Nice ! I've come across your mod searching if it was possible to re-inject the background into the game, seing your mod was a deciding factor
Great to hear!
I need more informations than that in order to generate images that will be handled properly by the GAN. It was trained with full images, and doesn't cope well with uncomplete layers & transparencies (ie. a door on a black background, it will try to find pattern between the black & the door that are not suitable for the final result).
In order to do that, I don't only need the animation layers, I also need to know that a layer (in the tiff file) IS an animation layer (vs. static background), or if the layer has parralax, and if so, what is the depth of that layer.
For lighting effects and other stuff, I also need to know if a layer a different blending mode.
That is already handled by Hades Workshop.
Or do you mean you wanted to automate a script to look over all layers instead of going hand by hand to decide if that#s an animation or transparency?
As I did it before hand by hand, I'm really fast on doing that on my own but if your scroipt works without issues, that's great!
I would not like to duplicate works here.
I don't know if you do that manually or not, but I wrote scripts that does that automatically (by reading the script field id from both versions in order to match them properly), and that the correct layer from both versions (as your said : blending layers from steam, real background from the PSX version).
Is this really working? if yes, I wished I had this beforehand! xD
It's a classic layering issue. The main problem is that both version doesn't handle semi-transparent images, so the edges of each layer are sharp, instead of having some semi-transparent pixels in order to blend over.
The Steamrelease use half transperancy on some. For example when Zidane and garnet flees from Steiner in the meeting room, the hatch under the table uses haƶlf transparency. Or the shield/sign that get knocked off in Alexandria.
I tried to replicate it but Tirlititi inserted only opaque as it gave us problems with seams.
I asked him to do another test with HW as I maybe know why that happened beforehand.
I'm still unsure if I will use the PSX layers with a neighbooring algorythm, or something similar to what you did, but from early testing, both solutions seems workable.
As long as you've one pixel over that should work. I decided against PSX masks as they're blocky as hell and it didn't really looked good with higher res Backgrounds. :/
ie .this kind of artefacts on the edge of the wood :
It's not due to the masking.
I've the same issue in photoshop is a perfect mask that I couldn't in-engine, but that I use for ground truth when testing.
It's due to the fact that the wood is interpolated near black pixels.
I've tried to extend the pixel borders to avoid that : I can reduce or increase the artifact effect depending of how it's done, but I'm only manage to get a perfect result when it's interpolated with a recombined image.
As long as you've one pixel more than the PSX masks, that will be completly gone, trust me. That's why i opted for Lanzos upres with 400% and going over some of my scripts to get rid of the half transparency.
If you need more information, let me know.
Can you post a comparison between your GAN and manga 109?