the v5 version ^^
look at it here : https://forum.tsunamods.com/viewtopic.php?f=69&t=39&p=693#p693
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: the_randomizer85 on 2020-12-31 23:46:23
Yeah, I like how the link above doesn't actually link to the forum/topic, but says "Sorry but this board is currently unavailable."

How are we supposed to install this mod with Reunion?
Title: Re: [FF7PC]FF7 SYW "ArkTsukiVock" (v4) upscale : Battle, world map, fields, videos
Post by: orichalcon on 2021-01-01 06:07:38
How are we supposed to install this mod with Reunion?

http://forums.qhimm.com/index.php?topic=20311.0

this is the v4 mod for reunion, and reunion's graphic driver doesnt support the extra field animations from v5 at the moment