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Final Fantasy 8 => Graphics => WIP => Topic started by: blippyp on 2019-01-01 02:34:20

Title: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-01 02:34:20
Graphical Update Mod (GUM)

Recently I started replaying FFVIII, which was one of my favorite old games. I downloaded it on Steam and, considering that I'm a programmer myself and absolutely love modding Skyrim, I was happy to realize that people were modding FFVIII as well.

Until now, I basically 'hi-jacked' the thread [FF8PC-Steam] Batch extraction of backgrounds (http://forums.qhimm.com/index.php?topic=18508.0) but at this point feel it is time to start my own thread since my posts clearly no longer belong there. I have no idea how far I will take this project or if it will even get finished. I have completed a lot of work so far though and certainly feel it is doable and at least I can try to make all the graphics seamlessly work together with a new HD feel. I will begin with the backgrounds, but my hope is to redo all the in-game graphics so that it's all one package and just 'feels the same'.

As I'm sure you can tell from the title, I am currently calling this mod 'GUM' (I just came up with it, so it may/may not be temporary). The point of this thread is simply to keep people up to date with where I am and what I'm doing and also to hopefully get some feedback or even help from time to time from those more experienced with modding Final Fantasy games. I also consider it a 'diary' thread regarding the project's progress. So far, there have been a few people who have helped direct me in one way or another and I'd also like a thread like this to help keep track of those people so that I can add their names to a 'notable mention' list or 'contributors list', which may be helpful if this project ever actually gets completed.

A few people who currently come to mind are SaintBahamut, Yagami Light, and last but certainly not least - satsuki, who was kind enough to send me a rather lengthy and detailed pm regarding his own process.

Example comparision of the currently expected state of the images produced for this project:

Spoiler: show
Original Image
(https://i.imgur.com/pdMCHwh.png)

Project Image
(https://i.imgur.com/NubMzXb.png)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Yagami Light on 2019-01-01 23:34:15
Looks great, looking forward to seeing the others
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-02 07:26:38
Sample Video with a couple of screen updates (https://youtu.be/FuBP4R4M8ho)

One of the screens unexpectedly had some of it's graphics overwritten by other textures which I clearly haven't altered yet.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-02 19:38:45
Youtube Video - Preview 002 (https://youtu.be/dZGVjc-sar0)

Altered a couple more screens, and as suggested by LeonhartGR, I also sharpened the graphics more in the Training Center.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: LeonhartGR on 2019-01-03 04:32:45
Thanks for the effort mate. I will give it a try!
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-03 21:20:34
Just my current thoughts and a fyi:

I finally got around to extracting all the field mapdata files. I ran them thru Pupu which returned 12,288 images in 925 folders. For a few days I kind of gave up hope on being able to automatically upscale all the images, but feel that I have another option after spending a couple of days going thru the last steps needed to rebuild the screens and add them to the game (the preview test videos I've been making). I am now going to start a database for all of these files and looking them over and cataloging them for which files are required to build 'the background', which files are lighting and other special effects and which files are animations for the backgrounds. As I go thru them I might discover another issue/type of image that will cause this not to work, but once I've completed organizing them all, I should be able to automatically upscale the images to produce a texture pack using whatever type of filtering/upscaling technique I wish to apply to each image.

Any of the textures which include characters though, as I've mentioned in the past, will look horrible, they simply don't upscale well. I'm hoping to find some way to fix this. I've noticed a few of the npc's have had their textures also upgraded by other people and don't have the old nasty textures attached to them, so if I can figure out how to use the models, I might be able to fix some of those, but some will likely need an actual artist to re-draw them. I can probably pull this off to at least be better than it's current state, but to get something that will 'look right' will probably need someone who can actually draw well, and not just 'kind of'.

My automated process is also designed to produce layered GIMP images of the final image so that if I have any desire to go back and alter a few images/layers used by hand after the process, I can easily alter any step used to get it to that point without rebuilding the entire texture pack again, so making minor edits like altering the characters on the screen or masking out some of the 'detail' added by some of the esrgan upscaling can easily be altered. I still certainly need to cleanup my script some more and have a few more changes to make to it, but have enough of it completed at this point that I'm absolutely confident that I can pull everything off, assuming I don't run into any more issues that I'm not already aware of (which still might happen).
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-05 04:14:10
It saddens me deeply to say it, but I think I'm putting this project on hold. Possibly indefinitely, I may still find solutions, but for now, I'd say on hold with no expectation of completion at this point.

It's not that I can't complete it per se, so much as I won't be happy with the final product.

I will try to explain.

My process for filtering the images actually uses many layers upon layers, three of those layers are three different AI Neural Networking generated images that everyone is all in hype over these days. My computer spent the past 20'ish hours generating over 40K images so they're created and can be simply merged into my own filtering process at this point. However, to complete the final filtering would take my system well over 2 months according to my math, although there are shortcuts that can be taken that could easily decrease that time down to about a week and most people wouldn't even notice that those shortcuts were used. But would require me cataloging every single file into a database, which would probably take me a few days if not even a dedicated week (and honestly this probably needs to be done any way).

Although this isn't a comforting thought by itself, it's not the problem (there's still a couple others also, but again, they're not what's stopping me).

The heart of the problem, and why I'm putting this project on hold: There are many background images that include npc's standing around. They aren't modeled characters, but part of the background images. These npc's simply do not scale well and really look out of place, even with neural networking, in fact, neural networking makes them look FAR worse. We could simply choose to ignore these handful of screens, but we'd be dealing with the same issues overall that we have now. HD images mixed with low-res or uterly destroyed npc's standing around that look horrible. These graphics require an artists touch. Maybe I'm wrong, but the only way I can see to repair this is to have someone actually redraw them or use those HD models/textures that many of the characters are using in game. I don't know how to work with the models at all right now, so I can't simply position characters with the HD textures that have been made and 'rebuild the scene' with them and take a picture or however it would/should be done. The tools for this might exist and I just haven't noticed or come across them yet, but without doing this (or something similar) to bring these characters up-to-par, there's simply no point in going thru all the effort required to rebuild these screens, at least I don't think it's worth it. I could complete the project regardless and hope that someone would 'fix' these out of place characters at some point, but then their own graphics might not 'fit' with my own and feel out of place yet again, better, but still out of place.

(https://i.imgur.com/NBOatA9.png)

So for now, until I can figure out how to correct the characters in the game to also do the HD upscaling justice, I'm putting this on the back-burner. I will likely keep trying to finish it when I get bored and dig into the character problem as much as I can, but so far I'm not aware of how to fix this.

There aren't many screens like this that I'm aware of, but it simply destroys all the efforts I've been doing. If anyone is aware of what I'm talking about and knows how to fix it and/or is willing to help please pm me. I've never been against working with others on this project, and at this point, it would certainly help speed things along even if the character issue could be resolved just having more people also generating the final images. To help with this task all you would need is GIMP with Python-fu and G'MIC installed. Now that I have a 'mass' storage of files to work with I'm also altering my script to build them all instead of just one at a time, so I'd have to complete that as well as merge a couple scripts into one. I will/could probably have that completed in a few days likely at most, it's what I'm currently working on.

Also if someone is familiar with the naming convention with Pupu for identifying the files, I believe there is a structure there that can be used to help assist with automating rebuilding the backgrounds, but still haven't quite figured it out - any information regarding that would be very helpful and could save me from having to go over each file and catalogue what type of file it is. The Deling program also autobuilds the files as well from what I just noticed and am now using that as a base for my backgrounds, but it requires manually opening each background and saving them, and even then, there are a few that need to be placed in a 'fix' folder for further review before running thru my filter.

Either way, I think I need a break for a bit from this project regardless. I'd love to see this completed and can now see what needs to be done for the most part. There are shortcuts, but I'd rather do it right and complete it with something I'd be happy to play with, otherwise, I think I'd rather just play the game as it was originally designed tbh.

I'm sure I'll keep working on this project regardless, but I want to do it right and slow and steady wins the race. I really would like to see this project at least come to fruition to the point where I could run around even at the start of the game with all updated graphics just to say I could see it. But those npc characters, like I said, imo, destroys any hope of a fully fleshed-out final product imo, it's not impossible to fix, I simply don't believe I have the artist skills to do it, or the modeling knowledge required to rebuild them.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-05 13:06:16
How about you put the work you've already done into a repo, and let other's have a go?
My thoughts on the backgrounds which have NPCs around, the best thing would probably be for someone to extract the 3d models of those characters and manually put them into the scene.

I feel it's a shame to put the entire project on hold just because of these scenes. I get it that you don't feel it's up to par (and it's not), but other's may have some ideas on how to solve the problem :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-05 14:41:57
My thoughts on the backgrounds which have NPCs around, the best thing would probably be for someone to extract the 3d models of those characters and manually put them into the scene.

I also agree that using the 3D models when possible is certainly the best method for screens like my previous post where I believe it's likely, but there are screens of npc's which I'm pretty sure have no models in the game like the one in this post. I'm pretty sure that having access to both the models as well as an actual artist is basically necessary, or at least an artist. They wouldn't even have to be super awesome, but good enough to redraw and color these characters in these scenes so they dont' look like a deformed mess. Another option I might have for the moment that would still kind of suck, but would very likely at least make them turn out better is not using the neural networking techniques on the characters and simply resizing them using normal methods and filtering them the same as everything else. They would be blockier than desired I'm sure and would still look out of place, but at least they'd kind of feel like they belong more and wouldn't appear horribly deformed. And in the future someone can always simply replace just those images as a side project.

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

How about you put the work you've already done into a repo, and let other's have a go?

If I actually do drop this project (which I haven't yet, just not expecting to release anything soon due to these problems, and am just letting you all know that), I'm not against posting what I've done if anyone is interested in using it as a base or to learn from or whatever. But I'd need a very large storage location. My project folder is already over 25GB's in size and will likely grow well past 30-40GB's before I finally 'toss in the towel'. I think Mega has a 50GB limit, so that might be an option assuming my source files don't grow past that. Either way, I'm sure there are options but I'm not ready to go that far just yet. I'm hoping someone will have a solution for the modeled characters, and if I looked hard enough and bugged enough people I could probably get some artist willing to help out somewhere online for the rest of the images.

I feel it's a shame to put the entire project on hold just because of these scenes.

I haven't given up, just don't see a solution at this point, and to complete this project properly I'm pretty sure I need to go over and catalogue many of the images, and there are a lot, almost 13,000 and many of the backgrounds (approximately 1K of them) actually have more than one associated with it and also needs to be documented. Initially, I felt this would be simpler, ie: extract the images, filter them, maybe apply some alpha's and be done with it, but this project is much bigger than I anticipated. I might even go so far as to dig into the Deling code to see how the creator of that is re-creating the backgrounds, whoever did that seems to have a pretty good handle on them, although even that isn't perfect. Who knows, in a month there might be a ESRGAN 2 released that will keep the alpha layering (that would be awesome), but somehow I doubt it.

Currently I'm just very discouraged, as I was hoping for something much more complete than what I'm currently looking at being able to provide, and I also thought I'd have it produced far sooner as well. I wasn't counting on my own filter process taking so long in the end either, I hadn't even considered it until I ran the AI filtering, but the math says it will take a long time.

I might just take a step back, take a deep breath and begin the long haul and instead produce the project in 'sections', like to start off, try to produce a demo area to check out like the garden and balamb that people can roam around in. That might generate interest and cause an artist or two to flock this way and be willing to help out with the screens I lack the skills to complete properly on my own, I don't believe there is a lot of them, and I'm not exactly a horrible artist either myself, so I suppose I could do them if need be, but even a 'hobbyist' artist would be far better than myself for such a task.

other's may have some ideas on how to solve the problem :)

Well, that was my primary reason for my previous post tbh, I was asking for help from anyone who might know how to do that.  :P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: LeonhartGR on 2019-01-05 15:24:44
I believe in you mate! Go on!  :mrgreen:
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-06 18:56:47
Thanks LeonhartGR, I appreciate your faith! ;-P

Long story short, it looks like that faith isn't going unwarranted. I'm much more hopeful atm then a I was a couple of days ago. Unfortunately, I still can't do anything about those npc's in the game, but as for the rest of it, it's going well I think. I have completed merging my scripts for the most part and am applying a few tweaks still, but am now testing it to see if the screens produced work (and so far it looks like they will). Best part is that I think I've figured out how to auto-build the backgrounds as well. I don't think it will work for ALL the backgrounds, but for 90%'ish of them, I doubt there will be issues. The problem with that is I will need to verify by eye each screen, but there's only about 1K screens, so it's not an overly impossible task, just kind of a pain, but still FAR better than building them all by hand. The screens that don't work will simply need to be manually built, but I doubt there will be more than a dozen or two of them, hard to say atm.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-07 18:17:14
So I've been testing my auto-generation over the past 12 hours, I auto-generated all the images in the bc texture folder (so basically everything in Balamb). It's finished and I've briefly run through it and for the most part everything is working great. However I have noticed a major oversight in my masking technique which basically forces me to start from scratch regarding the masking. I've demonstrated these new screens and the masking issues in a youtube video which you can see here:

Youtube Video (https://youtu.be/RV7dZeBGIbg)

Bottom line is that I need a better masking technique. Satsuki was discussing his technique using vector images and I think that doing something like that (if not copying what he was describing completely if I can figure it out) is exactly what I need. It's not that the technique I'm using isn't working, it's working exactly as expected, but whenever someone walks behind an object, the masking is clearly blocky and very ugly. Not all the screens came out perfectly, nor did I ever expect them to, but for the most part they did turn out pretty well other than the masking.

If anyone is interested in seeing this for themselves in game, you can download the entire bc texture set I created thru this link:

Mega Download for BC Textures (https://mega.nz/#!fu4AgKyZ!qkS0zxviZagmWvbzna0-739xRxDQxYg-uuR98eMVyQM)

They are just the textures, so you will obviously need Tonberry installed also as well as the hashmaps from the AngelWing mod also I believe.

Just a quick update and something to play with if you want.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-07 21:41:44
Holy fuuuuck that looks great! :-o
Regarding the masking, Im' asuming the blocky edges comes from the auto generator? The waifu packs also have them, but they're kinda rounded off.
But I actually think it looks better with these clear blocks, instead of the HQ2X looking edges.

Is it possible to manually touch up the alpha edges? Cause this is an issue in all games with prerendered backgrounds.
It's also an issue with the other waifu upscaled packs. Some areas have really bad masking. Much much worse than I can see here
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-08 08:21:23
Holy fuuuuck that looks great! :-o
Regarding the masking, Im' asuming the blocky edges comes from the auto generator? The waifu packs also have them, but they're kinda rounded off.
But I actually think it looks better with these clear blocks, instead of the HQ2X looking edges.

Is it possible to manually touch up the alpha edges? Cause this is an issue in all games with prerendered backgrounds.
It's also an issue with the other waifu upscaled packs. Some areas have really bad masking. Much much worse than I can see here

Thanks, it's nice to know someone is enjoying it :). As far as the masking goes however, I may have already come up with a much better solution:

Old Mask:
(https://i.imgur.com/yUUxOCK.png)

New Mask:
(https://i.imgur.com/qCUso2G.png)

Although this was relatively easy to do in GIMP, doing it in code will likely take some playing around until I get it right. I'll now have to figure out how to convert the mask into a regular layer, filter the layer, and then convert that layer back into a mask. Which is super easy to do manually, but in code might be harder. But I'm sure I'll figure it out with some testing.

The fact that I'm coding the process, makes it very easy to keep any 'state' of the image I desire for the final image, so in the end, I could leave the whole image attached with the mask and save that as a separate file that I can easily open and quickly edit the mask if there's something about it I'm not liking. Even as it is, because I was doing a direct upscale of the mask without any smoothing of the edges at all which was to ensure that all the 'jigsaw' pieces fit together nicely without any gaps in between, but that same process produces this ugly masking and is obviously very noticeable when walking behind the objects. Since the only real issues I came up with were the parts where people were walking behind the object, I think it's fair to say that although not perfect, this new mask should look much better, and if it doesn't for an image here or there, I can easily just open that file and alter the mask afterwards for the few files that might need a little extra 'nudge'. So what I'll do is leave my current process exactly as it is but mask any image that isn't part of the 'base background' layer with this new method. I actually merge all the files for a background into one layered file and use that as a soure file. I hide all the layers except for the 'base background' layers to build that base image from, so it should be easy enough to determine which images need to be upscaled with this new method because they won't be visible in that source file.

So for now, I'm going to attempt making this type of mask, and if successful, I will then run a quick test on one of the obvious screens that was having issues (like the one with the paddle or the one with the flag and test that out and if it works good, I'll rebuild Balamb or another quicker to build area as a last test and if that works then I'll begin finally producing all the images (can't wait until I'm finally at that point) assuming I don't notice another major issue that needs fixing.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-08 18:13:35
That looks really good! But it looks like it always has issues with diagonal edges though. There's never a straight line. Wonder if one can code the behavior of these parameters.
But it has to be automated at some point, so it might be wise to not obsess over things you can't really control :D Haha

Is it possible to manually touch everything up? I understand that it might take years to do, but is it possible? :p

Btw, over at the Angelwing thread on the upscaled backgrounds, FanSH posted the backgrounds slightly scaled up and pixellated. That makes everything look much more authentic. Even with the waifu upscaling. Have you tried that out with these?

Spoiler: show
(https://steamuserimages-a.akamaihd.net/ugc/938337218104630755/E5F6CE9AD0F59A8C985F52224FAB860C0DE3BCCE/)
(https://steamuserimages-a.akamaihd.net/ugc/938337218106561957/A7C2C4BF967742B219379D9A5D11CE7C7D94DE8E/)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-08 18:51:17
(http://yatoshicom.free.fr/yUUxOCK.png.calqueinvertx4.png)
I just use bicubic resize 25% then use my ff7 vb6 tool to generate this mask, all done with potrace and imagemagik.
If it's helping you ^^
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-08 19:14:46
That looks really good! But it looks like it always has issues with diagonal edges though. There's never a straight line. Wonder if one can code the behavior of these parameters.
But it has to be automated at some point, so it might be wise to not obsess over things you can't really control :D Haha

Is it possible to manually touch everything up? I understand that it might take years to do, but is it possible? :p

Yes, I after I have generated the images, I can then go back and edit the masks if I choose for the images that require them. This image is a bit of a special case. In the lower left of the screen, there is a smoke effect happening in the game, so the masking of the bars is very noticeable there. This is an example of when I would want to go back and manually modify the mask. The issue is certainly the mask, not the image. Look at the image without any masking taking place:

(https://i.imgur.com/HMhvj6f.png)

In most situations though, it would simply be a quick flash of the player or npc walking behind something, if the masking isn't absolutely perfect, most of the time most people wouldn't even notice or care, but when it's sharp and jaggy, it's just plain obvious. So simply generating a mask like I posted previously will 'probably' solve most of those issues and only require me doing minor manual edits here and there (I hope). Since usually the background is put behind the image, you don't even notice the mask happening until the moment when something goes behind it, so usually, you don't even see it.

Btw, over at the Angelwing thread on the upscaled backgrounds, FanSH posted the backgrounds slightly scaled up and pixellated. That makes everything look much more authentic. Even with the waifu upscaling. Have you tried that out with these?

The entire point though of redoing the backgrounds is to stop seeing all that pixellation though. There are some nice mods made for this game (like the updated characters) and the whole point of a mod like this is to complement those characters, so that they don't look so out of place, so to me, that's not really an option. I'd rather just find a better solution, even if that means manually editing a few masks along the way.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-08 19:22:46
I just use bicubic resize 25% then use my ff7 vb6 tool to generate this mask, all done with potrace and imagemagik.
If it's helping you ^^

Ya I looked at your process much closer as well, even downloaded potrace myself. It's not an option I haven't completed disregarded yet. But it's a process I'd rather do without tbh. My resizing of the layer isn't quite as nice, but is much easier overall to do and I don't think it would even get noticed. I'll know once I try it, if I don't like it, I can easily enough simply alter that section of the code to use potrace to generate the mask instead, unless I can find a better filter (which I doubt), potrace will likely be my next attempt.

The unfortunate reality of using a process like ESRGAN basically requires an entirely new mask to be generated for these things, I simply refuse to put that much effort into it, it's certainly doable, I just don't want to ;-P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-08 19:35:12
If it's helping you ^^

(https://i.imgur.com/Ws4RSxP.png)

It's hard to deny the results of potrace though, and I only aligned your mask over the original by hand with this image. It's certainly the best option so far, but I haven't given up hope looking for another alternative just yet.

Spoiler: show
Although I do think potrace might be my only real option
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-09 08:14:15
If it helps you:

I had the same problems with my masks as the blocky patern of the PSX original don't really look good on higher res arts.
I solved that by resizing the psx layers with 400% size & lanczos algorithm. After that I flatten the image so it get rid of all alpha. I then use a script to get rid of 3-4 Pixel radius around the edges.

That way I get way more organic masks instead of the blocky approach.
it's by far not perfect but you'll never get a perfect result without touching them by hand (or maybe some day an AI can do that for us ^^).
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-09 11:03:00
Just a question, in order to actually edit these alpha layers, would I need specific software to do that? I've noticed the image files are in a weird blocky format, I guess that's what the hashmaps are for?
I was thinking, I'm quite efficient with Photoshop, as I'm an artist myself. And I don't really mind monkeywork like that, manually touching up tiny details :)
Alteast touching up on the worse alpha maps in specific scenes
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 11:55:01
Just a question, in order to actually edit these alpha layers, would I need specific software to do that? I've noticed the image files are in a weird blocky format, I guess that's what the hashmaps are for?
I was thinking, I'm quite efficient with Photoshop, as I'm an artist myself. And I don't really mind monkeywork like that, manually touching up tiny details :)
Alteast touching up on the worse alpha maps in specific scenes

The hashmaps afaik, are for Tonberry, which uses them to determine which images are being displayed and which images to replace those images with.

The only software you would need for what you're talking about is something like GIMP or Photoshop or whatever app you prefer. So if/when I get to the point of producing images for a final product, and you wish to go over the masking by hand, I would have no problem with that, I certainly have no desire to do it, and tbh, it really should be done, I'm simply trying to get as close to a match as I possibly can by generating them. We're trying to automate something that really needs to be re-done because the images are no longer even remotely what they were to begin with. The AI neural networking process basically destroys any hope of re-producing exact matches again for the masking (which tbh, was actually done horribly to begin with).

I've been trying as many different ways as I can find to rebuild these things, but tbh, the potrace method used by Satsuki looks to be the best method, and is probably what I'm going to go with. It's the only method that doesn't 'destroy' the image/'sprite' much.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-09 13:44:14
Going over masks hand by hand will take months and you may end up with seam problems if the overlay isn't matching up.
@blippyp If you want, send me one complete Field with all the Layers, I'll go over my method and send them back to you. After that you can decide if that would be the better way to persue.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 15:22:10
Going over masks hand by hand will take months and you may end up with seam problems if the overlay isn't matching up.
@blippyp If you want, send me one complete Field with all the Layers, I'll go over my method and send them back to you. After that you can decide if that would be the better way to persue.

actually, now that I look at it again, what I've been discussing is useless. I would love to see what you're suggesting though, since I'm still trying to figure this potrace process out atm.

here is a small field which, every image is part of the background, so clearly ruins what I've been saying, and yet part of the image has crucial masking (the paddle for one) where the character(s) walk behind and the masking is crucial. if we can automate this screen's masking and keep that paddle nice, then I'd say the masking will be perfect for anything, I'm guessing. Just resize the images to whatever you want (like a lanzo4x or something would be fine I'd think) - the important part is rebuilding the mask again obviously.

(https://i.imgur.com/653j2Y7.png)
(https://i.imgur.com/HFUOr7B.png)
(https://i.imgur.com/n62BOm5.png)
(https://i.imgur.com/lQD6MHK.png)

potrace masks that paddle absolutely perfectly, but I still can't figure out how to get a good seam out of it. I've followed the steps Satsuki gave me, but there's something I'm missing/doing wrong about the process and would love to talk to him on discord or something to figure out what I'm doing wrong.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 18:05:29
If it's helping you ^^

I don't know if you came up with this process on your own, but buddy, if you did - my hat's off to you. You got mad skills with image manipulation and I thank you for sharing them. :)

Spoiler: show
(https://i.imgur.com/IBKZfnk.png)

Spoiler: show

(https://i.imgur.com/5KnfDEs.png)
(https://i.imgur.com/liqKUpf.png)
(https://i.imgur.com/2wQJlqC.png)
(https://i.imgur.com/LMMUOwQ.png)


I still need to implement this into my process, but I'd say my masking issues are solved, this is awesome. I don't know how you figured this mess out, but it works pretty darn good.

@blippyp If you want, send me one complete Field with all the Layers, I'll go over my method and send them back to you. After that you can decide if that would be the better way to persue.

I'd still really like to compare what you were offering to this though, so please let me know. I won't bother implementing anything until I hear from you so that I can compare, you certainly also seem pretty passionate about your own process, so I'd really like to see the results. Also, if you wouldn't mind, could you post your script or send it to me? I would love to try it out.

I really appreciate the help I've gotten on this masking issue though. I honestly don't know if I'd of solved this one on my own.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-09 18:55:12
I need to tweak my tools a bit as FFVIII is a bit different then IX, but still, give it a try.
https://www.dropbox.com/s/dlro1jql2wcovmb/FF_8_mask_test.rar?dl=0

I've included the upressed version, the cut version and the AI base png.

Tell me what you think of the masks.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-09 19:09:49
I don't know if you came up with this process on your own, but buddy, if you did - my hat's off to you. You got mad skills with image manipulation and I thank you for sharing them. :)
...
I still need to implement this into my process, but I'd say my masking issues are solved, this is awesome. I don't know how you figured this mess out, but it works pretty darn good.
....
Thanks.
Yes it's a full process on my own.

By the may i think anyone how realy master imagemagik can probably do the same with less steps and without potrace, i just use many steps because it was easyer for me to understand and debug ^^, so no mastering but some try and die and RTFM of imagemagik ^^.

To avoid black pixels masking issues i merge potrace with a 400% un-interpoled mask, If ff8 don't need this you can try out without de 400% mask merged and the result will be even better.

To my mind, sharing skills is the most important part of the life, is anyone can share is skill freely, the workd will be realy better than it is now ....
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 19:11:18
I need to tweak my tools a bit as FFVIII is a bit different then IX, but still, give it a try.
Tell me what you think of the masks.

It's not bad, it certainly has less jaggies, but as is, it's not a perfect match and leaves transparency holes in the image which clearly won't work.
I tried to do like you described as well on my own, but I can't get it to fit properly either, I wouldn't mind seeing the script though, I might be able to figure something out if I had a base to work with, otherwise I'm just kind of guessing and it could take forever to find something that works with all the options available even with only the few basic steps you described, it leaves a lot to the imagination. I'm not sure how you ever got this to work tbh, but certainly like the idea of it.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-09 19:22:54
I'm using a new gimp version where the algorithm is slightly different. I can give you my two scripts that I use and normally no holes should be visible.

Like I said, FF III is a bit different and gimp uses another upres algorithm.
I just wanted your opinion on general. If you like it, maybe you can tweak it a bit or use another gimp version for the old upres algorithm. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 19:26:02
Thanks.
Yes it's a full process on my own.

By the may i think anyone how realy master imagemagik can probably do the same with less steps and without potrace, i just use many steps because it was easyer for me to understand and debug ^^, so no mastering but some try and die and RTFM of imagemagik ^^.

To avoid black pixels masking issues i merge potrace with a 400% un-interpoled mask, If ff8 don't need this you can try out without de 400% mask merged and the result will be even better.

To my mind, sharing skills is the most important part of the life, is anyone can share is skill freely, the workd will be realy better than it is now ....

Honestly, it's been so long since I used imagemagick, that I had to look up reference notes just to get a basic idea of what was happening and my first few attempts left me shaking my head trying to figure out what I was doing wrong. I still need to go over the script I made to fine tune it as well, I would love if you went over it if you're still familiar enough with imagemagick, you might notice some things I could easily alter.

I altered it a bit since our 'goals' were clearly different I think. I simply just wanted to produce a mask image, while I believe your original script actually merged it with the background in the end. So there's a few things I'd like to change. I'll figure it out on my own if it's been a while or it's too much of a hassle, but like I said, if simply taking a peek at what I've done you can easily notice some stuff, you could save me a headache or two ;-P

Code: [Select]
@echo off
set infile=%1
set blackImage=%2
set workArea=workArea
set bwavector=%workArea%\bwavector.bmp
set eps=%workArea%\bwavector.eps
set vector4x=%workArea%\vector4x.bmp
set vector4xblack=%workArea%\vector4xblack.png
set raw4x=%workArea%\raw4x.png
set raw4xcoupe=%workArea%\raw4xcoupe.png
set raw4xmix=%workArea%\raw4xmix.png
set raw4xbackmix=%workArea%\raw4xbackmix.png
set fullblack=%workArea%\fullblack.png
set calquedecoupe=%workArea%\calquedecoupe.png
set box25p=%workArea%\box25p.png
set x4novi=%workArea%\x4novi.png
set combi=%workArea%\combi.png
set mask=mask.png

cmd.exe /c start /B /wait /low " " convert -fill black -colorize 100%% -flatten %infile% %bwavector%
cmd.exe /c start /B /wait /low " " potrace --turdsize 0 %bwavector% -o %eps%
cmd.exe /c start /B /wait /low " " convert -density 288 -background #FF00FF -channel alpha -threshold 70%% -alpha remove -flatten %eps% %vector4x%
cmd.exe /c start /B /wait /low " " convert  +transparent #000000 %vector4x% %vector4xblack%
cmd.exe /c start /B /wait /low " " convert -scale 400%% -background #FF00FF -alpha remove -alpha off -fill black +opaque #FF00FF %infile% %raw4x%
cmd.exe /c start /B /wait /low " " convert +transparent #FF00FF %raw4x% %raw4xcoupe%
cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xcoupe% %blackImage% %raw4xmix%
cmd.exe /c start /B /wait /low " " convert -alpha remove -alpha off +transparent black %raw4xmix% %raw4xbackmix%

cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xbackmix% %vector4xblack% %fullblack%
cmd.exe /c start /B /wait /low " " convert -background #FF00FF -alpha remove -alpha off -transparent #000000 %fullblack% %calquedecoupe%

cmd.exe /c start /B /wait /low " " convert -define png:format=png32 -fuzz 01%% -fill #FE00FE -opaque #FF00FF %blackImage% %x4novi%
rem cmd.exe /c start /B /wait /low " " composite -gravity center %calquedecoupe% %x4novi% %combi%
rem cmd.exe /c start /B /wait /low " " convert -define png:format=png32 %combi% -transparent #FF00FF %mask%
cmd.exe /c start /B /wait /low " " composite -gravity center %calquedecoupe% %x4novi% -negate %mask%

The two arguments I send it are the original file I'm masking and a black image the same size of that image, due to what I did to change it, I'm guessing there are steps here I can completely skip, since I'm only after the mask, which I'll then use in my own python script. I know it's still a bit messy, it produced what I wanted and haven't worked on it since, but I'm guessing there are things I could do/steps to take out that would speed it up. I tried to make sense of what you were doing, but tbh, I'm completely lost. I have no idea how this works.

Either way, good job, it's not perfect, but it's definitely better than what I was using, and the best part is that I can apply it to all the images.

I also completely agree with you about sharing info for sure. I haven't shared much about what I've done so far simply because it's still all kind of a mess, but when I'm done I'm sure I'll also post my python code and whatever else my process was so that others can use it if it's at all helpful, hell maybe it will just help someone with something completely unrelated, or in a couple of years a new filter will come out and someone will want to rebuild the screens again and for all I know what I've done/documented might help them along, which is great. And maybe no one would even care either, which is fine. haha

I do this for me more than anything, because I enjoy it, even I fail in the end or the results aren't as good as someone else's. I'll learn stuff along the way, with this project, I'm mostly learning about using python with GIMP, which tbh, has been a really good learning experience, especially since I had never even used python before this. :P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 19:28:40
I'm using a new gimp version where the algorithm is slightly different. I can give you my two scripts that I use and normally no holes should be visible.

Like I said, FF III is a bit different and gimp uses another upres algorithm.
I just wanted your opinion on general. If you like it, maybe you can tweak it a bit or use another gimp version for the old upres algorithm. :)

I initially began with the latest GIMP as well myself, but there are definitely some changes in it that were messing with my filter process so I went back to 2.8. But I will say this for the new gimp, it's WAY faster, so once all this is done and over with, I'm excited to give it another go.

Ya, I would definitely love to see the scripts though, even if they don't help me now with what I'm doing, I might learn something from them :P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-09 19:40:38
The part you can try to skip is the :
Code: [Select]
cmd.exe /c start /B /wait /low " " convert -scale 400%% -background #FF00FF -alpha remove -alpha off -fill black +opaque #FF00FF %infile% %raw4x%
cmd.exe /c start /B /wait /low " " convert +transparent #FF00FF %raw4x% %raw4xcoupe%
cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xcoupe% %blackImage% %raw4xmix%

You'll get a way better mask, but if ff8 is as rigid than ff7 with the layering, you may have missing pixels
The other parts of your code seems right to me, maybe not speed optimized as imagemagik can chain lots of action in one command, but this type of optimisation is not my cup of tea ^^'
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-09 19:52:26
The part you can try to skip is the :
Code: [Select]
cmd.exe /c start /B /wait /low " " convert -scale 400%% -background #FF00FF -alpha remove -alpha off -fill black +opaque #FF00FF %infile% %raw4x%
cmd.exe /c start /B /wait /low " " convert +transparent #FF00FF %raw4x% %raw4xcoupe%
cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xcoupe% %blackImage% %raw4xmix%

You'll get a way better mask, but if ff8 is as rigid than ff7 with the layering, you may have missing pixels
The other parts of your code seems right to me, maybe not speed optimized as imagemagik can chain lots of action in one command, but this type of optimisation is not my cup of tea ^^'

awesome, thx, that's helpful, I gotta go pick up my kid now, but I'll definitely try to make that change later as soon as I can :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-10 11:38:58
Post your resluts please as I#m maybe also opting to use that instead of my workflow for masking. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-10 13:49:17
Unfortunatley, I still haven't gotten a chance to play with the script again, but a quick look shows that later lines in the code require the results of the lines Satsuki recommended I remove, so I'll have to do some testing with it first. I've been continuing testing out new methods in GIMP similar to what you've described, and have gotten some really nice results, but like you, always seem to end up with some holes in the image some where. I'm about to try messing around with that script again though and try to fine tune it as well as modify it if I can with some of the techniques I've been playing with in gimp, with a little luck I'll have an even better script soon, but if not, at least a more refined one if that's possible. Until then, that script I posted works perfectly fine as is tbh, and it really doesn't take long to run it (my filter takes much longer, so this is just an extra minor step tbh).

l8r :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-11 13:19:02
I just tried my scripts with Gimp 2.8 and ther're no holes there.
I hate the new algorithm in 2.9.

Well, here is the result.
Tell me if it's okay for you.

https://www.dropbox.com/s/dsd2ejuglrh36e9/FFVIII_Masktest_V2.psd?dl=0

Here's also my two scripts that I use after upressing:

https://www.dropbox.com/s/hdjr3dacff6237m/anim-settings-semiflatten.scm?dl=0
Filter Animations -> Semiflatten -> Settings with Semi Flatten -> Collor HTML Code: FF00FF
Leave everything else as it is.

Afterwards use this one
https://www.dropbox.com/s/vl2emavqxmkzusw/Delete%20alpha%20seams.py?dl=0
PKHG -> Select by Color -> Select by Color
Normally the Color should be automatically set to FF00FF. If not, set it to that and click ok.

After that you should heave many pink lines/seams.
Select from Alpha, copy from the ESRGAn image and paste it as a new Layer.
Do that four times and you have your layers without any holes if you use Gimp 2.8 with 400% Sin (Lanczos3) algorithm.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-11 14:31:56
nice, that sounds promising. I played with that script a little yesterday but not much and didn't really make any progress. I got a buddy coming over today that I haven't seen in a while, so I'm not expecting to get much done today either unfortunately, but I will certainly take a look at those scripts you posted. they might identify what I've been lacking in my attempts also. I'm pretty sure the 'heart' of Satsuki's script is that gravity filter he was using, but haven't noticed it 'work' yet. I don't know of a way to get gimp to run a filter like that, but if I combine what you came up with with satsuki's script I might be able to come up with a less blocky mask (at least that's what I'm currently hoping).

thx :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-11 14:39:40
Satsuki, can you also give the FFVIII background a go? I want to see if your way of masking result in a fiber/better mask then my technique.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-11 14:45:58
image looks solid btw, can't wait to look at this further, if I can apply the techniques I've been using, I think I can generate a much nicer mask if I can figure out how to close those holes. this is an example of what I've been coming up with so far (compare the paddle - it's really coming out nice)

(https://i.imgur.com/Oyk6qs1.png)

This mask isn't perfect and clearly needs to be cleaned up on the edges, I just pulled from one of the images I had in my gimp window atm, one of the images I was playing with yesterday, so I've been producing very similar masks, but when placed together I get those holes, so have been trying to figure out how to stop that.

Satsuki, can you also give the FFVIII background a go? I want to see if your way of masking result in a fiber/better mask then my technique.

I already posted using his technique, unless I messed up the script or simply did something wrong (it's the last message on the previous page). He didn't mention anything was wrong about it, so I'm guessing it's about what he would of expected.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-11 14:47:47
Can you post a psd file of that so I can have a look on it or was it multilayered tiff?
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-11 14:53:35
I closed the window with all the layers I had (since it was a failure), give me a second and I'll see if I can re-produce the mess I came up with yesterday.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-11 15:03:00
Can you post a psd file of that so I can have a look on it or was it multilayered tiff?

Mega Link (https://mega.nz/#!KjwyGarQ!ejWlfLqNq_Q0kQRa6C0omrmsY7SojOyH51FGbApEoH8)

I think if I applied what Satsuki had going on with this, perhaps it would work. But I still don't fully understand how his process worked to make it seamless. At the same time though, I'm surprised it turned out as blocky as it was with potrace as the base also (which was probably a lot straighter than what I just produced).

The problem with how I did it though is that it might be impossible to make it seamless this way. One possible solution I came up with however, was to merge all the masks together when all is said and done, to determine what 'is left to mask', then merge that with one of the images that is purely part of the background (ie: no characters walk behind it). I'm not sure how Pupu works for re-creating the images though or if that would cause a problem, plus you would need to identify a 'pure' background image for every screen, which may not be possible. In the end, it would just be too much of a headache, if not even possible at all. Unfortunately, I'm not very familiar with scheme however so I'm not sure how much your scripts will help me. I initially tried scripting in scheme with GIMP a couple of years ago and got such a headache that I jumped for joy when I realized that you could use python instead, which I still didn't know, but was way more like how I'm use to coding.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-11 15:42:32
Okay, I think I figured this out - but I certainly need to play with it to find a better 'middle ground'.

Look at the paddle in this image - In order to close the 'gaps' I selected more of the white background pixels to 'grow' (originally I was only growing it by one), in this image I had it at 6, which still left a couple of visible masking pixel holes here and there, so I'm assuming 7 would of completely solved this. However, clearly the mask around the paddle is now too big, even in this image. So what I'll have to decide on is how 'less straight' I want those lines to be, which SHOULD (I believe) allow me to choose a smaller number to increase my white pixels at. I'll definitely play with this again later and post my results, but I think I figured this out now.

(https://i.imgur.com/ESpDK9m.png)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-11 16:27:39
Alright, so I think this is what I'm going to end up going with. I don't think there's any chance of a 'perfect' mask given what we're trying to do, but it's certainly better than the blocky mess I was using earlier, whether it's better than Satsuki's method or not is hard to say, it's certainly smoother, but his blocky approach has benefits as well imo. (FYI: by 'blocky mess' I was not referring to Satsuki's approach, but my own original one haha - STILL MANY THANKS to Satsuki for introducing me to his method, and sharing his approach, without it, I wouldn't have been able to use potrace for this, since I wasn't even aware of it!)

Mega Link for PSD with all layers (https://mega.nz/#!jqpiAIzb!TDswLTCAu25EOm12ZPl408qigW82Hu6d06memNcKlKg)

(https://i.imgur.com/yiIa3cT.png)

Steps used: (I'm sure this can be altered to simply resizing to 400%, in which case how many pixels used to expand the mask at may change to 4 or 3, you'd have to play with it, and it's what I will likely do, since I don't think it's necessary to go to 800%)


also, if you don't bother altering this and end up resizing from 800% to 400%, make sure you use NONE as your interpolation method when resizing the image so that you don't end up with any grey pixels.

of course, I won't know for sure if this will have issues until I try to implement it, but it at least seems to work with this particular scene.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-11 23:54:14
Love the clean cuts! Looks almost manually done
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-12 08:02:08
Thx, unfortunately, I gave this a test in game and it doesn't work. Satsuki's method is way way better, so I'm going with his method instead.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-01-12 08:52:03
What's the problem ingame? The mask looks really clean. :/
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-12 09:03:13
What's the problem ingame? The mask looks really clean. :/

Unfortunately there are a couple issues that appear as you can see. One of those issues can likely be fixed if I can figure out why it's happening, but despite that, the overall effect is much worse. The masking doesn't match closely enough in game and looks 'lame' for lack of a better word. As you can see in the image below. For whatever reason, there's an odd overlapping of the masks, which I can't figure out why, not that I made any real attempt to figure it out yet though because the overall 'poor' masking ruins it for me in the end. Compare with the same image below it where I used my modified script from Satsuki. It's blockier, but the masking matches and is still cleaner than my original masking attempts, so I'm just going to go with his script.

My previously posted mask:
(https://i.imgur.com/WgOtD2B.png)

Using a modified script from Satsuki:
(https://i.imgur.com/gLwC07C.png)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-12 09:51:40
Yes it seems ff8 use the same "strick layer system" than ff7 is, what's why you need potrace + non interpolated resize mixed to avoid missing pixels and layer collisions.
It's not perfect on some screens and you'll have to do smalls correction but that's the only way i found to have a correct render in ff7.
Great it have helped you, hopped you found a better way for ff8
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-12 13:29:14
Yes it seems ff8 use the same "strick layer system" than ff7 is, what's why you need potrace + non interpolated resize mixed to avoid missing pixels and layer collisions.
It's not perfect on some screens and you'll have to do smalls correction but that's the only way i found to have a correct render in ff7.
Great it have helped you, hopped you found a better way for ff8

Woah woah woah! Hold on a second - Are you telling me that you aren't providing a guarantee with this!?!??  haha ;-P

It's cool, don't worry I won't come back yelling at ya! The fact that you already (as far as I understand it) produced an update for FFVII using this technique tells me that it's pretty solid, even if there are a few "gotcha's" along the way. I'm sure the end result will still be better than simply upscaling the original masks (which given my previous video post, was horrible tbh). I know this isn't perfect either, but it's the best solution I have atm and I'm still very thankful to have it :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-14 12:34:37
Little update since I haven't posted here in a couple of days. I haven't stopped working on this, but I am taking a pause. Although yes - I can (and possibly should) begin generating the images for this project, as far as I know everything is now in place and ready to go on a satisfactory level. However, I have been digging into AI Neural Networking on a custom level, and already see potential for this if I customize it. I'm considering/testing out a couple possibilities. First off, I think that this might be a straight-shot to my final image processing, whereas currently, I'm running the images thru a few ai nn filters, and then applying many different filters on top of that. I'm hoping that I might be able to skip all of that and run one single ai filter on the images, and then maybe a much simpler 'cleaning' filter run thru gimp afterwards. Although it would take time to set this up, and even test it. If it works, it could drastically speed up my design time from requiring months to only a month or so (and most of that would likely be testing/designing the new models). Second, I'm also looking into the possibility of generating a model that will automatically upscale the masking as well (less likely) but still want to test it out, as there is also great potential for this also I think.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-15 12:35:47
I tested the idea of using a GAN for masking yesterday and ultimately gave up on it after a while, it was working well, but clearly the masks weren't going to line up. I think there are methods for fixing this, but I'm giving up on that aspect for now and began working on my GAN to replace my own filtering process. The results for this was drastically much better. Below is an example of the type of images it's already producing at only about 194 epochs (about 7000 iterations). Already this is putting a huge smile on my face and is fairly comparable to what I was previously attempting to produce for this project. I certainly prefer my previous methods overall, however when you consider that this image takes about 5 seconds to produce compared to the 2-2/12 minutes it takes in my previous process per image, this is a drastic increase in productivity. Instead of producing the images in months, I could now generate every image in the game to this quality in less than a day. I haven't tested how long it would take to produce masks for this yet, but I'm guessing about another day for that. After that it would be simply a matter of playing the game and finding mistakes (likely caused by using a complex background and would require those images to have a closer look and rebuilding them, which shouldn't take long).

Overall, I am very happy and excited. Despite getting a little too ambitious last night and trying to force my system to produce more than it could (causing the process to crash while I was sleeping and basically wasting all last night training the GAN), this is looking very promising indeed.

Produced by my current GAN:
(https://i.imgur.com/SMyaSti.png)

This is a completely unaltered image produced by the GAN without running any further filters thru it afterwards. Another point of note is that this image isn't even included in my training process, so this is what it's producing with an image introduced to the GAN that it's completely unaware of.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-15 15:57:31
Looks damn good! It might be a bit too aggressive on the bottom though, but the overall details are beautiful. The missile looks great, as well as the speakers and the wood. What kind of images are you training it with? The FF9 model was trained with a variety of concept art which has a similar art direction. But not too sure if it would fit FF8 though.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-15 16:09:34
Looks damn good! It might be a bit too aggressive on the bottom though, but the overall details are beautiful. The missile looks great, as well as the speakers and the wood. What kind of images are you training it with? The FF9 model was trained with a variety of concept art which has a similar art direction. But not too sure if it would fit FF8 though.

Still has a long way to go unfortunately, but if I had to use this, I would, it's a huge time saver. I'm training it using my own images actually. So it's literally learning to convert the original files to the style I was previously commited to (which would of taken months to complete all the images), which is a mix of three separate GAN's combined with the filtering I put it thru in GIMP. So in essence, it's the only step needed, it's learning to skip all of that and instead resize them like I wanted all in one much faster process, assuming all works out, and if not, it at least gives me a really close base to what I've been aiming for even if I do have to run a couple filters thru it in the end. It's definitely missing some of the finer details my previous process was doing, but it's still learning so I'll save judgement for when I've stopped that process and commit to whatever training I end up with, and considering the time saved, I'm willing to go with a slightly different result. All my previous attempts at a 'faster' process was simply lacking too much. This is close, but still a little blurry for my liking, I'm hoping some further training will fix that, but if not, I'm willing to deal with it.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-15 18:33:40
Here's my result of a quick test of this picture with my auto tool (use waifu as prefilter then esrgan), if you want i can clean the tool and give it to you for your tests ^^
(http://yatoshicom.free.fr/ff7p/pdMCHwh.png.final.jpg)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-15 20:35:36
Here's my result of a quick test of this picture with my auto tool (use waifu as prefilter then esrgan), if you want i can clean the tool and give it to you for your tests ^^

That turned out quite nice. But I'm happy with what I'm using actually (in comparison, my GAN is learning from images like the one posted in this message).

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

It just clearly takes a while to learn is all, nor will it produce the exact image I'm sure, but I'm hoping it will learn to get close, but I suspect it will take a 2-3 days to learn to pick up on the details. The really time consuming part of my previous process was cleaning up all the mess that the other GAN's did, but with my GAN, it's not producing that mess, so I should be able to easily slap a few filters on the images to get a similar effect, even if it never learns to pick up the details, depends on how close it gets I suppose. Considering how much faster this is, I'm loving it, and I'm still only around 12000 iterations still, so I have a long way to go if I choose. I'm taking a break atm though to finish up the masking part, so I can run another test on Balamb using whatever my GAN can offer at the time and test out the masking again, if all goes well, I'll just let it keep learning until I want my computer back and then take a couple of days to wrap this up into a beta state. Ironically, the time consuming part of this process now will be configuring a base background for each image, whereas before that was the short part haha. Aside from that the weeding out the bugs will be the biggest hassle once I've produced everything since I'll have to locate them and then fix them kind of by hand I suppose, which isn't that bad, but somewhat time consuming as I'm sure you're well aware since afaik, that's exactly what you're doing now with yours if I'm correct.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-15 20:49:22
Yes the longest part is to check and correct by hand all layers, do small optimisation when esrgan is not as good as you want...
I've checked all ff7 cd1 and have a great alpha tester who can find some possible optimisation too ^^.
Of all parts if you want a great result ingame, you need to bug hunting, because the best upscale can be ruined by small layers bugs here and there
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-15 20:57:33
That's exactly the problem, I know when I'm finished there will be lots of stupid layer issues all over the game and the only way to find and fix them will be to play the game for myself. That's basically why I intend on releasing a beta, so hopefully others will also install it and help me out by letting me know where the issues pop up. Should speed it along nicely, assuming anyone uses it of course :P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-16 19:21:30
Okay so a slight update on progress. Getting Satsuki's masking working was a much bigger headache then originally anticipated. Although I had a script put together to do it, and it seemed to work great, incorporating that into a recursive script that would mass modify more than one image at a time was a nightmare. I'm sure there is some easy fix for it, but in the end I gave up. Best I can tell is that it has something to do with how imagemagick works, but it kept running into all kinds of memory errors for some reason, I spent probably over a few hours yesterday trying to fix it using the script I currently had, but it just wasn't working, every attempt just caused more memory errors for god only knows what reason.

So, I woke up this morning deciding to finally sit and look at the code and try to reproduce what it was doing in GIMP instead, luckily it didn't take me long to determine the 'magic' behind the script, and I spent most of the day converting it over and as far as I can tell it is working fine. I generated images from my GAN yesterday (which are really old compared to how far it is now), but I ran my code to attach the masking to those images, and it looks like everything worked out fine.

I have to go get my daughter soon, so I might not have time to test it in-game until later probably, but I'm expecting it to work (although I'm also still expecting layering issues). If all goes well, I will likely re-produce the images again with my latest GAN or possibly put some effort into marking my files for the backgrounds for the Garden instead (for a change of scenery), either way, assuming everything is good, I will likely produce another video to demonstrate the state I'm currently at in a day or two (tomorrow is my birthday, so not sure how much work I'll put into this tomorrow), but I am excited to see it also, so who knows.

The hard part now (I think) is going thru the backgrounds to decide on 'base' backgrounds required and then fixing the layering issues that are sure to appear in the game. My GAN is still learning as I type this and will likely keep it going until I have either determined the 'base' backgrounds for each screen or until it 'over learns', which hopefully I don't miss the mark on that, at this point I will start saving the states every 5000 interations just to be sure, but I think it still has a long way to go without worries of that.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-17 02:56:57
I found a pretty nasty logical error in my code for layering the backgrounds, and so far it seems to have solved all the issues in my previous video (minus the masking of course). I have rebuilt all of Balamb already and it seems quite functional as is, the only issue I noticed was one where the flag still kind of 'disappears' for a split second, but I think I figured out why that is, so hopefully during this next batch of screens I'm making that issue will get solved. I am also generating all of the bg folder tonight, so if all goes well, I should be able to take 10 minutes tomorrow and make a video of Balamb at least with my current GAN generation and the new masks (THANKS TO SATSUKI), which although are still not perfect, are much better then they were, and tbh, I think it would be very hard to get better masks without actually rebuilding them by hand, which I clearly have no intention of doing myself.

With a little luck I'll also be able to include the entire Garden tomorrow in the video as well (that's the bg folder, which is rather large), but I'm generating the entire folder, so that would make up for a LOT of gameplay done, not just running around the Garden, but many battle scenes, stuff like when you go on that jaunt to make the Garden fly, etc.. etc.. So basically anything Garden related. Unfortunately however, I personally do not have any save games that far ahead, so all I can really show is basically what you can see from the start of the game, so a lot of screens I won't be able to show.

To be honest, even as the GAN is currently creating the images, it looks pretty good imo, in fact, even the NPC's are starting to fit in with the style, so I'm really pleased with the results so far, although there are some scenes with NPC's, like I was complaining about before that simply can't be fixed imo, without an artist redoing them.

So fingers crossed, and hopefully by tomorrow there will be a lot of new content to show off.

I'm making another shoutout to anyone who might read this. I'm looking for a way to be able to tp to any point in the game so that I can check out the screens and test them without being forced to complete the entire game. Even someone's SAVED games would do me a world of good for testing. I have only gotten to the point so far where you fight Seifer and the Sorceress for the first time (that's when I discovered FFVIII had mods, and have had tunnel vision for this background mod only since), so I'm still not very far in the game and can't see much myself. So if anyone has saved games I can use, PLEASE LET ME KNOW, or better if someone knows someway to cheat so I can tp around, that would be so much better. I'm sure some people know how to finish this game pretty easily, but I"m not one of those people, I tend to grind it out and it takes forever, so any help would be awesome, thx.

If all goes well, I will likely very strongly consider pushing the entire content out (should take a couple of days I'd think to generate every background image including the masking in the game) and release a beta version within a week probably. It's possible (if not likely) I'm being overly hopeful atm, but honestly, I feel it's just about ready for it, and if the bg folder generates with little fuss, I think it's a pretty safe bet that the rest of game will generate fine as well since the bg folder covers a lot of material. I'd be an idiot to think I still won't run into any more surprises, but maybe I'll get lucky. :P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-17 04:06:51
Alright, so it finished generating the images in about 40 mins (about 2K images), so that was pretty darn fast. Based on generating Balamb, I think doing the masking takes about twice as long (my gpu does the images, but my nasty i5 does the masking). So I'm gonna go watch a movie and it should be done by the time it's over, then I just need to import the images with Pupu, which shouldn't take long. So I'm guessing I'll be seeing what it's like in-game in less than 2 hours. If I'm still awake enough, I might just spit out a video tonight for this which will free up tomorrow for me since it's my birthday. Seeing no issues would put such a smile on my face and would make for a great b-day gift for myself :P

I'll likely put all/many of the images I can't show in game due to lack of saves into a slide show also so people can see what else was produced in the video.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: FatedCourage on 2019-01-17 06:06:35
Alright, so it finished generating the images in about 40 mins (about 2K images), so that was pretty darn fast. Based on generating Balamb, I think doing the masking takes about twice as long (my gpu does the images, but my nasty i5 does the masking). So I'm gonna go watch a movie and it should be done by the time it's over, then I just need to import the images with Pupu, which shouldn't take long. So I'm guessing I'll be seeing what it's like in-game in less than 2 hours. If I'm still awake enough, I might just spit out a video tonight for this which will free up tomorrow for me since it's my birthday. Seeing no issues would put such a smile on my face and would make for a great b-day gift for myself :P

I'll likely put all/many of the images I can't show in game due to lack of saves into a slide show also so people can see what else was produced in the video.

If you need saves, I have them for just about every part of the game. Don't mind sharing them with you if it helps you out.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-17 06:39:25
If you need saves, I have them for just about every part of the game. Don't mind sharing them with you if it helps you out.

Yes please, that would be super helpful! I'd appreciate that so much :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: FatedCourage on 2019-01-17 06:42:54
It's no problem. :) I'll send them now.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-17 06:47:25
So I passed out :( haha

But did wake up again approximately about the time I said I'd be here, so not too bad I suppose :P

Unfortunately, my script crashed (I think I forgot to delete some image variables, so as time passed it just kept chewing up more and more ram). However, I thave 'hopefully' corrected the script, and it is going on it's merry way again, but unfortunately it's late so that means no video tonight.

Before I restarted the script though, I threw the backgrounds it did finish into my game to check it out, and all looks good except for one common detail I keep noticing. The lighting effects. It appears most of them don't like the new masking I'm using and leave a 'halo' around where the lights are. This is certainly a set back, but not a deal breaker so far. It doesn't appear to affect all the lights, but they are going to have to be identified and the original masking re-applied to them, which isn't the end of the world, but still kind of sucks (manual labor). But so far that's all I've noticed, so could be worse.

With it being my birthday tomorrow (gotta bake a cake and stuff), I can't promise a video tomorrow, but I will try, I can probably pull it off at some point, but no promises.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-17 06:48:13
It's no problem. :) I'll send them now.

I can't tell you how thankful I am for this, thankyou so much, I'm positive they will be super useful! :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: FatedCourage on 2019-01-17 07:03:09
I can't tell you how thankful I am for this, thankyou so much, I'm positive they will be super useful! :)

Hope so. They're at all points in the game for this very reason. Field upscales. Look forward to seeing the results. Be nice to use and to compare with my own tests. And Happy Birthday. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-17 07:14:21
Hope so. They're at all points in the game for this very reason. Field upscales. Look forward to seeing the results. Be nice to use and to compare with my own tests. And Happy Birthday. :)

Oh I'm sure they will be extremely helpful, you probably just gave me the best present I'll get today :) haha

At my age (and clearly I'm only getting older) I'd hate to have to 'pause' production just to play a game I haven't fully played to the end in years and even then it was on a playstation, just so I can verify my images. I'm certainly looking forward to playing it again (especially now), but clearly this will help a ton. And the best part, is just as you said - They're exactly for this purpose, so that's just 'too awesome' :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: shikulja on 2019-01-17 09:04:01
I can not resist and ask at least a couple of images), especially with the battle)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-17 16:15:53
my own trained ff7 model finished its 500000 iteration but the results are lower quality than my over models.
if you can share your model once trained, i'd like to test it to check the results on ff7 ^^
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-19 15:20:26
I can not resist and ask at least a couple of images), especially with the battle)

Unfortunately I mis-spoke (sorry, it's been a while since I've played this game), the 'battle' scenes I was referring to was when the missile is headed to the Garden (I always think that happens the same time as the big Garden battle for some reason), but I'm pretty sure it happens well before (the battle doesn't happen until you're near Edea's house iirc). So there isn't much of the battle to see (most of that is video any way), so the images I was referring to mostly however is that area under the Garden where you activate the console so you can fly the ship. At the end of the video I'm about to post, I have attached a slideshow of most of the images you didn't get to see in the video that were also updated, but I didn't show previously.) The video will be posted soon, it's uploading now, I will make a link for it here when it's done.

my own trained ff7 model finished its 500000 iteration but the results are lower quality than my over models.
if you can share your model once trained, i'd like to test it to check the results on ff7 ^^

I'm impressed you actually got to 500K iterations, I'm still under 70K myself. I have no problem with sharing the model if you want it though when it's done.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-19 15:44:09
Sorry it took so long, but here's a video with my current GAN generation. It's still not perfect, there are clearly a few areas where I need to figure out what's going on, but either way, this is what I get now when I 'push a button' to build the screens. This was approx 2K images in total for upgrading Balamb, Garden and the Cave. It probably took me about 2-3 hours to generate all the images with their masking and imported again with Pupu, so that's pretty good considering there are about 13K images in the game, I can now rebuild the entire game with a handful of screens that need some special attention, and hopefully I'll still find some fixes for those issues.

Youtube Video (https://youtu.be/c3P4ac0hFlQ)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-19 18:34:05
This is looking phenomenal blippyp! Masks are really good too! You have a version people can use to try it out?
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-19 18:46:45
This is looking phenomenal blippyp! Masks are really good too! You have a version people can use to try it out?

Mega Link To Backgrounds in Video (https://mega.nz/#!e2pByAQD!Qm6at7oq-Nl_gAx8Xsf2w93ccFZ5SQMkTmUP9iFOv5A)

Thanks! Here ya go

Should go without saying, but of course you need Tonberry for this to work and anything it requires (I don't think anything, but read the mod page), I would also suggest using the hashmaps from AngelWing if memory serves. Although I'm sure most of the people who want to test this know this, but please make sure you make backups of your original folders so you can replace them when you're done.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kennybones on 2019-01-19 18:58:36
I'm already using AngelWings backgrounds pack, so I guess it's just a matter of replacing files. I'm guessing this pack only includes the backgrounds from the video? Luckily I just got the ragnarok on disk3 so I can just check out Balamb :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-19 19:00:38
I'm already using AngelWings backgrounds pack, so I guess it's just a matter of replacing files. I'm guessing this pack only includes the backgrounds from the video? Luckily I just got the ragnarok on disk3 so I can just check out Balamb :)

Well those entire sections are completed (bc, bd and bg folders) so whatever they have to do with in the game, is updated, much of it isn't in the 'video', but just a slideshow at the end, so if you can get to those other screens, you'll likely find bugs I'm not even aware of yet...  ;-P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: FatedCourage on 2019-01-19 22:47:33
Were you unable to get the saves working? Or do you plan to just release videos and packs as you progress? Either way, I'm glad to see all this moving forward.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-19 23:17:15
Were you unable to get the saves working? Or do you plan to just release videos and packs as you progress? Either way, I'm glad to see all this moving forward.

Honestly, I still haven't had a chance to look at those, although I'm pretty sure it's a no brainer to get them going, I've simply just been rather busy the past couple days. As far as how it'll be released, it will definitely be all at once when it's 'completed' or I quit ;-P
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: shikulja on 2019-01-20 05:27:14
If gaming videos, for example, intro, frame-by-frame to disassemble into images, and process this filter. I wonder what the result will be.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-20 07:36:39
the esrgan process is not realy adapted to videos, it's needs realy clear still picture to works
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Mcindus on 2019-01-20 21:40:34
You can use Noesis to pose the NPCs, take a snapshot, and then drop them into the upscaled field image that exists without the NPC's in them.  OR you can dump them from Noesis into max or something, pose them, and then do the same. for other npcs, etc. you can always modify textures to get the different npcs in the parade shots due to the models being identical to other 'baseline' npc models in the game.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-26 21:31:52
It's been a while since I've posted. I haven't been working that hard on this project lately, however I did produce images for the entire game. It's far from perfect (same state as my last post), however it's the entire game this time. It took about a day to generate the images and the masks altogether. I have uploaded my mod on the Nexus, but am currently waiting for them to approve the game.

I will post back here with a direct link once it's been approved, if you're super anxious for it though, a simple search on nexusmods.com for 'Final Fantasy VIII' should work fine considering it's probably the only FFVIII mod they have so far.

I might also produce a video for it over the next couple of days as well, not sure. I have used the saves provided to me from FatedCourage, and they seem to be working fine, so I can jump around many different areas now that I couldn't before which should make for a more pleasant video.

The mod being provided on the nexus is still only BETA - Which means it is BROKEN, it is known to be broken. But every background image was regenerated using my GAN so it is an overall background mod at this point, that simply needs to fix some screens. Some backgrounds do not upscale well and I'd like also like to identify those screens and hopefully find a better model to upscale them with if possible in the future, but for now, unfortunately, it is what it is. The screens with 'checkered' like layering on them I have identified the cause of the problem and afaik, have a fix for them, but it will be a time consuming process. I will have to locate each of these backgrounds (so a screenshot from anyone using it would be super helpful, which goes for ANY background that clearly still looks like garbage). Once I know which backgrounds have this issue, I should be able to fix them one at a time. There are also likely some lighting/effects files that need to be modified, so identifying those would also be super helpful.

As I have clearly not had a chance to play the game myself with these new screens, I have no idea if other issues will also arise, however I did open up nearly all of the saves from FatedCourage and everything (aside from that which was previously mentioned) looks pretty good for the most part and seems to play out fine.

The mod is approx 2GB in size, and you will obviously need Tonberry to use it. No hashmaps are provided, I am still currently using the hasmaps from AngelWing afaik, so that should work for you as well.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-01-26 21:41:17
If your gan model is final, i'd like to test it on some ff7 field witch my current method is not realy good
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-27 20:46:18
Still not approved on Nexus :/ But they have 1000 skyrim mods per hour, to be approved, so....
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-28 10:55:06
Looks like they finally approved it.

GUM v0.0b Download (https://www.nexusmods.com/finalfantasy8/mods/1)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-28 10:55:37
If your gan model is final, i'd like to test it on some ff7 field witch my current method is not realy good

I sent you a pm.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-28 12:18:32
Looks like they finally approved it.

GUM v0.0b Download (https://www.nexusmods.com/finalfantasy8/mods/1)
Yes, thanks, it's a very huge improvement compared to other, still gorgeous, similar mods.

I just wonder if I can play with italian texts, but english ingame signs.
I tried different combos with your mod + angel wing eng/ita textures and meshes, and seems I just have 2 options:
italian blurred signs or, deleting angel wing ita mesh, I have english hd signs but with some glitches, like the menu in the main hall of the Garden.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-28 13:47:32
I just wonder if I can play with italian texts, but english ingame signs....

Thank you RichterB, I'm glad you're enjoying it :)

Unfortunately, it still requires a lot of work however. But it's an 'official' start I'd say.

I purchased my game on steam, but also have the playstation version as well. I pulled all my images from my steam game. It only had english data included, but if I'm understanding you correctly, you're referring to images that I've changed that are english, but you want the French or Italian version of that screen. I'll have to look into this a little further, but as far as I know I pulled every field image in the game. I might need someone to supply me with the other language versions in order to fix that. If I change my regional settings and re-download/install the game I might get the appropriate data files also (I would think) from steam which I could then convert, but that would suck having to do that and would therefore only likely do it by request or for what is likely the 'main' languages being used (in my mind). Obviously I don't want/need to convert them all however, so I'll also need to identify which screens need to be converted for that language possibly, depends on how it's laid out I suppose.

I will look into this further though. Please correct me if I'm misunderstanding you though. And thank you for the feedback, issues like this is exactly why I released the beta version even at such an early stage, so it's already paying off. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-28 16:11:41

CUT

Yes, the signs and signposts in the game, are localized for every language the game supports.
Oddly, even installing only English version of Project Angel Wing, and your mod, I still have italian signs. So they are not overwrited from texture files of Tonberry.
You can see attached images in the spoiler. In full screen, They are much more blocky and pixelated than they looks in these pics.
You should ask FatedCourage, the author of Project AngelWing. He managed to retexture signs for every language. In fact, his mod is available in different languages.
I'm not an expert of modding, but maybe you can download English and Italian version of Project AngelWing, and just compare the archives to see what are the differences.

Spoiler: show

(https://i.imgur.com/at29WoS.jpg)

(https://i.imgur.com/drlz01m.jpg)

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


EDIT:
Using Project AngelWing italian hashmap, things are a little bit better, but there is this glitch here.
Spoiler: show
(https://i.imgur.com/R1ePwTC.jpg)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-28 17:14:47
I compared all files in "textures" folder of version ENG and ITA, of Project AW, with an app called WinMerge, and here you can see the results.
In the folder BG, you can see there are a lot of subfolders with ALL different files between the 2 versions.
In the folder EC, there are only 2 subfolders with different files. I don't know why 2 files are greyed
In the folder TE, there is just 1 subfolder with 1 different file.

That's it. They should be the only different files between English and Italian version. And, of course, the added hashmap for italian version, and you can find it in italian version of Project AW.

Spoiler: show
(https://i.imgur.com/A0J0oxd.png)
(https://i.imgur.com/pq4dd9p.png)
(https://i.imgur.com/LGkLvHy.png)

Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-28 17:26:14
I compared all files in "textures" folder of version ENG and ITA, of Project AW, with an app called WinMerge, and here you can see the results.

Oh thanks, I was about to do the exact same thing actually, still waiting on the downloads to complete. Unfortunately it still doesn't help with the fact that I don't have the original files which I'll need to do the upscale on. I can resize these ones, but they'll be 'off' probably.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-28 17:30:49
Oh thanks, I was about to do the exact same thing actually, still waiting on the downloads to complete. Unfortunately it still doesn't help with the fact that I don't have the original files which I'll need to do the upscale on. I can resize these ones, but they'll be 'off' probably.
IMHO, the faster way to have original files, is to change game language on Steam. It downloads about 400mb of files every time you change language. It's not so much if you have a decent connection
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-28 18:03:10
Ya, it's likely the first thing I'll try. Aside from some quiet hero lurking in the background who suddenly posts the files for me to just 'click' on like you did showing me which files to change, I can't think of any other method to get what I want atm and I'm assuming at this point that my 'hero' card has already been pulled and likely won't see another. But, if that fails, I'll have no choice but to wait patiently and rely on the generosity of someone else to post the files I need.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-28 18:30:08
Ya, it's likely the first thing I'll try. Aside from some quiet hero lurking in the background who suddenly posts the files for me to just 'click' on like you did showing me which files to change, I can't think of any other method to get what I want atm and I'm assuming at this point that my 'hero' card has already been pulled and likely won't see another. But, if that fails, I'll have no choice but to wait patiently and rely on the generosity of someone else to post the files I need.
Really, it takes less than 5 mins to download with Steam.
Even if I want to help, I don't even know how to find and/or extract these original files
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-28 18:40:14
Even if I want to help, I don't even know how to find and/or extract these original files

As long as that list of files you gave me is accurate, and I have no reason to think it isn't, then it's really just a matter of collecting the files together, they won't take too long to upscale. I just gotta set a couple of hours aside to do it is all.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-28 19:15:06
As long as that list of files you gave me is accurate, and I have no reason to think it isn't, then it's really just a matter of collecting the files together, they won't take too long to upscale. I just gotta set a couple of hours aside to do it is all.
Yes, just these files and an hashmap for italian, but I guess we can use the one from Project AW.

I wanted to help you with vanilla italian texture files, but I can't find them. In my "textures" folder there are only modded files. So I suppose vanilla files are encrypted and compressed elsewhere.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-30 10:04:04
Wow, you are on DSOG https://www.dsogaming.com/news/final-fantasy-8-receives-a-hd-remaster-treatment-thanks-to-this-ai-enhanced-hd-texture-pack/
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-30 13:15:29
wow that's pretty cool, thanks for posting this for me :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-30 20:08:22
wow that's pretty cool, thanks for posting this for me :)
You're welcome. Any update planned in the next few days?
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-31 05:41:38
You're welcome. Any update planned in the next few days?

I have no idea tbh, I just take this stuff one day at a time, and I clearly don't work on it every day, then the next I might work on it non-stop for 2-3 days. If you locate a screen that is clearly broken, especially game-breaking. Making me aware of something like that I would likely look into it and try to fix it asap, I would react similarly for a screen that is clearly not done well and you see it all the time, and it's just driving you nuts. I would look into fixing that one as well as long as someone complains about it. But as for setting a 'date' for anything, I have no intentions for anything like that.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-31 12:55:46
I have no idea tbh, I just take this stuff one day at a time, and I clearly don't work on it every day, then the next I might work on it non-stop for 2-3 days. If you locate a screen that is clearly broken, especially game-breaking. Making me aware of something like that I would likely look into it and try to fix it asap, I would react similarly for a screen that is clearly not done well and you see it all the time, and it's just driving you nuts. I would look into fixing that one as well as long as someone complains about it. But as for setting a 'date' for anything, I have no intentions for anything like that.

I'm not so much into the game, and the problems encountered are things you already know.
The missing support for non-english languages
And the "wrinkle" effect on some backgrounds, like the one here (I suggest to see the image in fullscreen).
Spoiler: show
(https://i.imgur.com/6Rz2PlJ.jpg)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-31 14:26:09
...and the problems encountered are things you already know.

And the "wrinkle" effect on some backgrounds, like the one here...

Yes, that's the 'checkered' effect I was mentioning and although I've only fixed a couple, seem to know how to fix, but it will be time consuming and slow to fix. I have to figure out which screens are doing it, but you only see the effect of it while in-game, the textures look fine outside of the game, which is why I'm hoping people will post pictures of the backgrounds that are doing this.

I've run into at least 4-5 of these so far, and I'm sure there are many more. I'm trying to come up with a way to fix it thru my script so that this 'needle in the haystack' is automatically fixed, but until then, I can only fix them as I find them. If I can find a solution for that, I will likely regenerate the images again and produce another download, otherwise, I will have to locate each background having this issue and fix it by hand, then once I think I've gotten them all/most of them  I will provide another 'patch' download.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-01-31 16:08:53
If you still need other language files, and can kinldy explain what files I have to send you, or how extract by myself, just say it.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-01-31 16:31:37
If you still need other language files, and can kinldy explain what files I have to send you, or how extract by myself, just say it.
I'm downloading them now, so really nothing, I just have to look at them and try to figure out what I need to do with them. But I certainly appreciate the offer. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-02-01 17:42:29
As fated courage did a waifu HD pack, maybe it would be good to ask him about the checkered effects. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-01 19:55:44
As fated courage did a waifu HD pack, maybe it would be good to ask him about the checkered effects. :)

We both use completely different models for our backgrounds. I'm pretty sure he used waifu, which basically denoises and 'cleans' for lack of a better word, so tbh, I doubt he ran into the same issue as I have, or at least a lot less. Since my own model adds 'noise' and guesses on detail to add, my own backgrounds tend to show this 'checkered' effect more. I do know how to fix it (at least I think I do, it worked on one example I tested at least), and may even find a way to fix it in my scripts so I don't have to fix them all by hand (which will require rebuilding all the images again), but currently I'm focused on the language issues, once I have that worked out I will begin focusing on the backgrounds again. The unfortunate part is that I will (again) have to extract the data files for another language (this is a very manually intensive pain in the butt process), which is time consuming, but I'm just about finished that as I'm typing this. Once I have extracted another languages data files, I'm hoping that a comparison of the files will produce a smaller list of exactly which files are different so that I can easily 'pull' and modify just the files necessary for that language (each language basically has every file, so I need to compare them all, so either I do that, or rebuild all the screens again for each language, which clearly sucks). Ultimately, just for convenience, I may go that route, but I'd rather not, since it will require extracting the data for each language, and not just the necessary files, but each file, which basically takes a day for each language and it's far from an automatic process.

I know that RichterB already posted an attempt to identify the different files, but at closer inspection, I'm pretty positive the list he gave me is unfortunately not completely accurate (I have no idea why), I believe what he did was fine, and I will be doing it again in a very similar way. The main reason why I believe this however, is that in the list he gave me it did not include (from what I could tell) screens that had text that should of been flagged. For example, the computer screen in the classroom, those images weren't present, or I didn't see them when looking at the images. I didn't look at them all (and his list was producing language conflicts as expected), but when I eyeballed the file names, I'm pretty sure those screens in the classroom are missing, which leads me to conclude there are likely more missing as well. Either way, I'd still rather check and compare it myself to be sure.

There are a lot of 'skipped' steps that I've done for the 'beta' version that likely won't get skipped in the final version. For instance, I will likely eventually generate a database on each image that will allow me to manipulate the images in a much more advanced way in my scripts, which will easily remove most of the problems I have already run into (specifically the checkered issue and any light/effects issues), but it's very time consuming to go over that many files and try to determine what each file is for, if I'm lucky, I'll be able to identify what screens have these issues and save time by not having to do that step, but only time will tell. Eventually, I think I'll end up making the database any way. But am still hoping to be able to find some 'standard' in the filenames produced by Pupu to be able to solve these issues instead (and already have 90-99% of the time for the lighting/effect issues as far as I can tell, otherwise the beta wouldn't even exist).

To explain the 'checkered' issue however, I saved a lot of time on the backgrounds, by using an archive posted here on qhimm that had 'most' of the original backgrounds already in it. The backgrounds in the game aren't actually one image, but many images layered on top of eachother (I know you already know this, am just stating it for clarification for others), and you must identify which files are needed for the background and merge them to get a full image. It was very simply to put the files in this archive in with the appropriate backgrounds and only required me rebuilding like 120 backgrounds myself by hand, because of this however, I haven't fully identified which files are used in each background. Every time my GAN produces an image, it slaps the image required on top of it's background. This prevents a border effect that generates on each image by instead using the whole screen (ie: the 'border' effect lands on the edges of the screen, instead of around the alpha image, which would appear very obvious if I didn't). Because each image has this background layered below each image, the background gets 'rebuilt' for each image. The GAN never produces an exact copy however, so in some situations, it produces this checkered effect whenever using screens that are part of the background, since the background is now built of 'slightly' different versions for each image that is part of that background. In order to fix this, I need to pull the background image files from a single image, instead of re-creating each image every time which is fine for most images, if that makes sense. Explaining this would be much easier to understand with a video demonstrating it, but this will have to do.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: satsuki on 2019-02-01 22:02:32
The "checkered" issue you get let me think you dont resize plain picture but only subpicture in some cases

To avoid that bug here's what's i'm doing for ff7:
1)create all backgrounds as a plain picture for each sub-picture (each step of each animation too)
2)uspcale
3)cut off with an upscale mask to get all the cutted sub-picture back

To avoid bugs a made the step 1 mostly by hand, 3537 plain pictures, but it was not to long with gimp and keyboard shortcuts
The upscale mask have ben auto-generated with the method we discuted but also lot of small correction by hand to avoid some black pixel on some screens
step 3 is almost 100% automated (only 3 screens needs manuals tweaks)

I hope you find a way to fix it with your method, your FF8 upscale looks realy promising
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: RichterB on 2019-02-13 16:08:22
Pretty sure you already know it, but I report it anyways.

The (not so) Beautiful people of Deling City
Spoiler: show
(https://i.imgur.com/g8gMSKQ.jpg)

(https://i.imgur.com/9ppryNa.jpg)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-13 21:47:50
ya, that's why I considered not doing it before. basically every character that is part of the background needs to be redrawn, it sucks, but maybe an artist will provide improved images for them in the future. Sadly I lack the skills, I could probably redraw them, but it would take me a long time and I doubt they'd be considered 'an improvement' considering I'm not an artist... :'(

when I get around to finishing the mod, I will likely try to hunt for an artist who might be willing if no one steps up to the plate for it by then.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Fraggoso on 2019-02-14 13:25:02
Why don't you just "ignore" it. I mean, nothing is perfect right?
As long as the baseline is better than it was before or the rest, go for it and don't stress yourself about a bunch of Fields. ;)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-14 13:47:49
Well, personally, I think the GAN versions look literally horrible. I would personally probably prefer to see the original versions of the characters overlapped on the new backgrounds then the way they look in the GAN upscaled versions. For an artist to redo them wouldn't be a lot of work I don't think, not a competent one at least. The trick will be finding one who is willing to do it. I'm sure someone would, we just need to find them. Right now, I'm hardly stressing over it though, sooner or later someone will likely do it, I will at least provide those backgrounds in their non Pupu converted state (so the actual images) so that if someone wants to do it they can easily provide a patch for it also once I get past the beta stage probably.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Zervox on 2019-02-14 14:38:26
if you had access to similar 3D meshes for them you could perspective render them onto the image.
unless there is a good way to remove them from the image and redraw the actual background and replace them with 3D actors similar to how they are done in other areas.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-14 21:54:48
if you had access to similar 3D meshes for them you could perspective render them onto the image.
unless there is a good way to remove them from the image and redraw the actual background and replace them with 3D actors similar to how they are done in other areas.

These characters aren't 3D models, they're part of the drawn backgrounds, I don't think I've seen a single instance where the character was a 3D model. The actors in the game that are 3D models have all (or nearly all) been already rebuilt by other modders, so they're not my concern at the moment. It would certainly be ideal to use 3D models in their place as you say and overlap them over the 'poorly drawn' actors, unfortunately I have next to zero experience with 3D modeling. I'm sure I could do that if I played with it, but haven't gotten around to looking into it. The hard part would be rebuilding their custom textures, etc.. to make them fit. Personally I don't even care if they look the same, just as long as they look 'random' and fit into the background. As far as removing them from the background, I'm not really concerned about that part, I could easily do that myself and when the time comes, I will likely provide those backgrounds as well for other modders to use as a base to put the new characters on if they feel inclined to do so, but there are other issues that still need to be fixed before then, like the checkered layering issues need to be fixed, the game still needs to be played with the mod so that all the screens can be identified.

I still haven't even played the game with the new backgrounds myself yet and am currently taking a break from it, but am still watching the thread and the nexus page for comments for what people may be finding, especially game-breaking issues (which I would likely try to fix immediately and provide a patch for). The characters are certainly one of the 'most annoying' parts that 'need' to be fixed, but still isn't the highest priority issue unfortunately and as I've said, overall, is mostly out of my hands since I'm not an artist myself nor do I have the 3D modeling experience necessary to go that route to fix it either. Eventually I will play with it, but it's one of the last tasks on my list to do. I identified this issue a long time ago and was encouraged to continue with the mod regardless, so I did.

If an artist or someone who knew how to already mess around with those models wanted to take a crack at it, then rebuilding the backgrounds without those characters would immediately end up on my to-do list however since I want it fixed as much as anyone else and would do anything I could to help that person with that task. They don't even have to be a great artist either, as long as they could produce reasonable images, I could very likely rebuild the background including those new images making them 'merge' more naturally I'd bet. But since the mod isn't completely working yet either, I wouldn't expect anyone to want to go that route without everything else being fixed already, so I'm not holding my breath on that happening just yet.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Sega Chief on 2019-02-15 00:24:45
What about setting the field model onto a black background (for instance debug menu), and then increasing size of field model with an appropriate rotation. Could then screenshot it, cut it out clean because of the black background, and then impose the image onto the field over the bad ones? It'd involve shuffling the char.one files within field screens about though, or hex-editing.

If there's a model viewer tool for this game that'd simplify things a lot, but I think it's only for battle models.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-15 04:07:48
What about setting the field model onto a black background (for instance debug menu), and then increasing size of field model with an appropriate rotation. Could then screenshot it, cut it out clean because of the black background, and then impose the image onto the field over the bad ones? It'd involve shuffling the char.one files within field screens about though, or hex-editing.

If there's a model viewer tool for this game that'd simplify things a lot, but I think it's only for battle models.

Unfortunately, since I haven't even remotely begun messing around with the models in the game, I have no idea what's required to manipulate them. However, if I'm not mistaken, it sounds like you're explaining basically what I was thinking if using models to replace the background actors. Although, imo, it would be much better/easier if an artist were to do it. They're not animated and since the originals were hand drawn anyway (for most), redrawing them would look more 'natural' to the original game. Plus some of the actors are probably in odd positions which might be difficult to get a model to get into and look unnatural, therefore creating more issues. But I wouldn't have a clue until someone tried it, anything that works and looks better is good in my book in the end, whether hand drawn or using a model though.

[edit]
Actually, after re-reading your post, I think I initially misunderstood what you were saying. I like where you're going with this though, and could likely easily replace many of the bad actors in the game with some edits and using what you're suggesting as a base. It's an interesting idea, would require a lot of work, but it might be something I could do myself in the end if no one else can/is willing to help out with the situation. I'm not very good at drawing bodies, but I'm willing to bet it wouldn't be too hard to 're-dress' the actors however I want and make a few modifications here and there (hair, etc...) to make them look different. The hard part would be the characters in the background that are in odd positions though - the ones sitting, or with their hands/arms positioned in different ways or whatever, but even then I might be able to work with it.

Thanks for the idea.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: griever12691 on 2019-02-22 22:28:14
Yes, that's the 'checkered' effect I was mentioning and although I've only fixed a couple, seem to know how to fix, but it will be time consuming and slow to fix. I have to figure out which screens are doing it, but you only see the effect of it while in-game, the textures look fine outside of the game, which is why I'm hoping people will post pictures of the backgrounds that are doing this.

I've run into at least 4-5 of these so far, and I'm sure there are many more. I'm trying to come up with a way to fix it thru my script so that this 'needle in the haystack' is automatically fixed, but until then, I can only fix them as I find them. If I can find a solution for that, I will likely regenerate the images again and produce another download, otherwise, I will have to locate each background having this issue and fix it by hand, then once I think I've gotten them all/most of them  I will provide another 'patch' download.

Great work on the mod. I heard about projects like this for FFVII and began a search to see if someone started doing it for VIII (my all time favorite) and lo and behold here you are. I intend to start a play through tonight with these and will compile a comprehensive list of affected "checkered" areas for you. I'll take screenshots as well. Thanks for all your work! Will check back in soon.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-23 03:45:47
...I intend to start a play through tonight with these and will compile a comprehensive list of affected "checkered" areas for you. I'll take screenshots as well. Thanks for all your work! Will check back in soon...

That would be great! This mod desperately needs someone to use it and screen shot the bad areas - I would absolutely love it if you did this! :)

I've been on a 'break' on this project since I produced the beta, but would eagerly document anything people can post about it and will fix it asap even (especially anything game-breaking).

I'm currently focused on another project atm (it's still a secret) ;-P and am also working on learning how to model in blender a bit (hopefully it'll stick this time). But I have no doubt I'll come back to this sooner or later, your efforts wouldn't be for nothing imo :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: wilsonl on 2019-02-24 12:03:50
hey , blippyp, I have a good GAN database which I had trained many months.

do you think it's better for the images?

I can help you to generate photos with my GAN database.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-02-25 01:23:52
hey , blippyp, I have a good GAN database which I had trained many months.

do you think it's better for the images?

I can help you to generate photos with my GAN database.

Well, that's the thing with these GAN's, none of them are really perfect, they're all trained to do what they're trained to do. If I trained a GAN to generate a poodle using just 4 pixels to begin with, then it's going to do a much better job at producing a 'dog' from those pixels than a GAN that's trained to take those same four pixels and turn them into a car.

Bottom line, I wouldn't know ;-P

You'd have to post some converted images, but ultimately it all boils down to opinion(s) along with the ultimate goal. I'm also, personally, very happy with the results of my GAN with this game for the most part (it's how I want it), but some images just don't convert as nicely as others (there's a bit of a 'mix and match' with the original images, which makes that very difficult and imo, would require many differently trained GAN's to produce similar images all throughout as well as an artist to at least remake all/most of the characters which are part of the backgrounds. I began this project for me, not for others, but if others enjoy what I produce, then if I ever actually finish it all the better, it's not too late to begin using a different GAN for this project either though.

However, despite what 'I want', that doesn't mean I wouldn't love to see your results as well. So far I've automated my process, but sooner or later manual work will likely be needed, but if by some fluke luck a process is made without any need for manual labour (or manual labour is neede only once no matter which GAN/filtering system you wish to use), I'm certainly all for that and would definitely love to find a GAN/process that would do that with all these images (and a HUGE bonus if they also produce good background characters), I just highly doubt one exists tbh.

But like I said, it's impossible to tell unless you try. So post some images if you wish, I certainly have no complaints about seeing them :)

My 'impossible ultimate goal' for this project from the word 'go' was to be able to produce an automated process that would use whatever type of filtering system we wanted and apply that process to the original images of the game. So the output of one attempt would be a 'cartoon' game, another might be more realistic, another would be nothing but sketches, etc.. etc... The point is that you push a button, walk away and when you come back, you're left with an entirely different looking game than before.

So, ultimately whether I enjoy the images your process produces or not doesn't matter, if I succeed in a 'one push button fix' as is my ultimate goal, and you wanted to use your images instead, you could do that. For myself, as I mentioned, I'm already happy with my backgrounds. I get that not everyone likes them or they would prefer them looking another way, that's perfectly fine - in fact, that's the entire point of why this project began to begin with.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: warkwarth on 2019-03-23 21:39:58
Ill glady try this out since im about to start a new run on FF8 where are the files to set-up?
and let me know how I can help do you still need screenshots? How far along are you into the project?
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Brokenxwing on 2019-04-03 11:17:36
Wow, your work is really impressive! I played FF8 for the first time all the way through last year, but backgrounds back then were MUCH less impressive. The AI stuff we've seen since the start of 2019 for FF7 and FF8 is incredible! I really hope you don't abandon the project! Cause I'd LOVE to play the game again if you do release a complete version.

One of the things I remember having an issue with for FF8 was the character models (the HD ones you used in your tests) don't quite look right to me. Their faces are pretty different and I often remember feeling like the original character designs were superior when it came to their eyes and faces.

I'd have to see a proper comparison again to see if it's what I remember. If I had any skill with modding things myself I'd LOVE to have an updated HD character set that was a bit more realistic looking with their faces. Honestly, reading through this whole thing took around an hour. And in the last few pages I kinda just started skimming because I wanted to get it finished sooner to get to the end and see if you had finished it or not. That and a LOT of the technical aspects just completely flew right over my head.

I mean, I don't even know what a GAN is xD. I'm assuming it has something to do with AI Neural Networking. But I don't know what. I hope you continue this project because it's honestly amazing what you've accomplished! And in such a short time. It reminds me of this guy Jmp who a few years ago tried to make 3D models for FF7, I read through that thread last night before bed too. The difference is your method is already pretty close to being completed, whereas his method no matter how fast the man was working had only completed like a dozen fields in months.

I think it's safe to say AI Neural Networking is a MUCH more practical solution at this point because it's so automated (compared to just straight up manual work) and allows you to do THOUSANDS of backgrounds in mere hours or days, something which is probably utterly impossible if you'd have done them by hand. I realize it's not perfect, and probably will never look as good as if someone just literally redrew ALL of the backgrounds manually again, but it's a pretty amazing result nonetheless! You should be VERY proud of what you've accomplished! :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-04-15 23:54:11
Ill glady try this out since im about to start a new run on FF8 where are the files to set-up?
and let me know how I can help do you still need screenshots? How far along are you into the project?

Hello, sorry I haven't been around much lately. I've clearly sort of put this project to bed atm, but I wouldn't be at all surprised if I eventually come back to it. All the images are completed, however the process didn't catch everything and there were a few oddities here and there. My initial worries regarding the characters are still a thing, as well as some backgrounds having a black checkered pattern on them (which I know how to fix, but I need to locate each screen and then rebuild them seperately for now. First problem is that I don't know which screens these are, and it would be rather time consuming to do them by hand, but not impossible as long as there aren't thousands of them (which there aren't), I'm guessing maybe a 2-3 dozen, but I have no idea.

I probably won't touch this project again until I next get the urge to play the game, which I have no idea how long that would be.

If you'd like to see the project at it's current stage however, it's being provided on the nexus: https://www.nexusmods.com/finalfantasy8/mods/1 (https://www.nexusmods.com/finalfantasy8/mods/1)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-04-16 00:04:49
Wow, your work is really impressive! I played FF8 for the first time all the way through last year, but backgrounds back then were MUCH less impressive. The AI stuff we've seen since the start of 2019 for FF7 and FF8 is incredible! I really hope you don't abandon the project! Cause I'd LOVE to play the game again if you do release a complete version....

One of the things I remember having an issue with for FF8 was the character models (the HD ones you used in your tests) don't quite look right to me. Their faces are pretty different and I often remember feeling like the original character designs were superior when it came to their eyes and faces.

I'd have to see a proper comparison again to see if it's what I remember. If I had any skill with modding things myself I'd LOVE to have an updated HD character set that was a bit more realistic looking with their faces. Honestly, reading through this whole thing took around an hour. And in the last few pages I kinda just started skimming because I wanted to get it finished sooner to get to the end and see if you had finished it or not. That and a LOT of the technical aspects just completely flew right over my head.

I mean, I don't even know what a GAN is xD. I'm assuming it has something to do with AI Neural Networking. But I don't know what. I hope you continue this project because it's honestly amazing what you've accomplished! And in such a short time. It reminds me of this guy Jmp who a few years ago tried to make 3D models for FF7, I read through that thread last night before bed too. The difference is your method is already pretty close to being completed, whereas his method no matter how fast the man was working had only completed like a dozen fields in months.

I think it's safe to say AI Neural Networking is a MUCH more practical solution at this point because it's so automated (compared to just straight up manual work) and allows you to do THOUSANDS of backgrounds in mere hours or days, something which is probably utterly impossible if you'd have done them by hand. I realize it's not perfect, and probably will never look as good as if someone just literally redrew ALL of the backgrounds manually again, but it's a pretty amazing result nonetheless! You should be VERY proud of what you've accomplished! :)

Thankyou, I'm glad you like it, I certainly spent a lot of time on this last I was working on it. You're right about the character's though, I'm also really not happy with what happens with them. The issue is obvious, my GAN was trained to rebuild backgrounds, not characters. I'd have to make a new GAN just for the characters to get reasonable results, which would take time. Then there would be the issue of merging a background produced image with the character produced image (which would likely have to be done by hand). Personally, I just think getting an artist to rebuild the characters if not even the backgrounds as well would just be a much better method. But this GAN stuff is pretty neat, not gonna lie. It definitely kept me really interested for a while. If someone had the time and knew more about the specifics on do's/don'ts for training GAN's however, I think you could produce whatever you wanted reasonably well, there's just so much potential, and we've only just scratched the surface on this neural networking stuff I think, although it's definitely getting more and more common in ways most people don't even realize yet, which is also kind of scary.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Farso on 2019-04-27 07:59:10
Hey ! :)

What you've done is impressive! Keep it up, i'm sure we can get something out of this ! Right now i don't have much time (Exams you know...) but i should get plenty of time next year! I'll try to do something, learn how to train and use those neural network and try to help you :)
Well... This is Awesome ! Thank you :)

Have a nice day !
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Brokenxwing on 2019-06-11 10:28:31
Thankyou, I'm glad you like it, I certainly spent a lot of time on this last I was working on it. You're right about the character's though, I'm also really not happy with what happens with them. The issue is obvious, my GAN was trained to rebuild backgrounds, not characters. I'd have to make a new GAN just for the characters to get reasonable results, which would take time. Then there would be the issue of merging a background produced image with the character produced image (which would likely have to be done by hand). Personally, I just think getting an artist to rebuild the characters if not even the backgrounds as well would just be a much better method. But this GAN stuff is pretty neat, not gonna lie. It definitely kept me really interested for a while. If someone had the time and knew more about the specifics on do's/don'ts for training GAN's however, I think you could produce whatever you wanted reasonably well, there's just so much potential, and we've only just scratched the surface on this neural networking stuff I think, although it's definitely getting more and more common in ways most people don't even realize yet, which is also kind of scary.

Actually, what I was referring to about the faces, was the HD character models. They may be higher resolution, but their faces are quite different in style, and I was saying I kinda prefer the original model style. Like, the eyes in particular if I recall correctly looked off to me. I'm not very knowledgeable when it comes to the 2D poorly drawn prerendered background characters. I'm sure you're right, it would be better if someone will skill redrew them. But that might not happen anytime soon. I've been away from Qhimm for a few months again, so I'm replying a bit late, so sorry about that.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kokie on 2019-09-18 07:12:16
Wow this mod looks extreamly good compare to others background upgrades.

Why dont you guys combine effort and merge this mod and angle wing mod together? Replace some backgrounds with checkerboard effect with the ones in Angle wing?
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: gunner_1207 on 2019-09-18 20:08:06
this looks incredibly promising , to see this game in such beauty, i m excited excellent work!
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: CYRU5 on 2019-09-18 22:14:31
I'm just wondering, is there a possibility for this to be ported to the 'remastered' edition?
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kokie on 2019-09-19 06:44:50
I think l'll start playing ff 8 again with this mod and taking note of all the problematic background and see if l can replace them manually with some background from angle wings. Hopefully that will work. ;D
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kokie on 2019-09-19 17:31:48
Replacing the checkered background with its counter part from angle wing is working great!!! l'm replaying this and replacing the checkered backgrounds as l go along. lol
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-10-02 01:56:33
If you document which screens need to be updated, I will update them on my end as well, the issue isn't that they can't be fixed (I already figured that out afaik), it's that I (sorry to say), haven't played the game yet myself with the new images to see which screens need to be updated as well. I'm not sure why some of them got messed up, but when I rebuilt them by hand as a test, it fixed the issue. Bottom line, is that I need a list of which screens need to be updated, if I knew what they were, it would be incentive enough to fix the images I uploaded as well so that no one has to deal with this issue. Either way, glad you're enjoying it regardless. :)
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: blippyp on 2019-10-02 01:59:14
I'm just wondering, is there a possibility for this to be ported to the 'remastered' edition?

I haven't look into it, but afaik, the remastered edition lacks the mod used by this mod to update those images (sorry, it's been a while, I forget the name of it - tonberry maybe!?!??). So until someone ports it, or something like it, then I don't think this is possible.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kokie on 2019-10-02 12:54:41
If you document which screens need to be updated, I will update them on my end as well, the issue isn't that they can't be fixed (I already figured that out afaik), it's that I (sorry to say), haven't played the game yet myself with the new images to see which screens need to be updated as well. I'm not sure why some of them got messed up, but when I rebuilt them by hand as a test, it fixed the issue. Bottom line, is that I need a list of which screens need to be updated, if I knew what they were, it would be incentive enough to fix the images I uploaded as well so that no one has to deal with this issue. Either way, glad you're enjoying it regardless. :)

l'm finishing disk 1 soon , you want the list of the broken screens until the end of disk 1?  l think l put them all in backup folder when l replaced them with angle wings version.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Gensoul on 2019-10-02 19:29:35
Wow, beautiful work!


I haven't look into it, but afaik, the remastered edition lacks the mod used by this mod to update those images (sorry, it's been a while, I forget the name of it - tonberry maybe!?!??). So until someone ports it, or something like it, then I don't think this is possible.

I'm hoping someone can crack the backgrounds on the remaster soon. I like the remastered characters and the speed-up option. Except the pretty-boy Squall head. I guess he WAS supposed to be the prettiest one in the room. ;)


l'm finishing disk 1 soon , you want the list of the broken screens until the end of disk 1?  l think l put them all in backup folder when l replaced them with angle wings version.

I'd like to see your broken screens list as well. I'm looking to mod up my original FF8 and definitely want these wonderful GUMmie backgrounds as the base with a few bits from Angel Wings as back-up while blippyp is working on them.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: kokie on 2019-10-04 06:01:13
Wow, beautiful work!


I'm hoping someone can crack the backgrounds on the remaster soon. I like the remastered characters and the speed-up option. Except the pretty-boy Squall head. I guess he WAS supposed to be the prettiest one in the room. ;)


I'd like to see your broken screens list as well. I'm looking to mod up my original FF8 and definitely want these wonderful GUMmie backgrounds as the base with a few bits from Angel Wings as back-up while blippyp is working on them.

l just sent all folders containing the broken scenes in disk 1 to blippyp , maybe he can test if he can fix it. l ma crossing fingers.

l'll keep sending scenes as l finish each disk.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: ThunderPeel2001 on 2020-03-01 15:07:42
Holy cow, this looks AMAZING! It doesn't need to be perfect (the original game certainly wasn't). Any improvement is still an improvement.
Title: Re: Final Fantasy VIII - Graphical Update Mod (WIP)
Post by: Frank1984 on 2024-03-10 13:33:04
Simple question, but please answer me because I care about it from the heart.
Can someone explain to me in a few simple steps how to install all in chronological order, thanks.

Sorry for my bad english.