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Messages - snouz

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126
I just posted another file with UI stuff, most notably the start menu and world/mist maps.

http://forums.qhimm.com/index.php?topic=19832.0
DOWNLOAD

I invite everyone to test it too and give me feedback.

127


NOW INCLUDED IN MOGURI BETA V2

It's yet another download from me (promise I'll put everything in one big download for the next version)

NEW 2020-04-25 - UI Stuff BETA V2 (fixed)
(outdated) 2020-04-24 - UI Stuff BETA V1

This one is a number of UI changes (no, not the battle UI)

<--- old

<--- old

<--- old



<--- old



Borders around portraits:


- I made the grey bars black.

- I also fixed the misplaced points on both maps.

 - Map points and stuff are sharper



128
Thanks for the feedback, I'll soften dali's skies with touches of waifu2x renders.

Note that the endgame should generally be less janky, as my techniques progressively got more efficient. I'm planning to do another pass on the beginning of the game.

Note that working a screenshot of a scrolling sky in photoshop won't accurately display what it'll look like, I'm forced to use 1 bit transparency and that creates a staircase effect between them. Same problem in Clayra. But yeah, this tree needs to be reworked to look more natural.

129
Garnet is baked in background in one scene and it looks quite bad. I think you could replace her with a better picture of her from a screenshot. She is lying there so maybe from a screenshot from battle when she is unconscious?

Here is the scene with the baked Garnet: https://i.imgur.com/OhYftnR.jpg
Here is a screenshot with laying Garnet: https://i.imgur.com/YZTMcmu.jpg

Almost forgot this one. There are 5 background with people on them (the 4 others are all Lindblum Commercial district), and I've contemplated ways to replace these pixels with actual renders of 3D models. But I need to find suitable screenshots.
If someone manages to use something like Noesis to export some renders in specific poses, like they did with FF8, that would be so much better.


130
I just checked it out and it works out of the box (kinda). It introduces and has a few issues though, namely:

- It disables widescreen by default, requiring one to edit the memoria.ini file and re-enable it
- Battle animations are vastly sped up as a result of the mod increasing battle animations to 30fps. This also needs to be manually edited in memoria back down to 15fps
- The battle UI is quite tiny and is not properly scaled to the rest of the screen. I'm playing at 1080p so I can't imagine that being an issue. Don't see any option to edit the UI size in memoria either
- Cursor tends to disappear occasionally in menus, most evidently when given the option to overwrite an existing save. The mod creator says they're aware of this and are looking for a fix
- Biggest issue for me is that it introduces a severe delay between screen transitions that appears to last anywhere between 3-10 seconds. This is affecting screen transitions, and both entering and exiting battles. I've tried this with both the original Moguri, your rework, and the Scaled UI mod and can confirm that this delay is only appearing after installing the Scaled UI mod.

Another user on Nexus is also reporting what appears to be a game-breaking bug in the fight against the Plant Brain after installing the mod but I haven't checked that out to confirm as of yet

So yeah, I wouldn't personally recommend using the Scaled UI mod right now unless you or ZePilOt are able to have it implemented with Moguri in a stable state.

mmh, that's still a lot of problems TBH. Issues related to memoria.ini shouldn't be a big deal, but the loading screens of 3-10 seconds is not great, as well as the non-scaling and game breaking bug.

131
Would this mod be compatible with moguri rework snouz?

https://www.nexusmods.com/finalfantasy9/mods/11?tab=files

There's a checkbox when installing it asking if your're using moguri.
Are you using the same file structure as moguri?

Thanks!

It should still be compatible.
What you need to do:
-Install normal moguri
-Only replace StreamingAssets files in the moguri install folder (program_files\Moguri mod\)
-install the ui mod.

I was unaware that there was a recent update to make it work with memoria. Does this mod work out of the box or do you need to tweak things? I've sent a steam friend request to discuss.

132
Hi all, thanks for the feedback so far !

Just woke up, here's my schedule for the day:
I'll include a how-to for both when moguri is already installed and when it's not. I'll also include everything in one big download, it'll be easier.
Maybe I should make a FAQ and cleanup the first post.
About the title screen, you'll be happy to know I worked on this and some other other elements, and that's part of a file I'm going to share soon. Still a bit of work on this one, as it includes both wordmaps (the one displayed with select before and after getting the mappemonde)
Right now, I'm working on updating the battle textures.

Don't hesitate to keep sending screenshots of things you think could be improved! I screenshot everything for my todo list

133
Here are screenshots of know bugs and screens to improve:

https://imgur.com/a/ARG1uY7

Please do expand on it! if a visual imperfection is too noticeable, if you see some black zones, something a bit too blurry or dirty... I'm open to all feedback!

Also, I invite everyone to also download the other 3 parts:
http://forums.qhimm.com/index.php?topic=19737.0
http://forums.qhimm.com/index.php?topic=19736.0
http://forums.qhimm.com/index.php?topic=19178.0

134
Oo, can't wait to try this, but I'm confused, do I need to install the "old" moguri mod first to get this working?

Thanks snouz!

Skickat från min SM-G973F via Tapatalk
No need, it's a simple file swap (save the files first)

135
Just installed in a copied folder so i could check alongside Moguri Mod.
Amazing work snouz, they all look gorgeous and i can see the overall improvement. BGs heavy in details have less artifacts and and more defined.
Here's the screenshots i took btw
Moguri Mod: https://imgur.com/a/JXrvU3M
Moguri Rework: https://imgur.com/a/N2tDlBg

Thanks for the screenshots, I already noticed a small glitch lmao

If you want to see the biggest improvements and fixes compared to Moguri 7, you can head to:
-the clock in Memoria
-the windmill in Dali
-Clayra
-invincible ship interior
-Black Mage graveyard
-Lindblum's elevator
-holograms in oeilvert
-all text before new places (at least in English and French, will do Italian/Spanish/German if Memoria is fixed in that regard) except 3 that might not work

If, by any chance, you want to make comparison sliders on https://imgsli.com/, that'd be even better!

136
Releasing V2!

https://drive.google.com/open?id=1siB2nDjAgNwtShNQ43r0f19WbHeYZItE

Changelog:
-fixed the red monster in Desert Palace
-fixed the black square on some black mages (and other NPCs that had strange texture bits)
-rolled back these monster textures to allow blinking or animation: Gimme Cat, Hecteyes, Mistodon
-softened the platform's texture in Pandemonium to blend it better

Here's a quick comparison: https://imgsli.com/MTQ5NjQ

137
Well... I must have done something wrong then.
Pasting the new files over the ones in the game folder where Moguri was installed didn't activate them without your new "Assembly-CSharp.dll'.
I'll look into it, do some tests, and come back with news about this.
The file included in Moguri is linking to podata files present in his own folder, which should somewhere like C:\program_files\Moguri Mod" or something like that.
So you can use Moguri's Assembly-CSharp.dll, and replace the podata files in C:\program_files\Moguri Mod\SharedAssets\

138
Thank you so much for this !
First thing I notice is that when I use the file Assembly-CSharp.dll, your updates are applied but the side borders are back : https://drive.google.com/file/d/18NHPeTo07ObjUzeg6TRoY7fuGJq78Wak/view
If I use the one from Moguri, your updates are not applied but I can play the game 16:9
Is it intended ? Is it a bug ?
Assembly-CSharp.dll is the file that, modified, allows for HD backgrounds.
If you already have Moguri installed, you can ignore Assembly-CSharp.dll and replace the "p0data" files in the Moguri install folder.

139
2020-04-23 - Finally, here's a beta file of the backgrounds!
For those who chose to install it, please screenshot any problem or potential improvement, as major or minor it is.

<<< DOWNLOAD BETA V1 >>>

Maybe save the original files beforehand

140
Did you touch the texture of the weapon? It’s just that his handle is separated from the blade.
https://drive.google.com/open?id=15C0xXd-rdhL-nteDlzaM1mfhk6pE_8Wd
I also found 3 problems:
The cat is a beggar, an eye appeared on the forehead, and the main eyes stopped blinking.
https://drive.google.com/open?id=1IZ8AOdGN_YsSN8PI9jTjYegghkQ5q6kn
Hectoglaz stopped blinking, and trimmings of eyes appeared on the sides of the eyes.
https://drive.google.com/open?id=1R6ZlDyyjebezT-93gZ437ZGpT3vb909F
Kuji left something on the collar.
https://drive.google.com/open?id=10r2ggt1knuWHRs3nUZQcrrQs7WvgUeea

Thanks for the testing and bug report, I'm preparing version 2.
-I haven't touched the weapons at all. Maybe that's the design? What's the name of it?
-I'm rolling back Gimme Cat and Hectoglaz
-Kuja already had that in the original: https://i.imgur.com/XeYuwwW.jpg (had to check in a lets play)

141
During the battle with the last boss, the eyes on the walls do not blink, and the textures scroll along the wall.
https://www.twitch.tv/videos/599176596 an 02:45:54
Screenshot
https://drive.google.com/open?id=1Bg400jomKOfuK7nT3ufT9dtBRvcDfl0l
https://drive.google.com/open?id=1IO2qL0HaxUpdldVQ3rAUQg5UEFwxI_pR
A couple more mistakes Moguri mod.
Trash on the stairs
https://drive.google.com/open?id=1PHZHok80fsKKW4prFRmY-BDpthQ90OJS
and crop from texture.
https://drive.google.com/open?id=1_aJ2gipJNrZgGU-oCfy6h8f2GZz93Y0f

I'm happy to report that all this is fixed and beautiful now. Memoria was a lot of work, but I love these two screens, so I had to put the time and effort. I was actually at work on these 2 in the last few days.
I'll post the beta very soon. It's compiling right now, so that'll will at least take the night.

142
Any news about beta progress or release of the backgroungs?
I've got 55 screenshots of bugs left to treat, then I'll package a beta!

143
I use the version of the game before SE removed the game, just in case I archived the game, the version of the game was around 3 days ago, as SE removed the game
Yeah, but I mean, after they erased it, I had to restore older versions of the files, and I might have mixed up two files. Preparing a v2.

144
Found 2 bugs.
1 bug This is a black dot on the costume of the Black magician.
2 bug, this ... you see pink incognito yourself.

https://drive.google.com/open?id=1ZbGW1gBrqOA4rpyC_9WL0C3R_shOVqvm
https://drive.google.com/open?id=1WuOScX2wOW0XM6G39X-LiG4W52bLq8mc
Thanks!
First one I noticed but I don't understand why that happens
Second one, I might have sent the wrong version? I fixed that recently, maybe it's the file erasing by Square Enix.

145
I must confess I was working on and off on this for the last 2 weeks because...

Mount & Blade II Bannerlord came out and I've been waiting for this game since its announcement in 2012. Before modding FFIX, I modded Mount & Blade Warband (Prophesy of Pendor mod). Anyway, this has nothing to do with anything : )

146
Found a problem, a monster named Mistodon no longer sparkled yellow dots on his face.
Only one point sparkles at the tip of the nose. And then it sparkles like a through hole in the model.
So his face sparkles https://youtu.be/vqBGozQbrmA?t=277
Screen https://steamcommunity.com/sharedfiles/filedetails/?id=2061943589
https://finalfantasy.fandom.com/wiki/Mistodon

Thanks! Will fix in the future version.
Keep telling me if there are others like it. Upscaling these breaks texture animation, so some of them need to stay low res.

There might be the same issue with Gimme Cat's blinking.
There are a few NPC that I had to keep low res (like the kid sleeping in Dali, as no blinking meant he kept his eyes open).

147
I noticed a few problems with the endgame, I'll make a new download once I get to it.

148
It's in the works. I finished "playing/testing" the game today, and I've done screenshots of bugs between terra and the end. I now have 186 new screenshots to help me correct bugs in sanctuaries/branval/pandemonium/memoria/crystalworld, then I'll release a "beta" for people willing to test it.

I've noticed a few problems with other parts (npc/battle scenes/...) and create a new version of that too.

149
Testing right now!
Is there a reason why the p0data2.bin is only about 900MB compared to the Moguri Mod p0data2.bin with 2GB?
I‘m not into modding... just wondering  ;D
Yes, that's linked to the way the transparency of the images is handled. I used DXT1 instead of DXT5, because the game only uses 1 bit of alpha (so it means transparency is either 0 or 1, not in between). Thus, the size is smaller and the final result has less artifact. I tested all possible options, this is the best one.

150
Where did you download? How did you try the improvements? О_о

I created 3 threads.
http://forums.qhimm.com/index.php?topic=19737.0
http://forums.qhimm.com/index.php?topic=19736.0
http://forums.qhimm.com/index.php?topic=19178.0

I've been working on the wordmap textures for the last few days, now that it's out of the way, I'm doing the backgrounds full time.

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