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Final Fantasy 7 => FF7 Tools => Topic started by: Omzy on 2011-06-05 01:21:52

Title: [FF7] Dramatically improved pre-rendered backgrounds - FacePalmer (v3.0)
Post by: Omzy on 2011-06-05 01:21:52
Updated 7/16/12, fixed lighting textures issue, Thanks to Aali on getting missing files imported = PROJECT COMPLETE
*This is the thread for the Photoshop script, not for the mod pack release. I've updated that with the new downloadable backgrounds. See Omzy's FFVII Field Pack (http://forums.qhimm.com/index.php?topic=12260.0) for that.

FacePalmer v3.0
A Final Fantasy VII Texture Resizing Batch Script for Photoshop CS5.1

Examples of what this script can do (click pictures to enlarge):
(http://img269.imageshack.us/img269/4655/blin622comp.th.png) (http://imageshack.us/photo/my-images/269/blin622comp.png/)(http://img405.imageshack.us/img405/8792/blin652comp.th.png) (http://imageshack.us/photo/my-images/405/blin652comp.png/)(http://img822.imageshack.us/img822/8691/gaiin6comp.th.png) (http://imageshack.us/photo/my-images/822/gaiin6comp.png/)(http://img809.imageshack.us/img809/7215/hyou54comp.th.png) (http://imageshack.us/photo/my-images/809/hyou54comp.png/)
(http://img189.imageshack.us/img189/392/jtmpin1comp.th.png) (http://imageshack.us/photo/my-images/189/jtmpin1comp.png/)(http://img713.imageshack.us/img713/1079/mtcrl9comp.th.png) (http://imageshack.us/photo/my-images/713/mtcrl9comp.png/)(http://img402.imageshack.us/img402/4160/onna2comp.th.png) (http://imageshack.us/photo/my-images/402/onna2comp.png/)(http://img826.imageshack.us/img826/8461/rcktin3comp.th.png) (http://imageshack.us/photo/my-images/826/rcktin3comp.png/)
(http://img210.imageshack.us/img210/3117/rcktin4comp.th.png) (http://imageshack.us/photo/my-images/210/rcktin4comp.png/)(http://img225.imageshack.us/img225/4928/spipe2comp.th.png) (http://imageshack.us/photo/my-images/225/spipe2comp.png/)(http://img20.imageshack.us/img20/1188/subin1acomp.th.png) (http://imageshack.us/photo/my-images/20/subin1acomp.png/)(http://img802.imageshack.us/img802/6332/uttmpin4comp.th.png) (http://imageshack.us/photo/my-images/802/uttmpin4comp.png/)

Bowl on Don's desk:
(http://img31.imageshack.us/img31/4049/bowlorig.png) (http://imageshack.us/photo/my-images/31/bowlorig.png/)(http://img12.imageshack.us/img12/7484/bowl4x.png) (http://imageshack.us/photo/my-images/12/bowl4x.png/)

Requirements
Requires Aali's Palmer 0.7b (http://forums.qhimm.com/index.php?topic=8450.0) for input and conversion
Rheikon's Frontend (http://www.mediafire.com/?kkaemla19iemr4z) helps a lot with Palmer's batch functions
Requires Adobe Photoshop CS5.1 (untested on other versions)
Recommended ExtendScript Toolkit for script editing
Requires Perfect Resize 7.0 Professional Edition (PS Plug-in)
Requires Perfectum Filter v1.4 (PS Plug-in)
Requires Aali's OpenGL Driver (http://forums.qhimm.com/index.php?topic=8306.0) to play in-game
Tested under Windows 7 32-bit

Script Instructions
1) Extract flevel.lgp using UnLGP
2) Copy and paste the script into a text editor and save as a .jsx
3) This script must be placed into %Photoshop%\Presets\Scripts
4) Batch export layers to PNGs in Palmer
5) Place all of these folders inside %Photoshop%\ff7TexturesIN\
6) Open Photoshop, run File->Scripts->FacePalmer
7) Open Palmer again and batch import the folders in %Photoshop%\ff7TexturesOUT\
8 ) Place all new folders in Palmer's output folder into %FFVII%\mods\%modpath%\field\
9) Play the game!

Special Cases
The following files still need to be hand-finished after running the script:
blin69_1, chorace, chorace2, hyou5_2, itown1a, itown2, itown12, junair, junonl2, junonr2, las1_1, las4_2 (missing block bug in original game), las4_3 (missing block bug in original game), losin1, onna_5, sango2, ship_2, sininb41, trnad_1, trnad_3, uttmpin4, whitein, zcoal_1, zcoal_3

Script
FacePalmer_v3.0.jsx (http://pastebin.com/WRVW4BmT)
Title: Re: [REL] FacePalmer 1.0
Post by: DLPB_ on 2011-06-05 12:18:30
facepalmer hahaha  love it.

If this works like I think it does, it will be a huge help to people! 
Title: Re: [REL] FacePalmer 1.0
Post by: Omzy on 2011-06-06 21:43:45
I've been trying to research how to take my layered images and convert them into textures used by the game and Aali's driver (texture folder), but I just don't understand it. Can someone tell me what kind of conversion takes place to make a file go from this:
http://imageshack.us/photo/my-images/219/nmkin000000000.png (http://imageshack.us/photo/my-images/219/nmkin000000000.png)
to this:
http://imageshack.us/photo/my-images/651/nmkin0000.png (http://imageshack.us/photo/my-images/651/nmkin0000.png)
?

If I can figure the algorithm out (is it LZS somehow?), then I can make this program independent of Palmer following the extraction process so anyone can easily increase the resolution of their game.

Edit: Nevermind, I found the info I needed in http://wiki.qhimm.com/FF7/Field/Background (http://wiki.qhimm.com/FF7/Field/Background). Does anyone know if that information is up-to-date or if some of the unknowns have been found? Thanks.
Title: Re: [REL] FacePalmer 1.0
Post by: yarLson on 2011-06-08 21:04:23
sounds interesting but what I want to know it is: do you actually got any of these working in game. if so bravo I'll take a look at it as soon as I can. although I wanna point out for the most part I am actually not doing anything by hand. there are a few places where the images must be edited by hand yes but thanks to some very complex photoshop actions I actually automated most of the process. I can say with confidence that I would already be over 50 percent done with the entire game however my computer was destroyed and I need some time to get another machine. that's not to say that I'm not interested in what your doing. I'll look into it as soon as I can and until then I want to wish you the best of luck. if you succeed I would be more than happy to show you the methods I'm using to get the image quality that I have.
Title: Re: [REL] FacePalmer 1.0
Post by: Omzy on 2011-06-08 22:31:04
Thanks for your reply yarLson, I'd like to work with you guys to get this thing ready and usable. I've only got until mid July to work on this, so I'd appreciate any developer support and help I can get. I'd also like to give you guys props for figuring out the fractal method and putting effort into this aspect of the game.

Of the 6 image sets I've tried it on so far, they have worked in game 100% on 5 and 99% on the other (chorace). I know exactly why it makes a mistake on that one file and I've adjusted the algorithm to make this mistake as minor as possible, but I'd like it tested on more image sets so I can see what else I'm up against. With more understanding of the way that the field background files work, I'm sure I can make it work 100% across the board.

I think I should've explained how the script works instead of just posting the code. Let me try that now, so you can see why it should produce working image sets. I've added a section above describing the process. Please read that and let me know what you think.

Update: I'm working on extracting the images from flevel.lgp myself so I have more control over the batch processing of the images. This should hopefully result in a new little c++ tool. I'm looking into the LZS decompressor from Q-Gears as a start. After I can decompress the LZS's, I should be able to parse each field background file for its image data, utilizing the information from http://wiki.qhimm.com/FF7/Field/Background (http://wiki.qhimm.com/FF7/Field/Background). This data can then be batch extracted into PNGs, which the photoshop script can resize. Then, using the same c++ program, the resulting files can be batch converted to ff7 textures using the same idea. This should allow for wholesale modification of any sort on all background images. (This really isn't any different from Palmer--it will just allow us to batch process images easily.) If anyone with experience would like to help, please let me know. I could use some collaboration.
Title: Re: [WIP] Keystone v1.1
Post by: Borde on 2011-06-23 17:38:32
I recall there was a command-line LGP unpacker/packer (Highwind, created by Aali, if I remember correctly) and also a command-line LZS decompressor/compressor made by Qhimm ages ago. I'd suggest you using those. As for decoding tha background data, I must warn you I used that format desription long ago (I think it hasn't changed, but I could be wrong) and I didn't get too far. The resulting images had several artifacts and for some of them I couldn't even get anything recognizable. Palmer must use some way more complete format description. Maybe Aali decoded it himself? I wouldn't be surprised.

Anyway, whish you a lot of luck, because I think this could be quiet useful. I thought about doing something like this long ago. But so many things got in my way I never even started :-P
Title: Re: [WIP] Keystone v1.1
Post by: sl1982 on 2011-06-23 18:20:30
Holy shit its borde, glad to see you back.
Title: Re: [WIP] Keystone v1.1
Post by: Borde on 2011-06-23 18:38:01
Jejeje! Glad to see you still around too sl1982. Sure I've been away for a while...
But I see you guys have been working though all this time. Looks like I've got a lot to catch up with.
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-06-24 03:02:29
I actually figured all that stuff out. Snagged Q-gears' filesystem code for UnLZSing and it worked like a charm. I used the reference on the wiki to decode the field backgrounds, but found that it was far from complete, as you said. Firstly, for animations (Sfx!=0), you need to use ZZ3[0] and ZZ3[1] instead of SrcX and SrcY. Apparently there are more than BG1 and BG2 sprites in some field files (think BG3 and BG4) and they have similar structures (length followed by 12 bytes of unknown data followed by sprite data). This explained most of the misaligned/messed up textures like anfrst1. These extra sprite groups include the parallax layers. After that, there are little black spots that appear on many textures which have a masking bit of 1 (1 00000 00000 00000), which simply means to use the first color in the palette (got this tidbit from asking Aali). While I wrote an entire viewer for it, it is not nearly as complete and robust as Palmer. Since Aali's new release I have little use for my program so I'm working on getting this script to full working order now.
Title: Re: [WIP] Keystone v1.1
Post by: Borde on 2011-06-24 22:18:17
Excelent Omzy. It's nice to see you found out the missing pieces of the format description. Good luck with the project.
Title: Re: [WIP] Keystone v1.1
Post by: Template on 2011-06-24 22:26:46
I just wonder what kind of file size we will end up with after fractal resizing the entire games backgrounds?
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-06-25 02:24:22
One would guess for doubly resized, you're looking at 4x the texture size and for quadruply resized, you're looking at 16x. However, since PNG compression isn't simply a bitmap of pixels, the file sizes differ from those estimates depending on the number of colors in the image. For an example reference:

md1stin (first scene in the game):
512x512 (original): 0.31mb
1024x1024: 2.08mb
2048x2048: 5.89mb

As a REALLY rough estimate, we can multiply these by the number of background files (689) to get:
512x512 (original): 0.21gb
1024x1024: 1.43gb
2048x2048: 4.06gb

The huge difference between the original and the doubly resized is probably the result of the fractal algorithm adding a lot of different colors while the relatively small difference between the doubly resized and quadruply resized is probably due to the fact that PNG compression becomes more efficient as the number of pixels increases and the number of colors remains the same.
Title: Re: [WIP] Keystone v1.1
Post by: jeffdamann on 2011-06-25 05:02:51
I dont care if this game takes 100gb of space as long as it blows my mind away.
Title: Re: [WIP] Keystone v1.1
Post by: DLPB_ on 2011-06-26 00:03:06
I just wonder what kind of file size we will end up with after fractal resizing the entire games backgrounds?
Very large which is why I asked that people use jpeg which at higher encoding rates would not be really all that different to png but would be significantly smaller.

I was not taken seriously :P  But I think this mod suffers with this problem and I think jpeg support would solve it.  Unless I am playing this ona  bluray I dont want 1 mod taking tons of space.
Title: Re: [WIP] Keystone v1.1
Post by: Marc on 2011-06-30 03:15:00
I'd like to use this tool to repack the backgrounds since I'll soon be starting a video recording process for the ff7voice project and I'd like to have the best possible backgrounds.

However I wanted to know if the algorithm was fine tuned to give the best possible results and if any artifacts would remain after palmer's latest update ?
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-07-01 05:40:18
@DLPB - support for jpg would depend on Aali's OpenGL driver support and atm it uses png's. Considering the difficulty of writing an algorithm that accounts for more than a hundred special cases, I'm not too worried about optimization right now. Can always improve speed and size later.

@Marc - thanks for your interest in this mod. The new script I'm writing depends on Palmer (0.6b). I am working diligently to put out a 2.0 version and I anticipate being finished in the next couple of weeks. The current script only works on standard backgrounds with a background, foreground, and alpha animations without any special case requirements. When 2.0 is finished, it should be capable of batch resizing every single field background without artifacts (assuming Palmer is perfect at importing its own exports at this point), so hang tight  :-D

Also, I welcome any info on the actual filters and resizing parameters in photoshop to get the best quality images at 2x and 4x, if anyone has some numbers for me. That's the one part I haven't spent much time on that others have.
Title: Re: [WIP] Keystone v1.1
Post by: Marc on 2011-07-02 17:37:37
yarlson and sl1982 had defined nice settings for their perfect resize methods.  They should be able to provide you with their ideal settings.

I think yarlson investigated these a bit further than sl did.
Title: Re: [WIP] Keystone v1.1
Post by: yarLson on 2011-07-13 19:15:41
I apologize everyone, I have been really busy lately and I haven't even been on in a while. I have in my possession a MacBook Pro that a friend has lent to me to help with my new business. If I can get everything set up the way I had it, I will continue work on my project once again and I will also help Omzy out with this project. Should only be a few days, I will post in my thread when I begin work again. Only thing that I am worried about is that there is no mac version for some of the plugins I was using then again, I have never used photoshop on a Mac so this may be totally incorrect. I still have all my settings saved and I will try to get them to you soon.
Title: Re: [WIP] Keystone v1.1
Post by: Template on 2011-07-13 19:41:54
gogogogogogogo! so looking forward to testing some new field bgs. Really wish I could get into doing some of this work myself, but I'm fairly sure my old P4 3.2 couldnt hack it
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-07-17 04:03:50
gogogogogogogo! so looking forward to testing some new field bgs. Really wish I could get into doing some of this work myself, but I'm fairly sure my old P4 3.2 couldnt hack it
That's sure a motivator  :-P
I just moved into a new apartment and I'll do my best to work on it over the next week. I may end up posting the finalized photoshop script without proper resizing parameters, but that can be filled in by others like yarlson and sl1982 when they get a chance. At this point I'm ironing out the special cases, which is tedious work.
Title: Re: [WIP] Keystone v1.1
Post by: yarLson on 2011-07-19 17:46:35
for texture enhancement in perfect resize just put all 3 sliders as low as possible, then use unsharp mask with the standard settings. Do it x4, because x2 isn't good enough. I would then run a "reduce noise filter" (to remove color distortion) with settings of

strength: 2
preserve detail: 100%
remove color noise:50%
sharpen detail: 25%

at this point I would then apply a film grain of 15% with contrast unchanged, then I would run the Perfectum filter at 40% smoothing
http://www.redfieldplugins.com/filterPerfectum.htm (http://www.redfieldplugins.com/filterPerfectum.htm)

this added a very nice "add detail" effect without adding any visible or undesirable grain

that's the best I've come up with so far besides manual edits, hope it helps
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-07-20 05:53:08
Thanks a lot yarLson! I'll try to design that part modularly so it can all be plugged into one function. That should make the products of this script look perfect. The one thing I am concerned about is the time it will take to run, but if I can run it on my machine with those parameters and then distribute the content in another way, let me know. I'm not sure what the rules on that are here. Perhaps that is better than simply posting the script since it requires some specific software and hardware to work.
Title: Re: [WIP] Keystone v1.1
Post by: Marc on 2011-07-20 13:26:37
I'd personally think both alternatives would work great.  A script for those that want to do it themselves and a finished pack for those that don't.

Does perfect fractals have a demo version per chance ?  If so, any limitations or is it time based ?
Title: Re: [WIP] Keystone v1.1
Post by: sl1982 on 2011-07-20 14:18:56
Watermarked I believe.
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-07-20 16:36:57
Does it? I've got the full version  ::), but I thought their full image-editing software suite has the watermark and perfect resize alone is a fully-featured trial.
Title: Re: [WIP] Keystone v1.1
Post by: Marc on 2011-07-21 02:12:29
Does it? I've got the full version  ::), but I thought their full image-editing software suite has the watermark and perfect resize alone is a fully-featured trial.

The only answer I could find was ona mac trial download page saying it "may" add a watermark.  Not very clear.

Guess I'll have to try it when this is released and let everyone know.  Photoshop definitely has a trial version which I'll also use but I know that one isn't limited except for time (or it wasn't last I tried it).  Too bad perfect resize doesn't work with gimp.
Title: Re: [WIP] Keystone v1.1
Post by: Omzy on 2011-07-21 05:22:12
Now keep in mind, since I'm simply recording the Perfect Resize action and plugging that into a function, the specific software version of Perfect Resize probably needs to be exactly the same. What this means is that it is better to get whatever version you can get ahold of (even the older Genuine Fractals), record the action, and then overwrite the perfectResize() function. That does require a bit of know-how (easily searchable on the net), but there's no better way I know of to do it.

Edit: Posted new version of script above. (v2.4)

The algorithm has narrowed it down to 20 special cases (out of 689). I have implemented yarLson's resizing methods and a foreground smoothing method I came up with. So far, the script should work on 669/689 fields =  97%. This is counting the backgrounds, foregrounds, animations, alpha layers, and parallax layers.
Title: Re: [REL] Keystone v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2011-07-22 15:46:56
 :P I request you go back to Face Palmer!!!!

 :evil:
Title: Re: [REL] Keystone v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Aali on 2011-07-22 16:05:41
Seconded
Title: Re: [REL] Keystone v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Hellbringer616 on 2011-07-22 17:01:07
Third :P

Since i lack all the required tools other than photoshop (which is only cs4..) is there any chance someone will upload the .png's for use for those like me? Or... is that against the rules since they are. kinda Square soft things?
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-22 17:26:56
Haha can't argue with that, FacePalmer it is then.

Hellbringer, I think thats the plan, but I would like to get it 100% before I do that, which isn't far at all now, thank god.
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Hellbringer616 on 2011-07-22 17:46:23
Can't wait, I'll post up a video if you'd like when i'm finished (full 1080p of course :P)
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2011-07-22 18:27:19
 ;D  face palmer is back!
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-22 22:06:52
Added a demo (only 4 fields), see above  :D

Edit: I think I set the film grain a little too high. yarLson, when you said 15%, contrast unchanged, where did you find those options? They aren't the same as in Filter->Artistic->Film Grain or the one in Perfect Resize.
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Kemlin on 2011-07-23 08:09:06
Yet another miracle worker shows up to further the goal of highest quality graphics possible...

Good job, old bean. Very good job.
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-07-23 18:06:43
I used filter>noise>grain

are you using the Perfectum filter? If not I wouldn't recommend adding grain because it is too noticeable without the smoothing plugin
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-23 19:50:28
I used filter>noise>grain

are you using the Perfectum filter? If not I wouldn't recommend adding grain because it is too noticeable without the smoothing plugin
Yes, I'm doing the Perfectum at the default setting of 40 after applying the film grain. I think we have slightly different versions of photoshop though, because I don't have the grain option in noise, but there is one in filter->texture with similar options to what you've mentioned, so I set those to intensity 15 contrast 50 (default) and type = soft because the regular seemed too much. The result looks pretty damn good as far as I can see at 4x resolution.

I replaced the samples in the first post with real output from this technique, compared to the original blown up to the same size. The difference is kind of ridiculous.
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-07-24 01:13:37
yeah actually your right, it is texture, my bad

its been a while, for some reason that picture doesn't look quite right to me, I will double check my settings, I haven't plugged in my old hd in months. I'll try to double check in the next couple of days and get back to you. The smoothing might be set a bit too high or something like that
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-24 02:25:54
Ok, I'll continue to iron out the special cases in the meantime...

Edit: I think I'm just going to use the algorithm to resize the majority of the special case files and simply do the portions that don't work by hand and release an archive separately. It will take too long to add all of them into the script. I coded an exception for chorace & chorace2 and that added like 200 lines. Plus, i have to start med school monday and i'd like this finished before then  :|
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-07-24 19:37:55
if I like the way your script turns out I'll work on the special cases by hand for you. Then we can finally have a finished product :D


If they are anything like some of the special cases I've come across, you won't finish by Monday...absolutely no way. One of the shinra building backgrounds took me a total of about 9 hours.

Do you know if this script would work on a mac or am I gonna have to high jack my friends computer to test it out?
Title: Re: [REL] FacePalmer v2.5 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-24 19:56:52
if I like the way your script turns out I'll work on the special cases by hand for you. Then we can finally have a finished product :D


If they are anything like some of the special cases I've come across, you won't finish by Monday...absolutely no way. One of the shinra building backgrounds took me a total of about 9 hours.

Do you know if this script would work on a mac or am I gonna have to high jack my friends computer to test it out?
If it was blin69_1, which actually requires the lights to be on to fill in the background's edges, I finished that one yesterday. It was pretty tricky, but the script took care of all except 00000000 and 00065664 / 00065665 (lights), so I was able to get it done in about 2 hours. If it was blin66_2 and blin66_6 (shinra meeting room), the script took care of almost every image in that one except a couple which look simple to fix. I also wrote chorace into the script, but we might want to do that one anyways because there is a tiny anomaly if you look close enough.

I don't see any reason it wouldn't work on a mac since I'm pretty sure all javascripts for photoshop work for any platform (but don't hold me to that). So if you've got perfect resize and perfectum, you might be good to go. I'm not sure if it works on anything other than cs5.1, but I wouldn't be surprised as almost all functions I use are basic ones.

Edit

I was comparing:
Film Grain 15% + Perfectum 40: Loss of too much detail, right amount of noise
Film Grain 15% + Perfectum 20: Right amount of detail, too much noise
Perfectum 40: Loss of too much detail, not enough noise
Perfectum 20: Right amount of detail, slightly not enough noise

So my conclusion is that between 10 and 30 smoothing is probably best in Perfectum, while less film grain should be used (~10). The film grain does add a little to the realism of the scene but given that the characters themselves are simply shaded polygons I think its best that the backgrounds match, so I've opted to go with Perfectum 20 without film grain. Tell me if you think this is the right choice. At this point I need to make a hard decision because once I start doing the special cases I don't want to have to redo them with different settings.
Title: Re: [REL] FacePalmer v2.7 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-07-24 22:29:52
well if I end up using your script I can just change it to my liking, but I am thinking now that I used a setting of 30. I personally really love the grain with perfectum but its up to your taste. I am not using film grain however, just regular grain. I don't want to hinder your artistic opinion but I will say that when I made the decision, I had the Team Avalanche high res field models in mind (which are unreleased at this point) and not the originals.
Title: Re: [REL] FacePalmer v2.7 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-24 23:20:50
well if I end up using your script I can just change it to my liking, but I am thinking now that I used a setting of 30. I personally really love the grain with perfectum but its up to your taste. I am not using film grain however, just regular grain. I don't want to hinder your artistic opinion but I will say that when I made the decision, I had the Team Avalanche high res field models in mind (which are unreleased at this point) and not the originals.
Fair enough, I tried to make it easy to modify the script by placing all adjustable parameters at the top, although the perfectum filter needs to be re-recorded and pasted into the script if you want to change it from 20 since it has a weird way of coding its parameters (seemingly random numbers). Everything else, including the grain option (i meant grain, not film grain) is in there and needs minimal effort to be changed. The worst part is running a machine for hours to get all the images processed, but that can't really be avoided.

Also, if anyone has downloaded the script today, you might want to wait until tomorrow to get the most recent one because i've been constantly changing things and fixing bugs and have reuploaded the file several times.

Edit
Its getting late and I need to wake up early for my orientation, so it looks like I'm done. yarLson, if you've got the time and equipment, can you fix the rest of the special cases? I've fixed the ones that have strikethrough font and will upload that file when I find the best method to upload the rest of the images. There may be some special cases that I've missed, but those will most likely be figured out by playing the game. If there is something wrong with the script let me know and if I can find the time to fix it I will. This marks the end of my dedicated effort on this project, but I'll pop in when I can to check on things. Expect the images (all non-special cases and the special cases I've fixed) to be uploaded in the next week or so unless someone else with the required tools decides to beat me to it  :-P
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-07-26 01:32:42
I always get:

Error 24:folderList.getFiles is no function
Line:107
->   fileList = folderList.getFiles("*.png")//List of all layers in texture

Any ideas?

I have Photoshop CS 5.1 Extended 12.1 or do I need a different version?

-----------------

Fixed it by using the 32bit Version. Seems like 64bit doesn't work.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Template on 2011-07-26 04:15:21
Just wanted to say thanks for your work on this Omzy. Seem like soon we will have at least 1 version of a comprehensive field bg overhaul. very exciting.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-26 22:36:20
I always get:

Error 24:folderList.getFiles is no function
Line:107
->   fileList = folderList.getFiles("*.png")//List of all layers in texture

Any ideas?

I have Photoshop CS 5.1 Extended 12.1 or do I need a different version?

-----------------

Fixed it by using the 32bit Version. Seems like 64bit doesn't work.
Glad to see you got it working. I haven't tested it on any other machines so let me know how it is doing.

And I will upload the images probably next week since I'm totally swamped this week. Can barely write replies here.  :cry:
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-07-28 01:01:35
I have decided to post pone work a bit longer, I am finally going to be getting a new PC. This baby was designed specifically for graphical applications so I am pretty excited. The reason I decided to wait is because I'd rather not fiddle with trying to get this stuff to work on a Mac. I should have it within the next week or two if everything goes through okay. If it doesn't I'll just use the bloody Mac. But anyway, once I start work again I will be testing out your script. I wanted to ask, if I like its function, would you mind if I used it on my project. Also if you could provide me with a list of all the special cases that need to be done by hand that would be great.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-28 06:10:53
This script can be used by anyone for anything, totally open source. You can also modify it to your liking and include credits if you so choose. The special cases I've found off the bat are listed in the first post, however there may be more minor ones I missed that will surface when the game is played.

To add to that, there are a few backgrounds that the script stops on for some reason. For the time being, just skip those when they crash the program and consider them special cases.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-07-29 01:30:59
I rendered some backgrounds, how do I get em to work with Aali's?
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-29 01:34:36
I rendered some backgrounds, how do I get em to work with Aali's?
You've got to batch import them in Palmer 0.6b (the Palmer Frontend makes it easier, see the Palmer thread for those). After you've done that, you can drag and drop the files into your mod folder and they will work if you've set the paths up right in the config file.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-07-29 01:35:40
Is there a tutorial? I converted some files with photoshop. What to do next to ge them working.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-29 01:51:34
This is from the first post
:
Instructions
1) Extract flevel.lgp using UnLGP
2) Copy and paste the script into a text editor and save as a .jsx
3) This script must be placed into %Photoshop%\Presets\Scripts
4) Batch export layers to PNGs in Palmer
5) Place all of these folders inside %Photoshop%\ff7TexturesIN\
6) Open Photoshop, run File->Scripts->FacePalmer
7) Open Palmer again and batch import the folders in %Photoshop%\ff7TexturesOUT\
8 ) Place all new folders in Palmer's output folder into %FFVII%\mods\%modpath%\field\
9) Play the game!

For setting up the modpath, just change modpath in ff7 config to FacePalmer\ and put field folders in mods\FacePalmer\field\

Here are the links to Palmer and the Frontend:
http://backup.ninjaloot.se/share/palmer-0.6b.zip
http://www.mediafire.com/?a0btb4nc6o7hpx8
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-07-29 20:53:45
7) Open Palmer again and batch import the folders in %Photoshop%\ff7TexturesOUT\
Figured out how it works.

I have a problem converting bonevil2:
Error 1233
Line 584
--> app.open(composite.File)

I had to resize the bonevile2 772 png manually with paint, but it worked.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-29 22:55:19
Yes, that is a bug I just found, a few files have the wrong sizes by like 1 pixel. Until I have time to fix it, just manually fix them and continue.

Edit: Retrospectively, this comment doesn't make sense. He was talking about something different that I have since fixed.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-07-30 17:11:00
The problem is hyou 5_2 there are like 20-30 little files that facepalmer fails. It is pretty timeconsuming to resize them manually. It seems like only the very small files make problems.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-07-31 19:10:49
Yah, until I can fix it, just skip that one. It happens on like 3% of the files. I'd like to see someone get some stuff in game and let me know how it looks and feels if you're able. Rough spots can be ironed out easily.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-07-31 22:28:38
I just took the 3% and rendered them on my own. I just used Irfan View to batch-convert them to 400% and then used Perfectum. Looks pretty much the same then facepalmer skript and works with palmer batch-import :-)
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-01 02:47:04
Looks pretty much the same then facepalmer skript and works with palmer batch-import :-)
It will only look the same if you got lucky and only had to resize some alpha animations. If you did that to anything else that has to fit together like background + foreground + foreground animations, lines will show up everywhere. That's the basic reason for developing FacePalmer, because you can't simply batch resize everything.

Edit: Ok, I understand what you mean now. Those files should be fine to resize on your own since they are just layovers and not dependent on the background. I just fixed a bug that caused FacePalmer to stop periodically on several files (the 3% I was talking about). Now it should only stop if you run out of memory / crash for some reason (although the program should not leak). I'll look into why it messes up hyou5_2 and I'll try to post an updated script shortly.

It will still stop on a couple files like trnad_1 and las4_3 since they do not have a background (00000000), so just remove them from your input folder. I've added them to the list of special cases that will be released.

And for the record, hyou5_2 contains 257 files...  ;D

Update: I'm currently in the process of uploading all the files. That means you guys can expect something to play with within a day or two...  :mrgreen:
Keep in mind, there are a few special cases that have yet to be fixed and integrated. These will be completed and distributed as time permits.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-08-05 17:37:05
ugg I should have been more thorough about this is prior explanation but you should have added a feature to add in black behind the bottom layer and behind all lighting layers. You see, perfect resize doesn't fit the proportions exactly, it's usually a few pixels off of the original and without the black behind it you can get some weird, though usually hardly noticeable cutoffs. It gets really bad in the lighting layers however and can get pretty blocky and unattractive. All of which can be easily avoided by a little bit of black. Black doesn't show at all in the lighting layers, and any transparency in the bottom layer will be changed to black anyway so it doesn't affect quality in any negative ways. I'll try and add it in myself if you don't much mind.

In the end I will probably end up using your script. I will spend the majority of the rest of the project time cleaning up and error correcting. While scripts are convenient, I should expect some level of err, and that kinda thing just doesn't "jive" well with me.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-05 17:54:15
ugg I should have been more thorough about this is prior explanation but you should have added a feature to add in black behind the bottom layer and behind all lighting layers. You see, perfect resize doesn't fit the proportions exactly, it's usually a few pixels off of the original and without the black behind it you can get some weird, though usually hardly noticeable cutoffs. It gets really bad in the lighting layers however and can get pretty blocky and unattractive. All of which can be easily avoided by a little bit of black. Black doesn't show at all in the lighting layers, and any transparency in the bottom layer will be changed to black anyway so it doesn't affect quality in any negative ways. I'll try and add it in myself if you don't much mind.

In the end I will probably end up using your script. I will spend the majority of the rest of the project time cleaning up and error correcting. While scripts are convenient, I should expect some level of err, and that kinda thing just doesn't "jive" well with me.
I did put a black background behind everything except the non-alpha parallax layers, so that shouldn't be an issue. I playtested from the beginning up to the sector 7 slums last night and all looked well except 2 very minor things that are hardly noticeable unless you're looking for them. My biggest concern is the special cases once I get all this uploaded, and there are only like 10 to fix (I did half) before everything is 100%. And by 100% I mean from what I can see right now. I'm sure people will report errors as it is playtested and those can be addressed then.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-08-05 18:18:33
well, sounds like some fine work, depending on your upload results i may not need to finish my project after all :p
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-05 19:20:30
Well, here it is. I might give a picture tutorial later, but let me know if you're able to download it (it is 3GB)

FacePalmer (https://skydrive.live.com/redir.aspx?cid=c35010d16d49c4bf&resid=C35010D16D49C4BF!112)

You need WinRAR to unpack.

1) Click 'Download' on the right side of the webpage (make sure you're inside the FacePalmer folder of SkyDrive)
2) Unzip with WinRAR
3) Use WinRAR to batch unRAR all files inside the field folder (select all, right click, extract to separate folders)
4) Delete original archives in this folder
5) Drag the entire FacePalmer folder to your mods directory
6) Set your mod_path = FacePalmer/ in ff7_opengl.cfg
7) Play the game


Edit: Link didn't work, see torrent in separate posts
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jeffdamann on 2011-08-05 19:58:44
Ahh man im not downloading all those seperately, make me one huge zip and ill seed the hell out of it on a torrent, I have 20MB Upload
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: -Ric- on 2011-08-05 20:00:28
Well, here it is. I might give a picture tutorial later, but let me know if you're able to download it (it is 3GB)

FacePalmer (https://skydrive.live.com/redir.aspx?cid=c35010d16d49c4bf&resid=C35010D16D49C4BF!112)

You need WinRAR to unpack.

1) Click 'Download' on the right side of the webpage (make sure you're inside the FacePalmer folder of SkyDrive)
2) Unzip with WinRAR
3) Use WinRAR to batch unRAR all files inside the field folder (select all, right click, extract to separate folders)
4) Delete original archives in this folder
5) Drag the entire FacePalmer folder to your mods directory
6) Set your mod_path = FacePalmer/ in ff7_opengl.cfg
7) Play the game

seems like its only possible to download 1 by 1  :o or maybe im doing something wrong.. never  used SkyDrive tbh  :|
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-05 20:12:31
If you follow the link I posted and click 'Download' on the right side of the page, FacePalmer.zip will popup allowing you to download the entire thing in one shot. I'm not sure how bandwidth works if multiple people are downloading it from there at once, but once you get it, it sure would be nice to have a torrent available since it would likely be much faster.

Edit: Link didn't work, see torrent in separate post
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jeffdamann on 2011-08-05 20:17:16
If you follow the link I posted and click 'Download' on the right side of the page, FacePalmer.zip will popup allowing you to download the entire thing in one shot. I'm not sure how bandwidth works if multiple people are downloading it from there at once, but once you get it, it sure would be nice to have a torrent available since it would likely be much faster.


Ill set one up


Edit: No download link for me, it says     
     Feed

    Sharing

    Everyone (public)
    Get a link
    Embed
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2011-08-05 20:36:59
I signed in and I still don't get a 'download' link.
Facepalmer and Field are folders.  Field is full of rars containing the pngs for each area.

EDIT: YEAH! I downloaded all 667 files!  Now I'll make a bat file to extract all the rars into the proper folders.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-05 20:39:13
Ok, sorry guys, I didn't try it on another machine or logged into a different account. I'll figure out a better solution and post a new link tonight.

Edit: I'll just give jeffdaman the account credentials so he can get it and make a torrent out of it.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jeffdamann on 2011-08-06 00:17:43
Torrent Available Here: http://www.mediafire.com/?751w10qgo3ye3n1
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2011-08-06 00:57:44
my download speeds are kind of crap right now. so someone please tell me how it came out when you've got it :]
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: -Ric- on 2011-08-06 02:29:05
downloading pretty fast here about 2 hours left

i will leave it seeding after its done
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DarkFang on 2011-08-06 03:22:11
I'm getting some crap speeds too. About 60 to 125 kbps.

One I get it, I could make a mirror using Megaupload or Mediafire links.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: -Ric- on 2011-08-06 03:32:47
I'm getting some crap speeds too. About 60 to 125 kbps.

One I get it, I could make a mirror using Megaupload or Mediafire links.

100 kbs aint bad considering we have 1 seed xD
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DarkFang on 2011-08-06 03:37:31
That's true, and I'm getting 200kbps right now so I guess I shouldn't complain.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Kemlin on 2011-08-06 05:56:35
I'll lend myself to seeding after I've downloaded, as well. Better backgrounds are totally worth it.

First thoughts: "Oh wow, it's downloading pretty fast. 500KB!"

Then: "Wait...that's not KB. That's bytes. BYTES."

Oh snap!
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: -Ric- on 2011-08-06 06:10:22
im uploading at 200 kb's and downloading at 30 kbs xDD

but its ok.. after 2-3 people finish it downloading and (hopefully) leave it seeding.. it will get rly fast
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Kemlin on 2011-08-06 06:34:22
I'm up to about 600KB now. It doesn't take too long to go faster.
Title: Re: [REL] FacePalmer v2.8 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2011-08-06 16:41:15
Here are the commands to easily install these files from the command line.

Copy the 'field' folder from inside FacePalmer.zip and paste it into C:\Temp.
Download and run unrarw32.exe (http://www.rarlab.com/rar/unrarw32.exe).
Place 'unrar.exe' in C:\Temp.
Start a command window and enter this code or create a .bat file.

Code: [Select]
    REM *** SET FF7ModPath=Your Final Fantasy VII installation folder
    SET FF7ModPath=C:\Program Files\Square Soft, Inc\Final Fantasy VII
    CD /d C:\Temp
    FORFILES /m *.rar /c "cmd /c ^0x22C:\Temp\unrar.exe^0x22 x -y @file ^0x22%FF7ModPath%\field\^0x22"

-PitBrat
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-06 17:53:28
Alternatively, with WinRAR, you can just follow this procedure:
(http://img814.imageshack.us/img814/1320/unled1wqz.png) (http://imageshack.us/photo/my-images/814/unled1wqz.png/)

Also, it might make it easier for future downloaders if we could unRar all of them first and then make a torrent. Then it's just drag, drop, and play.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jeffdamann on 2011-08-06 18:26:38
Want me to do that?
Everyone who is already seeding can do it as well, and if I send them the new file and they keep the data in place we'd still have all the seeds.

EDIT: Someone goes to Med School :P
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: obesebear on 2011-08-06 18:27:46
Just wanted to comment on the WinRar thing.... 7zip is much much better and can handle most other compression methods as it's open source* and constantly being updated.


*may need verification
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2011-08-06 18:28:44
wouldn't say it is much better...  my own tests say the difference is small, but 7zip is superior in a lot of areas true.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-06 18:35:28
Want me to do that?
Everyone who is already seeding can do it as well, and if I send them the new file and they keep the data in place we'd still have all the seeds.

EDIT: Someone goes to Med School :P
Sure if you could, and I'll post the new link in the first post.

And not for long if I keep playing games like this  ;)
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DarkFang on 2011-08-06 19:41:08
Never mind about the Mediafire links, unless you want 15 of them.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-06 19:48:49
Any feedback yet?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jeffdamann on 2011-08-06 20:13:08
from me poking around in the images, they look amazing, I simply CAN NOT WAIT to get them up ingame, If someone will provide us with unmodded screenshots, I can get the modded ones.

Ill make the new file shortly.

When I do everyone follow OMZY's extract all to different folders method and get the new file so that we will have all our seeds.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-06 20:37:11
Sounds good, sorry for the folder archiving confusion, my original upload to SkyDrive required that no file be larger than 100mb, so I had to rar each folder because I couldn't upload the entire thing as one file.

Edit: So far from playtesting a bit I've found that many alpha animations (like lighting effects) don't blend correctly and some lines show up. Also some backgrounds require a white background before cutting instead of a black one and that also causes lines to show up. Both things aren't present on the vast majority of files, but alas, that is another thing I will have to fix and make a re-release for. It will be a while before that gets done though. For anyone that is interested in helping, the script is posted and you're welcome to make edits if you think you can improve it.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jeffdamann on 2011-08-06 20:47:56
Where do I stick these things to make them work? Its been a while for me.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Vegadawg2 on 2011-08-06 20:58:27
Well I have been unzipping these one at a time and cut,pasting them into the proper folders.  I have found some anomalies that I will post after I'm done. (Ex. new folders in this field pack that weren't in previous field folders, and having to rename a few .png's so they overwrite the originals correctly.) This seems to be quite a monumental task so it may be awhile.  Loving all the hard work everyone does here and just happy to do my part to help. Unzipping 600 some files one at a time takes awhile so I will post an update ASAP basically.  Anyone who wants to put up a torrent of all these files already unzipped would be an angel in my book!  Thanks again everyone!

Edit: I have successfully unzipped every single folder individually and copied the contents to my field folder.  The only strange thing I noticed was a couple of png's needed to be renamed to overwrite my old field files.  I also deleted any png that was just black with nothing else on it.  Are those crucial to making these backgrounds work?  Going to test in game now and see how amazing this looks.  I play the game at a resolution of 1920 x 1080 so I will definitely see the differences.  I'm ashamed to admit that I accidentally erased my notepad file that i was using to keep track of my results on from this project.  From memory the pngs that I had to change the name of just had an extra"_3" or a extra "_5" in the name.  Again, hoping I didn't mess anything up by doing that.  I wish I could remember the exact folders I did this in but I can't.  I just know that it was somewhere in the B's.  Also I'm guessing that there are more files in this field pack than previous releases from other people because this is all-inclusive unlike previous background rendering projects?  Also wanted to say that most of the png files in Facepalmer were smaller than the pngs I was replacing so that is kind of a relief for those who like to minimize.  But the all-in-all growth of the field folder was about double.  From about 1.5 gigs to 3 gigs these days.  I will quit rambling now and end this post.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2011-08-06 21:13:09
Where do I stick these things to make them work? Its been a while for me.

It tells you on first post.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: -Ric- on 2011-08-06 22:36:11
Any feedback yet?

well like u noted on ur post after.. some things still need work but.. compared to the original resolution backgrounds.. they look simply.. AWESOME lol
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2011-08-07 05:04:58
and furthering tests with 7zip, looks like in some cases it really is vastly superior...  Depends on what files... but yeah, winrar is officially second best :P  :-D
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2011-08-07 07:51:10
I've scanned through the FacePalmer textures and found a few anomalies.

Missing Folders:
    blin69_1
    blin67_4
    nivl_e3
    rckt3
    rckt32
    whitein

Bad Name:
    blin62_3_00_00.png instead of blin62_00_00.png
    blin62_3_01_00.png instead of blin62_01_00.png
    blin62_3_15_00.png instead of blin62_15_00.png
    blin66_5_00_00.png instead of blin66_00_00.png
    blin66_5_01_00.png instead of blin66_01_00.png
    blin66_5_15_00.png instead of blin66_15_00.png

Black Lines:
    anfrst_3_01_00.png

I'm integrating the best of FacePalmer with yarLson's and sl1982's texture packs for the Bootleg.
Hopefully we're finally rid of all those pesky scenery glitches.

-PitBrat
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-08-07 12:39:42
Thanks for the torrent but why did you zip everything? I just need the ship1 and 2 files....

Nice work!!!!
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-07 16:39:41
All of the 'special cases' in the first post are not included, so all of those should be missing (ship_2 is also not there, forgot to add it to the list). I was not aware of naming issues. Palmer does a pretty good job at importing/exporting, but it is definitely not perfect. The biggest problem at the moment is the lighting problem, which I know how to fix, but it will just be a pain in the ass to re-process everything and release again. It will come, but it will take a bit. For now, do what you can to make it playable and things will improve as myself and the other field people work it out.

yarLson, I don't think you should end your project, but you can use the script to move quickly through all the files. Most will not need any touchups at all and that will save you tons of time. The others should have many of the field files looking fine but only a background or an animation to touch-up, saving even more time. In the end, I think it is your effort that will produce the most refined final product that we are working towards. FacePalmer was really meant to get something out that people can play asap because that gets more people interested.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2011-08-07 18:01:51
I noticed the FacePalmer textures aren't as vividly colored as Yarlson's.
But FacePalmer fixed those annoying spots where the scenery overlapped in the wrong spot.
That happened a lot in the Shinra building.
I visually compared every texture from Yarlson and SL1982 with FacePalmer and selected the set I found most appealing.  I also replaced almost all of the lighting textures (15 and up) with those from Yarlson and SL1982.
I've automated the process in Bootleg.

This really makes FF7 look amazing.

Thanks for the hard work!

-PitBrat
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-07 18:05:36
I noticed the FacePalmer textures aren't as vividly colored as Yarlson's.
But FacePalmer fixed those annoying spots where the scenery overlapped in the wrong spot.
That happened a lot in the Shinra building.
I visually compared every texture from Yarlson and SL1982 with FacePalmer and selected the set I found most appealing.  I also replaced almost all of the lighting textures (15 and up) with those from Yarlson and SL1982.
I've automated the process in Bootleg.

This really makes FF7 look amazing.

Thanks for the hard work!

-PitBrat
Nice job! I'm glad you guys are helping out--this is indeed a huge project.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Azrael_SEt on 2011-08-14 02:35:26
I can't Export gldst (the Gold Saucer Station, not the Gongada one) and so I can't render it.

Is there a chance to export gldst? Do you have the same problem?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: sl1982 on 2011-08-14 03:02:27
Omzy can I request that you make a new topic under graphical mods for your released files so we can keep this one as a thread under tools.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-14 03:32:21
I can't Export gldst (the Gold Saucer Station, not the Gongada one) and so I can't render it.

Is there a chance to export gldst? Do you have the same problem?
Good observation. It seems that's not the only one Palmer misses either. I couldn't export it either and I'm not sure there is an immediate solution other than asking Aali to check and see why that happens.

Also sl1982, I'll make a new topic but it'l have to be a quicky for now until I get some more time on my hands.

Edit: Here is the new topic (http://forums.qhimm.com/index.php?topic=12260.0).
(Whoever reads this post, remember that topic is only for release packs--this is still the thread for the FacePalmer script.)
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: bashful6 on 2011-08-15 10:28:47
Really wanted to try this but the torrent is down and I rather wait for actual link downloads.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: dssjr85 on 2011-08-15 21:51:58
I recently downloaded this and have since played FF7 with it. It basically does the impossible. It makes the greatest game ever even better. I work from 6AM-2:30PM right now so will limit seeding of the torrent during these times to 100K/bs but during every other time of the day, I will seed this as long as I own a computer. Oh and during all other times of day, I have a 10M/bs upload. Bravo to everyone who has worked on this.   ;D
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Vgr on 2011-08-15 22:15:43
Really wanted to try this but the torrent is down and I rather wait for actual link downloads.

I'm currently seeding, so you might want to test out now.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-15 22:29:07
I'm enjoying the feedback so far and am popping in as much as I can briefly.
As I've mentioned several times, I'm a bit too busy at the moment to work on the script. If anyone is interested in further improving this script, here are some hints as to what needs to be fixed. Please post new versions in this thread for people to use or post pieces of code that can be substituted.

The alpha layers (lighting layers that use Linear Dodge blending, type = 0, id > 65536) are messed up. If you look at Palmer's output you will see that some of the them have multiple files that come one after the other (only adding 1 to the filename), e.g. 65536 and then 65537 and 65538. If Palmer only adds 1 to the filename, these files are all considered to be a group, so they work together to make a single layer or image. When I outputted the images, I thought the baselayer (the 65536 one) could just be output as the composite of all the layers on top of one another (like you can do with the background). From what I've seen in game, this is wrong. You must cut the baselayer out like you must cut out other layers or it will actually shine through, causing the lighting artifacts. So, my cutting algorithm needs to simply be applied to the alpha baselayers in addition to the forelayers.

If that makes sense to anyone with some technical know-how, you can fix the problem in the meantime. If not, you guys will have to wait until I get a chunk of time on my hands, which will be weeks.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: bashful6 on 2011-08-16 00:19:07
Guess i'll have to watch for the times when someone is seeding.
BTW is that pacific/mid/eastern time?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2011-08-16 01:51:49
It seems that most of the lighting textures (15 and up) work in the game and look beautiful.
I've only noticed a few minor artifacting glitches.
If the FacePalmer lighting textures were restored to the vanilla color palette, would the glitches go away?  Or would that just introduce more anomalies?
Is palette restoration a feasible project?  Or is there some more visually pleasing method of correcting the lighting textures?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-08-16 01:59:25
It seems that most of the lighting textures (15 and up) work in the game and look beautiful.
I've only noticed a few minor artifacting glitches.
If the FacePalmer lighting textures were restored to the vanilla color palette, would the glitches go away?  Or would that just introduce more anomalies?
Is palette restoration a feasible project?  Or is there some more visually pleasing method of correcting the lighting textures?
From what I've seen, the artifacts are not from palette problems, there are simply overlapping lighting layers (because of the way I cut them) that produce more glow than is necessary on some backgrounds (which looks blocky since only part of the lighting layer overlaps). The palette glitches are not something that can easily be taken care of as far as manipulating colors goes. The fractal method requires the generation of more colors in order to create new detail. On the plus side, Aali's driver seems to render all the layers despite the palette errors. So if he or someone that knows how could write a palette error suppression patch (like ff7lessdebug), we could get rid of those errors.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: dssjr85 on 2011-08-16 03:13:22
Guess i'll have to watch for the times when someone is seeding.
BTW is that pacific/mid/eastern time?
That would be mountain time. I'm seeding right now and am uploading at 1.2MB/s which is right on target with 10Mb/s after overhead.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: bashful6 on 2011-08-17 00:45:06
Thanks a lot for seeding it!
I'll install this tonight and I'll post some photos since there hasn't been any posted. If I get this working, I think I will be set as far as mods to FF7PC unless of course some finish with their own work will be glad to test it out. I would get into better quality models but, since I have no experience with modeling or importing not something I could do other than doing drawing layouts. ~should of gone for 3D animation instead of graphic design~
Going to be streaming this once I have it set.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: balsh on 2011-08-19 10:58:23
hi really cool mod thanks  :)

like said above only a few glitches with lights on some fields (ie: Priscillia's house in Junon and the tree before MtNibel)
and some rare scenes are not converted:
lvl 69 shinra building with blood
nibelheim mansion library corridor
junon airport

I've been starting the game from the begining with the mod and that's pretty much the only bugs I've noticed (Im at Mt Nibel)
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Ying264 on 2011-08-22 21:03:56
Hey not sure if this was the right place to post, was just wondering if there is more seeds available for facepalmer or a direct FTP for it. I've had it downloading for days and im only on 26%! I can't wait to get this up and running!

Last thing i need to get my modded FF7 running 26% now DL'ing between 5-20kb and that's if im lucky!! I will continue to seed for a while when I have it! i'm currently uploading to someone else
Thanks people :)
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Ying264 on 2011-08-24 03:29:27
Bump for more seeds? currently 2 of us at 47%
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Soul XXcult on 2011-08-30 15:01:18
sorry to bother you but  have you plan on working this for Final Fantasy 8  i wou be very appreiactd, it doesn't matter if you can't. FF7 looks amazing with scaling
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2011-09-06 06:17:21
I have no current plans to extend this to FF8, but I or someone else will likely do it in the years to come.

Also, refer to the other thread for downloading the map pack (http://forums.qhimm.com/index.php?topic=12260.0).
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Tenko Kuugen on 2011-09-15 17:56:02
I wonder how long I'd take me to upload these in parts to megaupload
is that even conform with the rules here?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: UGerstl on 2011-09-15 18:22:18
Hi KuugenTheFox,

you are at the wrong topic. I uploaded it, read here: >Click me (http://forums.qhimm.com/index.php?topic=12260.0)<

 My max upload   : 640 kBit/s
 Upload duration : ~18 hours 
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Roamin on 2012-01-03 15:13:28
This looks just to damn good! Thank you to everyone involved.

I just wanted to point out a few textures which seem to have been forgotten, or just dont properly load in a FULL preset install of bootleg 0036.

Airport : http://img252.imageshack.us/img252/2268/airportcursortexture.jpg (http://img252.imageshack.us/img252/2268/airportcursortexture.jpg)
Lower Junon : http://img811.imageshack.us/img811/5739/lowerjunon.jpg (http://img811.imageshack.us/img811/5739/lowerjunon.jpg)
Mansion Basement : http://img685.imageshack.us/img685/8289/mansionbasementtexture.jpg (http://img685.imageshack.us/img685/8289/mansionbasementtexture.jpg)
Upper Junon : http://img827.imageshack.us/img827/3875/upperjunon.jpg (http://img827.imageshack.us/img827/3875/upperjunon.jpg)

As i keep playing the game (normal mode) i will take more notes if i see more "old" textures
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jdove on 2012-01-08 03:11:59
how do you get these face palmer images to work i put em all in the mod_path but it does nothing are these in the right format to use as soon as you extract the rare files from the torrent after you put em all in seperate floders or do you have to turn them into a new flevel.lgp with some other program i dont have photoshop and lgp tools is missing files "lgpprop.dll" is missing i followed the directions to the T but FF7 wont load the new images is there a torrent with everything converted to w/e it is you need to use em in game these files seem like they are for the people editing them and arent ready to be used "right of of the box" please help
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Tekkie.X on 2012-01-08 12:49:09
Do you have Aail's driver installed and configured?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Vgr on 2012-01-08 17:46:49
You have to extract all those RAR files after.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: jdove on 2012-01-09 09:14:17
hi guys thanks for the response^^ yeah i had everything with the driver and everything else setup right i was using other mods when i posted, anyways i figured out my problem, When i extracted the files i saw someone say to extract them all into separate folders which i did but it turns out they were already in folders to begin with so i ended up with double folders so my directory i had it in wasnt working i manually moved all 667 folders that were in other folders into a single field folder and it solved my problem if that makes sense lol, was a mouthful. Thank you guys for all the awesome amazing work you all have done with this game.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: samGD021 on 2012-01-18 11:50:13
hey when i downloaded the pngs, the picks looks like this
http://imageshack.us/g/507/anfrst30000.png/

is this normall? and all the textures i downloaded doesnt seems to work , i put it in

C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\DK\field

bt still doesnt work :(
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: therage800 on 2012-02-13 23:43:41
hey when i downloaded the pngs, the picks looks like this
http://imageshack.us/g/507/anfrst30000.png/

is this normall? and all the textures i downloaded doesnt seems to work , i put it in

C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\DK\field

bt still doesnt work :(

Yes, that is normal. That set up does work as that's what I'm using as well. However, I had the same problem as jdove (The post directly above yours). If using Winrar, you highlight all the archives, right click, and then choose, "Extract here". Do not choose, "Extract each archive to separate folder".
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: ajthedj747 on 2012-03-24 14:39:09
The bootleg made by PitBrat made FacePalmer work flawlessly for me. I had to reinstall it five time over three weeks though. For Windows XP, I was missing the executive file called, "forfiles.exe" in my ../windows/system32/ folder. FacePalmer works great on my laptop with Windows 7 Ultimate as well.  :D
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Sun7zu on 2012-04-07 23:06:32
This is awesome!! Thanks for sharing this (as a torrent also!). My computer is on 99% of the time so I'll seed this for a few years.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2012-04-08 21:48:14
I've tried this a lot over past few days with different versions of things.  I am using 12.1 and I get:

Error 8800  The functionality may not be available in this version of Photoshop.  The command <unknown>  is not available.

Line 1089
Execute action  (perfectumonezerozero,desc3, dialoguemodes.no);

I take it this means my version of perfectum (v2+) HAS to be 1.4?  Can anyone edit the script for me to remove perfectum completely?  I don't even want to use it!


edit:  yeah it is that.  I don't like that smoother (it makes the backgrounds look plastic and fake), so if anyone will remove it from script for me, I would be very grateful.

edit 2, I just removed the sections between { and } and that seems to have done the trick.  Why anyone would use that grain or smoother is beyond me.  Other than that Facepalmer is great :)

Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Heidern98 on 2012-05-16 06:13:21
Hey guys. I am posting in a few threads to try to find a solution to a problem I am having. I just downloaded FF7 bootleg and the only mod I have yet to finish is facepalmer. The torrent has been stuck at 98.8% for hours now. Also, I tried to dl the individual rar files (1-20) but part 7 link is down. This is the only thing preventing me from playing the game. I was wondering if someone could reupload part 7 or help me with a solution. Thanks everyone.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Heidern98 on 2012-05-16 07:14:32
Nvm I went and Dled on my roomates pc.... No matter how many times I tried on this pc, it would be a dead link. Wierd. Its installing now I can't wait =D
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: gonzodamus on 2012-05-27 21:04:01
Hiya folks!  New to the forums though I've been lurking for quite a while.

I'm a little new to all of this and was wondering if someone could give me a hand using Palm to open field files and export them as PNGs.  I'm able to open them one by one with ease, but when I select "batch import" I get "no files specified on the command line."

I've gone ahead and tried specifying folders on the command line, but it seems to want individual file names.  Since I can only put one file name at a time, the program simply imports that one file - if that makes any sense to y'all.

This is probably something really obvious, and I'm not totally sure if this question is appropriate for this thread, but any help you could give me would be awesome :)

And if there's a thread or something that tells me how to do this all and I'm just search-incompetent please forgive :)
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: CyberPirate on 2012-06-09 15:37:55
I'm kind of stuck myself I think. I just want to play the game with the graphics I downloaded, but I'm not sure if I installed it correctly or because I just haven't encountered any new fixed scenes yet.

I unzipped FacePalmer.zip and then unzipped all the parts inside that folder again into each separate folder, then I moved the whole FacePalmer directory into the "mods" directory created by Aali's driver, and edited the modpath. Is that all I have to do? I'm currently just on the second bombing mission so I might have not yet encountered anything improved yet.

Also whenever I unzip one of the texture archives inside FacePalmer directory I get this path; e.x: ancnt1.rar = Facepalmer\ancnt1\ancnt1

To me that seems wrong and should only have been Facepalmer\ancnt1\.

Thanks in advance :)
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Template on 2012-06-09 15:56:49
To me that seems wrong and should only have been Facepalmer\ancnt1\.

You are correct, try unzipping everything again. I ran into same problem when I first did this mod, tried again and unzipped correctly second time.
Also, bootleg can do this for you.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: CyberPirate on 2012-06-09 16:04:42
You are correct, try unzipping everything again. I ran into same problem when I first did this mod, tried again and unzipped correctly second time.
Also, bootleg can do this for you.

When you have to find and download everything anyway, then I don't see how bootleg can make it any easier on my part. I will try and extract everything again, seems like I found out how to do it right this time.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2012-06-09 16:19:28
You also should be aware that there are many glitched textures in FacePalmer.  Some of them make parts of the game unplayable.  Many of the mods have broken parts.  Bootleg attempts to apply all the necessary fixes and make mods compatible with one another.

Here's the current list of glitched textures in FacePalmer (also includes BlackFan and the Field Packs):
Code: [Select]
ancnt2\ancnt2_15_00.png
ancnt2\ancnt2_16_00.png
ancnt2\ancnt2_17_00.png
ancnt2\ancnt2_18_00.png
ancnt2\ancnt2_19_00.png
blin1\blin1_15_00.png
blin2\blin2_15_00.png
blin2_i\blin2_i_15_00.png
blin3_1\blin3_1_15_00.png
blin59\blin59_15_00.png
blin60_1\blin60_1_15_00.png
blin61\blin61_15_00.png
blin62_1\blin62_1_15_00.png
blin62_2\blin62_2_15_00.png
blin62_3\blin62_3_15_00.png
blin62_3\blin62_15_00.png
blin63_1\blin63_1_15_00.png
blin63_t\blin63_t_15_00.png
blin64\blin64_15_00.png
blin65_1\blin65_1_15_00.png
blin66_1\blin66_1_15_00.png
blin66_2\blin66_2_15_00.png
blin66_4\blin66_4_15_00.png
blin66_6\blin66_6_15_00.png
blin67_1\blin67_1_15_00.png
blin67_3\blin67_3_15_00.png
blin68_1\blin68_1_15_00.png
blin68_2\blin68_2_15_00.png
blin68_2\blin68_2_16_00.png
blin68_2\blin68_2_17_00.png
blin69_1\blin69_1_15_00.png
blin69_1\blin69_1_16_00.png
blin70_1\blin70_1_15_00.png
blin70_1\blin70_1_16_00.png
blin70_2\blin70_2_15_00.png
blin70_4\blin70_4_15_00.png
blin671b\blin671b_15_00.png
blin673b\blin673b_15_00.png
blinst_1\blinst_1_15_00.png
blinst_3\blinst_3_15_00.png
bugin2\bugin2_15_00.png
cosin2\cosin2_15_00.png
cosin3\cosin3_15_00.png
crater_2\crater_2_15_00.png
crater_2\crater_2_16_00.png
crater_2\crater_2_17_00.png
crater_2\crater_2_18_00.png
crater_2\crater_2_18_00.png
crater_2\crater_2_20_00.png
crater_2\crater_2_21_00.png
crcin_1\crcin_1_15_00.png
crcin_1\crcin_1_16_00.png
dyne\dyne_15_00.png
dyne\dyne_16_00.png
ealin_1\ealin_1_15_00.png
ealin_2\ealin_2_15_00.png
ealin_12\ealin_12_15_00.png
eals_1\eals_1_15_00.png
eals_1\eals_1_16_00.png
eleout\eleout_15_00.png
eleout\eleout_16_00.png
elm_i\elm_i_15_00.png
elm_wa\elm_wa_15_00.png
elmin1_1\elmin1_1_15_00.png
elmin1_2\elmin1_2_15_00.png
elmin2_1\elmin2_1_15_00.png
elmin2_2\elmin2_2_15_00.png
elmin3_1\elmin3_1_15_00.png
elmin3_2\elmin3_2_15_00.png
elmin4_1\elmin4_1_15_00.png
elmin4_2\elmin4_2_15_00.png
elminn_1\elminn_1_15_00.png
elminn_2\elminn_2_15_00.png
elmpb\elmpb_15_00.png
elmtow\elmtow_15_00.png
fship_3\fship_3_15_00.png
fship_4\fship_4_15_00.png
fship_5\fship_5_15_00.png
fship_42\fship_42_15_00.png
games_1\games_1_15_00.png
games_1\games_1_16_00.png
games_2\games_2_15_00.png
games_2\games_2_16_00.png
games_2\games_2_17_00.png
ghotel\ghotel_15_00.png
ghotin_1\ghotin_1_15_00.png
ghotin_2\ghotin_2_15_00.png
ghotin_3\ghotin_3_15_00.png
ghotin_4\ghotin_4_15_00.png
gldelev\gldelev_15_00.png
holu_1\holu_1_15_00.png
holu_2\holu_2_15_00.png
hyou2\hyou2_16_00.png
hyou2\hyou2_17_00.png
hyou2\hyou2_24_00.png
hyou2\hyou2_25_00.png
hyou5_3\hyou5_3_15_00.png
hyou8_2\hyou8_2_15_00.png
hyou12\hyou12_15_00.png
hyou13_2\hyou13_2_15_00.png
icedun_1\icedun_1_15_00.png
icedun_2\icedun_2_15_00.png
icedun_2\icedun_2_16_00.png
jet\jet_15_00.png
jetin1\jetin1_15_00.png
jtmpin1\jtmpin1_15_00.png
jtmpin2\jtmpin2_15_00.png
junair2\junair2_15_00.png
junbin1\junbin1_15_00.png
junbin5\junbin5_15_00.png
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nvmkin32\nvmkin32_15_00.png
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onna_52\onna_52_15_00.png
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pillar_2\pillar_2_15_00.png
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qa\qa_15_00.png
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qc\qc_15_00.png
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smkin_4\smkin_4_16_00.png
sninn_2\sninn_2_15_00.png
sninn_b1\sninn_b1_15_00.png
snmayor\snmayor_15_00.png
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snow\snow_15_00.png
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spipe_2\spipe_2_15_00.png
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uttmpin1\uttmpin1_15_00.png
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uutai1\uutai1_15_00.png
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uutai1\uutai1_18_00.png
wcrimb_1\wcrimb_1_15_00.png
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yufy1\yufy1_15_00.png
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zz3\zz3_15_00.png
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zz8\zz8_15_00.png
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: CyberPirate on 2012-06-09 16:25:08
Will these glitches textures have me start from a previous save or do I get a change to go back and save if I happen to meet one of the buggy ones?  :P
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: PitBrat on 2012-06-09 16:29:10
No, they don't affect a save game.
They're mostly glitched lighting textures.
Sometimes the fog textures obscure the characters.
Other times there are strange lines and other artifacts on the screen.
Removing the textures reverts to the vanilla versions.
Save games are unaffected.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: CyberPirate on 2012-06-09 16:33:12
Yeah, I just wondering about if I ever met a glitched texture when I played the game, will I be stuck or can I just walk out of that screen and find a save game and then remove that texture?
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Borde on 2012-06-10 18:37:58
You shouldn't get stuck, since navigation is performed using walkmeshes which are not releated to the visible backgrounds.
Title: Re: [REL] FacePalmer v2.9 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: smilez on 2012-06-27 06:23:21
*nevermind. read the previous posts got it working. :)
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2012-07-16 22:07:13
(http://img39.imageshack.us/img39/5948/5ier.th.jpg) (http://imageshack.us/photo/my-images/39/5ier.jpg/)

Thanks to fan support and convincing personal messages from Salk  ;), I've finally returned to finish this project. Check the updated first post of this thread for the new script and also Omzy's FFVII Field Pack (http://forums.qhimm.com/index.php?topic=12260.0) for what should be a 100% complete 4x game experience!
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: LeonhartGR on 2012-07-17 00:34:22
Awesome work OMZY! There's a huge difference! Guys you should try it! Oh God...finally... the slums!
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: DLPB_ on 2012-07-17 02:05:34
Now I find 4x overkill.  I should be able to resize these to 2x yup?  Since png is lossless it should work fine?
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2012-07-17 02:10:11
Now I find 4x overkill.  I should be able to resize these to 2x yup?  Since png is lossless it should work fine?

I don't see why not, but perhaps you'll find a reason  :P

Update: New comparison images posted in first post.
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Salk on 2012-07-17 04:21:44
Thank you so much for finishing what you started, Omzy!

As I said before, this is in my opinion the best visual modification that could ever be made for Final Fantasy VII PC. Thanks for keeping your word about this.  :wink:
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Omzy on 2012-07-17 04:29:12
Thanks Salk,
I have a feeling that there are a few more special cases out there that I have yet to discover, so I hope you all will playtest and find them (screenshots are good enough if you don't know the file name).
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: omega res novae on 2012-07-17 10:31:22
nice work this is pretty legit
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Sun7zu on 2012-08-05 17:43:18
Man, this torrent sure is popular. Over the last few months I've uploaded over 7 TB.
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Mako on 2012-08-16 13:26:15
Best visual mod in existence. Here I was looking into shaders..
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Rumbah on 2013-10-07 11:46:42
Is there any documentation how to process the palmer png output to resize it besides the Photoshop script? Then I could try to build a free processing pipeline without Photoshop (eg. with imageMagick).
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: yarLson on 2013-10-08 01:29:32
Well its using perfect resize and a lot of photoshop specific plugins so I am not sure.  There doesn't appear to be too many comments in the script itself so its kinda hard to tell.  Anyhow I was getting better image quality with photoshop CS's new image resizing algorithms but I haven't done anything with it because I'd rather focus on a more elegant solution such as shaders.  Alas the documentation is lacking a bit in that department as well.
Title: Re: [REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Post by: Rundas on 2013-10-08 02:09:38
Someone resize all the backgrounds using 3.0 so I can benefit from other people's labor please 8-)