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Final Fantasy 7 => Graphics => Releases => Topic started by: eqprog on 2020-06-26 05:46:35

Title: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-06-26 05:46:35
(https://i.imgur.com/OrnGDoG.png)

After a couple of months of work, I'm finally ready to present to you all the first beta for my (much bigger than imagined) quarantine project.

Here's some screenshots:

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

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

(https://i.imgur.com/qFW0s7h.jpg)
(https://i.imgur.com/5cPJsfr.jpg)

(https://i.imgur.com/inz5XKN.jpg)


A big thank you is necessary to Devina and KaosuReido of this very forum, whose work in upscaling the FF7CC UI inspired me to start working on this project.

Downloads:
Download FF7CCUP on Github. (https://github.com/eqprog/FF7CCUP)

Please note: This modification requires the US Version of the game ONLY (GameID ULUS10336).

For the best experience, I suggest using Github Desktop.

Windows installation instructions:
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-06-26 08:07:06
HOW TO INSTALL AND BEST SETTINGS
As the instructions say, everyone can download it by clicking Clone (green button) > Download zip.
Put everything inside the FF7CCUP-master folder into the ULUS10336 folder. It will be 3GB worth.

For those who wish to see the differences between the original and our project in real time, go into PPSSPP's Options > Controls > Control mapping. Scroll down to Texture replacement and assign a keyboard shortcut to it, so you can easily compare before/after.

Anyway, some technical tips:

- Rendering resolution is best at 4x for clarity
- Screen scaling filter: Linear
- Rendering backend should be OpenGL for accuracy (other backends caused a camera error in Angeal's house)
- Rendering mode should be Buffed rendering (non-buffed can cause disappearing Midgar streets)
- While visiting Banora, enable Retain changed textures to fix slowdown in Angeal's house, then remember to disable after leaving Banora to prevent blinking animation errors
- See also: Low Performance / Troubleshooting section near bottom on Github

ABOUT OUR VERSION
Some people may be wondering how this project compares to vierock's. Our version is incompatible with theirs who seems to have left the forum and abandoned their project, so don't try installing both of them. Our version currently is a basic upscale of essentially everything whereas vierock's misses a lot, and we re-do certain textures and HDify them while trying to be faithful to the original where it counts.

Me and eqprog plan on being active so this project won't be abandoned and will have constant updates. Our project is open source so all texture artists are welcome. Anyone can work on anything. If you'd like to join, tell us in this thread.

Unfortunately, we can not not replace FMVs with AI upscaled versions. This is a common question we receive. Apparently players can only filter FMVs so the pixels become blurred using PPSSPP, but I've never got FMV filtering to work myself. Crisis Core does not have more than 30 minutes of FMVs so my advice is to just suck it up, sadly.

Also, as far as I know, all 60 FPS hacks I've seen for this game are wonky: they make it so DMWs activate twice as much, which breaks the game's intended difficulty and becomes intrusive as your gameplay will be constantly interrupted. I've never seen stable 60 FPS hacks for Crisis Core. If anyone claims to have a 60 FPS hack which works and is completely stable, let me know in the topic.

ARE WE DONE?
For the most part, yes, but like many texture projects, there is no "set date" on when it is complete. I am about 95% satisfied with our work, and you can download it now and expect a pretty complete version. My main reasoning for my lack of satisfaction is that some character models and certain textures could look better. If you really want to play Crisis Core, then just play it. Don't wait years for us to do more work on textures, it's not worth waiting. Our project is playable.

I made an update about the upcoming Crisis Core remake and how it will affect our project here:

https://forums.qhimm.com/index.php?topic=20208.msg287671#msg287671

HOW ACCURATE IS THIS TO THE ORIGINAL?
(https://i.imgur.com/pOI5Wbq.png)

For the most part, our project is very accurate to the original, especially where it counts. We are fans of Final Fantasy 7 and Crisis Core and Zack Fair and whatnot. You don't need to worry about us going wild with artistic changes like many fan projects do, and everything we change has an understandable reason. You can have confidence in us, whether you're a first time player or a returning player.

Perhaps a basic visualization of how accurate we are is represented in the poster above. The essentials of the posters are the same, even if the font is slightly different. It's not like we changed it into something completely different, because the original texture is salvagable enough to know the basic intent.

We've had to create flavor text sometimes because the original text is unreadable, but we ensure what we add is essentially canon or harmless. For example, changing a unreadable sign in an inn to a "thank you" message.

(https://i.imgur.com/VVJkMnu.png)
(It is simply impossible to HDify the game without making some artistic choices)

If you're curious about what the original version of something looks like, you can always simply do the shortcut I mentioned above to see the difference in real time.

(https://i.imgur.com/dbPPzqT.png)
(Is the sign on the left supposed to be selling... a ripped map with a Pepsi logo on it...?
Who knows, so it's now a LOVELESS poster).


Unfortunately, in some very, very, very rare instances, we've had to transform something completely in order for it to make sense because there's very little to salvage about the original texture, like the poster above. This is not the norm for this project and we try to avoid this as much as we reasonably can.

I myself am not a purist. Even Crisis Core has a reputation of being "shunned" by fans of the original PS1 game. To some players, Crisis Core is a worthy part of the Compilation of FF7, while to others, it's notorious for adding the controversial character Genesis. I know other players do care about an accurate experience, so I keep this in mind while working on the project.

(https://i.imgur.com/r2tmm3B.jpg)
(Some artistic liberties were taken with the exhibit room for a more immersive experience. Things like this are one of the few exceptions.)

I took a few liberties with the exhibit room in order to make the room feel more interesting like an actual museum with text you can read. I feel like it adds to the experience and makes it enjoyable for players to learn more about the world and its lore. I also added a Midgar design to the rather strange and empty giant glass case in the room to help with the worldbuilding as seen above.

(https://i.imgur.com/7Kf049M.png)

At times, we have even made things *more* canon than the original textures, and closer to what the developers intended. For example, Zack's shoulder pads are intended to be brown (as shown in his art and the FMVs), so we changed it from black to brown. The dumbapples are another example of this. They're intended to look like indigo apples, but for some reason, look like blue blobs in the original so we changed this: https://forums.qhimm.com/index.php?topic=20208.msg280580#msg280580 I also changed a "Mibelheim" to "Nibelheim", fixing a typo the original texture artists left behind because the former isn't a real town in the game. Some original art has also been added closer to what the original devs intended, such as the guys on the save screen and various blurry Shinra logos are now crisp.

If you are unsatisfied about something we change, you can tell us in this thread.
For example, I once accidentally broke a story canon plot point with a texture change so I fixed my error immediately.

THINGS YOU CAN LOOKOUT FOR WHILE PLAYING
I encourage people to be on the lookout for certain texture issues, because some stuff may go unnoticed (but like eqprog said, if it's as blatant as an obvious ugly Shinra logo or something, then we probably already know about it). This includes:

-Offensively bad textures which you think may go unnoticed because it may be somewhat hidden away
-Textures which look too inaccurate to the original or lose important detail when upscaled
-Texture seam issues, example: https://i.imgur.com/PU6Vyes.png
-Animation errors which are likely to occur when the low-poly models are on-screen, example: https://i.imgur.com/A29mW9U.gif

THINGS WE PLAN TO IMPROVE
Shinra Building:
-Directory says Shinra Building is located in Sector 8 instead of 0

Character models/animation errors:
-Models look pretty good atm, but Aerith's dress needs to be HDified
-NPCs phase quality

----
My save files pack (14 save files for various areas throughout the game): https://www.mediafire.com/file/urdzwzoopobxpoq/SAVEDATA.rar/file

MODS
There are various mods in the mod folder people may want to use.
They're in the mods folder that come with the download with instructions how to install.
For example, you can learn about three of them here:

https://forums.qhimm.com/index.php?topic=20208.msg282566#msg282566

SHAMELESS PLUG
(https://i.imgur.com/qp2JDdg.jpeg)
(https://i.imgur.com/3WYTMJM.png)

I am also helping an open-source Before Crisis remake called Before Crisis: Cissnei.
We have currently released a demo for it (download on page 4 of the linked topic).
Players can play it before Crisis Core, as it sort of acts as a little prequel to Crisis Core, introducing Cissnei.

You can learn more about it here: https://forums.qhimm.com/index.php?topic=19983.0
A trailer for the game is here: https://youtu.be/3PQhBEjjDGY

Support for the project and those who know RPG Maker MV are appreciated.

NOTE: IMAGES FROM POSTS BELOW THIS ONE ARE OUTDATED AND DO NOT ALWAYS REFLECT THE CURRENT MOD.
Many of them are early beta versions so screenshots from pages 1, 2, 3, etc of this topic do not show the recent versions. Please don't judge our project based on them. For some samples of more final comparisons that represent the project, here's some below:

Environment

https://i.imgur.com/oFpQWuu.png (Sign in Nibelheim)
https://i.imgur.com/4p6GnUG.png (unpixelated tree)
https://i.imgur.com/w3r0KJH.png (Cafe, before) https://i.imgur.com/PDWLvJS.png (Cafe, after)
https://i.imgur.com/dQlx4yY.png (Debris, before) https://i.imgur.com/MQjQrNx.png (Debris, after)
https://i.imgur.com/uMI8eVQ.png (Rubble)
https://i.imgur.com/Y4KgZfr.png (Aerith's church, before) https://i.imgur.com/RhewN33.png (Aerith's church, after - stained glass is changed to be consistent with FF7make)
https://cdn.mos.cms.futurecdn.net/wB4V2XRuRUXXNkt5vJS5RN-1056-80.png (Flowers, before) https://cdn.mos.cms.futurecdn.net/M52KKKGiHM9GbGx7N46T4P-1056-80.png
https://i.imgur.com/8M7gjXD.png (Train, before) https://i.imgur.com/L2HbttR.png (Train, after)
https://i.imgur.com/K6ivr1j.png (Electrical box)
https://i.imgur.com/hYbVXU8.png (Cans)
https://i.imgur.com/36oKrSM.png (Shinra door)
https://i.imgur.com/45PsgWS.png (Shinra entrance)
https://i.imgur.com/8ElbxPV.png (Shinra window)

Characters

https://i.imgur.com/GR0Fg6L.png (Zack)
https://i.imgur.com/jiYXUcX.png (Zack and stained glass, before) https://i.imgur.com/eMlcr7g.png (after)
https://i.imgur.com/XAu2onr.gif (Zack gif comparison)
https://i.imgur.com/e2qtFhB.jpeg (Aerith, different hair tone for consistency with artwork and remake)
https://i.imgur.com/mnZ3azC.jpeg (Cissnei: left is original, ignore middle, right is final)
https://i.imgur.com/qPpTVcz.png (Jenova)
https://i.imgur.com/l4pUtlz.png (Sephiroth)
https://i.imgur.com/FP5Ubr0.png (SOLDIER)
https://i.imgur.com/13WSQtY.png (Cloud)
https://i.imgur.com/xYgHYSX.png (Buster sword, modified to be consistent with how it looks in FMVs)
https://i.imgur.com/3TYrwxI.png (Another view of the sword)
https://i.imgur.com/UtJpV5v.png (Tifa - ignore the middle, right is final)

Artwork and UI
https://i.ibb.co/HGFKhCq/1.png (the Nibelheim photo)
https://i.imgur.com/GQNtRsn.png (HD screenshots now appear during DMW)
https://i.imgur.com/Di4Ue5E.png (DMW portraits have been repainted to look less pixelated)
https://i.imgur.com/SUn2j6Q.png (...plus Genesis)
https://i.imgur.com/hjDRF4Q.png (DMW compare)
https://i.imgur.com/uqXu8ar.png (Airship artwork, before) https://i.imgur.com/3IVNhq5.png
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-06-30 03:36:03
(https://i.imgur.com/YWNggoh.jpg)

Devina, I edited your idea a little bit. I tried to put the psd file on git but apparently it was too big.

Otherwise, some work done on the backend stuff for the texture gallery/viewer.  Eventually I'd like to develop it as a more flexible tool so that other people making similar projects will be able to utilize it. I've got two more days in a row off from my day job so hopefully I'll be able to implement all the features in that time.

For those wondering what I'm talking about:

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

If you run "eval_img.py" (python required - instructions on github) you can use this program to compare the original texture vs the upscaled texture, as well as open up both files in your favorite editor/viewer. Hopefully I will get some updates done soon which will let users apply filters to easily find the texture that they want to edit.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-06-30 10:50:24
That computer screen is defo an improvement. :)

I just noticed that a lot of textures have a bit of a chromatic abberation applied which sucks a bit, some worse than others. Ideally, we should try to remove it. For grey/black textures (like Zack's hair), it's easy to remove it via Photoshop via desaturation. I doubt you want to go through the whole game game, but you have the masterdumps folder, so you could always locate the bad ones.

Do you think you can fix some issues?

-Missing glass on the big windows near debriefing room
-While wearing Zack's black outfit, if you idle a bit, one of the animations wasn't done
-In the Loveless alley, the floor texture near the sewers holes is off. Also, just the floor in general looks poor

I plan on doing these textures so you don't have to worry about them:

-Lvl 49 Soldier floor texture
-Shinra logo elevator
-Logo on blue car in exhibit room
-Shinra sign and door in exhibit room
-Shinra signs in main lobby
-License plate in Loveless alley

I find specific textures using this method:

-Save state at the scene
-Drag textures folder out of memstick folder
-Dump textures
-Drag textures back
-Look in the "new" folder to get the filename

Copy the file name and look for it in the textures folder.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Dark_Ansem on 2020-06-30 18:20:08
Holy cow Zack never looked this good - except when his swimwear
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-01 01:43:13
Yeah, the way the emulator dumps the textures really works against us. I wish there were a better way to distinguish what we were dealing with.

I spent waaaay too long today fiddling with this. I guess you could say the whole thing is a learning experience! Whatever my next project is will hopefully go smoother.

Anyways, I got the evaluator able to filter by the available categories. It could be implemented a little better but I think I'm almost at the point where it works for what we need it for and I won't be really improving it much. Tomorrow I will add a search field so that you can search by filename.
Honestly its too difficult to go search for specific textures so what I'm doing is just getting myself into a category and working at it one by one.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Chrysalis on 2020-07-01 15:20:54
amazing work, thanks.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-01 21:26:47
I would actually recommend doing it by chapter, not by folders, because that's how people will experience the game.
I think that way, it'd be better to focus on the things that matter more.
For example, I'm in chapter 1, doing various signs around the Shinra Building.

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

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

What world map did you use for the computer background btw?
There's a world map in the hallway that needs a new version. I can work on that.

I also think it'd be a good idea if we began using this thread as a way to keep us updated on what's being added/changed. I notice you're doing some stuff on Github, but I don't really know what you're doing because that website is a bit confusing.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-01 22:17:23
That looks very very good. Great job!

As for the world map, check out the /edits/linked objects folder and open world_map.psb . Assuming you're using photoshop it is a smart object that will update in your documents if its modified. Here's a png tho.

(https://i.imgur.com/5UIxSic.jpg)
As far as the source, I took a depth map meant for a 3d printer and essentially colorized/texturized it.
 
Yesterday I was mostly working on improving the texture viewer. Today I'm working on the foliage textures. I haven't pushed anything yet. I decided to do these first because the AI really did a bad job and they require a bunch of tedious editing. I've taken a big chunk out of it so far though.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-02 04:05:29
Posting an example here so the work can be seen:

(https://i.imgur.com/C4F5kFA.png)
Original

(https://i.imgur.com/P4UoIrk.png)
AI upscaled... I put a background on this one to make sure the artifacts could be clearly seen

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

A little bit of TLC put on it and it looks much better. I kind of have a process now so hopefully the rest of them should be done in the next few days.

Devina, continue working as you are, I think its a good idea. Just make sure you push your work to the repository. I recommend you get the github desktop application that way you'll have a working folder on your harddrive to more easily get your work uploaded. The best way to make sure we don't do overlapping work is to work in different areas and to keep the branch up to date.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-03 04:54:46
I got some feedback saying that downloading this from github is very slow - here is a google drive link to the version we have now: https://drive.google.com/file/d/1Xj4KSkRlcfxIlmmRYiCLhOmc4P6A_-Kw/view?usp=sharing


Keep in mind that the github page will always have the latest available version - I will try to remember to update this link as things progress.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-04 06:17:24
I got kinda bored with the foliage textures so I decided to put a bit of time in improving the details on zack.

(https://i.imgur.com/lZ0u6ON.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-04 12:49:07
Looks good, do you know if you can try fixing that animation glitch in his black shirt?
You just have to idle for 10 seconds while he's in his black shirt and you should get the dumps.

I just finished the main hallway for now.

I desaturated some walls to get rid of the CA, and I fixed the glass transparency issue by reverting a texture back to its original.

I had to use a grey background in the middle of the glass directory to make some of the fading look better (by hiding it), so I added some flavor text for now I might change later.

I also don't know what to do with the world map for now, so I just added a basic version. Might come back to spice it up later.

Also, I realized that in order to single out the textures you want, you don't have to drag out the texture folder, you can just rename it "texturess", then rename it back after.

Going to do the rest of the Shinra Building, shouldn't take long. Keep in mind, my goal here isn't really "perfection" or else this whole project would take 5 years, my goal is to fix the more obvious hideous immersion-breaking textures and the like.

Also, we made some news sites!

https://wccftech.com/crisis-core-final-fantasy-vii-ai-enhanced-texture-pack/

https://www.dsogaming.com/news/final-fantasy-7-crisis-core-receives-remaster-treatment-thanks-to-this-ai-enhanced-hd-texture-pack/
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-04 14:46:26
Yeah I saw that!  8)

My goal isn’t perfection, either. If you look in the priority folders those are textures I thought were particularly bad looking & prominent.

I will put the one animation for Zack on my list. I might be relatively inactive for the next few days, just a heads up.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-04 17:34:01
I did a few more textures around Shinra Building, don't really plan on going back there for now, it's sort of a boring place.

I'm going to keep going with the game. I notice when you begin the Wutai mission, the moon and fog looks a bit messed. Think you can fix that?

(https://i.imgur.com/7uxtLIa.png)

I desaturated the swords. I noticed Angeal's looks horrid, as if it's made of leather or something.

(https://i.imgur.com/EsCFD8b.png)

Fortunately, I found a better texture in the same folder and copied it over and check out this massive quality increase:

(https://i.imgur.com/DRJY7hD.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: orichalcon on 2020-07-04 17:55:07
have never played this, will definitely be taking advantage of this project to finally check out the story from this game
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-04 18:56:55
This is still quite a rough beta, if you really want a definitive experience, I recommend playing in 6 months from now, by then, I'll be done the game and have ironed out a lot of textures. Everyone playing now is basically a beta tester.

Some more issues eqprog can help with:

When Zack is on his phone, there's an animation error when he says this line:
(https://i.imgur.com/TuICZeX.png)

A huge chunk of the forest (plus the Genesis copies) aren't done after fighting the two bosses:

(https://i.imgur.com/Qzx2YGz.png)

Sephiroth's hair looks a bit bad (I can probably try working on this later):

(https://i.imgur.com/3PqRCKa.png)

Immediately after the mission, there seems to be a missing Shinra upscale on the PC:

(https://i.imgur.com/9C8osxo.png)

Also this too (funnily enough, the texture shows their faces so I plan on resizing it once eqprog upscales it. I feel bad for the texture artists who do work which is never even shown in the game because the cutscene directors decide to use bad camera angles):

(https://i.imgur.com/kgSBZxe.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-04 19:16:13
Do you have texture saving enabled? If you saved the non-upscaled textures would you mind uploading them to the missed textures directory? That’s where I’ve been putting any “masters” that got missed on the initial upscale. It would make it easier for me.

Edit: looking at the github it looks like one of my pull requests didn’t work right... once I get back to my pc tonight I’ll have to double check. I thought I got a big portion of those already.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-06 00:13:32
I didn't have texture dumping enabled but I can always go back later, but I feel like I might mess something up, and there are a lot of textures involved. It's not very far in the game and you can speed up PPSSPP and flee battles to make the process quicker.

How goes double-checking that pull request?

I'm in Banora now and I noticed Angeal's mother and everything in the house isn't upscaled. I'm going to keep exploring tho and taking notes. I also redid the posters in front of the big building.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-06 07:03:30
Just so you know, I have the image evaluator set up to not add any duplicate file names to the database. If you do dump any missing textures in the future don’t worry messing stuff up. Just putting it in the missing textures directory and I’ll take care of it.

Didn’t get a chance to work on much today. Made some progress fixing up Zack a little bit, as well as did some self-teaching for setting up “artboards” in photoshop so that whenever I make a change to the a character skin I can apply it to each texture and export it them all at once. My personal goal for this week is (at the least) finish up scaling any missing textures and set up artboards for all the character textures. You’re using photoshop, right? I’ll upload these artboards files to the GitHub page so that you/others can utilize them.

By the way, I think we should set up a discord. It would be easier to communicate.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-06 16:20:44
Yeah, I use Photoshop. I'm not really sure how to use these programs so I just do things the old-fashioned way myself, don't worry about it. I also don't have Discord atm, but I don't think I'll be that useful once I'm done over-seeing the game, so I'll just keep doing my status updates here to let you know what I'm up to.

In Banora, I noticed that there's a weird dark texture error so I brightened the texture and it looks better.

(https://i.imgur.com/25bJYvC.png)
(https://i.imgur.com/LROHBn0.png)

The entire Banora factory hasn't been upscaled.

Heading back into Shinra HQ, there's a cutscene in Lazard's office so I did a couple textures here (I removed the text because I don't want to write filler text here):

(https://i.imgur.com/L6F7sMe.png)

(https://i.imgur.com/IyrHbLM.png)
(https://i.imgur.com/I5E7Tut.png)

This laboratory after the reactor hasn't been upscaled:

(https://i.imgur.com/WB08t48.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-07 06:27:43
Met Aerith, the whole Aerith section seems fine, although like I noted before, the wooden floor in the church has a seam issue. I don't feel like trying to fix it just yet so I left it for now. I changed this store sign back to its original since it was poorly upscaled:

(https://i.imgur.com/RC3p7hc.jpg)

Redid the signs here on the highway (but the lighting is still noisy, not sure how to fix)

(https://i.imgur.com/l5SyKBO.png)

More flavor text in Hojo's lab:

(https://i.imgur.com/IJ4hTqq.jpg)

(https://i.imgur.com/202GIs3.jpg)

The capsule here has an error so I had to revert it back here:

(https://i.imgur.com/jubC36r.jpg)

Had a go at the helicopter:

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

(https://i.imgur.com/pmrd9bo.jpg)

I stopped at the Cloud snow section. Haven't seen any missing textures so that's good.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-07 21:11:05
Lookin' good! Thanks for your continued efforts.

Played through the game to grab the missing masters and got them upscaled up through the banora factory, up to the cutscene where you find angeal's mother again. Takin' a break for a few hours. I may get some more done tonight. I also got zack fixed up a little better I just need to fix his belt(s) for the high-quality cutscene textures.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-08 00:52:47
I got up to Junon, am going to do some signs there. I made Cait Sith (when he appears on the DMW) look better and I also restored the original cloud textures during the beach scene because they looked bad.

I download the recent pack, looks like the idle animation glitch is fixed, although this one in the church is still bad (I got a save if you need it:

https://i.imgur.com/A29mW9U.gif

I noticed something weird, my HD art of the guys on the save screen is no longer HD.
I went into texture.ini and I noticed the lines for it (and some other summon pics apparently) had a # in front.
I loaded the game, still wouldn't work, so I changed it to "00000000023139f0a7afe217" and it worked (it was another similar number before, not sure why.) I don't know if the other summons have correct numbers. Any idea why this is?
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-08 03:06:52
The ones that have # in front are to ignore their replacement. I never got lucky enough in my initial playthrough to get get the summon to come up (I didnt get all the materia either...)

The reason why is that the original UI upscale used the quickhash feature and not the the xxh64 hash. The quickhash causes a bunch of repeat dumps so I have to actually get the textures to dump with the new hash in order to implement them.

The save icon was set to ignore in the texture database and I fixed a bug that was making those textures not be ignored and instead being placed in the textures.ini file. . I can get it the save screen fixed but ideally we'd make it look better than the AI. I tried my hand at it earlier today but I did a pretty embarrassing job.

Just FYI I need to fix the textures.ini file so that the textures which shouldn’t be included are IN the file as “[texturehash] = “ so that the emulator doesn’t think it’s a “new” texture. It’ll be done tomorrow.
Title: Re: FF7 Crisis Core Upscale Project
Post by: olearyf2525 on 2020-07-08 08:23:48
Thanks Devina and EQProg for all your work.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-08 21:23:05
Thanks!

I probably spent way too much time on this than necessary but at least I had fun!  :-D

(https://i.imgur.com/5siez2O.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-08 22:32:39
Here's what I got so far:

000000006bff1e383c584e48= ui_upscale\purple_guy.png
000000007519b4019bf0ae34 = ui_upscale\moogle.png
00000000023139f0a7afe217 = ui_upscale\save.png
00000000020f6f462a6c78de = ui_upscale\tonberry.png
00000000674ff67b2a5c490f = ui_upscale\firebirdy.png
000000004a7329da2da6e84d = ui_upscale\cactuar.png
0000000026800ae51447f3eb = ui_upscale\big_statue_man.png
00000000c37657bc28a1af6d = ui_upscale\silver_summon.png
#00000000ccb0c441669d523d = ui_upscale\gray_summon.png
000000001df8a8bc1b09c63f = ui_upscale\ifrit.png

If I find the rest, I'll let you know (I think they may appear during Chocobo Mode).

Some of the screenshots that occur a lot during Angeal/Tseng aren't upscaled and they're a bit random so I'll keep a list of what I find for those).

Right now I'm in Nibelheim, here's some updates:

(https://i.imgur.com/oDiPWfd.png)
(https://i.imgur.com/oFpQWuu.png)

For some reason, I found this texture in the files but I'm unsure whether this sign is (I found 4 in the main village), if anyone knows where this is in the game, please let me know:

(https://i.imgur.com/IRTPgS8.png)

I just discovered a texture error (I'll try to edit the door texture later to fix this):

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

I think the directory looks good although I have a few concerns. I find it very hard to read, I wonder if you can reduce the transparency?

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

Also, why does it say Shinra was founded in 1902? Is this based on canon?
If not, I would remove it since while I think adding flavor text is necessary sometimes, if it adds non-canon info, it's too much on the iffy side for me.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-09 00:14:15
Still looking good. I fixed the flavor text to something less specific.
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2020-07-09 01:13:57
Not sure what the cannon year is it was founded
If I'm remembering right, the year 3 is when before crisis starts.  Jenova was initially sealed in year 0, and then in the year 2000 they reset it to 0 again.  So year 3 is really 2003.  Or something like that.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-09 01:27:07
I found all the summon icons, I edited my post above.

"Grey summon" is Bahamut (00000000ccb0c4418a8a8aaf), but it's already in the npc folder so it doesn't matter.
Title: Re: FF7 Crisis Core Upscale Project
Post by: JBedford128 on 2020-07-09 14:31:05
More flavor text in Hojo's lab:

(https://i.imgur.com/202GIs3.jpg)
The container in the Shinra science lab: In the original it says "SHINRA-01", which it appears you've changed to read "JENOVA". Jenova's not even being housed there at the time you visit it in Crisis Core. Sephiroth's Nibelheim freakout would probably have happened much earlier if he ever stumbled across that.

(https://i.imgur.com/oFpQWuu.png)
The mansion is called "Shinra Manor" in the localisation.

(https://i.imgur.com/l5SyKBO.png)
I believe "PA" here stands for "Parking Area", which is a wasei-eigo (https://en.wikipedia.org/wiki/Wasei-eigo) term. You might consider changing it to something more understandable, like maybe a circled/boxed "P".

If I'm remembering right, the year 3 is when before crisis starts.  Jenova was initially sealed in year 0, and then in the year 2000 they reset it to 0 again.  So year 3 is really 2003.  Or something like that.
Something like that. At the very start of Crisis Core is the date appears on the screen, [ μ ] – εγλ 2000. FFWiki says this is the same as [ μ ] – εγλ 0000, but I don't know where that comes from.

The modern era starts from [ ν ] - εγλ 0001. No Year 0.

Since FFVII, dates tend to get written this way. [ era ] - εγλ YYYY. I don't know if dates appear as just YYYY anywhere in Crisis Core.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-09 16:08:46
Good catch on the Shinra Manor, I looked in-game and it definitely says Manor on the Zone Information. I'll change it accordingly.

Do you have a source on the SHINRA-01? It's not that I don't believe you, I'm just really curious and want to see how it's written so I can best replicate it. I looked up a scene online and couldn't see any text.
Title: Re: FF7 Crisis Core Upscale Project
Post by: JBedford128 on 2020-07-09 17:21:51
If this (https://i.imgur.com/IJ4hTqq.jpg) is the original textured version, it's blurry but I assume that's what I can make out.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-09 17:24:21
If you look at the screenshot you posted in the previous page you can see the text. I don’t know if it says Shinra or not, really. I think it’s the closest thing. Tbh I’m not really a “lore/canon guy” in that I don’t care, personally. However I understand why people do. In the future if there is something I can’t figure out I’ll post it here.
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-09 21:57:22
Hi guys, sorry to bother you but i have a question. I have installed the texture, but sometimes in combat i see spike lags that are a bit a problem. I've listen even some corruption in the musics. should i change something in the PPSSPP settings?


Thank you for the patience  :D
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-10 01:42:04
Hard to say... what are your settings now?
What hardware do you have? (PC?)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-10 07:13:09
Some nice news, I'm basically done most of my work on the game.
I think the rest of it is pretty stable.

Something interesting, I found out where the sign texture above is used.
When you drag Cloud out of Nibelheim, the game changes to a texture where two opposite directions are used on one sign:

(https://i.imgur.com/L5mvtXe.jpg)

I wonder if this is a texture goof, but I think it might be a subtle clue that the village Zack/Cloud visit years after waking up has been rebuilt, and Shinra accidentally messed up the sign directions, so I left it in my HD version.

Here's some things I plan to work on so eqprog and me aren't doing the same stuff:

-Midgar logo on truck in Exhibit room
-License plate on truck in Loveless alleyway
-Cryo containers in lab in Shinra Manor basement (they're poorly upscaled)
-There's a small glitch on the bed blanket in the Shinra Manor
-Briefing room item pods
-Shinra text on blockade in Junon

The cobblestone floor in Loveless alley is still poorly upscaled but I'll leave it for now in case eqprog wants to do it.
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-10 11:12:29
Hard to say... what are your settings now?
What hardware do you have? (PC?)
Specifics of my PC are:
CPU: Intel Core i7 4790K 4.00 Ghz
RAM: 16GB DDR3 800 Mhz Dual Channel
GPU: Nvidia GeForce GTX 1070
(i posted only the usefull hardware :D)

As for options in PPSSPP, can i post some images here?
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-10 11:36:28
I've seen that the memories of Zack when the DMW activate are not retexturized. Will you modify them in the future, or you want to touch only the main textures?

P.S. the spike lag happen most of the time when a battle start (when "activate combat mode" appear).
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-10 12:12:18
Bug Report:

In the first visit of Wutai, when Zack examine the Leviathan statue, the first sentence he said to the crescents, he don't move the mouth.
After defeated the two anti-shinra monsters every sentence that he speaks, are spoken with the mouth closed untill the CGI.
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-10 12:14:39
Bug Report:

In the first visit of Wutai, when Zack examine the Leviathan statue, the fist sentence he said to the crescents, he don't move the mouth.
After defeated the two anti-shinra monsters every sentence that he speaks, are spoken with the mouth closed untill the CGI.
First sentence*
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-10 12:23:31
You can post images here.

As far as the bug report, that is weird. It doesn’t behave that way for me.

We actually have pretty similar hardware, except I have a 1080. I also use an SSD for storage.. maybe that’s the difference?
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-10 12:48:13
You can post images here.

As far as the bug report, that is weird. It doesn’t behave that way for me.

We actually have pretty similar hardware, except I have a 1080. I also use an SSD for storage.. maybe that’s the difference?
mmh... i use an M.2 for the emulator, but the iso is on my HDD.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-10 19:59:41
Did you download the files from the github repo or from google drive? It probably doesn’t make a difference here, but the version on google drive is a little older. If you’re using that version, I will try to get the latest release uploaded to google drive for you sometime soon - I’m at work now. (Lurkers - I will be doing this anyways. It takes me a little over an hour to upload everything because my upload speed is slow. Keeping the drive version up to date is inconvenient for me).

As far as performance goes, moving the ISO to the same drive might help.  I’m using a regular SSD and I’m not having the issues you’re having or at least not very often.  Without getting too technical I think it’s reasonable to assume the issue is how texture replacement is implemented by the PPSSPP emulator. There are more texture files that the emulator needs compared to the number of texture files the ISO actually contains. I don’t think the developers had complete texture replacement packs in mind when designing it, but rather stuff like replacing textures for the main characters, UI, or whatever.

I think the audio issues are caused because your system is loading the replaced textures as soon as the game “needs” them, slowing down performance. The audio shudders/distorts because it trying to stay in sync what’s being displayed on screen. As far as I know they aren’t preloading or caching any of the replaced textures in RAM, either.

As we continue working on the project, the over all file size is slowly going down because the files are getting optimized. Hopefully we can get the file size reduced enough to alleviate some of the performance issues.
Title: Re: FF7 Crisis Core Upscale Project
Post by: WillGaRd on 2020-07-10 20:20:54
Did you download the files from the github repo or from google drive? It probably doesn’t make a difference here, but the version on google drive is a little older. If you’re using that version, I will try to get the latest release uploaded to google drive for you sometime soon - I’m at work now. (Lurkers - I will be doing this anyways. It takes me a little over an hour to upload everything because my upload speed is slow. Keeping the drive version up to date is inconvenient for me).

As far as performance goes, moving the ISO to the same drive might help.  I’m using a regular SSD and I’m not having the issues you’re having or at least not very often.  Without getting too technical I think it’s reasonable to assume the issue is how texture replacement is implemented by the PPSSPP emulator. There are more texture files that the emulator needs compared to the number of texture files the ISO actually contains. I don’t think the developers had complete texture replacement packs in mind when designing it, but rather stuff like replacing textures for the main characters, UI, or whatever.

I think the audio issues are caused because your system is loading the replaced textures as soon as the game “needs” them, slowing down performance. The audio shudders/distorts because it trying to stay in sync what’s being displayed on screen. As far as I know they aren’t preloading or caching any of the replaced textures in RAM, either.

As we continue working on the project, the over all file size is slowly going down because the files are getting optimized. Hopefully we can get the file size reduced enough to alleviate some of the performance issues.
I see what you're saying :D. I used textures for monster hunter 4U and if i didn't mistake, those are more or less 1,4GB. About this package of thextures, sometimes on my screen i see a message who say that the textures trying to adaptate to FullHD. Are you working in QHD/2k?

I Downloaded the github version because of your warnings in the main page hahahaha. As for the Audio issues, think i resolved them changing the audio in the PSP2 options putting the "compatibility filter"

The only thing i can do now is waiting for the complete project, sadly im not so competent in this kind of modifications. I don't even know how to start  :'( .
All I can say is that i really believe in this your work and that i'm your greatest fan :D :D :D

Good Work and good luck!!!

P.S. Is this project compatible with other versions of the game or only for ULUS10336
P.P.S. If i can do something to help, pelse ask! :D (you only need to say to me what should i study for the project  8-) :P
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-10 20:41:27
As far as I know, it’s only compatible with the ULUS10336 as far as I know. I haven’t tried it on other versions yet. I do speak Spanish, so I’ve considered making a version for that as well. But again, the way texture replacement is implemented in the emulator makes conversion to another language difficult. The way the game replaces the textures is based on memory addresses the emulator uses for each texture. That’s why the file names for the textures are all hexadecimal to correspond with the memory address. I haven’t tried it yet but the memory addresses are almost certainly going to change with another language.

Edit: you know, converting the texture pack should be pretty easy, in theory. If I could get a dump of all the textures for whichever language, it should be easy to the filehash from the dumps and cross-reference it with the English dumps and just translate the textures.ini file over. The fonts would have to be redone for a language but I think if I make the tool then I’ll leave the fonts up to the community.

After the English version is completed I wouldn’t mind playing through the Spanish version myself to get a new texture database and try making a conversion tool.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-12 18:09:06
Here’s an updated link for those who prefer downloading the release from Google Drive. It should include all of the updates up through July 11, 2020.

Download FF7CCUP on Google Drive. (https://drive.google.com/file/d/190ivjkjDNKay31gyFE2jAAzBzoxBa4F7/view?usp=sharing)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-12 20:47:57
Not my best work (it's hard to get the right font), but it's passable for now:

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

Also, you know how to desaturate using the lasso tool, right?

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

You should go into the character textures and and desaturate the uniforms and Zack's hair (and whatever has chromatic abberation) to get rid of the blue areas. I don't want to touch the characters now since you said you're working on them.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-12 21:37:55
I know how to do it. I actually use the brush and set the blending mode to “Color” and select the color from the original texture. Are you using the latest build? I thought that I did mostly fix that, at least for the sweater on the zack models. I need to go and fix up Angeal and the other random soldier models that use basically the same skin.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-13 02:46:42
I use a different method. I select the area in Photoshop and control + shift + u. This creates a perfect desaturation.
For example, here's Zack's sweater brightened in Photoshop. The top is what it currently is, and the bottom is a perfect desaturation.

(https://i.imgur.com/BRCcO3V.png)

I'm also pretty sure I have all the latest stuff and Zack still looks like this:

https://i.imgur.com/fJrx3eS.jpg

His hair, sweater and gloves still have some faint color in it.
Zack's model will still need some work to fix his odd belt, but I guess you're working on that. Maybe once you're satisfied with your work on his clothing, I can go over all the textures and perfectly desaturate them.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-13 03:59:23
This is what Is currently on github, belt is fixed and everything.

https://github.com/eqprog/FF7CCUP/blob/master/textures/characters/zack%20-%202nd%20Class/00000000116307af3295c8af.png

I know it’s still in the hair. It’ll be fixed.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-13 08:11:07
I spent like an hour on this in Gongoga:

(https://i.imgur.com/EJqK92k.jpg)
(https://i.imgur.com/WZkhJQR.jpg)

I fixed Gongoga's sky because the clouds looked weird.

The weird box things had some yellow stuff on them which I don't even know if it's supposed to be text so I just got rid of it.

I edited my second post in this thread to be a list of current issues and who can work on them so we can better coordinate stuff, and anyone reporting bug issues will already know what's been mentioned or not.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-13 12:31:46
Good idea, thanks. I really appreciate all you are doing to help make this a success.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-14 03:35:20


CURRENT ISSUES LIST

Shinra Building:
-There's a close-up of a pixelated tree with poor masking when we see Zack after the prologue, could use better masking
-Shinra Building elevators have odd transparency (Devina)
-Briefing room item pods could use work (Devina)
-The large airship photo in the Exhibit Room could use improvement
-Directory could use more darker noticeable text: https://i.imgur.com/PAOJfBl.jpg

Midgar area:
-Loveless alley floors are messy: https://i.imgur.com/Kgq8mwE.jpg
-Aerith's church floor texture seam issues: https://i.imgur.com/PU6Vyes.png
-There's an item display with ribbons that could use improvement (Devina)
-Debris outside Aerith's church has poor masking: https://i.imgur.com/fGKDzFB.jpg

Main missions:
-Banora dumbapples could use HDifying: https://i.imgur.com/C55zYne.jpg
-Banora wire on the wall after defeating robot has poor masking: https://i.imgur.com/Kxbohro.jpg
-Banora fence has poor masking: https://i.imgur.com/HzVtJ1c.jpg
-There's a small glitch on the bed blanket in the Shinra Manor (I tried fixing it but can't find right texture): https://i.imgur.com/OMyEBMx.jpg
-Cryo containers in lab in Shinra Manor basement (Devina): https://i.imgur.com/P5apCnF.jpg
-Modeioheim clouds in the sky looks poor: https://i.imgur.com/QgfdBFd.jpg
-Nibelheim inn floors look bad: https://i.imgur.com/3wfmoAn.jpg

Character models/animation errors:
-Cissnei and Sephiroth hair high quality models have artifacting on bangs
-Zack's models need an overhaul (eqprog)
-I can probably try HDifying Aerith's flowers on her dress (Devina)
-The rest of the character models will be overseen by egprog for now
-Zack has an animation error in the church while speaking to Aerith (eqprog): https://i.imgur.com/A29mW9U.gif
--After the above error, immediately go outside and encounter the enemy. Zack says "Don't sweat it". If you wait 15 seconds, you should see an animation error, might be fixed if the above one is.

Other:
-DMW memory flashback pics need upscaling (we can do this later, I have a folder collection going for eqprog)


Fixed: Church floor texture issues

(https://i.imgur.com/Di7l0UP.jpg)

Kinda just reverted back to the original and added some more detail. The AI really doesn't know how to handle this texture for some reason. Its subtle but it does add a bit. I'll try to keep doing a little each day but I won't have a day off until Thursday/Friday.

Fixed: Zack animation error.  I might have fixed it awhile ago just doing work in on his skin in general. Never replicated it, at least. Let me know?
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-14 07:12:43
Just downloaded the archive, church floor looks good, nice work.

The animation error still isn't fixed, not sure why you aren't seeing it. I erase everything in the ULUS folder and download the zip of the master build whenever I upgrade.

I dumped the textures for you. There's also my list of DMW flashback pics (some are already upscaled, but the textures.ini isn't properly linking them, so I think you know how the handle that.

https://filebin.net/j7sr7f2wigw56k52

Can you also update the texture.ini with my findings here?

https://forums.qhimm.com/index.php?topic=20208.msg280449#msg280449

I uploaded my save files in case you need them (right under the current issue list). I recommend you do two things:

- Open Briefing Room (6 hours), go to Shinra Entrance, find the man. You'll notice he has an animation issue (he *does* have the upscaled texture it seems but they're not all synced up)
- Open Shinra Manor, go to Nibelheim, and there's also poorly upscaled hardwood you can fix in the inn - check the second floor too, they might use the same textures or different ones, not sure

Right now, I've decided to work on the entire shopping district where Shopping Paradise since the low-res textures ruin what should be a fun moment with Aerith.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-14 15:02:51
Ok, I was able to track down the missing animation frames for Zack's black uniform. Got it fixed. Probably won't have time to do much else before I got to work.

By the way, if you're dumping the textures by changing the name of the textures.ini file, its not going to work right because it won't be using the right hash type.

Here's another way you can do it - just put a line above everything else with "[]"

(https://i.imgur.com/Zg1ra7Q.png)

For some reason this will break the file and it won't load any of the textures underneath it. But notice at the type it will keep the hash type. To be honest, I haven't had time to try your way to see if it even works but I don't think it will. We need to have to right original hashes for them to show up properly.

edit: Well, I tried to at least download your DMW files and apparently Filebin is down. I'll try it whenever I get home from my work.

Edit 2: Tried to work on Angeal a little to see if I could easily transfer my work from Zack to his textures and I noticed that Angeal has 6 fingers on his right hand! At first I thought it was maybe an error from the AI, but the original texture has it, too.  :o

(https://i.imgur.com/SC2fju1.png)

(https://i.imgur.com/Bayu3bC.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-14 20:19:20
Yeah, the six fingers is odd...

The animation glitch is still there for me, so I just fixed it myself.
Your sorting program may not be working, I guess.

I added these two photos in the 1st Class folder:

000000004bb54918e0eda9d6.png
000000004bb54918a088a17e.png

https://github.com/eqprog/FF7CCUP/tree/master/textures/characters/zack%20-%201st%20Class

And the texture.ini now has these two lines:

000000004bb54918a088a17e = /textures/characters/zack - 1st Class/000000004bb54918a088a17e.png
000000004bb54918e0eda9d6 = /textures/characters/zack - 1st Class/000000004bb54918e0eda9d6.png

I don't know if my Zack additions/save artwork/summon icon additions to texture.ini will be reverted if you update it using your programs (they might), but I'll just keep an eye out anyway.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-14 22:00:02
I use the github desktop tool so it will update itself with only the changed content, so no worries on that front.

I’m curious, where did you find those files for editing?
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-14 23:57:01
Which files? If you mean those texture dumps, I just got them via the new folder while dumping files in the church.
Then I combined the HD ones already present with Zack, and spliced the correct mouth and eyes using Photoshop.

I think Filebin is working again too.

Are you still working on the church floors to fix the pixelated look? If you want, you can give them a break and let me have a go at them.
I also noticed the chandeliers in the church have poor masking.

(https://i.imgur.com/9sxCQJY.jpg)
(https://i.imgur.com/XU2K40S.jpg)

I played the game far away from my TV, so I saw a few scenes closer up, and now I'm noticing some more errors.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-15 00:29:37
That’s weird, I went to that part of the game without any new textures turned on and the new textures never got dumped. I waited plenty of time, too. I checked git history and they never showed up.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-15 08:57:50
Oh well, it's over with. I do feel a bit more confident now, finding textures myself and organizing them.

I just finished fixing the man (and woman) I mentioned earlier. They no longer have animation errors, and while their textures are a bit ugly (the man's suit is pixelated and the woman has a red seam on her blouse), they can always be improved in the future (it's not like you see them much anyway up-close).

(https://i.imgur.com/2p8ZjLj.jpg)

What threw me off was the man has most of his textures in priority, while one of them is in "skybox". The woman has most of her textures in NPC, and one of them in priority.

Organization isn't the best, but I can't blame you because you've had to organize 5000 textures. For example, I discovered that some object at the train station is in Sepiroth's folder (you probably confused them as his belts). What matters is the final product, anyway. As long as everything looks good in the game.

These past two weeks, we've done fantastic work so I'm really proud of the both of us. We've fixed all the animation errors (as far as we know), so we've basically just laid the groundwork for improving everything from now on.

For now, I'm just going to keep improving stuff wherever I find them so feel free to take a break if you want, you deserve it (but if you can help finding that damn Nibelheim bed texture, let me know). I also hoped we'd have more beta testers by now.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-15 10:19:59
Fixed one (hopefully) final animation error, occurs when you meet Cissnei and she says "Well, I'm off to my next job".
This one was a bit weird, but there were 4 missing frames. 3 of them were uncaptured, 1 of them is mentioned in texture.ini but was pointing towards the gigapixel folder, where it doesn't exist).

Texture.ini happens to be pointing to these 5 files (oddly enough, the first one doesn't seem to exist so who knows what that one happens to be).

00000000afe177e6eafe0204 = /gigapixel/00000000afe177e6eafe0204.png (?)
00000000ffef414623680d56 = /gigapixel/00000000ffef414623680d56.png (cissnei face)
000000001cb1b59c92e7cdcc = /gigapixel/000000001cb1b59c92e7cdcc.png (banora juice)
00000000874b792529c9bbf6 = /gigapixel/00000000874b792529c9bbf6.png (grating)
00000000be9c0394a06d34ab = /gigapixel/00000000be9c0394a06d34ab.png (wires)

To fix the error, I put the 4 corrected frames in the Cissnei folder, deleted the gigapixel line in texture.ini, and added the correct lines there so we got this now:

00000000ffef414612662daf = /textures/characters/cissnei/00000000ffef414612662daf.png
00000000ffef414623680d56 = /textures/characters/cissnei/00000000ffef414623680d56.png
00000000ffef41464fecd248 = /textures/characters/cissnei/00000000ffef41464fecd248.png
00000000ffef414662b099b2 = /textures/characters/cissnei/00000000ffef414662b099b2.png
00000000ffef414668dde6cb = /textures/characters/cissnei/00000000ffef414668dde6cb.png
00000000ffef414683f5208e = /textures/characters/cissnei/00000000ffef414683f5208e.png
00000000ffef41469624ab96 = /textures/characters/cissnei/00000000ffef41469624ab96.png
00000000ffef4146b98bf022 = /textures/characters/cissnei/00000000ffef4146b98bf022.png
00000000ffef4146c6303d54 = /textures/characters/cissnei/00000000ffef4146c6303d54.png
00000000ffef4146f8c375f7 = /textures/characters/cissnei/00000000ffef4146f8c375f7.png
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-15 14:24:34
Cool, that info really helps me out. I've updated my database with that info for cissnei so that whenever I have to generate a new textures.ini file I (hopefully) won't undo your work.

Hey, guess what:

(https://i.imgur.com/kfQ7fZs.jpg)

Cabinetry could really use some work. The AI really doesn't like wood-grain textures, it seems.

Edit: it was a transparency issue. I think there must be something with how the game engine handles/expects transparency on certain textures. I’ve noticed in some textures, there will be transparencies in the actual file but they don’t get rendered that way all the time (like this bed texture). It could also be the emulator, hard for me to say.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-15 20:02:51
By the way, I know you’re not that interested but if you are downloading everything from github you can try running eval_image.py from the “New Folder” directory. If you select a category you can see all the textures in that category. The reason the NPC guy is in priority is because I decided that I would prioritize textures that 1) have text elements which need clearing up, 2) had a Shinra logo which should be cleared up, 3) had transparency issues or 4) were bad looking in general.

I had some issues making this move textures after being fixed, and from my perspective at least, decided it probably wasn’t worth fixing at the time and would rather spend my time fixing stuff first. I can try to get that up and running properly if you feel it will help. I personally like using it because I can browse through the textures in full resolution and also open up the upscaled and original at the same time in photoshop.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-16 02:45:09
Thanks for the bed fix~

And I sort of prefer doing stuff my way, but thanks anyway.
I just use Large Icons in Windows Explorer and I get large previews.

Here's some work I'm doing in the shopping district:

(https://i.imgur.com/X6jNXtz.jpg)

I couldn't help but add some Fat Chocobo plushies. Sue me.
Yeah, I know the look is a bit more colorful than the original, so this will be an exception.

(https://i.imgur.com/HQK78DZ.jpg)

I've yet to do the bottom part here, but I think the ribbon bows look nice now.

(https://i.imgur.com/G0j0o1m.png)

I found a free crate texture online and I'm really satisfied with the results, so much so I might replay the entire game and re-do every crate I find. It really does feel like jumping from an N64 to a PS2 game in levels of quality. I think this is also a good example of why we should try to insert as many custom textures as we can instead of leaving it to the AI, since the AI made these crates look like a really bad oil painting instead of real wood. I wish Albert who's working on the Resident Evil 4 project could help us out, but oh well. It's up to us, but if anyone else who happens to be reading this would like to help, please do.

(https://i.imgur.com/lN2EZA5.jpg)

I haven't done this yet but I just wanted to show how the AI sort of messed this part up.
This is supposed to be the hand-made logo for the store selling the ribbons (since it's also on the van), not some graffiti artist, so it should look legible. I plan on redoing this. I don't know what the original says but it looks like "Fifth Fun" (since this is the Fifth District) so I think I'm going to try to replicate that.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-16 03:23:35
Believe me, I went through every texture one by one so I know how messed up some got.

I’ve got tomorrow and Friday free so I should be able to get a lot more done.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-16 21:27:46
(https://i.imgur.com/2qP9eSR.png)

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

(https://i.imgur.com/RvAEk2T.png)

(https://i.imgur.com/ma9NykD.png)

(https://i.imgur.com/vGYC4Tz.png)

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

This kind of work isn't exactly fun but I feel satisfied after doing it.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-17 12:23:39
That looks really great, are you sure you want to do stuff like that right now?
Where are those textures located?

I'm trying to sort of pick my battles here and try to focus on the things that I think will matter more - the stuff I feel the player will probably notice or spend a lot of time around.

I just finished the shopping district for the most part, I think I'm going to go do some stuff around Banora. I made these blue blobs actually look like purple apples, and I had to spend a bit of time rotating them, and deleting the ones that looked too stretched.

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

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

I also think we should focus on the characters a bit more, especially Zack.
I want to desaturate and do a basic cleanup of all the character textures now, would you be fine if I went through with that?
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-17 17:30:20
Do whatever you think is best, I trust you.
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2020-07-17 17:36:22
Nice work guys. Especially on the apples
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-17 22:43:58
(https://i.imgur.com/3xNPMpd.png)

So these wall textures are actually seen quite a lot in the missions.
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2020-07-17 22:46:49
Oh the missions.  So many missions.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-18 08:42:22
Some progress on Zack (orgiinal/current/my version):

(https://i.imgur.com/G8hxcQg.jpg)

I remade his big belt and just got started on doing the pixel-math for his smaller ones.

I desaturated his shirt, although I don't really feel comfortable doing fabric textures much so I'll probably leave that be.
I added some noise to his shoulder plate because it looks too oily-painty.
I also desaturated his pants to get rid of the blue there.

Once I'm done this, I think I'll let eqprog adjust it, then I can port it to all his other versions.
It's important we make the 000000006020de14f1fad7db texture in 1st class folder to be his base, since I notice everything else seems to be of varying quality.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-18 10:57:55
Are you sure you’re using the latest version? Mine doesn’t look like that all. I’ve already fixed the belt(s) for instance. I mean, it’s ok if you want to redo it but I’m only saying.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-18 11:42:07
I am using latest, you can even find the texture here (which is why it's the middle version in the pic I posted):

https://github.com/eqprog/FF7CCUP/blob/master/textures/characters/zack%20-%201st%20Class/000000006020de14f1fad7db.png

Keep in mind, it has to be the 1st class version, high poly model.

If you made another version, can you take a screenshot of what you see in the game?
And maybe send me your texture so I can compare.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-18 11:51:40
I see. I haven’t done the high poly version yet but you can take assets from the regular quality textures and paste them over as I’ve done much of the work for you already. Sorry I’m posting from my phone right now, it’s 6:30am here.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-19 06:25:06
I see what you mean, I copied over his texture for his shirt and look it looks a bit more like fabric. I also redid his belts so they look a bit better.

(https://i.imgur.com/l4tr6Lp.png)

I'm going to attempt HDifying his leather pads (it's going to be tricky)

I'm just posting these for reference sake:

1st class:
https://www.creativeuncut.com/gallery-05/art/cc-zack-fair2.jpg
https://www.creativeuncut.com/gallery-05/art/cc-angeal-hewley.jpg
https://www.creativeuncut.com/gallery-05/art/cc-misc03.jpg
https://www.creativeuncut.com/gallery-05/art/cc-misc06.jpg
https://www.creativeuncut.com/gallery-05/art/cc-misc07.jpg

2nd class:

https://i.pinimg.com/originals/35/58/a0/3558a0e4e92fedb85dc9fe6ba02c6b6c.jpg
https://www.creativeuncut.com/gallery-05/art/cc-misc08.jpg
https://www.creativeuncut.com/gallery-05/art/cc-misc04.jpg

2D:
https://www.creativeuncut.com/gallery-05/art/cc-misc01.jpg
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-19 16:21:05
If you look, most of the elements in the high poly texture are the same as the regular one, just kind of shifted around in the file. Of course, the face is on a separate texture.  Point is, I did improve the straps but I know I’m not the best at creating art from scratch and I won’t be offended if you can make it better (and I think you can). If you look in “/edits/linked objects/“ You should find some files called zack_blue.psb and zack_black.psb in which you can see my previous work.

(https://i.imgur.com/wyEDzna.png)
(Here you can see the improvements I made in the straps and metal pieces)


the tricky thing is that the game really has no modern lighting engine or texture shaders. Everything has to be simulated with the artwork but can still be seen from any angle. It also doesn’t help that even at 4x scale we still don’t have many pixels to work with.

What would you think about making the high poly model texture even higher resolution? More resolution = more detail.

Do you mind if I ask how you are applying the grainy texture? I don’t know much about those techniques.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-20 08:51:08
One of the main differences between the high poly Zack and low poly Zack is that low poly has less pixels dedicated to the front of his shirt, which is why I didn't carry over the leather belt and some elements because they didn't fit the resolution, or they were too pixelated. It's better to work on the high poly stuff and then port it over to the low poly.

Here's an update:

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

I just redid the suspenders from scratch, although I haven't added the fake lighting just yet.
I also redid the handle on his sword so the lines are more prominent. It's really important we get this right, because we're likely going to be porting it to Angeal and everything else. You could argue this is the most important texture in the whole game so I want everyone to give me feedback. We need to get Zack right.

I don't think we need to go higher than 4x for now. Maybe someday in the future. I just want to make sure everything looks good and consistent at 4x first. I've already made a lot of stuff at 4x and doing it all over is daunting.

To add fake grain, I just lasso tool > Filter > Noise > Add Noise, I keep it a low value like 1-5, and monochromatic. It's just enough to make it feel like it has texture, otherwise it looks too clean and fake. This can sort of simulate fabric and leather.

I'm not too satisfied with the current shoulderplate texture so I might re-do it a bit too. I sort of liked vierock's, it looks rather authentic:

https://i.imgur.com/hDfE4lD.png

At some times, I've wanted to just copy vierock's stuff over, but that would be plagiarism and they disappeared, so it's better to be respectful of their work and do stuff independently. vierock used my UI work without asking me and I pointed that out, then they just abandoned this forum, so I wonder if I spooked them away. I also commented that I didn't like how dirty the walls and floor of the Shinra Building looked so I might've accidentally insulted them... oh well. :o

And yeah, let's not get offended if we overwrite and re-do each other's work. This is a collab project after all. My "Shina Motor Group" car logo texture isn't so hot anyway, it could always use someone else improving it.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-20 11:28:58
I’ve found threads on other forum for his version and he as a patreon ... just saying.

Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-20 17:29:36
So I'm more awake now, lol, and I am looking at your screenshots on my pc monitor. Zack is looking better than ever! Amazing work, Devina! I agree that Zack's textures are the most important in the game because the player is going to be seeing him basically 100% of the time.  If you want to take the lead on that one, be my guest. Once you have a near-finished version I will provide some more detail feedback to you. I don't like giving too much feedback while work is in-progress because I feel that I might disrupt your creative vision.

So you can get to know me, I will provide a little background on myself.  I took a course in middle school on using photoshop (version 4.0!), but besides the requisite art class in high school, I don't have any formal or advanced training in the visual arts. The photoshop course really made me take an interest in editing photos and graphics but my strength certainly isn't creating artwork from scratch. Lately I have had interest in learning more, however, and this interest is part of the reason I decided to take on this project. That being said, I recognize that some of my work may be amateurish because, strictly-speaking, I am an amateur at this. I want the end result of this project to be the best we can manage to do, within reason, of course.

And finally, a call to action!

This thread has 3533 views as I type this - a ratio of about 44 views per reply! If you are reading this and have any interest in contributing to FF7CCUP in any way, I formally invite you to make a post here in this thread! Any help would be greatly appreciated!

Even one additional team member would go a long way. If you choose to participate, you will be choosing to take part in a truly unique project. As far as I know, FF7CCUP is the only upscale/texture replacement project for a PSP game that aims to replace and enhance every asset. Let's be a part of history! (Albeit, very minor and likely obscure... lol).
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-20 19:23:55
Thanks, I'll keep at it.

It's cool you've known Photoshop for that long, I'm pretty self-taught too and my image editing dates back over a decade when I used to make Sonic the Hedgehog sprites and banners for fansites in MS Paint.

(https://i.imgur.com/sBdzMhT.png)
(my work in progress)

I know the perfect way to get people to come. Once this topic hits 30 pages, I'll release a shirtless Zack outfit with multiple fun color variations and optional nips, so people can play the entire game as a hunky Zack (no wonder Aerith sent him nearly 100 letters, check out those lats). People will be able to vote on the color schemes.

Once we hit 50 pages, I'll release a special Aerith FF7 outfit (or Kingdom Hearts outfits if people want, we can hold a group vote).

Once we hit 200 pages, I will release nude mods... for the entire cast.

Other possible fun ideas include a gold-colored Buster Sword, bloody Buster Sword, and maybe FF7 or Remake-inspired menus and UIs.

(Also, I'm just kidding about the nude mods, I don't want Square to come after us.)
Title: Re: FF7 Crisis Core Upscale Project
Post by: azelorta on 2020-07-20 20:47:46
Hi,

I'm one of many silent ones on this forum but i just made an account for an appreciation post ! I have to say you two did an amazing work !

I downloaded the last package via GitHUb, everything works fine for now. I intend to redo the entire game using this version and the future updates, so i don't know if i can be of any help.
I have some good knowledge of photoshop but i don't know the other tools you use.

But once again, amazing job !
Title: Re: FF7 Crisis Core Upscale Project
Post by: orichalcon on 2020-07-21 00:15:28

 vierock used my UI work without asking me and I pointed that out, then they just abandoned this forum, so I wonder if I spooked them away.


GOOD.

Kudos to you, Devina

no matter how talented i wouldnt want a person like that in this community, if people aren't respecting each others' work then modding becomes a war and a chore, and absolutely takes away the fun of it

+5 rep
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-21 02:16:33
(https://i.imgur.com/0DAAw4F.jpg)

I think I've got a pretty good technique down for doing these plants. This is probably the most important plant in the entire game!

Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-21 08:42:34
Be careful with that plant, I think there's a few hovering pixels there.

I'm getting a bit sick of working on Zack's texture so I'm going to post this now:

Before:
(https://i.imgur.com/fJrx3eS.jpg)

After:
(https://i.imgur.com/vs7PyFp.png)

I added some baked lighting into the shoulders. How does everyone feel about this?
I'm going to port it to all the other models soon. Keep in mind, this isn't the finalized texture, it's just a basic Zack 1.0 version so that everything looks consistent.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-21 13:59:41
Devina, if you look in "edits/linked objects/" I have files there ready to edit in your changes for the low-poly versions. If you just want to update this file I have an "artboard" set up so I can implement the changes to all the files at once and export them in one step. (Its too big to upload to github, apparently).

edit: Looking good, by the way.
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2020-07-21 17:02:59
Looks good, better than most fan projects.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-22 02:14:10
Alright, I uploaded it here:

https://github.com/eqprog/FF7CCUP/blob/master/textures/characters/zack%20-%201st%20Class/000000006020de14f1fad7db.png

I'll let you handle the porting then.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-22 20:00:15
Cool, I will get to it when I can today.

Edit: Obviously I wasn’t able to get to it yesterday. My wife unexpectedly needed help with something.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-24 16:19:58
Still haven't gotten to Zack, I needed to finish up something else first:

I did take some liberties with the design on this one but I feel it adds variety and is an improvement.

(https://i.imgur.com/ie0ibAN.png)

Edit: I should note that I’m not entirely done, just wanted to post a progress report.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-27 04:57:44
I hope you haven't ported the Zack stuff yet, I just saw a major error (two buttons on back).
I didn't notice because his buster sword was blocking the way.

(https://i.imgur.com/c7zOaz3.png)

I also began doing a basic port on the 2nd class high-poly model too.

Note to self: perfect desaturation > photo filter 7200ff > saturation -30 is how you get his uniform color.

Can you let me port the Zack stuff over instead? I want to make sure everything is perfect and has perfect desaturations (esp on his hair) anyway.

Also, the supply pods look good, although maybe it should be "ItemBox" with an uppercase I.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-27 15:03:31
Go for it. Check out  "zack_blue" and "zack_black" in the /edits/ directory. Feel free to add your changes and then I can use that file to basically batch edit all the rest.

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

Basically edit it in all the changes and mask out the face.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-28 03:19:04
I edited about 40 textures today.

(https://i.imgur.com/N2db56S.png) > (https://i.imgur.com/I0s7qMQ.png)

(https://i.imgur.com/slreVRx.png) > (https://i.imgur.com/LimQWDR.png)

(https://i.imgur.com/3Y3sLlK.png) > (https://i.imgur.com/9djntRH.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-07-28 08:03:42
(https://i.imgur.com/kRlVH3A.png)

Basically done 2nd class high poly. I was a bit confused as to what color 2nd class' straps are supposed to be. In the original texture, there's like no color. I ultimately went with brown (same as 1st class) because it's more aesthetically pleasing, and more consistent with the FMVs and some official art where you can clearly see it's brown:

(https://i.imgur.com/M5yf0J7.png)

I don't know why his straps lack any color in the original release, but I think it's safe to say it's an error. I also think it makes more sense from a lore perspective: would Shinra really go through the effort of making 1st/2nd class leather straps a different color, when their shirt fabric is already enough info?
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-07-28 19:43:03
It’s kinda contradictory. After you get the 1st class uniform you can talk to the other soldier in the room wearing the purple/maroon uniform and it says he’s a soldier 2nd class. It kinda implies that the color doesn’t matter but with Zack, it clearly does.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-05 20:25:02
So I ported over the changes to zack's model with the exception of that from the ending scenes. Started to work on doing Kunsel's skin as well but there is some alignment issue going on....

(https://i.imgur.com/hY5XPvb.jpg)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-06 19:24:52
There are some really weird things going on with some textures, I've noticed.  Extreme sad face.

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

(https://i.imgur.com/aTwYqD9.jpg)

Notice how these straight lines don't get rendered straight? I'm going to rip my hair out, I think.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-07 15:43:30
Yeah, I had to really put a lot of work into Zack's belt buckle to make sure it looks fine.

Sorry I've been a bit busy lately, haven't really done anything, tbh, I've had a bit of a burnout after putting so much effort into the project.

I want to work on Zack's low poly textures a bit so I think you should refrain from working on it or porting it to other characters just yet. I've already fixed some issues:

-white spot on shoulder
-black spot on belt
-hair is perfect desaturated
-weird wrinkle on pants I just don't like
-belt is black, not a navy color
-shirt is the exact same as high-poly texture so the major vertical lines are there

(https://i.imgur.com/Bs7w6DU.png)

Ignore the shoulder plate and shoe zippers, I'm going to port your stuff over to it.

Also, note to self, these are the textures to work on to check how it looks in-game:

Zack 2nd class short hair: 00000000116307afd63b6918

Zack 1st class short hair: 000000004bb54918143ed1fb

Zack 1st class long hair: 000000007b05a244365a33e0

I wouldn't put too much effort into the Materia Room, I never go in there during my playthroughs.
I took the supply pods off WIP, but I'm going to add the keyboard and monitor:

(https://i.imgur.com/PYvEl7i.jpg)

They just look really bad. I also think the monitor should have a new interface because it takes me out of the experience a bit when I see a monitor but nothing on it is readable or makes sense. If you'd like to work on it, feel free (a Shinra logo should probably be on it too).
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-07 17:37:46
Sure, I can work up a template for it. I’m not much of a lore guy so I’d be worried about adding any text.

No worries about the inactivity. I needed a break, too.

I’m also thinking about trying to reorganize things based on their location in the game.  Maybe it’s not exactly necessary at this point but I think that would make things easier to work with - less searching around for textures and it would be easier to prioritize our work. It should be easy to do, just need to modify my programs a little bit and basically play through the game again. I kinda held off on that because I kept working on things that stood out to me. Maybe it’d be better to play through and just make a more complete list.
Title: Re: FF7 Crisis Core Upscale Project
Post by: ff7maniac on 2020-08-09 21:39:58
this mod is compatible with the French version ? ^^
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-09 22:07:24
I have no idea. You could try it... Sorry I don’t have the French version of the game.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-14 02:18:19
Still working on it, here and there. I tried my hand at fixing Sephiroth's hair but I think it needs a lot of work from someone more experienced.... so that's on the backburner for the time being.

I spent a lot of time fixing up the briefing room today. Not quite finished, however.

edit: I realized I didn't upload the version with the new textures...
(https://i.imgur.com/tNG7TZU.jpg)

(https://i.imgur.com/0KOxlpq.jpg)

Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-15 07:12:05
I had success with fixing Cissnei's bangs a while ago (haven't posted my updates yet on Github tho) so I can take a crack at Sephiroth later. For now, you should avoid work on Cissnei, Sephiroth and Tseng because I want to desaturate their clothes and fix their bangs.

I finally finished Zack's clothing so I'll leave the porting to you (you can try porting it to the soldiers and Angeal):

https://filebin.net/18bzbmalryh2zn2i

I also erased a wrinkle because one section looks iffy too much.
I'm not 100% satisfied with it (if I do any more work on Zack, I feel like I'll have an aneurysm), but it hides the issue.

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

I also made the decision to desaturate all of Zack's gloves and boots for consistency purposes for now.

I would advise against any more organization, I think the current system is do-able for now.

I think the monitor definitely looks like an improvement, you just have to remember it stays the same for the entire game so you can't really add anything specific like "Bombing at Junon" or something or else it'll look like there's a bombing at Junon for the whole game.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Arthandas on 2020-08-23 11:37:23
I don't know why but this pack causes a lot of stuttering. Every few seconds the game will stutter and for a brief moment drop to around 90% speed. This happens even if I stand still in an empty room. I know it's not my hardware since I can run it at 10x res with 60fps hack at rock solid 100% speed and the game keeps stuttering even if I drop the res to 1x. For reference, I have i5-7500, gtx 1060, 16gb ram, win10 and a ssd. Also, I'm playing the European version.

My ppsspp.ini:

Spoiler: show

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Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-25 01:59:19
This pack is for the NTSC-U version so that could be an issue. Also try disabling 60 FPS, or turn on "retain changed textures" in the options.

I did some work in the Shinra Building lately (I've yet to publish it tho).

The tree no longer has floating pixels:

(https://i.imgur.com/4cIzCFI.png)
(https://i.imgur.com/4p6GnUG.png)

I didn't like how the MIA was covering Genesis' face:

(https://i.imgur.com/bnpNeR4.png)

I'm not a purist so I added a Midgar design in the completely empty glass case in the exhibit room.
I will rarely, if ever, do things like this. I feel like it adds so much to the rather empty feeling in the room:

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

I had to revamp the entire information board because nothing on it was readable, so I scrapped it in favor of this:

(https://i.imgur.com/h8KuHDU.png)

(https://i.imgur.com/ZzqZo3y.png)

It's still a WIP, but I made sure the information on it is canon (enough).
I need to double check if "Mako" is uppercase or not.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-25 04:17:50
Looks great Devina! Thanks for your continued contributions. I’m off of work tomorrow so hopefully I can get at least a few things done.

As far as performance issues, only the NTSC-U version is supported at this time. Honestly it is likely to be the only version ever supported. I simply do not have the time to test every version of the game. The way that PPSSPP replaces the textures depends on memory location - in other words the textures will have different memory values for different versions of the game. I’m not saying it’s impossible to do a conversion - it’s just outside the scope of what I’m willing to do. Theoretically, I could create a table of hashes from all the dumped textures and cross reference them with dumped textures from other versions and try to convert it but I will be leaving that to someone else to figure out.

Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-26 10:59:38
I just did some things:

-Noticed Angeal's mother was missing an upscaled frame so I added it
-Tseng now has proper desaturation on both his low and high poly models

I submitted all the work I mentioned above, and I also did some other stuff:

(https://i.imgur.com/0f7gnOM.png)

I added designs for the reactors and put in green lines to symbolize mako (which the remake says is lowercase so I edited the infoboard too). It's a very simplistic design, but very powerful imagery so if anyone plays this before remake, it can help them understand the world better.

The Highwind art has been improved (I found a better version online) and I added a small blurb about Cid to make the room feel more like an exhibit.

(https://i.imgur.com/iJzE4ds.png)

I'm done the exhibit room for now so I think you should go take a look at it. If you take a look at the Hardy Daytona by examining it, you'll notice the circles on the rim of the tire look bad. I also think the lines on the bottom platform of my Midgar exhibit looks bad and uneven so I'd appreciate it if you could improve that. The directory in the lobby still needs to look more readable, and I think the metal detector entrance looks bad. I'll leave those to you too.

For now, I'm going to focus on fixing Cissnei's and Sephiroth's models, and I think I might also do work on Angeal's house.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-28 08:35:59
Some updates:

Cissnei's bangs look much better now. I tried doing the end of her hair but when I touch it, I get weird small white artifacts on them so I'll have to leave them.

(https://i.imgur.com/mnZ3azC.jpg)

I noticed Lazard's HD model was missing glasses this whole time! I restored them (I'm not sure if they're missing in his lower model, we'll have to check). I desaturated his jacket and added filter. In order to get his jacket color:

0d004f (photo filter) density 100, preserve, saturation 50

His jacket (and well, all the other characters really) could use an HD overhaul like we did for Zack's outfit, but I don't want to get into that right now. If anyone does, they're welcome to.

(https://i.imgur.com/WVCLs30.jpg)

The Shinra logo behind Lazard is weird. I guess you might've tried making it look more 3D eqprog, but it messed it up. I had to do some trickery edits to make it look more normal.
It only appears for like 2 seconds and I think this is the only major shot we get of it the entire game (in gameplay, you can't tilt the camera up to see it).

(https://i.imgur.com/pBISBBK.jpg)
(https://i.imgur.com/XVo0LOW.jpg)

Finally, two things people can help with.

The fence in the very beginning of the game looks poorly upscaled. It has Japanese on it, but I don't know what it reads. If anyone does, please tell me:

(https://i.imgur.com/2mhcZY5.png)

I noticed Sephiroth has an animation frame glitch when he says "you're late".
I tried isolating the texture but it seems to have already been upscaled apparently?
If anyone knows how to fix it, please do.

(https://i.imgur.com/OjCxqJy.jpg)
Title: Re: FF7 Crisis Core Upscale Project
Post by: JBedford128 on 2020-08-28 09:05:14
(https://i.imgur.com/2mhcZY5.png)
It says "安全第一". It means "Safety First" and is used on Japanese safety signage (https://www.google.com/search?q=%E5%AE%89%E5%85%A8%E7%AC%AC%E4%B8%80&tbm=isch). The cross derives from the green cross (https://en.wikipedia.org/wiki/List_of_Japanese_flags#Cultural_flags) used as a symbol for safety in Japan.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-08-28 21:18:07
The shinra sign in Lazard’s office is actually 4 different textures. Two for the text and a separate one for the shadows. Tldr I started it and didn’t finish it.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-29 12:23:47
Thanks for the text, the fence is better.

(https://i.imgur.com/CdByeVp.jpg)
(https://i.imgur.com/HV7va5N.jpg)

A clock in the Nibelheim inn actually looks like a clock now:
(https://i.imgur.com/oOdxSJQ.png)

Sometime soon, I think I should go on a desaturation binge (going through all the folders and looking for textures with obvious chromatic aberration) and fixing them. Some stuff in the game was hit pretty badly, like this wooden railing which looks like it has red and blue paint:

(https://i.imgur.com/61MEsTp.jpg)

I found out the issue with Sephiroth, the ones in the priority folder just look like they were upscaled differently so I'll need to do some copy pasting + desaturation work there. Seems to be a common issue (character textures in the priority folder means they have animation issues).
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-29 12:49:56
I found some Japanese warning text on the highway that could use deciphering
(I think it's the last blurry Japanese in the game AFAIK):

(https://i.imgur.com/ArB0azO.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: JBedford128 on 2020-08-29 14:02:50
I figure it says:
非常事態発生・・・全線閉鎖中
閉鎖中   WARNING

meaning "An emergency has occurred - All lanes are closed // Closed - Warning"
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-08-30 12:35:01
Thanks, you're really helpful.

I changed the Shinra logo at the train station so it looks older:

(https://i.imgur.com/5TUFzBb.png)

The original intent was to make it look older, to convey Shinra isn't just some new company that began a few years ago but decades. It was only bright red because it's one of the first textures I changed in the game and didn't have time to polish it. It now has a sepia tone and a dirtier look.

This texture project can't always be 100% accurate to the original as we've had to create flavor text sometimes (that's just the reality of working on a project like this), but this is an easy change, and I think it's important to be accurate where it should count. I want people to have faith that they can play our version and not have to worry about the "devs going wild with artistic changes" that often occurs when people make fan-made texture projects. Everything we change should be understandable as to why we do it.

I also realized Sephiroth has two texture sets, one where he looks normal and another where he looks unhealthy and has darkness around his eyes. I'm not sure where the change occurs (maybe when Angeal says Sephiroth looks unhealthy). I don't know if anyone else had realized this or if I'm one of the first since I haven't noticed anyone else point it out. It really is a cool and subtle little detail that would be nearly impossible to notice on a small PSP screen:

(https://i.imgur.com/NawDX7q.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-01 13:18:18
I tried fixing Sephiroth's bangs but they're very hard to do. It's simply going to be incredibly difficult to make them look perfect. I was able to remove most of the artifacting by copying an upscaled version of the original onto the artifacts:

(original = top, middle = previous version, bottom = my version)
(https://i.imgur.com/7qggKes.jpg)

For some reason, there was a blob near his mouth so I removed it.
I also restored the skin color near his eyebrows.

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

Although it only appears in the game for like 3 seconds, I did Jenova's nameplate.
Jenova's nameplate now says what it says in Advent Children.
If the remake changes it for some reason (it's inconsistent), then we can replace it later.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-01 15:43:10
Everything is looking very good. I apologize for my lack of inactivity recently. I had been working on the project in the mornings before going to my job mid-morning but I just haven't had the energy to continue doing so due to having to work overtime almost every day and getting home late. Because of this most of my contributions have been on my days off from my day job.

Today is one of those days however, so I am going to dedicate the majority of my free time to this.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-01 21:36:32
I got about 38 textures modified today. I might get more done later on in the evening. I'm not going to post any screenshots but I mostly focused on fixing saturation issues with the textures in the opening scene of the game. I did modify the safety sign a bit by upping the resolution and using a different font with more anti-aliasing. The other one just looked too jagged for my liking.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-02 20:14:31
Looking nice, I changed my mind on upscaled textures higher than 4x, while I think we should stick to 4x, we can always go higher if the texture looks too pixelated at 4x for rare exceptions. I might re-do Hojo's lab text, the sign in the inn and the caution tape in Gongoga later.

I just noticed the sign directory says Shinra Building is in Sector 8 when it's actually in Sector 0, so you should change it when you re-do the directory to make the text more readable.

I think my area of expertise is just about over. I don't really enjoy doing stuff like environment like bricks. The only exception are the crates since I like seeing real wood, but you should be able to do stuff like that using free textures online.

I still need to fix Sephiroth's low poly model and I do plan on desaturating Cissnei's low poly model too. I was wondering, how would you feel if you let me handle all the characters for the next month or two? I can update Zack, all the SOLDIER uniforms like Angeal, try to polish everyone else, and so on. You can focus on environments and we won't need to be concerned about overwriting each other's work.

Something I would like to do is touch up the Banora White signs and logo.
I can't find an HD version of it:

(https://i.imgur.com/8EVIiMH.png)

Once I try making an HD logo, we can port it to the posters and Hollander's shirt.
It looks like there's supposed to be text in the circle but idk what it's supposed to say. Anyone have any ideas?
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-03 00:07:25
Yeah, some textures are at such low resolution even at 4x upscale that they still don’t have the fidelity id like.

Devine, you’re welcome to do whatever work you would like to do or not do. No commitments!
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-03 16:06:13
As far as the text in the circle goes (if you mean in the circle on the Banora logo), its really impossible to tell if its actually text or not. I would just put circles or some sort of stylish meaningless symbol. If you mean the part in the upper right of the image you posted, I believe that would be the bottom of the can of banora apples. I don't know if the player ever really sees that or not.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-03 20:22:20
Minor update: I am about 99% confident that getting upscaled FMVs into the game is essentially impossible right now. The only hope we have is if the emulator comes to support straight up replacing video files. I made some progress, in a sense, in that I managed to track down some software that would let me rip the audio files from the FMVs and demux the video stream. I just can't get them put back together (with higher quality video).

During my searches I noticed a lot of the resources on this topic have simply disappeared. If anyone reading this has any idea how this can be achieved, please please let me know.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-07 20:47:38
Zack's hi-poly models have all been updated a little.

Angeal's hi-poly and low-poly models have all been updated.

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

I had to fix a weird bug here (also tried to make his facial hair look less painted):

(https://i.imgur.com/pauh0EE.png)

Seph's hi-poly and low-poly models are updated so all animation errors should be fixed. It's not the best work, but I made the geometry and his belt better.

(https://i.imgur.com/l4pUtlz.png)

During the Jenova scene, his face goes from sickly, to healthy (when he sees Jenova) and sickly after, implying being near Jenova gave him some health and energy.
Upscaling all his unhealthy frames is too much, so to compensate, I made his eyes look darker just because I wanted to get this important point across.

(https://i.imgur.com/3wx0QCN.png)
(sickly/healthly/my edit)

There was also a missing frame during this scene, so I added it and updated textures.ini
Title: Re: FF7 Crisis Core Upscale Project
Post by: Manakaiser on 2020-09-08 05:41:50
Fantastic work overall!
Title: Re: FF7 Crisis Core Upscale Project
Post by: jons on 2020-09-08 18:22:04
Would you say now its at a point where you're satisfied with it? I've been itching to play but I've been super patient while you guys make it even more amazing.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-08 19:03:53
I would say wait a week or two, I need to re-do Zack's low-poly models, then I'll post in an update when I think you should play it. Then I'll be 90%ish satisfied with the project, and I think you could bite then. All the major errors have been fixed AFAIK (we've done so much work in these past few months so either way, the experience you get in a couple weeks will be better than how it was originally was), but we still need people to play it and test it out anyway. I'm a bit disappointed by the lack of feedback, but I guess not everyone wants to make Qhimm accounts or something.

The 6 has been extended so it looks more as it should, and makes it more like the original.

(https://i.ibb.co/yWCz8vx/PPSSPPWindows64-2020-09-07-18-52-18-16.png)

The famous photo of Zack, Tifa and Sephiroth has been remade in HD (all the other photos during the trip have been updated, but sadly, they aren't in-engine so they aren't as HD as this one).

(https://heroineoftime.files.wordpress.com/2014/09/2014-09-21_00002.jpg)
(https://i.ibb.co/HGFKhCq/1.png)

(https://i.ibb.co/w6B30bp/PPSSPPWindows64-2020-09-08-10-22-29-41.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: jons on 2020-09-08 21:43:30
Looks amazing. I'd be happy to help provide feedback and wait a few weeks. I couldnt figure out where the ULUS10336 folder was in PPSSPP though, so I'll probably need a quick instruction on how to do that haha. AMAZING work regardless! Keep it up!
Title: Re: FF7 Crisis Core Upscale Project
Post by: FlynT on 2020-09-09 01:58:51
Looks amazing. I'd be happy to help provide feedback and wait a few weeks. I couldnt figure out where the ULUS10336 folder was in PPSSPP though, so I'll probably need a quick instruction on how to do that haha. AMAZING work regardless! Keep it up!

It took me a while too to figure out the correct folder location, but here it is.
For PPSSPP all files need to be copied into the following folder:

<Your PPSSPP Install Location>/memstick/PSP/TEXTURES/ULUS10336/

For RetroArch all files need to be copied into the following folder:

<Your RetroArch Install Location>/saves/PSP/TEXTURES/ULUS10336/

You can change the RegionID (i.e. ULUS10336) to some other ID but from my personal experience it seems to load only a few. As "eqprog" stated before, textures are swapped based on memory location, some will be the same other will not.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-10 17:19:10
It took me a while too to figure out the correct folder location, but here it is.
For PPSSPP all files need to be copied into the following folder:

<Your PPSSPP Install Location>/memstick/PSP/TEXTURES/ULUS10336/

For RetroArch all files need to be copied into the following folder:

<Your RetroArch Install Location>/saves/PSP/TEXTURES/ULUS10336/

You can change the RegionID (i.e. ULUS10336) to some other ID but from my personal experience it seems to load only a few. As "eqprog" stated before, textures are swapped based on memory location, some will be the same other will not.

Thanks. I will update the OP to include more detailed instructions. I guess I never considered that there would be different setup configs for retroarch or that people would have difficulties.

As far as being 100% finished, its hard to say exactly when that is going to happen. I think that the current experience feels rather good as is, there are just some funky looking textures due to poor upscaling. That being said, I don't think anything would ruin the experience for that average user, but if you're a purist, then wait. We'll eventually decide when its "good enough."

tl;dr: For the best experience, I agree with Devina that you should wait for the character models/textures to be finished (no pressure, Devina :wink: )

I managed to get three days off of work in a row this week (today-saturday) so I plan on getting some more work done.

Modified OP with more detailed installation instructions
Title: Re: FF7 Crisis Core Upscale Project
Post by: uxu888 on 2020-09-15 20:19:17
that looks very good ... thank you very much for your work, I'll give it to me ...
Title: Re: FF7 Crisis Core Upscale Project
Post by: darrenxp77 on 2020-09-18 00:56:28
I honestly appreciate the work and time you Devina and Eqprog are putting into this. Its one of my all time favs as a game and as a final fantasy. All the wait for the end product is worth it.
Do either of you have a cashapp, venmo, paypal, or any site or way I can personally send you anything for just putting time into this?. I truly appreciate the work, it wouldn’t be something big but even just any token of appreciation i want to send. This upscale is heaven sent and looks amazing so far

I tried to send a PM to either one of you but I kept getting an error message several times
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-20 08:46:43
Thanks for being patient the past 2 weeks. All of Zack's textures (except beachwear and finale) have been updated (as well as Cloud in the SOLDIER 1st class outfit). This means there should be no more animation errors in the game. His hair has also been fully desaturated.

eqprog, I think we should update the pictures in the OP since they no longer represent the version out now (especially Zack's clothing). Maybe a comparison so people can see the actual difference better.

If anyone has been waiting to try this pack out, I would say go ahead now. Just give us feedback and if anything bothers you (that isn't already on the current issues list), post it here. I also updated the namebox shadow so that it doesn't look so pixelated:

(https://i.imgur.com/vp5PtAS.png)

I'm going to probably focus on Aerith and doing that Banora logo, but I'll also probably post some minor environmental updates.

Thanks for the donation offer as well. I prefer to keep my Paypal private, but if anyone wants to PM me Steam gift card codes on this forum, I'd appreciate it. Just know that I live in North America as I don't think it's compatible between regions.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-20 19:21:39
(https://i.imgur.com/6wH84yu.png)

I'm fixing the red and blue versions of this NPC right now, took me hours just to fix some of the errors here. >_<

The way the seams work on this model is evil so I had to align stuff.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-21 04:17:35
Yeah, they are pure evil. After I did the initial work with the updated thread texture and saw the way it looked in game I felt pretty defeated.
Title: Re: FF7 Crisis Core Upscale Project
Post by: jons on 2020-09-21 19:47:29
Well I played through the entire game with your pack and honestly, it was pretty amazing. You seem like absolute perfectionists that will never be full happy with your work, but from an outsider average user perspective, this is the definitive way to play this game now. And you've probably helped extend the life of this gem that will be stuck on dead hardware for all time. So thank you, thank you soooo much for your work.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-22 00:49:33
@eqprog: You should let me know if you see any errors like that since I like fixing that stuff.

@jons: I'm glad you had a good time with the game. I'm surprised you beat it so soon, did you play 9 hours a day or something? And yeah, I'm a bit of a perfectionist. If you had to give some constructive criticism, what would it be (that may not already be mentioned on the current issues list)?
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-22 11:01:09
Mr. Red and Mr. Blue are now re-done.
It's not 100% perfect but now when you look at it, you don't get weirded out as much by your first glance. I also removed the shadows above his gloves because that's not how shadows work in real life.

(https://i.imgur.com/FP5Ubr0.png)

I redid some debris. Here's what it looked like before with weird black outlines: https://i.imgur.com/fGKDzFB.jpg

As you can see, it has a lot more detail now and makes the slums look grimier.
It's not often you can do stuff like this, but every bit of detail helps.
All you have to do is find some similar photo online and put it around 50 transparency and overlay it.

(https://i.imgur.com/dQlx4yY.png)

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

Some more debris.
Unfortunately, there's a weird pixelation error on the cube thing behind it.
I tried fixing it but it gives me that weird white transparency glitch.
It might take a long time to fix the stupid thing so I'll leave it for now.

(https://i.imgur.com/uMI8eVQ.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-23 17:30:15
Thanks for the tip, that's a really great technique. My attempts at making gritty "texturized" surfaces by hand have all been pretty poor. This method seems much more effective.

I believe I can fix the "cube" thing. I'm sorry for my lack of activity lately. I've been keeping up with the thread at the very least, but i've been simply exhausted lately. Several call-outs at my job recently due to co-workers either getting CV or being possibly exposed by a family member (among other things people call out for) which has translated to many late nights.

Today I will:

Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-23 20:13:48
Hi ! I'm new here. I just found your upscale project some days ago and I really love it. It looks great !! This is one of my favorite game, thank you for the hard work ! I'd be glad to help you if I can. :)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-23 21:58:50
Updated OP with new screenshots.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Agravaile on 2020-09-24 05:22:07
I'm not sure by how many are aware of that, but the PS3 could also do PSP emulation as a PSP remaster. So that bring the question, is it possible to use this project with a, say PSP2PS3 converter? Afaik, it should be fine as long as all of those textures are present inside the ISO, so in theory, there shouldn't be any problem. Could the textures be injected into the ISO and work correctly?

Thing is, that this emulator does increase internal res, so the game is basically rendered in HD, but the 2d elements, textures and UI are, obviously, kept the same. So this should work. It's just that i've no idea how to inject them into the ISO.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-24 11:05:52
The short answer is no, the longer answer is yes, probably but one would need a bunch of developer tools that are hard/illegal to obtain and might not even work. You’d basically have to change all the models and their texture file directly which is very different from how texture replacement works on ppsspp. I don’t have a ps3 I could test it on anyways.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Agravaile on 2020-09-24 16:50:09
Ah, that makes sense! I believe you'd have to take every texture replaced carefully one by one which would take a very long time, yes. Maybe UMDGen could help. Still, at least an UI upscale would be nice, though. If someone is up to try this out, i'd be glad to test it out and also upload some screenshots with the result as i have the possibility to do so. I could give this a try but i lack the knowledge to do so :C

Anyways, thanks for clearing that up. Maybe someone will figure out a way to do this hopefully, as the PSP remaster is quite a comfortable way to play this. I didn't expect it would work this good.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-24 19:08:02
Its really outside the scope of this project, and candidly speaking outside of my ability. I mean, thinking about it, it could theoretically work however there are a lot of unknowns. The Noesis utility can unpack the models from the UMD iso and photoshop can view them however I have no idea how one would "repack" them into the same format. The PSP as a platform is very restrictive in terms of texture dimensions *and* memory. For instance, I tried to take the upscaled FMVs and inject them into the ISO. After an exhaustive search I... acquired... the software used to publish psmf video files(playstation movie format) and it literally won't let me import the upscaled video because of the video resolution. I think even if someone managed to get a hold of the entire PSP SDK, implementing the higher resolution textures wouldn't be possible because Sony would have known well enough to force certain restrictions on the developer and therefore exporting such models would not be allowed.

Let's say someone managed to do this, you could use UMDgen to create a patch and modify the table of contents, sure. But honestly I don't think the PSP (and therefore an emulator) would know what to do with those files because it just isn't capable. PPSSPP texture replacement circumvents this by injecting textures into the PC's memory ("outside" of this emulation layer, if you will).

That's on top of.... having to probably have some sort of ps3 homebrew solution to get the modified ISO to run. If you really want to play it on your TV, perhaps consider using a chromecast type of device and steamlink? Its free. You could also try emulating it on android and casting it to your TV. There are lots of compatible bluetooth controllers which could be used this way.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-25 00:56:39
Great job with the Nibelheim Inn, it looks a lot better, especially the floor. :)
I also like the church door.

I downloaded the newest update from Github so I think you should too so we're on the same page.

I added smoother black silhouettes for the DMW portraits, and got rid of the NOW LOADING texture.
I feel it's not needed since the load times are so fast on emulator compared to PSP, it looks like a small blue flash in the bottom right.
I feel it's distracting and less cinematic, and it's easier to just remove it entirely than upscale it.

I added nipples and a navel onto Zack like I did months ago in my earlier patch. No one can talk me out of this.
He looks too alien without them and Cissnei in the same scene has a navel, so it makes no sense for Zack not to.

Finally, this new update I did is a bit of a spoiler so don't open this unless you've completed the entire game.

Spoiler: show
When you find Gillian's body, the floor (both stone floor and rug) were not upscaled, because the room uses a different lighting set (so subtle, you barely notice it) for the room because the door is open. I restored it to use the original so it looks decent.

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

I also added the option for players to make the scene more gruesome in case this scene was censored somehow, just like how the scene where Sephiroth stabs Cloud was (probably) censored. It makes no sense for there not to be blood in that scene, so it was probably done so the game could keep its Teen rating (more demographics, more sales). That, or the developers thought finding an older woman's bloody body might be too objectionable to Western people (likely also the reason a statue in the game was modified to resemble Mary less in the Western release as to not offend Catholics as much) and turn them off from the story, while they would be less objectionable to blood during Zack's death in the ending. FF7 and Crisis Core are not cheery stories, there are a lot of dark and grisly aspects to them, so some people like me might prefer this change.

This also makes the plot make a little more sense because it turns out Angeal did not kill his mother, but rather, she killed herself in suicide. Angeal's Buster Sword has no blood on it, so it could serve as foreshadowing. It's never explained how Gillian killed herself. Without the blood, you have to guess she used a cyanide pill or something, but why would she have that as a villager? In this edit, you can guess she killed herself with a knife or a gunshot and may be lying on top of the weapon. In case this scene was censored and there was intended to be blood, you could also guess it was seppuku, due to the Japanese influences of the story. Gillian killed herself due to her shame, and I got the sense the Hewley family were meant to evoke a traditional Japanese family, especially due to Angeal's constant talk of dreams and honor.

Because not everyone may like this change, this is not the default so in order to make the blood appear (like I said, it will only appears when Zack finds her body, not when he meets her for the first time), you must change a line in textures.ini so control+F in the notepad file:

Before:
00000000c469d38fc69a056e = /textures/environment/ground/000000002e67574e617ca713.png

After:
00000000c469d38fc69a056e = /textures/environment/ground/00000000c469d38fc69a056e.png
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-25 08:06:31
I looked in the priority folder yesterday to start helping with textures. I fixed this one in Mt Nibel. I hope it's ok. It's my first time using Github but I made a pull request for this if it can be useful.
Spoiler: show
(https://i.imgur.com/8LUejz5.png) (https://i.imgur.com/igjunv7.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-25 09:46:59
I accepted the request. eqprog should be able to give you control over the project so you don't need to do pull requests all the time. Just be very careful not to overwrite any important data.

As for the texture, I think it looks good! Imo, it'd be better if you did more work around areas the player will likely revisit. For example, there's a few subpar textures around the Shinra Building. I think that stuff is more important than an object in a cutscene you might only see a few times.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-25 11:39:29
Thank you for your feedback ! :) You're right, I'll check these type of textures first next time. I should be able to work more this weekend
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-25 21:30:22
Submit a few more requests when you are able and I’ll add you as a contributor once I make sure you do quality work and I don’t have to worry about approvals. Thanks for offering to help!
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-26 17:28:55
Ok no problem, thank you ! You're welcome !  :)

I fixed some textures in Sector 8 :
-Stone wall texture + stone window one
-I also fixed the ground texture. I've recreated the original pattern and fixed texture seams. Same for the sidewalk.
(https://i.imgur.com/fq8EW2r.jpg)(https://i.imgur.com/ZpKSa27.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-26 18:46:56
Looking fantastic, I love how your work makes it go from a "filtered AI" look to "native PS2 texture" look. And yeah, the vent to sewer thing is fine. It's nice to see the individual bricks again.

Are you done with the floor textures? I know a way a way to make them "pop" and look more realistic so I'll do that once you're done.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-26 20:45:23
Yes, I'm done with the floor textures. I'm just thinking about adding "smart sharpen" filter on it or the "paint daubs" one on Photoshop to make it "pop" more like you said but that's it. What do you think ? I've made a pull request with the above version if you want to get the files and try something else.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-26 21:44:31
Looks great, I approved the request. I’m at work now but I will get you added whenever I get home later this evening so that you can just push updates without approval.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-27 07:14:27
Here's a WIP of the floors, you can see how much more realistic it looks now:

(https://i.imgur.com/7ijmX2y.png)

I still need to clearly define the brick lines (it's black in this pic but I'm going to make it a bit brighter in the end).

Zakkura, do you know if you can take a look at some of the walls in the area?

You can see some chromatic abberation in a lot of them:

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

The door could use an update:

(https://i.imgur.com/7pr3DQP.png)

Something also bugs me about this door here, it's not divided in half. The bricks don't look all that real either.
I think maybe we should add a "GOBLIN'S BAR" plate and a "CLOSED" sign on it after, since the establishment looks really strange otherwise and not like a real place.
There's an unreadable green poster to the top left of it but I'm still unsure what we should replace it either. Maybe a sign for a drink or something.

(https://i.imgur.com/Ps32egk.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-27 19:35:22
Ok I see what result you want to achieve. It will look nice with this color contrast !
 
Sure, I can fix more wall textures, I was thinking about that too. I'm currently fixing the brick wall one you mentioned (+ window and door ones). I can fix the white wall after.
I agree, it would be nice to add something on the door.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-27 20:08:35
I added you as a contributor, zakkura. You should accept the invite if you haven’t yet.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-27 20:53:58
Thank you eqprog !
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-28 21:31:17
You’re welcome. I just want to say that it feels great to have another contributor join us. It certainly gives me more motivation finish, especially seeing these new updates from both of you. I don’t want you all to think I’m slouching! Keep up the fantastic work. I should but submitting some more work myself in the next few days.

I was thinking, how would you feel about having the textures organized by area in the game instead of by type? I really regret not doing that way from the beginning. It’s so much easier rather than turning the texture replacement off, refunding, then trying to figure out which one I’m looking at. And obviously there are some textures I have listed as ground” that are wall textures, etc, because as I was organizing them I had no context. That by itself isn’t so bad but it just bothers me.

I was have to play through the game again (just to be sure to capture *everything*) and organize as I go. Then, I think I could write up a script that would shift the work we already have around and generate a new texture.ini file.

I’m thinking we would have a folder for each story character model, then a folder for each zone in the game. If either one of you have suggestions for this, let me know. The goal would be to make work easier. If you think I’m just wasting time, tell me and I’ll proceed as is.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-29 00:20:29
I don't think it's worth it because if you use this method, you can identify any texture in 2 mins and all:

- While you're playing, make a save state at the scene
- Close emulator, rename "textures" folder to "texturess"
- Open emu, reload save state, press the hotkey you assigned to texture dump
- Look in the "new" folder, search within the subfolders and it's all there for you
- Once you're done identifying the textures, rename "texturess" back to "textures"

I might have a notepad file open and be copying and pasting texture names too, and I have a shortcut to PPSSPP on my desktop to make this process faster.

I think you basically already captured everything so don't worry about it. I still think you need to update textures.ini for the Shinra lobby during the destruction, and I think Reno/Rude are missing textures, but I don't think it matters because they're only in the game for a minute anyway. I think you should go ahead and update that, then I can add the texture.ini additions that might be deleted in the process.

I have an idea where each week, we go into a specific room/area in the game and try to "oversee" everything, dividing up tasks.
For example, me and Zakkura are doing Loveless alley, and I'm doing the floor and Zakkura is doing the walls.
That way, it can feel funner and we can talk about our changes and ideas.

I also think we should make a new folder for all those DMW flashback scenes just because they're organized all over the place so I'm going to work on getting all of those right now.

EDIT:

Just made a flashback folder in the environment folder which is live on github now. There's 34 of them and I think that might be all of them, not sure.

(https://i.imgur.com/1yOqtBw.png)

If you want to adjust textures.ini for these, you can. I need your help to upscale these ones:

00000000b26c92244b446239
00000000c3c6a2cf90c65ceb
000000002e0d26a2456bd347
000000007de2c2b644b3bfa4
0000000037c5e2e5fc75a2cd
00000000975fdca3ef7f58f4
0000000027815412323a5002
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-29 11:38:56
I replaced the stained glass using assets from FF7make found here:

https://www.deviantart.com/oo-fil-oo/art/FF7-REM-AERITH-CHURCH-842124835

This account has a lot of FF7make assets so it can be useful for some texture work.

The stained glass in CC is the same as the one in Advent Children.
While I would love to use it, I don't want to spend 10 hours trying to recreate it.

I'm also in the process of making new eyes for Zack and Aerith because I feel they don't look "real" enough. Zack's is too blue (I know they're supposed to be "eyes infused with mako energy") but they're too different from other cutscenes and it looks like someone slid the saturation to 100 in Photoshop. Aerith had more shading on one side.

(https://i.imgur.com/jiYXUcX.png)
(https://i.imgur.com/eMlcr7g.png)

(https://i.imgur.com/lvbVz30.png)
(https://i.ibb.co/TmmSdKc/PPSSPPWindows64-2020-09-29-05-50-20-99.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-30 20:35:36
I don't think it's worth it because if you use this method, you can identify any texture in 2 mins and all:
[...]
I know. That's essentially. what I've been doing. I was just saying that in retrospect organizing all the textures by their area in the game would have been a lot easier because it would have avoided so much of that.

BTW, in textures.ini you can just take out the "#" on this line.
#IGNORE FMVS#
; videos
000000000000090900000000 =
#[]

For some reason if you have the brackets there, the emulator will ignore all the lines after it. Putting the # before the [] makes that line ignored. In other words, changing it to just say "[]" will ignore all the texture replacements besides UI replacements and FMV frames.  You don't have to rename the file. Do it however you want though, I'm not going to nitpick whatever work flow you have. Its just easier to remove one character :).

I have an idea where each week, we go into a specific room/area in the game and try to "oversee" everything, dividing up tasks.
For example, me and Zakkura are doing Loveless alley, and I'm doing the floor and Zakkura is doing the walls.
That way, it can feel funner and we can talk about our changes and ideas.

Sounds good to me. Should we just start from the beginning of the game?

I think we should aim for a max time of one week per area, but if we can finish a zone more quickly or if we all agree it looks fine already then we should just move on. Of course, if an area takes longer than a week that's fine too.

I also think we should make a new folder for all those DMW flashback scenes just because they're organized all over the place so I'm going to work on getting all of those right now.

EDIT:

Just made a flashback folder in the environment folder which is live on github now. There's 34 of them and I think that might be all of them, not sure.

(https://i.imgur.com/1yOqtBw.png)

If you want to adjust textures.ini for these, you can. I need your help to upscale these ones:

00000000b26c92244b446239
00000000c3c6a2cf90c65ceb
000000002e0d26a2456bd347
000000007de2c2b644b3bfa4
0000000037c5e2e5fc75a2cd
00000000975fdca3ef7f58f4
0000000027815412323a5002

Done. Also, I gotta share this one. The "face enhancement" feature of Gigapixel really tried to hard. I had to turn it off for this one file.
(https://i.imgur.com/e4emXWw.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-09-30 21:59:51
I think 2 weeks is healthier than 1 week because some areas might be big and 1 week might make me feel a bit rushed, although 1 week should be fine for smaller areas like the train station. And yeah, we can start at the beginning. I think this could be our rough schedule:

Now to Oct 7: Loveless alley
Oct 8 to 15: Train station
Oct 15 to end of month: the entire Shinra Building

Now for some updates.

Aerith's door stained glass is now the same as in the remake. I wonder how people would feel if we used more assets from the remake since I know the church doors are different in the remake. I've just been trying to be careful not to touch anything seen in a pre-rendered FMV (like the scene where Aerith hugs a crying Zack, where there's shots of the back doors so we can't put stained glass above them).

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

The wheels of the flower cart have been changed back to get rid of white lines.
People shouldn't have to spend all that time building a flower cart only to see ugly textures:

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

I decided to change the green poster into a LOVELESS poster from the remake (since it's a pretty big thing in Crisis Core, and it helps people understand that LOVELESS is a famous play in the city). Also changed the cafe poster to a coffee poster from remake:

(https://i.imgur.com/ek1S1r7.png)

So I looked into the folder structure and texture.ini is missing links to a few needed elements (in the "ignore" folder). These include a wooden board in the slums, the map in Lazard's room, and the "ROOM" signs. I did all three, and even found the exact same font it uses (Impact Regular). Sadly, the transparent thing left of the map still could use some improvement due to different camera angles, but I want to leave that alone or else my brain will get tired:

(https://i.imgur.com/2ERt4i5.png)
(https://i.imgur.com/gWa4yRI.png)

Something that I need your help with is that Cloud's HD outfit doesn't seem to be upscaled:

(https://i.imgur.com/0BZzSzU.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-30 22:18:55
Did some improvements on those doors and the walls.

(https://i.imgur.com/4DtKrQ5.jpg)

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

edit: Things are really starting to shape up now. :)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-09-30 22:35:07
I agree, it may have been easier having textures organized by area for me too but it's ok that way too.
Thank you Devina for explaining how you find texture, I'll try it next time. I was so slow finding what I needed.
Zack and Aerith look great with these eyes color ! And it's nice to see the church's glass pattern now.

I'm still working on the walls textures, I hope I can finish tomorrow. I want to make sure all those fixed textures I did go well together. I used Sector8 door from FFVIIR for the shape on the stone above the door. I still need to fix the door on the red brick wall. I realized it's not only used for the "Goblin's Bar". There are like 3 of it in the other section of Sector 8, so I will not add a bar sign on it. Not sure yet what we can add on it that can be seen multiple time without being strange. Maybe just nothing on it. I still have to fix the window on the white brick wall too.

(https://i.imgur.com/w3r0KJH.png)(https://i.imgur.com/PDWLvJS.png)
(https://i.imgur.com/qRoR6Cs.png)(https://i.imgur.com/oN8GK5k.jpg)
(https://i.imgur.com/wpFJ1cX.png)(https://i.imgur.com/UP5hasj.png)

Two weeks per area sounds good to me too. I might be too slow for one week

Edit : I just saw you worked on the red brick walls too eqprop. It looks good so I'll stop my fix on those ones. I think maybe I can at least fix the window shape on your fix version since it's the same window as on the large stone wall that I've already redraw last time.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-09-30 23:23:34
Your gray walls look better so lets use that one.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-01 16:25:33
I've submitted my fix for the grey walls but I'm not sure if I did it right this time with the GitHub app. I might only do it on the website next time. I'm really sorry if I made a mistake, feel free to tell me if it's the case
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-01 17:08:40
You did it perfectly. I really prefer the desktop app because it automates syncing everything.

Check this out if you want to streamline your testing environment: https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/ (https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/)

tldr version for Windows: Open up command prompt (admin) and run this command
Code: [Select]
mklink /j "C:\Users\[you]\Documents\PPSSPP\PSP\TEXTURES\ULUS10336\textures" "[path to your github FF7CCUP folder]"
What this is will do is basically make a linked folder so that ULUS10336\textures points to the ff7ccup directory so that whenever you "fetch" the current build everything will sync up nicely. The only thing you may have to do is copy over textures.ini if thats been updated.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-01 22:40:36
Thank you eqprog, I'll try that !

I'm currently working on this arch wall texture. I've made it lower so it can hide the low poly shape of the mesh.

(https://i.imgur.com/Ll9IRpF.png)
(https://i.imgur.com/EDXr8Nb.png)

I'll fix some windows texture tomorrow using the previously fixed one I've done, so all windows should be fixed in Sector 8.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-02 21:12:07
EDITS :


I've finished to fix the arch wall texture
(https://i.imgur.com/0EBBFlv.png) (https://i.imgur.com/z2mSzbJ.png)



I've updated the trash can because there are a lot of it in Sector 8. In this texture there are also some paper that we can see on the ground. Maybe we can try to put a Loveless flyer

(https://i.imgur.com/12mqLEF.png)(https://i.imgur.com/hggghSH.png)


WIP - I've also recreated some ornaments on these two textures that were blurry

(https://i.imgur.com/iZW9R0C.png) (https://i.imgur.com/Zv5BJJL.png)


I've replaced the "Loveless" huge poster with FFVIIR one. I think this design looks cleaner and better with the lighting setting and it's easier to read when walking

(https://i.imgur.com/bGLhHSs.png)(https://i.imgur.com/GmJJ0eQ.png)
(https://i.imgur.com/gfY890l.png)(https://i.imgur.com/XvhAzZG.png)


I've edited the windows below. I might work on the brown wall behind the window later to fix the little tiling issue. Same on the brick one there is a small tiling issue that can be fixed.

(https://i.imgur.com/LGD5SNM.png)(https://i.imgur.com/zpG6dxD.png)


Next I plan to fix this column texture below. I'm also thinking about replacing some shop sign with FFVIIR textures to make them easier to read

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


Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-02 23:10:34
Looking good. When we start an area, we need everyone to announce what they're going to be working on so we don't have two people working on the same thing.

I updated the eyes for everyone so you should see them.

I would advise against replacing everything from FF7R. While certain things are unsalvagable because they're too blurry, I think if we start replacing the names of actual stores, the game loses too much of its identity. I'm fine with the large Loveless poster since I think the photorealistic woman looks too weird in a game full of anime people. Instead, I would just update the current store signs as best as you can. If you think it'd take too much time to recreate it, don't feel pressured to get it done now since we'll be done the outside alley in a few days, you can always return to this later.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-03 03:59:57
We also need to be careful with copyrighted materials. The project is a gray-ish area as it is, but arguable fair-use due to being derivative works. Straight up ripping textures from ff7r and putting them into the game does not fall under fair use.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-03 07:34:39
Okay, I'll keep that in mind.

I updated the folder and now I'm seeing this corner window thing, it should be changed back, I assume it was an accident?

(https://i.imgur.com/Wo4Koaz.png)

Other than that, I have no issues with this area so when Zakkura is done those walls, I think I'll add a CLOSED sign to Goblin's bar door (and fix light smudge above it), then we'll be done.

I also adjusted Cloud's high poly head a bit (his clothes still need to be upscaled by eqprog).

(original/basic filter/my edit)
(https://i.imgur.com/b72jnUv.png)

He now has:

-New eyes to make him look less stoned
-Smoother lip lines
-Redone eyebrows so it looks less outlined and closer to what a blonde's eyebrows would resemble
-Hair reverted back to a bicubic upscale of the original (it looks pixelated but that can fixed later, just too lazy to do it now). Cloud may have had the worst hair upscaling done by the program.
-Fixed forehead lighting

I haven't seen low-poly Cloud close up but I remember him looking fine.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-03 11:36:49
You're both right about the FFVIIR textures, I don't want to loose to much of the game identity too. I will try to recreate the blurry sign.
Sorry for my mistake, I've accidently swapped the wall and window texture. I've submit my fix for that. Thank you for reporting the issue.

Your Cloud edits looks great !
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-03 14:05:52
Thanks. I realized that during the FMV where Zack calls Sephiroth on his phone, there's a shot of Goblin's Bar so I decided not to edit it really, although I made the hinge in the middle more noticeable.

I also decided to replace this door texture because I didn't like the look of it (too uneven and filtered):

(https://i.imgur.com/u4sipRn.png)

Instead of trying to salvage it, I found a free door texture online which resembled it a bit and edited the lighting, so do that for whatever purpose if you think the situation is appropriate. I was concerned it looks too photorealistic, but in the end, I think we should aim for photorealism as much as possible.

I also like the addition of the awning mural above the door, I think it adds finesse. I know it's not exact to the original, but in this case, I'd say it's a worthy addition. If you can find places to insert extra detail not there originally, go for it. I also like the door handles, so if you can find situations to make logical sense of things (why are there no door handles in the first place?), add it.

With that said, I think I'm done Loveless Alley for now. Just don't spend 10 hours on those shop signs since you can't even tilt the camera up in this game, so don't spend a lot of effort on things which the player probably will never see. I'd say other than Wing Motors and the Three Stars cafe, the other signs are barely noticeable and not worth that much effort.

I am going to see if I can fix that car tho (if you look at the tire area, you'll see it has weird masking).
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-06 22:05:48
The door definitely looks better this way. I like to use photo too as a base when details are too damaged on the texture.  I also like to add a simple texture, like concrete one with a mask, on top of my layers to get some "clean/realistic noise" when needed.
Thank you about the added details, the no handles door bothered me too x) I think it can makes environment more natural without loosing the game identity to add some details too. I think I'll add the details above the door on the bricks one too. I still have to fix that texture seam it has too.

Edits :
I've edited the Loveless theater wall/column. Maybe I still need to add a little of shadow on the flower ornament ?

(https://i.imgur.com/BeaMSi9.png)(https://i.imgur.com/9S4Az4w.png)



I've updated all those brown window/wall. Also I've updated the fake interior/curtain to add a little more diversity to get a more natural setting.

(https://i.imgur.com/LpPi30m.png)(https://i.imgur.com/jrnOlf3.png)



I've edited this wall too just to get some details back

(https://i.imgur.com/WT2wjF1.png)(https://i.imgur.com/JAFmzOW.png)



I made a really small update on the ground by adding more color detail between the brick instant of a uniform color.

(https://i.imgur.com/P1vMjZE.png)(https://i.imgur.com/uRoETbH.png)



The fountain is also updated

(https://i.imgur.com/9Wgwt2u.png)(https://i.imgur.com/3D4oN3M.png)



I didn't fixed the shop sign yet, I didn't got enough time. I though it was not that important so I fixed the shinra building texture instead. I've exported the shinra building model from an other scene, added more edges to the spotlights to make them less low poly,  added lights and rendered it as a new png. By the way, is that possible to edit Psp game models or only textures ? I'm just curious

(https://i.imgur.com/muTRhKv.png)(https://i.imgur.com/O8tps9R.png)
(https://i.imgur.com/AmSAWFV.png)(https://i.imgur.com/lUiKEmk.png)


I still have minor fix I'd like to do (texture seam on the brick walls + at least the text on the shop sign would be nice + I'd like to edit the lamppost too and the strange door that make no sense upstairs behind the clock. I'll try to finish that tomorrow
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-07 04:02:30
Thanks for adding the floor grit, it's something I wanted to but got lazy about doing.
Shinra Building is also looking more real.

I'm actually having a bit of artist burnout so I'll take a few days to relax.

By the 10th, I think we should work on the train station.

And it's not possible to edit models, only textures, AFAIK.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-08 15:45:34
Here's some samples of Zack's and Aerith's redone models, and closer shots of their new eyes.
I hope to roll them out by the end of the month.

(https://i.imgur.com/XAu2onr.gif)

Apart from the eyes, his eye whites have been brightened for a more realistic look, and his hair has been darkened (-50 brightness) because it looks too greyish.

(https://i.imgur.com/e2qtFhB.jpg)

Aerith will be given a new hair shade color closer to her art and remake.
If you look closer, you can also see that I made the lower eye outline less prominent for a less eyeliner look which makes her look more realistic.
Desaturation, warming filter 2 (uncheck lumi, slider 100) -10 hue, -20 saturation is the formula.

These changes are a bit minor individually, but all together, they add up.
I hope this makes the player identify them more as "human" and less like "virtual fantasy dolls".
Even a little change, like making Zack's pupils bigger, can subconsciously make him feel more friendlier.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-10 09:09:58
Everyone just about ready for the train station?

I'm almost done HDing the flashbacks.
Sadly, Square never released HD FMVs so we have to rely on filtered cutscenes or art.

I'll have to delete all the redundant flashbacks through the various folders, then delete all the redundant lines in textures.ini later.

(https://i.imgur.com/ho62PQ9.png)
(https://i.imgur.com/GQNtRsn.png)

(https://i.imgur.com/r1njHjV.png)
(https://i.imgur.com/JEZOaFN.png)

(https://i.imgur.com/Nwu6dtn.png)
(https://i.imgur.com/6pBouZ0.png)

(https://i.imgur.com/fza8aOH.png)
(https://i.imgur.com/njSRz6K.png)

One of them was too poor-looking so I just changed it to a pic that conveys the same intent (Angeal looking out for Genesis).

(https://i.imgur.com/xwwp5pk.png)
(https://i.imgur.com/WiuhOxm.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-10 21:05:08
Love your edits !
I'm ready for the train station. Sorry that I didn't submit my work earlier like I said I would.

EDITS :

I've recreated the "Three Stars coffee shop" sign, so we can now read it. Also I've added some details on the lamp post

(https://i.imgur.com/jcePYr7.png)(https://i.imgur.com/42QEb5N.png)


I've fixed the texture seam on the red brick textures + add details on the door that was blurry

(https://i.imgur.com/o0d9hkL.png)(https://i.imgur.com/M14lBUu.png)


The strange doors upstairs are now normal windows

(https://i.imgur.com/wTwrDFa.png)(https://i.imgur.com/dkQaedJ.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-11 09:36:58
That Three Stars sign looks good but I have some issues with it. I think you should be careful to stick a little truer to the original.

For example, you curved the text, changed "CAFE" to "COFFEE", duplicated the black top corners into the bottom corners (making the THREE and SHOP harder to read), and you got rid of the "FROM COAST TO COAST" text at the top.

Think you can re-do it? Of course, if you lost the .psd you used, we can move on, it just irks me a little.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-11 16:34:59
No problem, I still have the psd. I've fixed what you told me. Feel free to tell me if it still need an update.
(https://i.imgur.com/peiYwaf.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: orichalcon on 2020-10-11 17:02:07
personally, i like 'coffee shop' better, although i can see its less true to the original

cafe shop seems like a mistranslation, sounds weird because cafe implies shop already

could also just drop the word 'shop' and it would sound better
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-11 17:07:45
Looking good, that's great now, love it.
And yeah, I know coffee shop sounds more natural, but I want to respect the original here.
I think "CAFE SHOP" has a bit of a Japanesey Engrish vibe which I think is very suiting to the world of Midgar, since it's a world that combines Japanese and English into a single city. I think it sounds cuter in a good way.

I just repainted Aerith's DMW face, I was never really wholly satisfied with it, she always looked a bit "off" - doll-like and not human. It's been almost a year since I first did this, so revisiting it with a clearer mind and fresher eyes (and playing the remake) has allowed me to focus on makes Aerith "Aerith".

http://www.framecompare.com/image-compare/screenshotcomparison/7GPGPNNX

-Darker hair
-Thinner yet more defined eyebrows
-Less shiny eyes and less of her eyes hidden by her hair
-Smaller and brighter lips (less duckfacey)

I hope people like the newer face, if for some reason people prefer the old face, let me know.
I'd like to hear opinions.

I also did some minor touch ups on the rest of the cast.

Zakkura, I think I'll let you get a head start on the train station, so take a look at it and feel free to update what you think needs updating. Just remember, the train appears at a certain point in the game so let me know if you need a save file. Then me and eqprog can analyze and give our thoughts later.
Title: Re: FF7 Crisis Core Upscale Project
Post by: orichalcon on 2020-10-11 17:41:34

I hope people like the newer face, if for some reason people prefer the old face, let me know.
I'd like to hear opinions.


i like yours better than the original

the lips you've made less ducky, but lost that dark/black space between the lips that makes them look more 3d
(i guess the lips are more firmly pressed together in yours)

also i do like how you can see more individual strands of hair in the original, even though it covers her eyes more

that being said, i'd probably move on, its a definite improvement as is - i just like to give my complete thoughts on it as it may help, better to have it and not need it than need it and not have it


great job on the hair color - in your post a few posts up, they made her hair color so light brown i probably wouldnt have realized it was supposed to be aerith without the game saying so, but your fix is perfect there
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-11 18:32:54
Alright, thanks. I took your advice, here's another version:

http://www.framecompare.com/image-compare/screenshotcomparison/9E2MJNNU

Brightened the eyes a little, readded 3D lips, hair wisps, defined one of the eyebrows more, and widened an eye just a little bit. The difference is really noticeable when you switch between 1 and 3.
Title: Re: FF7 Crisis Core Upscale Project
Post by: orichalcon on 2020-10-11 19:39:39
The difference is really noticeable when you switch between 1 and 3.

absolutely, nicely done, the lips and hair are best of both worlds now

the first image REALLY looks like a plastic barbie doll in comparison

also thanks to eqprog and zakkura as well, its neat to see results in real-time on here
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-12 17:45:32
She looks so much better now with the last update ! Love it !
I'm starting working on the train station now. I will fix the walls first. If you can share that save file it would be great, thanks !
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-13 05:11:59
https://www.mediafire.com/file/urdzwzoopobxpoq/SAVEDATA.rar/file

The right folder ends at DATA7, then you just walk over to the trains.

I'm doing a bunch of little side projects right now such as:

-Church floor
-Church stained glass
-Remodeling Zack's sword
-Aerith's hair
-Better hairlines for everyone who needs them

Funny enough, the devs seem to have accidentally made the end of Aerith's ponytail a different shade:

(https://i.imgur.com/YHnfQt8.png)

Trying to do this hairline and one part inside her hair was oddly lit:

(https://i.imgur.com/5ZeEH6I.png)

A WIP of the sword (I can't get a close look at the symbol, so I'm just going to go with what Birth by Sleep does and make it the SOLDIER symbol):

(https://i.imgur.com/ccyDTFW.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2020-10-13 14:54:14
Everything is looking good!  I just wanted to comment that the picture you substituted of Angeal looking at Genesis is actually found during the later part of the Junon fight scene.  It should be right after his should is clipped by the sword and the scene transitions to the training room.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-14 21:01:36
Thank you Devina for the save file !
I'm not done yet with the Edits below but here are some WIP. I've started to edit the brick walls + floor.

(https://i.imgur.com/EOTfB4d.png)(https://i.imgur.com/uPH914j.png)
(https://i.imgur.com/pGvZAdA.png)(https://i.imgur.com/tPtOuOG.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-15 22:19:33
Looks great! I wish I was as talented as you.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-18 13:11:21
Sorry for being slower this week, I was quite busy with my job.

I've fixed the floor, brick walls and the textures under the rails.
(https://i.imgur.com/mP1on1r.jpg)(https://i.imgur.com/yPcTUx9.jpg)
(https://i.imgur.com/jCYVgvH.png)(https://i.imgur.com/6EAZgFJ.jpg)

Those walls, air conditioner and beam have been edited too. The walls still need a small color and noise update. I'd like to edit the lamp as well.
(https://i.imgur.com/leXSIyf.png)(https://i.imgur.com/PNwHcsN.jpg)
(https://i.imgur.com/VJgndqt.png)(https://i.imgur.com/u1gSbjq.jpg)

I'm going to edit the following textures next. I'll fix the blurry details on the first one. I'll edit the metal door and the brown wall too.
(https://i.imgur.com/BAvQhb5.png)(https://i.imgur.com/MDCUWHZ.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-19 13:33:54
Yeah, those AC things really bug me, thanks for doing them.

People should be able to see Aerith's and Zack's recent edits now.
I found 4 missing Aerith animations during your date with her, they've been done and added to texture.ini:

00000000261f8f93b9efd5e7
00000000261f8f9327b64ace
00000000261f8f93a2cea9b1
00000000261f8f933a7a34b5

I deleted all the DMW flashbacks in all folders other than the flashback folder, and I think I deleted all the redundant lines in texture.ini. It should be fine, but if anyone notices a pixelated flashback, let me know.

Something I'd like for eqprog to do is to move the "edits" (714mb) and "masterdumps" (143mb) folders to another branch or project somewhere else on Github.
This would make it so people who download the project can save nearly a gigabyte.

I spent an hour touching up these flowers just because they irked me too much:

(https://i.imgur.com/8w7sZqJ.png)
(https://i.imgur.com/pZoRWAP.png)
(https://i.imgur.com/8xTpx1x.png)

I think my next major thing I'm going to do is the church floors.
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-10-21 16:44:44
Hi! i´m new in the forum. I started modifying some of your mod textures for entertainment, I could share them if you were interest in some, thanks for your incredible work and I show you some of my modifications, greetings.

Boxes and oil barrel:
Before:
https://i.postimg.cc/xj6qhyp4/1-2.png
After:
https://i.postimg.cc/d1xPm1n4/1-16.png

Cart-wheel:
Before:
https://i.postimg.cc/h4XbCjpT/2-1.png
After:
https://i.postimg.cc/tR8d8jMf/2-2.png

Barrel, flower crown, shovel and gardening rake:
Before:
https://i.postimg.cc/2jd8NdcD/gdfg2.png
After:
https://i.postimg.cc/m2bZLcJF/gdfg8.png

Box:
Before:
https://i.postimg.cc/wjD73KF1/3-1.png
After:
https://i.postimg.cc/VLnC0bks/3-2.png

I have several more, as soon as I have time to take more screenshots I put more samples and if you are interested in any texture, say so and I will send it to you so you can update the mod, greetings and sorry for my bad english.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-21 18:02:11
Hi GameCore, thank you for your efforts.

I think those edits look good for the most part, but their coloring is off. This can be easily fixed using filters in Photoshop (I can do that).

I also think we need a better flower wreath than that, it looks too different imo.

It seems you're doing work around Banora, so you can finish up, then put all the textures in a .rar and upload it to filebin. I can edit the coloring and upload it to the project once you're done.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-22 16:45:59
Hey, just checking in to let everyone know I'm alive (not that I was dying). I work for a mobile service provider so the past few weeks have been very busy for me due to the new iPhones being announced. I have vacation scheduled in the middle of November but will just be staying at home due to the pandemic. I will definitely be getting more work done then.

Zakkura, keep up the great work. I genuinely meant it when I said I wish I were as talented as you were, same goes with you, Devina. I don't really have any background in actual art so I'm very impressed with both of you.

Devina, I will see what I can do about separating the edits from the rest of the files. It is something I had considered previously, actually, and it makes a lot of sense to do at this point. I will get it done today and post an update here. Once we have an established dev branch just make sure we all switch to it and work on that branch. Also, I really think your idea to go through each section of the game to polish up the existing upscales is exactly what we need to do at this point. I want you to take the reins on it for now and coordinate with Zakkura to get it done. Don't wait for me to give the go ahead, I trust you.

Both of you: I want to set up a discord server (or similar) for us to communicate on. I've received a few inquiries about donations and I'd like to discuss that privately. Plus, I think it would just be better at this point now that the team is a little bit bigger. Please email me using my username at gmail.com and I will send an invitation link to you.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-22 17:19:12
Alright, dev branch created on github. Switch to that one. Lurkers can switch too if they just want the absolute latest version all of the time. otherwise, the master branch will be smaller and should have just what you need for the mod to work. Let me know otherwise.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-22 21:03:07
Yeah, I admit, I honestly have no idea how to merge branches much, so I guess I'll just submit my work to both branches for now...

I finished the church floor, the seams aren't totally perfect, I tried fixing them, but it was one of those "hell" seam ones so I decided to leave it. The church floor is a little darker which should hopefully hide the seams.

The top pic has as much details as Cloud's apartment door from the remake:

(https://i.imgur.com/sAZRdHE.png)
(https://i.imgur.com/9WFQDdO.png)

(https://i.imgur.com/Y4KgZfr.png)
(https://i.imgur.com/RhewN33.png)

I'll also send you an email soonish.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-10-26 20:07:03
Hey eqprog ! Don't worry, I understand that you must be really busy with your work these days. And thank you for your kind words ! Feels great to work with you and Devina on this project.

Good job Devina on your floor edit !

Here are some new edits :
I've edited the door, the metal above the door and the brown wall. The brown wall texture was too damaged to be used as a base so I recreated a new one using the original one as a reference.
(https://i.imgur.com/Yp0m6Xc.png)(https://i.imgur.com/sgSUm4M.png)(https://i.imgur.com/akAfSuU.jpg)

I've fixed the electrical box thing, not sure how to call it in english. I've added a small shadow and a lighting effect on top of the yellow sign to make it looks more realistic.
(https://i.imgur.com/dS49TBz.png)(https://i.imgur.com/BAvQhb5.png)
(https://i.imgur.com/DWdFf1b.png)

My next task will be to fix the train. It's a huge object so I'd like to take the time to make it looks better. Other texture are less visible and will be fixed after.
Title: Re: FF7 Crisis Core Upscale Project
Post by: perico1986 on 2020-10-27 09:27:50
tu trabajo es impresionante. ¿no habria ninguna forma de que funcionara para una version europea o en español?. gracias
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-27 14:48:14
A lo mejor sería possible sin embargo si lo hiciera, lo haría después de que hayamos terminado todo el trabajo. El emulador guarda las texturas originales con el valor de su puesto en la memoria. Tales valores van a ser diferente para cada versión del juego. Es possible que se convierta la modificación pero trata de renombrar todos los nombres de los archivos a los nombres indicados para su región a traves de comparar los “hash” de las texturas para determinar si se combinan o no.
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-10-29 04:33:24
Leave you more things here than I am doing:

Steel door:
Before:
https://i.postimg.cc/52JkYGTb/Sin-t-tulori1.png
After:
https://i.postimg.cc/KcLNPfnz/Sin-t-tulori322222.png

Door:
Before:
https://i.postimg.cc/3w4pKr1R/61.png
After:
https://i.postimg.cc/wxcNxGXh/62.png

Firewood pile:
Before:
https://i.postimg.cc/MGQcCPZf/ori2.png
After:
https://i.postimg.cc/rFwDVFFk/ori32.png

Barrier:
Before:
https://i.postimg.cc/d0r1Hhn8/4-1.png
After:
https://i.postimg.cc/vTHZZ3yz/4-2.png

Molbol and sword:
Before:
https://i.postimg.cc/02z9X6yb/9.png
After:
https://i.postimg.cc/qRvPtYtz/92.png

Tank:
Before:
https://i.postimg.cc/CLs9NSjz/7-2.png
After:
https://i.postimg.cc/kXshSwmS/7-22.png
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-10-29 19:28:14
Leave you more things here than I am doing:

Steel door:
Before:
https://i.postimg.cc/52JkYGTb/Sin-t-tulori1.png
After:
https://i.postimg.cc/KcLNPfnz/Sin-t-tulori322222.png

Door:
Before:
https://i.postimg.cc/3w4pKr1R/61.png
After:
https://i.postimg.cc/wxcNxGXh/62.png

Barrier:
Before:
https://i.postimg.cc/d0r1Hhn8/4-1.png
After:
https://i.postimg.cc/vTHZZ3yz/4-2.png

Do you think you could make the coloration a little more similar to the originals?

Quote
Firewood pile:
Before:
https://i.postimg.cc/MGQcCPZf/ori2.png
After:
https://i.postimg.cc/rFwDVFFk/ori32.png


Molbol and sword:
Before:
https://i.postimg.cc/02z9X6yb/9.png
After:
https://i.postimg.cc/qRvPtYtz/92.png

Tank:
Before:
https://i.postimg.cc/CLs9NSjz/7-2.png
After:
https://i.postimg.cc/kXshSwmS/7-22.png

These look good.  I notice you’re using the Spanish version of the game. How well does the mod work with it, if at all?
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-10-29 19:56:15
Do you think you could make the coloration a little more similar to the originals?

These look good.  I notice you’re using the Spanish version of the game. How well does the mod work with it, if at all?
Algunos de los diseños los hago de nuevo desde 0 porque me parece que los originales del juego son bastante horribles, así que prefiero hacer un reemplazo que una restauración, sin embargo en la gran mayoría si que me tomo tiempo en restaurarlos, pero prefiero en vez de adaptar mis texturas a unas peores que traiga el juego adaptar el juego a mis texturas buscando una mayor calidad, en cuanto termine todo el paquete que ando preparando os lo mandare por si queréis adjuntar las texturas que os parezcan adecuadas al proyecto, pero todavía me demorara más tiempo pues es un paquete bastante grande, este mod al igual que el otro que hay aquí en la web funcionan perfectamente en la versión en español a excepción de la carpeta de "ui" la cual me hice mi propia adaptación al español, de echo ahora mismo tengo una fusión de este mod, con el otro más los diseños que ando haciendo yo, para hacerlos compatibles solo tienes que tomarte un tiempo en modificar el archivo "textures.ini"
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-10-30 03:18:42
Algunos de los diseños los hago de nuevo desde 0 porque me parece que los originales del juego son bastante horribles, así que prefiero hacer un reemplazo que una restauración, sin embargo en la gran mayoría si que me tomo tiempo en restaurarlos, pero prefiero en vez de adaptar mis texturas a unas peores que traiga el juego adaptar el juego a mis texturas buscando una mayor calidad, en cuanto termine todo el paquete que ando preparando os lo mandare por si queréis adjuntar las texturas que os parezcan adecuadas al proyecto, pero todavía me demorara más tiempo pues es un paquete bastante grande, este mod al igual que el otro que hay aquí en la web funcionan perfectamente en la versión en español a excepción de la carpeta de "ui" la cual me hice mi propia adaptación al español, de echo ahora mismo tengo una fusión de este mod, con el otro más los diseños que ando haciendo yo, para hacerlos compatibles solo tienes que tomarte un tiempo en modificar el archivo "textures.ini"
Sorry, i writed the text in spanish but don´t know if you understand me. I am making several designs, some I do again replacing the old one and others I restore them since the original textures, when I finish the package that I am doing I will leave you a link with all the textures that I made in case you want to add some in your mod or are interested in having me collaborate with you.
The mod work perfectly in the spanish version except "ui" folder.

I take this opportunity to leave another couple of designs:

Gold cart:
Before:
https://i.postimg.cc/7hbxQCs9/30.png
After:
https://i.postimg.cc/zvMJmJ4r/31.png

Machine cart:
Before:
https://i.postimg.cc/28bkQZB8/20.png
After:
https://i.postimg.cc/MGxzJ33v/21.png
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-10-30 20:14:44
All collaboration is welcome.

I think I've found out how to merge pull requests from dev to master, it's really easy.

-All stained glass is updated in the church, I'm going to move on from the church now, especially now that I'm done the floor and flowers. I know that the black outlines in the stained glass are very dark so I can always brighten them in the future. I also reverted the main ones to the original since I felt the stained glass was too pretty to be covered up, and it's more consistent with the ending FMV, even in spite of the remake.

- Something I did was redo the floor during Sephiroth's and Cloud's Limit Breaks:

(https://i.imgur.com/la8efBg.png)

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


Something I'd like to do in the future is redo the eyes of all the low-poly chars, as seen by one of the eyes here:

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

Unfortunately, it would be such a time consuming process so it's going on hiatus.

Once Zakkura finishes the train, I'd like to dedicate all of November to the Shinra Building since it's arguably the most important location in the game, then December can be our month to start doing a basic playthrough starting from the Wutai mission and onwards.

Also eqprog, just wondering, anyway to send me the Discord link to my forum inbox instead of email?
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2020-11-01 15:44:15
It could be interesting to look into patching the game so that it only calls the high poly models
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-01 17:33:43
Banora:

1
Before:
(https://i.imgur.com/cS1sZFx.jpg)
After:
(https://i.imgur.com/c8SWCGt.jpg)

2
Before:
(https://i.imgur.com/mW4B6IB.jpg)
After:
(https://i.imgur.com/HTrxZqP.jpg)

3
Before:
(https://i.imgur.com/7r8ps98.jpg)
After:
(https://i.imgur.com/4Qey4NF.jpg)

4
Before:
(https://i.imgur.com/KbtyiIG.jpg)
After:
(https://i.imgur.com/1FiCWNZ.jpg)

5
Before:
(https://i.imgur.com/mF8eRAd.jpg)
After:
(https://i.imgur.com/gp1SwMJ.jpg)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-01 18:14:08
As much as I'd like to replace the low-poly with high-poly, I don't think it's possible because the two models animate very differently. If it was somehow done, then I imagine the high-poly models wouldn't be able to open their mouths or move their facial features at all. The only thing we can do is polish the low-poly as much as possible, possibly using expressions captured from the high-poly, with a lot of editing to make it look consistent.

GameCore, the base textures of Banora look good, although like I said, we'll have to do a coloring tint job. It looks like you're using vierock's textures as well (like the floor and maybe some foliage). Please keep in mind, we are not allowed to use vierock's textures at all. They came to the forum and left without much explanation, and if we did, we'd be using it without permission. Unless they come back and give us the OK, we can't use them out of respect. So basically, you should separate your textures from vierock's. Even if you edited a texture, if it uses vierock's as a base, we still can't use it. As annoying as it is tho, if you want to make a new version of anything vierock has done, you're welcome to. I do think the wreath is looking better. And vierock, if you happen to be lurking this topic and see this, we'd appreciate it if you did let us integrate your textures into our project.
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-01 19:37:42
As much as I'd like to replace the low-poly with high-poly, I don't think it's possible because the two models animate very differently. If it was somehow done, then I imagine the high-poly models wouldn't be able to open their mouths or move their facial features at all. The only thing we can do is polish the low-poly as much as possible, possibly using expressions captured from the high-poly, with a lot of editing to make it look consistent.

GameCore, the base textures of Banora look good, although like I said, we'll have to do a coloring tint job. It looks like you're using vierock's textures as well (like the floor and maybe some foliage). Please keep in mind, we are not allowed to use vierock's textures at all. They came to the forum and left without much explanation, and if we did, we'd be using it without permission. Unless they come back and give us the OK, we can't use them out of respect. So basically, you should separate your textures from vierock's. Even if you edited a texture, if it uses vierock's as a base, we still can't use it. As annoying as it is tho, if you want to make a new version of anything vierock has done, you're welcome to. I do think the wreath is looking better. And vierock, if you happen to be lurking this topic and see this, we'd appreciate it if you did let us integrate your textures into our project.
Yes, some of the textures in my shots are from vierock, and I was only thinking of uploading my own, I would never think of sharing someone else's textures. I have been on the nexusmods forum for years and I am strict and respectful of someone else's work and would penalize anyone who shares textures without permission.
I already said it before that in my game I have a combination of this mod + that of vierock + my own textures.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-11-02 20:35:28
Here's my edits for the train :
(https://i.imgur.com/8M7gjXD.png)(https://i.imgur.com/673E7BP.png)(https://i.imgur.com/L2HbttR.png)
(https://i.imgur.com/dhOW8eT.png)(https://i.imgur.com/zcUEJly.png)(https://i.imgur.com/Heqbkmw.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-02 21:42:07
Train looks excellent, great work. Can you do a favor and brighten the Shinra logo on the train so that it looks natural? I think I accidentally made it a bit dark. Thanks. I also found some other issues that bug me a bit:

(https://i.imgur.com/oHhQA8u.png)

CA on the brick wall, a poorly upscaled lamp, and on the floor, there's a little bright light on which looks unnatural.

I duplicated the quality of the Shinra logo on the wall so it's not as pixelated (since there's a close-up of it at the beginning of the game) and I also brightened the shadow on the yellow warning sign since realistically, it wouldn't be that dark.

I just finished some work on a minor mod pack I plan to unveil in the future.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-11-02 21:48:51
Sure, I can edit the Shinra logo as well as the lamp and other textures you mentioned.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-11-02 22:02:37
This texture below bug me too. I'm not sure if it's supposed to be wood planks/box or if it's a metal beam ?

(https://i.imgur.com/nbpNN5P.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-11-02 23:25:59
I've edited the lamp and the Shinra logo. Also I've fixed a mistake I made in the Japanese number on the train (different from the remake). I'll edit the wall and floor issue tomorrow.

(https://i.imgur.com/nRNnVI4.png)
(https://i.imgur.com/1sntwbo.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: orichalcon on 2020-11-03 03:37:46
This texture below bug me too. I'm not sure if it's supposed to be wood planks/box or if it's a metal beam ?

that texture cracks me up

being a construction worker i can say with almost certainty that's supposed to be wood

metal beams aren't solid, if it was metal it would be a hollow box (or 3 sided) or an I-beam
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-03 13:37:07
First part of my pack. All these textures are not included in this mod or the Vierock mod, so it can be complemented with both, you have absolute freedom to include this pack in this mod and I would be delighted to belong to the project, if so I would appreciate a mention in the credits. All textures improved with ESRGAN, some of them also edited with photoshop.

Download here:
https://www.mediafire.com/file/awag371ojgshtox/Crisis_Core_texture_Mod_By_Gamecore_aka_PMSS_1.0.rar/file
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-03 17:28:16
Damn, I had no idea you working on so many textures, that's like 200 in the file.

The issue is, we can't just add all those texture.ini lines or else our upscale project is going to get complicated and disorganized (and have duplicate files, making the file size unnecessarily bigger than it already is), plus I don't think the codes of the textures is compatible with the NTSC-U version. It needs to be compatible with our hash algorithm.

I'll have to spend some time manually checking which texture corresponds to what and where. The characters and enemies should be fine, but that's still 150 textures I need to double check.

In the future, I think you should just use our pack and an NTSC-U copy of the game, and edit the textures in the folder that comes with our pack, and when you upload textures for us in a .rar, be sure to keep the folder structure in place like (textures > environment > sign). Also, it might be easier to just drop vierock's mod entirely since stuff like Banora and Nibelheim are going to be upscaled in the future by us, so you won't need to sort.

You should also learn the method we use the identify textures (rename textures folder to texturess, texture dump with a save state, look in the new folder, then edit the texture in the corresponding upscale folder, and rename texturess back to textures).
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-03 18:40:51
Damn, I had no idea you working on so many textures, that's like 200 in the file.

The issue is, we can't just add all those texture.ini lines or else our upscale project is going to get complicated and disorganized (and have duplicate files, making the file size unnecessarily bigger than it already is), plus I don't think the codes of the textures is compatible with the NTSC-U version. It needs to be compatible with our hash algorithm.

I'll have to spend some time manually checking which texture corresponds to what and where. The characters and enemies should be fine, but that's still 150 textures I need to double check.

In the future, I think you should just use our pack and an NTSC-U copy of the game, and edit the textures in the folder that comes with our pack, and when you upload textures for us in a .rar, be sure to keep the folder structure in place like (textures > environment > sign). Also, it might be easier to just drop vierock's mod entirely since stuff like Banora and Nibelheim are going to be upscaled in the future by us, so you won't need to sort.

You should also learn the method we use the identify textures (rename textures folder to texturess, texture dump with a save state, look in the new folder, then edit the texture in the corresponding upscale folder, and rename texturess back to textures).
The texture codes are compatible with the NTSC-U version and do not have duplicate files, as I already said these textures that I put here are not included in this mod and neither in the vierock mod, so it could be used as a complement to both. Then, I was going to upload modifications that I already touch this as much as the other mod but this first package is exclusively textures that both mods were forgotten which I reviewed and verified one by one, I will update the package if I discover possible errors.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-03 20:21:30
I don't think they're entire compatible.

For example, in our project, in the sign folder, this is the rope block:

00000000d9034ac76bbcf50f

https://github.com/eqprog/FF7CCUP/blob/master/textures/environment/sign/00000000d9034ac76bbcf50f.png

In your folder, it's 000000002d164594828aa3d5

If I try to copy over the entire enemies folder, nothing gets replaced.

I was able to copy Aerith's wagons at least, those were compatible.

I also don't really see much salvagable with your character edits either. They seem based on very old versions, or they're missing animation frames that would clash with ours and be a strange quality difference.

While I would like to copy your textures over, there's not much really feasible I can do with it given the organization. I should be able to copy the rope block over I posted above, that should be easy. Is there anything you think I should be able to easily copy over that you put a lot of effort into and think it's a good enough quality upgrade? And if so, where can I find it in the game (since I'll need to locate the texture addresses)?
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-03 20:45:00
I don't think they're entire compatible.

For example, in our project, in the sign folder, this is the rope block:

00000000d9034ac76bbcf50f

https://github.com/eqprog/FF7CCUP/blob/master/textures/environment/sign/00000000d9034ac76bbcf50f.png

In your folder, it's 000000002d164594828aa3d5

If I try to copy over the entire enemies folder, nothing gets replaced.

I was able to copy Aerith's wagons at least, those were compatible.

I also don't really see much salvagable with your character edits either. They seem based on very old versions, or they're missing animation frames that would clash with ours and be a strange quality difference.

While I would like to copy your textures over, there's not much really feasible I can do with it given the organization. I should be able to copy the rope block over I posted above, that should be easy. Is there anything you think I should be able to easily copy over that you put a lot of effort into and think it's a good enough quality upgrade? And if so, where can I find it in the game (since I'll need to locate the texture addresses)?
You're wrong, the block of rope you sent is not the same one that I put, it is another and both are in the game, that one appears before reaching reactor 5 when genesis attacks shinra, the characters only improve in ersgan, no they are edited, but we are going with so much trouble that you are putting me I think I prefer not to collaborate with you and take my project in the future as an independent project since I think I am being not received in a good way, so I would appreciate if you would remove my textures of your project and sorry for the inconvenience, regards.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-03 21:04:59
I think I see what you mean with the ropes. Still, the folder is just too disorganized for me, there's not a lot I can do about it. I also tried copying over Sephiroth's face, for example, to both the sephiroth and priority folder, but nothing got replaced.

You don't have to create an independent project, you can help us, I didn't mean to discourage you. All you have to do is send stuff in a way that works and meshes with our system, and the structure we've established.

The thing is tho, I'm tired of working on collab projects where someone's feelings get hurt somehow, and they decide to take down the whole project with them, which could happen with you from 6 months or something if you did help us out, since you're so eager to start your own project and not allow us to use your wagon textures, just because I'm having difficulty trying to merge your work.

Just think about this if you want to reconsider. If not, I'll have to upload some new upscaled wagons myself soon.
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-03 21:23:50
I think I see what you mean with the ropes. Still, the folder is just too disorganized for me, there's not a lot I can do about it. I also tried copying over Sephiroth's face, for example, to both the sephiroth and priority folder, but nothing got replaced.

You don't have to create an independent project, you can help us, I didn't mean to discourage you. All you have to do is send stuff in a way that works and meshes with our system, and the structure we've established.

The thing is tho, I'm tired of working on collab projects where someone's feelings get hurt somehow, and they decide to take down the whole project with them, which could happen with you from 6 months or something if you did help us out, since you're so eager to start your own project and not allow us to use your wagon textures, just because I'm having difficulty trying to merge your work.

Just think about this if you want to reconsider. If not, I'll have to upload some new upscaled wagons myself soon.
Sorry, but I think that we will not understand each other. I'm really sorry for the inconvenience and wasting your time.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-03 22:13:03
It's okay, best of luck.

Zakkura, once you're done the train station, I think it'd be a good idea to do the underground lab in the Shinra manor because it's the worst place in the game imo. All the textures got dumped in the upscaling deep fryer. I think it's important we do this room before the Shinra Building in order to even the overall quality so if people decide to play, they don't see how jarringly bad it is compared to the rest of the game.

You can get to it using the "See You Soon" save in my original save file pack. Go wild, I trust you and thanks.
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-05 21:55:32
Here's my edits for the train :
(https://i.imgur.com/8M7gjXD.png)(https://i.imgur.com/673E7BP.png)(https://i.imgur.com/L2HbttR.png)
(https://i.imgur.com/dhOW8eT.png)(https://i.imgur.com/zcUEJly.png)(https://i.imgur.com/Heqbkmw.png)
Hi Zakkura, I just saw your train in the game and it's really good, my congratulations, I think you forgot to upload a texture in object folder "000000009d89e545d954689a"
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-11-05 23:57:42
Hey, I noticed the master and dev branch were out of sync (master had files dev didn't) and I tried to sync them up again and I screwed it up. Original masterdumps are gone.  Anyone know how to undo that?


edit: I managed to fix it, I think. Please let me know if you're missing anything. I had to learn a bit about using git with the commandline :X
Title: Re: FF7 Crisis Core Upscale Project
Post by: DavrosTheta on 2020-11-08 09:50:57
I absolutely love the working being poured into this.

Is it possible for you to reach out to the person behind this? " https://gbatemp.net/threads/final-fantasy-viii-crisis-core-hd-remaster-project-wip.556275/ "

Their Menu Improvements are amazing.

Keep up the amazing work everyone :)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-09 01:43:42
I added a "mods" folder to the main branch since people might like them and they're low-size.
I've been adding my texture edits to both the main branch and dev branch.
Zakkura should start putting the edits to dev, then doing pull requests if you want them to be consistent, eqprog.

Anyway, here the the three mods:

ZONE GEM REMOVAL
(https://i.imgur.com/F0l6e7D.png)

Removes the zone gems that appear when entering rooms so the game has a more realistic feel.
This only applies to removes you can enter, not blocked rooms which have red zone gems, so you don't have to worry about invisible walls.

TRANSPARENT UI

(https://i.imgur.com/My2qx68.png)

The battle HUD in the bottom right is semi-transparent for a cooler look.
It also removes the unnecessary "NEXT" icon.

SLASH REMOVAL

https://i.imgur.com/nTFJWb6.mp4

Makes it so that when Zack attacks, you don't see huge giant swirls which look a bit unrealistic and silly.
You still get a flash of light and sparks.
Unfortunately, removing the light flashes removes glows from other parts of the game so I just had to settle with the swirl removal for now.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2020-11-09 20:20:24
Hey,
I've just submit the fix I did last week. I've submit on the "Dev" branch this time. Is that ok ? Or do I still need to do it on the "master" branch too ? Let me know if you need me to do something else.

I've fixed the CA on the brick gate + added details and fixed the small issue on the floor. I've edited and submit the missing train textures too (front side).
(https://i.imgur.com/0yuQJx4.png)(https://i.imgur.com/mH2ZBsl.png)
(https://i.imgur.com/ZB3pLbk.png)(https://i.imgur.com/37j1z1k.png)

I've also fixed the beam as a wood beam as you said -Ori.

(https://i.imgur.com/uodaFek.png)(https://i.imgur.com/W6TdrwM.png)

I'm currently editing the floor of the Shinra laboratory. Here's a WIP screenshot

(https://i.imgur.com/nmcyhg9.png)

I've sent you an email too as you asked eqprog.
Title: Re: FF7 Crisis Core Upscale Project
Post by: GameCore on 2020-11-09 22:04:40
I think some textures from the train are still missing, I didn't realize it, I'm sorry I didn't warn before.
I think these textures are missing "0000000031dd51fcb38fac21" in object folder and "00000000da4e357ac1df27c9" in sign folder.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-11-16 15:07:14
Hey, I'm back.

GameCore are you using the US version of the game? Keep in mind that if you aren't some textures will be missing.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-16 18:09:42
Welcome back, I've been a bit busy too lately.

I think we'll let Zakkura work on the train station and basement lab until December, then all do Shinra Building that month.

I think I'm going to fix some transparency issues around Shinra Building and remove some CA in Nibelheim soon.

eqprog, if there's something I really think you could do if you're up to it, is redoing the Shinra directory:

https://i.imgur.com/PAOJfBl.jpg

The text is hard to read (should be less transparent and enlarged), that Sector 8 instead of Sector 0 thing is still there, and the map is off-center. If it's too daunting, I could take a look at it.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2020-11-16 19:08:37
I'll see what I can do. If I recall correctly the original version didn't have readable text so what text there is in my version is all made up. I didn't want it to be too distracting. The other thing is that the texture is the same from both sides, so any specific information I put on it with regards to orientation is going to be "off" depending on the perspective of the player. Theres not much I can do about this.

Also, check your PMs for discord link.

Zakkura, I emailed it to you.

The link expires in 24 hours.


Scratch that. Here's a permanent link to the #general channel. Once you join I'll invite you to the dev channel. Anyone else reading this can join, too.  https://discord.gg/HHMC2UBq4s
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-11-26 11:05:10
Some updates:

An electrical box in Midgar market has been redone:

(https://i.imgur.com/K6ivr1j.png)

The map has been redesigned so it looks more virtual.
Could the 9.13 I added in the corner be a secret reference to something?

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

I redesigned this console so it looks like people actually use it.
Before, it was just a vague screen:

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

The ugliest clouds in the game are now in HD:

(https://i.imgur.com/3WJrc5c.png)
(https://i.imgur.com/zbdOjiu.png)

Lazard's coloring (hair and jacket) is retouched:

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

Tseng had a weird coloring error where the inner portions of his eyebrows were off, so I needed to thicken them a little to fix it. Also retouched the forehead dot:

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

I fixed two animation errors that could happen when Angeal's and Zack's low-poly model first appear in Shinra HQ in the beginning of the game. For some reason, it didn't always appear, meaning I think some animation errors might be cycle-timing related somehow. If anyone sees any errors, please tell us..

Right now, I'm currently working to darken all of Zack's low-poly hair so it's consistent with his high-poly and looks less grey.

I'm also trying to make this view look better and more realistic:

(https://i.imgur.com/StTfz9Q.png)
(https://i.imgur.com/e28SGYf.png)
Title: Re: FF7 Crisis Core Upscale Project/Bug Report
Post by: Tellilum on 2020-12-09 05:37:09
First off, I'd like to say that I love the effort put into this project, it's refreshing seeing someone  update this amazing game. While playing with these textures enabled I noticed two things, the first is that when Zack's health is low or critical the Red/Yellow WARNING text appears to not have been upscaled:
(https://cdn.discordapp.com/attachments/393713088945324034/786115190164291604/Screenshot_189.png)
Another issue is with npcs, during their animations the textures seem to glitch out, showing the original textures and the new ones swapping at a constant rate. (For some reason this doesn't happen to any Shinra or enemy npcs)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-12-09 05:41:04
It's been a while since the last update so I wanted to share some stuff.

- Zack's low-poly model now has darkened hair as well so it's consistent with high-poly.

- Zack now has a new hairline (fade to black). I didn't notice how messed up it was because I didn't have the right brightness.

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

- Aerith has a new hairline. It isn't perfect but better imo.

(https://i.imgur.com/SOH3MKC.png)

I filitered Cloud's hair so it looks less pixelated.

(https://i.imgur.com/13WSQtY.png)

I also fixed the umbrella here:

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

Currently, I'm going to be remaking the Buster Sword and will be doing some minor fixes around the Shinra Building. I haven't really heard from eqprog or Zakkura much, probably because it's this time of the year.

I'd like to see more feedback about the project from players, like people saying what they really feel could use improvement the most. It's been pretty silent from this angle.

As a reminder, everyone is welcome to contribute and this is open-source.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-12-21 11:00:56
Hi Tellilum, I just saw your post (didn't notice it before), I fixed the warning, using almost the exact same font (Xolonium).

(https://i.imgur.com/0xOCQBA.png)

When entering Gackt mode, the white flash would look cut off like this.
This has been fixed.
(https://i.imgur.com/CNqgiSZ.png)

The tablecloth in Angeal's house has been redone. Yes, I know it's not exactly the same, but I don't think anyone cares, I like the more intricate design over a plain one. I also changed the bowl of.... something.... into a bowl of nuts or seeds or whatever anyone thinks it might be.

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

Some cans in the (dumb)apple factory have higher resolution. If anyone spots any low-quality dumbapple cans somewhere else, please let me know.

(https://i.imgur.com/hYbVXU8.png)

I edited Lazard's widow's peak area to match his new hair tone, made his eyes a more pale blue like they were originally, and tried to get rid of the weird bright line under his lips.

(https://i.imgur.com/2fofNae.png)

Here's a Zack before and after for those curious, because I've never really done a full comparison with all these changes before:

(https://i.imgur.com/GR0Fg6L.png)

Here's some future stuff I plan to do:

-I discovered if you do Cait Saith in the DMW, Zack model isn't updated with his long hair.
-NPC phasing, I'll take a look at and try to improve.
-I'm almost done the new Buster Sword.

I've also noticed people joining the Discord which is nice. I don't really know what people want from the project there, so I figure I'll just post updates and sneak-previews earlier there.

Finally, the RE4 HD Project is almost done so props to them. I hope our Crisis Core project can reach that level of finesse some day.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2020-12-24 06:30:03
We got some publicity yesterday from PCGamer.com so that's nice.
The Discord had like 20-30 people join after. I think a lot of people don't want to make Qhimm accounts, but I've been reading some supportive comments so thanks.

The pack had a few updates, so if anyone downloaded the pack a few hours ago, their copy might have some errors. It's fixed now. The project is now Android-compatible as well.

(https://i.imgur.com/CL6vnch.png)

I fixed Mr. Red's armpit here. Armpits have been a bit challenging since a lot of skin tone blends together there. It's not perfect, but you don't see them often.

Another new addition is the Buster Sword is now HD.

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

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

It's not totally finalized but it's good enough to be replace the original.
I have no idea why the original is so inconsistent with official art and the FMWs.

For future plans, I need to work on NPC phasing and updating the DMW portraits on the rest of the UI for consistency.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2021-01-01 21:45:13
Still working on things. Most small updates are being posted on discord now.

Question for some of the forum veterans: is there a tool to export a 3D model in the .ff7ccmodel format? Yesterday I used noesis to extract the models in collada format and put them into blender so I could get the uv mesh outline. (Wish I had done this before as I believe it will be very helpful understanding the way certain models work with their textures.)

But that got me thinking about doing some mods to the original game which would then be used in the emulator. I just need to get the models in a compatible format first. After that I think I could make a patch for umdgen easy enough.

Edit 2: did some research and realized that am in way over my head

Edit: Obviously someone figured how to extract the data from the iso so there’s gotta be a way to reverse it, right?
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2021-01-02 15:06:23
You could try to do a search for MrAdults or Koral on the forum.  They were the two that were most actively working on crisis core.  Neither are active anymore unfortunately.   The original program, before noesis, was mesh2rdm.   I'm not sure of all of its converting capabilities, but there's a chance it can convert both ways.

As a last resort, you can find the creator of noesis and mesh2rdm over on xentax.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2021-01-02 20:01:23
Thanks. I actually emailed Richard from noesis last night. It’s still too early to know what may happen but I will say that I didn’t get a negative response. I don’t want to publicly commit him or myself to achieving this either. Re/packing new models seems possible but actually getting them in to the game may not be. Either way my goal would mostly be to use any changes in combination with the emulator.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Tellilum on 2021-01-08 03:30:35
Hi! I'm back again lol, This is probably me just being nit-picky but I noticed that the Highwind image has some weird seams going on and i believe there may be a higher res version of this image out floating around as well. I'm more concerned about the seam though:
(https://cdn.discordapp.com/attachments/393713088945324034/796956150229893140/Screenshot_199.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-01-10 16:33:46
Yeah, I saw the seam but there's not much I can do about it. I tried a little bit to fix it before, but it was difficult. I also tried to find a higher-res version of that image but no luck. We can't make everything perfect sadly.

We had a major .ini overhaul recently. If anyone notices Aerith doesn't have her DMW portraits upscaled, please update on Github. eqprog is also going to go through the whole game again to find missing textures.

For some reason, I haven't seen Zakkura in the past few weeks, so I hope they're okay and nothing's bad happened to them.

I've been a bit busy and have had some burnout, but I wanted to post some updates.
I changed Zack's portrait into different art, simply because I like it better and it fits the original more. It also gives me OG FF7 vibes. I think the left tries to portray him more as "so cool" while the right makes him look more "sweet". I think considering the ending of the game, portraying him as "sweet" instead of "cool" makes more sense thematically.

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

I plan to go into Nibelheim's basement and upres some of the objects there:

(https://i.imgur.com/5mozpW9.png)

I plan on updating all these bottles which got put through the upscaling deep fryer, here's some WIP. I also updated the little monster thing in the top right.

(https://i.imgur.com/0Zt31hU.png)

I'm almost done the 2nd Class sword, I'd like to release it before the end of the month:

(https://i.imgur.com/Qgvn6qC.png)

I'm also working on an optional mod which makes 15-year-old Tifa less sexualized so she has less cleavage and covers her mid-riff, inspired by the "Modest Lulu/Rikku/Yuna" mods I've seen for FF10. This is closer to what she wore in the original FF7 and Last Order. I'm not a prude by any means and I know Tifa is a sex icon by now, but I never liked her sexy cowgirl outfit. For one, she's 15 and Japan's affinity towards rampantly sexualizing teenagers (and even children) in their games/anime makes feel iffy. I also feel it doesn't make sense, Tifa's a tour guide of the town, so I think she'd have more of a serious look. I think people's first reaction to seeing her should be "oh hey, it's Tifa" rather than "wow, that's a sexy girl". I like to think most people know better nowadays how to portray minors than they did in 2007.

I know some people don't like censorship so this mod is optional, and the FF7 Remake decides to double down with Crisis Core. This mod is just for those who prefer Cute Tifa over Sexy Tifa.

(https://i.imgur.com/EDgSWkX.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: JBedford128 on 2021-01-11 02:00:55
Higher resolution images of the Highwind artwork from e-books (https://imgur.com/a/HXVXOyt). The artwork isn't cropped in the printed Ultimania Omega, just the e-book crops it.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-01-11 03:54:09
Thanks JBedford128, if you have anything else that could help the project like Banora White logos or something, I'd appreciate it.

Original:
(https://i.imgur.com/uqXu8ar.png)

Version 2:
(https://cdn.discordapp.com/attachments/393713088945324034/796956150229893140/Screenshot_199.png)

Version 3:
(https://i.imgur.com/3IVNhq5.png)

I've still yet to fix some artifacting, but the general image is complete.
I also managed to fix the seams a little so they're less obvious. I'll re-add the description and should upload it in a weekish.
Title: Re: FF7 Crisis Core Upscale Project
Post by: nmystryker on 2021-01-14 08:59:46
is there a way to update the iso itself with a sort of patch? I know nothing on how that may work or could be done, I just want to ask if it were or could be possible as I would prefer to play this on the PSvita instead of my PC.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2021-01-16 04:15:16
No.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-01-25 01:56:15
Some updates:

threethan has added optional Xbox prompts and has fixed some minor issues.

New Highwind art has been added.

Cloud's 1st class outfit, and the two cameos at the end of the game now have better clothing.

Some posters in the Soldier hallway now have updated, consistent font.

Tifa has been updated, mainly her belly button which weirded some people out.
Her hat has been darkened to hide some noise, and her hair is darker.

(https://i.imgur.com/UtJpV5v.png)

Monitor background has been updated, even if it only appears for like 3 seconds:

(https://i.imgur.com/axNMy1H.png)

Fixed some noise and the podium:

(https://i.imgur.com/mkw4bPT.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-01-26 09:51:00
Any idea what this means? I'd like some easy copy-pastable text so I can insert this.

(https://i.imgur.com/2zAi2xm.png)

And does anyone know what's supposed to be under Jenova?
(Going to prolly re-do Jenova later, the font looks bad)

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

I tried looking at the original game and you can sort of make out something:

(https://i.pinimg.com/originals/77/30/f2/7730f27f6ea6e2fb58603a421ddf29de.jpg)

I guess it might be an eternal mystery. I think I'm going to go with 159-Cover 1.0 since that's what satsuki went with.
Title: Re: FF7 Crisis Core Upscale Project
Post by: JBedford128 on 2021-01-26 10:26:19
初動[μ]-εγλ1968
兵器開発会社神羅製作所

"159-COVER1.0" seems as good as anything. It's definitely "COVER" (they call the doll construction a "Jenova cover") and looks like "1.0". Don't know what it was meant to say in Crisis Core.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-01-29 21:44:03
-Dialog font and battle numbers in bottom left now have thicker borders to make it easier to read them. The black pixel garbage on the bottom has also been fixed, but you get the idea. All transparent UIs and Xbox UIs have been updated.

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

(https://i.imgur.com/gEoRXlO.png)
(Just noticed the u is higher than it should be, will fix that later)

(https://i.imgur.com/8vuWdg6.png)

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

-Final battle soldiers have been upressed using screencaps, making them look like they truly belong in the scene. As a result, they no longer animate but it's worth it since their frames-per-second was off-putting and slower compared to everything else. It doesn't make sense why they're constantly moving up and down anyway, or shooting at Zack while he's fighting the other soldiers since they could be hit in crossfire. What the game does is have 3 types of soldiers doing 3 types of animations, and each only has about 30 frames.
Title: Re: FF7 Crisis Core Upscale Project
Post by: tirrorex on 2021-02-06 03:33:40
Thank you for the hard work !

Anybody knows if the texture pack is working with the japanese patched version?
Would like to play with original voices if possible :)

Is there some way to improve the cutscenes quality?
I play on a 65"4k tv and i can every pixel :D
Maybe i missed some settings on the upscaling or something.
Upscaled did fix the text though
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-02-12 19:08:34
^ I wouldn't know anything about that yet, sorry.

I know it's been two weeks since I posted, but there's a major update coming soon and that is, we're using a new algorithm to upscale. Since most of this project is done by AI, this means that most chromatic abberation should be gone and textures will look way better. Various textures are also going to be double their size so there's higher quality.

(https://raw.githubusercontent.com/eqprog/FF7CCUP/fd349462b0e371feac4dfb7c16f1fe3f1d38c17c/textures/environment/sign/0000000043a4dbcac93d68c9.png)
(https://raw.githubusercontent.com/eqprog/FF7CCUP/44eabe8acf7bee89aa7b0191775682e769229fd0/textures/environment/sign/0000000043a4dbcac93d68c9.png)

Even little details that were lost are going to be re-added, like the indents here:

(https://raw.githubusercontent.com/eqprog/FF7CCUP/fd349462b0e371feac4dfb7c16f1fe3f1d38c17c/textures/environment/sign/00000000d477f82265e0aa71.png)

(https://raw.githubusercontent.com/eqprog/FF7CCUP/44eabe8acf7bee89aa7b0191775682e769229fd0/textures/environment/sign/00000000d477f82265e0aa71.png)

I encourage everyone to wait until all the new textures are rolled out, then do a replaythrough and check for errors.
Title: Re: FF7 Crisis Core Upscale Project
Post by: randoomdude on 2021-02-25 19:15:31
Some of the sign and billboard text is almost to clean, like the Welcome sign at the inn I think would almost look better if it was kept illegible, or having more signs in Japanese, I think the mix of English and Japanese is one of the cooler design aspects of FF7 that they kept even in the remake that gives it a cyber punk feel
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2021-02-26 18:45:39
Updated the ‘wall’ texture directory with the new model upscales. The Texas Winter Storm basically made me lose a week plus I had to play catch up with my personal and professional life. However I did also finally upgrade my pc and it looks like batch upscaling these models will take about half the time as before. I also developed a tool for comparing and approving the new upscales versus the old ones, which makes the process significantly faster. Hopefully finishing up will not take long from here on out.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2021-02-28 22:20:43
I've just realized I didn't post here the last update I made some while ago.... So here it is :
The laboratory is "fully" edited. I might do some more edits later on the lab device again when other maps will be edited too.

(https://i.imgur.com/6vUQyV6.jpg)
(https://i.imgur.com/9xP9pFk.jpg)

I started to work on the small forest map after Wutai too. It's still WIP, I think I can try to upscale some of the background textures to get a better base to work on or merge with my current edit.
Anyway, it's now uploaded if you want to see it.
(https://i.imgur.com/wyJJ3so.jpg)
(https://i.imgur.com/qMKwidx.jpg)

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

I'm  currently focusing on all this Wutai area. Today I've started to edit some textures from the forest before Wutai until the end of the fortress.
I 'm almost done fixing this area. I still miss some crates in the fortress and minor edits, maybe some edge fix on the foliage too.
I still need to fix the outside and inside of the Wutai Arena after that.
(These edits are not submitted yet)
(https://i.imgur.com/4XaP0f4.jpg)
(https://i.imgur.com/K8Hhk57.jpg)
Ground, grass, rock edit

(https://i.imgur.com/LCZieCE.png)
(https://i.imgur.com/1roTap4.jpg)
Fake tree edit

(https://i.imgur.com/FaaBGUo.jpg)
Rock edit

(https://i.imgur.com/KWTjWCa.jpg)
Small wall edit

(https://i.imgur.com/Ww9obxl.jpg)
(https://i.imgur.com/AMcCh4s.jpg)
Floor stone, ground, rock

(https://i.imgur.com/ChqnZAz.jpg)
(https://i.imgur.com/ez3yAZS.jpg)
walls, red buildings

(https://i.imgur.com/NPay0Qb.jpg)
(https://i.imgur.com/dXLgET6.jpg)
(https://i.imgur.com/5u1DJND.jpg)
wall, ground

(https://i.imgur.com/VlyuDHa.jpg)
(https://i.imgur.com/sfqGKC3.jpg)
(https://i.imgur.com/LdIejzc.jpg)
Wood structure(might edit shadows/color again), ground

(https://i.imgur.com/zC2bm5m.jpg)
(https://i.imgur.com/VHKMML9.jpg)
WIP chest

The new upscale tool is really good to get clean base textures. It's really time-saving, I think I'll be able to work quicker now.
I'll try to get a day off this week, I want to continue editing these textures.



Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-02-28 22:50:13
Hey everyone, the new textures are all in now, and much of the quality has improved.
As a warning, we're going to need a couple weeks or so to fix things that are broken as the pack is now unstable with errors like this:

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

So don't bother download from Github in the meantime.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-03-07 11:55:51
After a week of reviewing the game on another playthrough, I'm pleased to announce that the game is once again stable, so everyone should update their packs using the latest Github build.

I've fixed various errors caused by the recent update.

There are some minor little goofs here and there, and not everything is 100% perfect (NPCs still phase quality for now), but the game is very much in a solid playable state so if anyone is super eager to play CC, just go ahead and play it. Like I said, the goof are minor. If anyone sees anything they feel is a distracting major errorr, however, feel free to post them here or on our Discord server.

Me and Zakkura also remastered this door texture (original/first release/revision):

(https://i.imgur.com/1imvpzy.png)

You can really see how the new algorithm provides a much better, cleaner and more accurate base.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Heros on 2021-03-07 15:21:25
hello to all,
I would like to know if the mod is compatible with crisis core version EUR ?
i'm french and i'd like bcp to install this mod on my game.
thank you !
Title: Re: FF7 Crisis Core Upscale Project
Post by: obesebear on 2021-03-07 18:04:51
That third one is perfect.  Great work.   
Title: Re: FF7 Crisis Core Upscale Project
Post by: Elmorepow on 2021-03-11 11:07:31
I want to thank you for an awesome project. Crisis Core is a very important game for me as a Final Fantasy 7 fan. Overall the project looks insanely good, but I think some issues arise when artistic liberties are taken with upscaled textures. I believe this mod would get universal appreciation from Final Fantasy fans, if the original colors, saturation and contrast was kept intact in all textures. PSP was a limited hardware and even though Crisis Core engine is brilliant in many ways, it has a lot of limitations regarding the lighting and post-processing for example. For this reason the color grading for example was "baked" in the textures and this results in colors that some might think are muted and would like to fix them.

Great example of this is the Buster Sword texture. I understand why the artist have thought he made the right decisions by upgrading this texture the way he did, but it stands out in the screenshots unfavourably due to the inconsistent saturation and contrast compared to the rest of the game. Same applies for some other minor liberties that was taken, like altering the colors of the Soldier outfit ever so slightly. As we know, brown can appear purple or even black under certain lighting conditions. I believe Square-Exix has done a hell of a job to ensure consistent look for the game on PSP hardware and it should always be respected when upscaling the textures and improving the look.

I am an CG artist myself, so I have fixed some of the problematic changes for my own playthrough, but since you have the best understanding of your own project, it would be great if you could provide a "purist" version of the upscale project. Thank you!
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-03-12 02:08:51
It would help if you were a bit more specific. I do have future plans to make the golden part of the sword less gold and a more subdued color. It would also help if you shared your textures too.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Elmorepow on 2021-03-12 08:02:57
Thank you for your reply.

The colors get more saturated in sunlight, but this is a game where you spent time in multiple different lighting conditions so the original developers had to make sure these textures work just as well in sunny Balmora as they do in the Sector 5 slums. The brass of the Buster Sword reflects the surrounding environment. The more saturated version might work for the area with sunlight, but sticks out in the gloomy and dark envinronments of the Shinra Mansion or Wutai Fortress outskirts for example. So the final texture what they come up with is a result of an compromise: it is designed to look as good as possible in all the scenes of the game. The game also aims at color grading with muted colors and it does so in spectacular way. This ensures the muted brass color of the original Buster Sword does not look too out of place, even in sunny scenes of the game.

I think people who want to play your Crisis Core HD mod are looking for an authentic experience and I think you have done hell-of-a-job to ensure that in most cases, but if people run into change that they know is not respecting the original work, they will play the SD version instead. The reason for this is that they can't be sure what else is changed. Same goes for changing character portraits according your own taste for example. When making changes like this, you are placing yourself above the game director at Square-Enix, who has ordered this original artwork for the Zack's portrait. It is your project and you can do what ever you want with it of course, but I think you could choose to be faitful for the original work. It would be something you could be very proud of and you are so close in achieving this goal. I for one, root for your success!

It seems I can't attach any images or textures since I'm a new user on this forum. I used Photoshop CC's smart A.I. upscale 2.0 and a little cleanup for the Buster Sword which I used to replace the one in the current HD mod locally on my PC. The changes that you have made for the Soldier uniform are less offensive but boosting the saturation or changing the color of the shoulderpads makes them stick out in some scenes too much. I would highly recommend reverting these changes as well. You have done amazing job making a higher resolution Zack's textures, and changing the colors is the only issue in my opinion. I don't think anyone really cares if you have taken some liberties in replacing some of the environment textures, but the changes to iconic characters or iconic objects like Buster Sword affect the whole experience from start to finish.

Some people will reject the mod if they don't agree with some of the changes that you have made and that would be a real shame, because I think this mod could be the best way to play the Crisis Core and I would love to be able to recommend it for all.

https://ibb.co/ZM8dzDw
https://ibb.co/BLqfqfN
https://ibb.co/6cK9z7h
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-03-12 12:43:55
I'll try to be mindful of this for future editing. I have an alpha prototype for the 2nd Class sword, but I think it's too dull and not reflective enough so it's on hold for now.

Sometimes, I've had to make sacrifices and changes in order to maintain an HD presentation, like how there is no 3D art of Zack's portraits in high quality, so I went with the Nomura 2D look. And then there's the filler text.

I've sort of burned up a lot of energy working on this project so I'm not going to go into overdrive mode or anything, or make wild changes, I've been wanting to focus on the Before Crisis remake now. I do plan on fixing on NPC phasing soon at least. Just keep in mind, nothing is finalized and someday, I could make Zack's clothes duller. It just takes a lot of time and effort for me and I'm a bit busy these days so it's not a high priority.

Unfortunately, if people don't want to use the project because they're super purist about the original presentation, there's not much we can do about that because making an HD version of the game simply requires artistic choices ultimately. I did give a warning in my post on page one about how for the most part, we try to stay true where it counts. I could make a fun gallery comparison in the future explaining some of the more major artistic changes so people won't need to fear what they may be missing out on, and I also mentioned the player can toggle the texture replacement hotkey as well.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Elmorepow on 2021-03-12 12:57:57
Thank you for thinking about it! I think people expect to see original textures that are upscaled, because it is called Crisis Core upscale project, not Crisis Core art replacement project. I believe for many of you who have worked hard on this project, the distinction is not so clear anymore as sometimes things had to be remade for a reason. Original texture might have been so blurry, that things had to be made from scratch, or there might be an opportunity to use a little bit of freedom to add extra information on computer screens for example, but it is a different story for key assets that are already relatively hi-res, like the Buster Sword for example. In these cases the original art made by Square-Enix is closer to the original vision than anything fan could provide.

I just want to offer a view from outside. I think this mod is amazing and keeping it focused will help you reach new heights in fan-awareness.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Elmorepow on 2021-03-12 13:47:08
But this was all I wanted to say! Thanks a lot for this Mod! I will follow the development with great interest!
Title: Re: FF7 Crisis Core Upscale Project
Post by: Natalia_LS on 2021-03-28 20:11:22
Hi CCUP team!
      I just finished the game last night. And it was amazing! I had never been able to figure out how to play Crisis Core before, until I came across your project earlier this year. Thank you so much for the clear instructions, on how to set it up, on this forum and Github page for it.
      Also, I think somewhere on the Github page, Devina, mentioned to hotkey the texture replacement. I didn't have the technological saavy to know how to do something like that. So thanks for sharing that tidbit! It was so fun to compare and contrast, the before and after upscale effects, throughout the game. And playing the OG FF7 is on my to-do list. But I played the remake last year. And now that I've been able to play Crisis Core, major plot points from both games, make a lot more sense now! Though I wish last year's FF7 Remake Part 1 told us what happened to "Cissnei." But thanks for plugging your "Before Crisis" remake project too. I know Cissnei is in that game too. And I'll be following that project as well!
     Thank you again for all your hard work and art, in this project! This was probably my favorite quarantine project I've learned about, this past year! Keep up the great work!
Cordially,
Natalia
 
Title: Re: FF7 Crisis Core Upscale Project
Post by: CalyxTDeuced on 2021-04-02 19:16:08
Hello Team,

And first and foremost i wanted to say thank you, THANK YOU SO MUCH! for the love you gave to game of my heart, every moment is enhanced, improved, restored to the vision it deserves.

I enjoy this to no end, but i wanted to ask maybe someone knows is there a way to run these textures while playing on PS VITA, I do own crisis core in more than one copy, but i would love to play it on vita when on the go, or PS TV when home.

If not then not. Ill just grind PPSSPP to nauseum :D

Thanks again,

Calyx
Title: Re: FF7 Crisis Core Upscale Project
Post by: nex86 on 2021-04-03 12:22:31
ULUS10336\.git\objects\pack\pack-09b25c1deeb61f23338eaff153ce2fe20e4c1115.pack

why is this file 8 GB?  ???
Title: Re: FF7 Crisis Core Upscale Project
Post by: Zakkura on 2021-04-07 20:30:21
The Wutai update is available (89 edited textures).
It contains every edited textures of my previous post and some others.

(https://i.imgur.com/78IpQKS.jpg)
(https://i.imgur.com/g58IFpD.jpg)
(https://i.imgur.com/Q7OI4m0.jpg)
(https://i.imgur.com/NzswUak.jpg)
(https://i.imgur.com/Jiqrazz.jpg)
(https://i.imgur.com/GEYSEp6.jpg)


I'm now doing a walkthrough and editing some textures along the way.


Here are some update in the Shinra building :
(https://i.imgur.com/xUGr4Ut.png)
(https://i.imgur.com/r1WCJrz.png)

Carpet pattern is redrawn
(https://i.imgur.com/lH5y4yQ.jpg)
(https://i.imgur.com/F0W6SzX.jpg)


I also made some updates in Banora.

Soil + Tree trunks
(https://i.imgur.com/prJQeoS.jpg)
(https://i.imgur.com/mzOF3YW.jpg)

Brick wall
(https://i.imgur.com/EHgqI0G.jpg)
(https://i.imgur.com/oPwy8Ig.jpg)

Palm leaves
(https://i.imgur.com/SyNMp0S.jpg)
(https://i.imgur.com/7SDMHBw.jpg)

I also redrew the pink flower texture to look more like the original texture
(https://i.imgur.com/CdrrTFg.png)
(https://i.imgur.com/uEn67HX.jpg)
(https://i.imgur.com/cYefQ0L.jpg)

I think I will edit more Banora textures before continuing my walkthrough



Title: Re: FF7 Crisis Core Upscale Project
Post by: Skopin on 2021-05-02 02:47:05
I love what you're doing here; it looks fantastic and makes me excited to play this game again. Is there any plans to do any work on the FMVs? If it's possible to inject different resolutions, I would be happy to work on remastering them to make this project even more complete.
Title: Re: FF7 Crisis Core Upscale Project
Post by: eqprog on 2021-05-22 19:58:46
As far as I can tell, injecting higher resolution cutscenes directly into the gameplay would required modification to the emulator.

Sorry for the lack of updates. I did get a website set up to provide a faster download mirror however!
http://eqprog.com/static/ff7ccupreleases/0.9.zip
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-07-06 19:25:04
I've been pretty busy lately so I haven't been able to edit much, but I wanted to post this little update.

Zack's portrait in the main menu have been updated thanks to Sabekio.

Because these are more accurate, the 2D versions are now a mod in the folder (we were previously using 2D art so it would look nicer).

(https://i.imgur.com/o4SDS4Y.png)
Title: Re: FF7 Crisis Core Upscale Project
Post by: 14190ateru on 2021-08-04 14:58:33
I've been pretty busy lately so I haven't been able to edit much, but I wanted to post this little update.

Zack's portrait in the main menu have been updated thanks to Sabekio.

Because these are more accurate, the 2D versions are now a mod in the folder (we were previously using 2D art so it would look nicer).

(https://i.imgur.com/o4SDS4Y.png)

Hi, I've been loving you and your collaborators' work on this mod!

I truly appreciate your dedication on making this game into HD.

I would just like to share a few edits I did for the new 3D portrait, with absolutely no disrespect meant for Sabekio's work. I thought I'd try to match it more to the original portraits by changing some details and coloring here and there.

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

I would be more than happy to give you the .pngs if you'd like to use them, or if there is any contribution I can do that is within my abilities then I can work on them as well.

Also, I notice the red ties on the Turks in the "Missing Personnel" screen. I think their whole outfits should be desaturated as well, like the other Turks?
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-08-07 20:05:19
Hi 14190ateru, please send your .pngs our way, I'd be happy to use them.

And the red tie slipped my mind. We have some plans for some improved Genesis/Two Turks computer monitor screens, so stay tuned.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Saskiel on 2021-08-27 22:23:58
Hello, thank you so much for your hard work on this project <3 we have just finished the game for the first time and your textures made it extra special!
Title: Re: FF7 Crisis Core Upscale Project
Post by: Vlahka on 2021-09-23 11:24:41
If I could get a little help with the location of where 'Texture replacement' is in the options, I'd appreciate it.  Looked through multiple times and just cant see it.  Currently using PPSSPP 1.8.0
Title: Re: FF7 Crisis Core Upscale Project
Post by: Tekkie.X on 2021-09-25 21:26:18
Should be Settings > Tools > Developer Tools then scroll down.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Vlahka on 2021-10-03 20:07:25
I cant seem to see it..  I have a screenshot of my settings.


https://imgur.com/a/v1zw3gj



I do have one weird issue thats only started appearing now.  Whenever Aerith talks her eyes are closed and her lips dont part, but her jaw moves.  Tifa also finally appeared and her eyes are closed most of the time she was on screen.  Is this an issue easily fixed?
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-10-05 04:34:08
If characters have their eyes closed when they shouldn't be, then you might've missed this in my post:

While visiting Banora, enable Retain changed textures to fix slowdown in Angeal's house, then remember to disable after leaving Banora to prevent blinking animation errors
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2021-12-21 20:48:53
Hey everyone, it's been a while and it's been a busy year. FF7 Remake is out on PC (Epic only, sadly...) but it's going to create a lot of interest in FF7.

I decided to revisit this project and do another playthrough to ensure more textures are up-to-par. I've said before that I'm 97 percent satisfied with this project, but now, I'm going to be working on it for a few more months for some more room for improvement. Many of these improvements will improve accuracy to the original. After a few more months, my satisfaction will be around 98-99 most likely.

I met a very talented friend a while ago who's really good at this stuff and they're going to help with these improvements. Here's some of their work:

(https://i.imgur.com/LEe4U0V.png)

The first revision didn't convey the sign was an old sign enough and looked too new, so now it has a more rustic and grime look. I also made the kanji white as it should be.

They also helped to create this new and improved logo in the museum:

(https://i.imgur.com/7n6K0Y8.png)

Here's another example of an accuracy edit, where I lengthened the middle of the 3:

(https://i.imgur.com/VCu7so7.png)

I hope everyone looks forward to these improvements and I'll be posting notable updates. I won't be posting everything we do, but for the major ones, I'll definitely post them.

I also updated my post on the front page to include some comparisons so people will have a better idea of this project.
Title: Re: FF7 Crisis Core Upscale Project
Post by: olearyf2525 on 2021-12-22 22:44:12
Thanks Devina, great work.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2022-06-17 10:34:19
Soooo, Crisis Core remake just got announced. Pretty crazy, I honestly wasn't expecting it, but I'm pretty happy about it. I wonder if our project pressured Square to do something about Crisis Core and motivated them to remake it, but who knows.

There's honestly not much point to putting massive amounts of effort into our HDification project now, though we don't know how good/bad this remake will be, and if they'll strip or change a lot of content. For now, my development on the project is on hold.

Once the remake comes out, I'd like to take a look at its textures and probably port some of them into our project. Like, there's going to be new DMW portraits so I'd love to see what they look like in the old version of the game. We can then start making some "Crisis Core Reunion" optional mods as well. It also seems they're going to be releasing HD versions of the FMVs so I'd like to take screenshots of them and port them as well whenever possible. Whatever adjustments I can make.... well, we will see about that.

I have zero expertise with ripping textures from PC games, so I'd like people who can probably rip textures from the Crisis Core remake to revisit this topic once it comes out and help us out with this.

Until then, I'm going to be working more on the Before Crisis remake project, which I've posted an update here:

https://forums.qhimm.com/index.php?topic=19983.msg287670#msg287670
Title: Re: FF7 Crisis Core Upscale Project
Post by: Ldy_Death on 2022-07-14 05:07:36
But Crisis Core Remake is another game, this one is from the Compilation of Final Fantasy VII canon and is not the same as the Reboot/Remake and their time travel stuff. The character's designs and the voices will not be the same.
Title: Re: FF7 Crisis Core Upscale Project
Post by: Devina on 2022-07-19 21:16:25
Pretty sure they said they'd leave the story alone. It's possible that the only change is how the Buster Sword looks like.

I definitely would not change the Buster Sword design in this mod as it would conflict with the FMVs.

We'll see what happens when it comes out, what the story/timeline stuff is like, what sort of texture changes are made, and go from there.
Title: Re: FF7 Crisis Core Upscale Project
Post by: KingOfRapture on 2023-10-14 01:31:10
Any plans to rip the crisis core reunion fmvs to the psp version since its the same fmvs just upscaled. Tired of the fmvs on psp being a pixelated mess.