Author Topic: *Team Avalanche: WMRP(WorldMap Retexture Project)*  (Read 191614 times)

obesebear

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Re: Help Identify World Map Textures!
« Reply #50 on: 2009-08-31 23:46:18 »
Just to keep in mind...  The FF7 world isn't one of happiness and lollipops.  It's mostly about death and and being let down.  Very rarely is something WONDERFUL and YIPPEE HURRAY happening. 
Toned down, more dull, colors would be suitable.
I'm not talking about only using grays and browns, but don't make the water bright blue and the grass bright green, it just doesn't fit with the game's mood.

IMHO

sl1982

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Re: Help Identify World Map Textures!
« Reply #51 on: 2009-08-31 23:50:24 »
just a lil side project i was testing....

it all lines up for the most part, though the northern continent is wayyyy off on a few spots.  Still, it's enough to help you find your way around.

lee

I was planning on rediong the map for my 2d overhail. Do you wish to contribute this?

Kudistos Megistos

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Re: Help Identify World Map Textures!
« Reply #52 on: 2009-08-31 23:59:53 »
Just to keep in mind...  The FF7 world isn't one of happiness and lollipops.  It's mostly about death and and being let down.  Very rarely is something WONDERFUL and YIPPEE HURRAY happening.  
Toned down, more dull, colors would be suitable.
I'm not talking about only using grays and browns, but don't make the water bright blue and the grass bright green, it just doesn't fit with the game's mood.

IMHO

The game has several moods and there are plenty of happy moments, and the world map music is quite happy as well. Bright and colourful does fit in with the game's general colour scheme, too. It would be good if we could have a bright and colourful world map before meteor is summoned and a dull one later, but I'm not sure whether this is possible.

BTW, it would be great to see a higher resolution map, but those place names would have to go, as would the dots for places that don't have dots on the original (since they're often meant to be hidden; Round Island is an example).

Timu Sumisu

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Re: Help Identify World Map Textures!
« Reply #53 on: 2009-09-01 00:34:47 »
I'll try n get the original done soon, on a note of the color scheme, ff7 uses very saturated colors, which arnt necesarily happy, but can still be bright. This gives them a sort of melancholy, depressed look

pyrozen

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Re: Help Identify World Map Textures!
« Reply #54 on: 2009-09-01 00:43:39 »
just a lil side project i was testing....

it all lines up for the most part, though the northern continent is wayyyy off on a few spots.  Still, it's enough to help you find your way around.
lee

I was planning on rediong the map for my 2d overhail. Do you wish to contribute this?

That would be fine, however i didn't create this image, and i agree it identifies a few to many places(though we all know where they are anyway).  As for the color scheme, i find it hard to pull any type of mood from the original, because htey are super low-res and washed out.  They just look dated to me, and in my mind the ff7 is quite happy(pre-meteor) and colorful.  After meteor, yeah the music changes and things seem dreay(due to the music) but it's not possible to have 2 sets of world textures at this point(and probably not ever).

sl1982

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Re: Help Identify World Map Textures!
« Reply #55 on: 2009-09-01 00:58:54 »
Ah if you didnt create that image nevermind.

halkun

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Re: Help Identify World Map Textures!
« Reply #56 on: 2009-09-01 01:07:19 »
Take the original texture, and then squeeze/pull the hires map over it using layers. You need to remove the "bonus islands" because they are not in the original.

sl1982

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Re: Help Identify World Map Textures!
« Reply #57 on: 2009-09-01 01:10:32 »
Should we realy be using an image that he didnt make? Unless he has permission that is

Timu Sumisu

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Re: Help Identify World Map Textures!
« Reply #58 on: 2009-09-01 01:27:04 »
the map would be pretty easy to remake, just pass it along :P no need for that image

Costa07

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Re: Help Identify World Map Textures!
« Reply #59 on: 2009-09-05 06:07:17 »
PYROZEN can you tell me how you replace your textures using Aali driver texture injection

sl1982

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Re: Help Identify World Map Textures!
« Reply #60 on: 2009-09-05 06:11:23 »
PYROZEN can you tell me how you replace your textures using Aali driver texture injection

You need to open the tex file with a hex editor and insert EXT (filename) at the beginning of the pixel data. Make sure there is no space in between the filename and EXT

Costa07

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Re: Help Identify World Map Textures!
« Reply #61 on: 2009-09-05 06:46:35 »

[img=http://img199.imageshack.us/img199/9969/74869534.th.png]
<a href="http://www.postimage.org/image.php?v=Pq1XycDS" target="_blank"><img src="http://img199.imageshack.us/img199/9969/74869534.th.png" border="0" alt="Free image hosting powered by PostImage.org" />[/url]
http://www.postimage.org/image.php?v=Pq1XycDS

Is this where its supposed to go? Or am i doing it wrong and putting it in the wrong place

sl1982

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Re: Help Identify World Map Textures!
« Reply #62 on: 2009-09-05 06:51:37 »

[img=http://img199.imageshack.us/img199/9969/74869534.th.png]
<a href="http://www.postimage.org/image.php?v=Pq1XycDS" target="_blank"><img src="http://img199.imageshack.us/img199/9969/74869534.th.png" border="0" alt="Free image hosting powered by PostImage.org" />[/url]
http://www.postimage.org/image.php?v=Pq1XycDS

Is this where its supposed to go? Or am i doing it wrong and putting it in the wrong place

Wrong place. That is the beginning of the file. Not the beginning of the pixel data

Costa07

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Re: Help Identify World Map Textures!
« Reply #63 on: 2009-09-05 06:53:36 »
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

sl1982

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Re: Help Identify World Map Textures!
« Reply #64 on: 2009-09-05 07:00:25 »
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one

Costa07

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Re: Help Identify World Map Textures!
« Reply #65 on: 2009-09-05 07:54:41 »
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been  it was black and my app log said this about the texture

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format

sl1982

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Re: Help Identify World Map Textures!
« Reply #66 on: 2009-09-05 15:37:39 »
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been  it was black and my app log said this about the texture

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format

Its EXT not FXT

pyrozen

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Re: Help Identify World Map Textures!
« Reply #67 on: 2009-09-05 18:40:36 »
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one

the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black.  Everything after the pallete info is "00", so it makes it super easy to add your EXT call.  Also, you don't break the EULA by distributing the original content, making your mods completely legal.  Though i doubt square will come knocking if you were to distribute the originals.  For this mod i have created 7 custom TEX of various sizes that work for everything in the game.

lee

pyrozen

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Re: Help Identify World Map Textures!
« Reply #68 on: 2009-09-05 18:50:13 »
here's a few shots with the updated grass and dirt.  Gotta tweak a few values here and there but it's going well.  I'm working on the sand next, which is animated so that should be interesting.  After that is northern snow, and mountains will be last since i suck at making rock textures.




ignore the gray edges, i was lazy and cropped them out of windowed mode.
lee

sl1982

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Re: Help Identify World Map Textures!
« Reply #69 on: 2009-09-05 18:56:58 »
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one

the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black.  Everything after the pallete info is "00", so it makes it super easy to add your EXT call.  Also, you don't break the EULA by distributing the original content, making your mods completely legal.  Though i doubt square will come knocking if you were to distribute the originals.  For this mod i have created 7 custom TEX of various sizes that work for everything in the game.

lee

Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content

Hellbringer616

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Re: Help Identify World Map Textures!
« Reply #70 on: 2009-09-05 18:58:25 »
Pyrozen, the most recent screen shots are beautiful. Just fantastic, amazing work.

pyrozen

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Re: Help Identify World Map Textures!
« Reply #71 on: 2009-09-05 19:01:44 »
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content

you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;)  Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.

sl1982

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Re: Help Identify World Map Textures!
« Reply #72 on: 2009-09-05 19:03:13 »
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content

you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;)  Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.

Good call, can you make available your black tex files? Might help me out a bit with what im doing

pyrozen

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Re: Help Identify World Map Textures!
« Reply #73 on: 2009-09-05 19:08:52 »
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip

there's 7 of them in there.  They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them.  I've already placed the EXT call in the files, you just have to specify your texture name.  I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals.  Hope it helps!

lee

sl1982

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Re: Help Identify World Map Textures!
« Reply #74 on: 2009-09-05 19:20:15 »
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip

there's 7 of them in there.  They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them.  I've already placed the EXT call in the files, you just have to specify your texture name.  I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals.  Hope it helps!

lee

Awesome!