Author Topic: [FF7PC] Texture Upscales - Final Fantasy VII Texture Enhancements (2014-07-17)  (Read 72036 times)

EQ2Alyza

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I feel it's time I made an attempt at creating a mod, and with the introduction of the first Mod Manager for Final Fantasy VII, now is the right time. My goal is to apply the resizing and filtering methods of Omzy's FFVII Field Pack into every possible texture. I really like the FacePalmer textures because of its ability to keep the old school style in tact while giving it the right amount of face lift, so I'm hoping after this is done, the texture transitions between field, battle, and world will be a nicer match.

What I'm Doing...

Battle Scenes
  • Unpack battle.lgp and copy the files og** to rr** into a temporary folder. These are all the files associated with battle scenes.
  • Use TexTool by Iros to batch export TEX -> PNG. Textures for the environment are only those labeled **ac through **aj.
  • Use an editing program of your choice to resize and filter. I apply the settings from the FacePalmer_v3.0.jsx Script within Photoshop.
  • Use TexTool by Iros to batch import PNG -> TEX.
World Map
  • Unpack world_us.lgp and copy its files into a temporary folder.
  • Use TexTool by Iros to batch export TEX -> PNG.
  • Use an editing program of your choice to resize and filter. I apply the settings from the FacePalmer_v3.0.jsx Script within Photoshop.
  • Use TexTool by Iros to batch import PNG -> TEX. (WIP = LGP Files)
What It Looks Like...





89/89 Battle Scenes - Project Complete

Code: [Select]
LGP----Scene Name ---------------------- PNG
oh-----Bizarro Sephiroth --------------- STAGE01_T0x_00
oi-----Grassland ----------------------- STAGE02_T0x_00
oj-----Mt. Nibel ----------------------- STAGE03_T0x_00
ok-----Forest -------------------------- STAGE04_T0x_00
ol-----Shoreline ----------------------- STAGE05_T0x_00
om-----Desert or Mt. Corel ------------- STAGE06_T0x_00
on-----Arctic -------------------------- STAGE07_T0x_00
oo-----Swamp --------------------------- STAGE08_T0x_00
op-----Sector 1 (Opening) -------------- STAGE09_T0x_00
oq-----Reactor ------------------------- STAGE10_T0x_00
or-----Reactor (Guard Scorpion) -------- STAGE11_T0x_00
os-----Reactor 1 Entrance -------------- STAGE12_T0x_00
ot-----Subway -------------------------- STAGE13_T0x_00 (unused)
ou-----Mythril Caves ------------------- STAGE14_T0x_00
ov-----ShinRa HQ ----------------------- STAGE15_T0x_00
ow-----Subway -------------------------- STAGE16_T0x_00
ox-----Hojo's Lab ---------------------- STAGE17_T0x_00
oy-----Elevators ----------------------- STAGE18_T0x_00
oz-----Roof ---------------------------- STAGE19_T0x_00
pa-----Highway ------------------------- STAGE20_T0x_00
pb-----Don Corneo's -------------------- STAGE21_T0x_00
pc-----Cathedrel ----------------------- STAGE22_T0x_00
pd-----Ancient Forest ------------------ STAGE23_T0x_00
pe-----Midgar Slums -------------------- STAGE24_T0x_00
pf-----Reactor 1 ----------------------- STAGE25_T0x_00
pg-----Reactor ------------------------- STAGE26_T0x_00
ph-----Sector 7 Pillar Stairs ---------- STAGE27_T0x_00
pi-----Sector 7 Pillar Control --------- STAGE28_T0x_00
pj-----Sector 8 ------------------------ STAGE29_T0x_00
pk-----Sewers -------------------------- STAGE30_T0x_00
pl-----Cave ---------------------------- STAGE31_T0x_00
pm-----Cave ---------------------------- STAGE32_T0x_00
pn-----Corel Passage ------------------- STAGE33_T0x_00
po-----Junon Beach --------------------- STAGE34_T0x_00
pp-----ShinRa Freighter ---------------- STAGE35_T0x_00
pq-----Corel --------------------------- STAGE36_T0x_00
pr-----Battle Square ------------------- STAGE37_T0x_00
ps-----Da Chao ------------------------- STAGE38_T0x_00
pt-----Cid's --------------------------- STAGE39_T0x_00
pu-----Lifestream Descent -------------- STAGE40_T0x_00
pv-----Reactor 5 Entrance -------------- STAGE41_T0x_00
pw-----Ancient Temple ------------------ STAGE42_T0x_00
px-----ShinRa Mansion ------------------ STAGE43_T0x_00
py-----Junon Aerodrome ----------------- STAGE44_T0x_00
pz-----Cave ---------------------------- STAGE45_T0x_00
qa-----Under Sector 8 ------------------ STAGE46_T0x_00
qb-----Gongaga Reactor ----------------- STAGE47_T0x_00
qc-----Gelnika ------------------------- STAGE48_T0x_00
qd-----Train Graveyard ----------------- STAGE49_T0x_00
qe-----Ice Cave ------------------------ STAGE50_T0x_00
qf-----Hojo ---------------------------- STAGE51_T0x_00
qg-----Sector 8 ------------------------ STAGE52_T0x_00
qh-----Cetra Altar --------------------- STAGE53_T0x_00
qi-----Cave ---------------------------- STAGE54_T0x_00
qj-----Spire in the Crater ------------- STAGE55_T0x_00
qk-----Crater (Jungle) ----------------- STAGE56_T0x_00
ql-----Sephiroth's Vortex -------------- STAGE57_T0x_00
qm-----Midgar Area --------------------- STAGE58_T0x_00
qn-----Seafloor Tunnels ---------------- STAGE59_T0x_00
qp-----Corel Railways ------------------ STAGE61_T0x_00
qq-----The Crater ---------------------- STAGE62_T0x_00
qr-----Corel Railway Bridge ------------ STAGE63_T0x_00
qs-----Rope Bridge --------------------- STAGE64_T0x_00
qt-----Da Chao ------------------------- STAGE65_T0x_00
qu-----Ft Condor ----------------------- STAGE66_T0x_00
qv-----Midgar Area --------------------- STAGE67_T0x_00
qw-----Bizzarro Seph R/L --------------- STAGE68_T0x_00
qx-----Bizzarro Seph L/R --------------- STAGE69_T0x_00
qy-----Jenova SYNTHESIS ---------------- STAGE70_T0x_00
qz-----Coal Trains --------------------- STAGE71_T0x_00
ra-----Cosmo Canyon -------------------- STAGE72_T0x_00
rb-----Gi Cave ------------------------- STAGE73_T0x_00
rc-----Nibelheim Basement -------------- STAGE74_T0x_00
rd-----Cetra Temple -------------------- STAGE75_T0x_00
re-----Cetra Temple (dragon) ----------- STAGE76_T0x_00
rf-----Cetra Temple -------------------- STAGE77_T0x_00
rg-----Final Battle -------------------- STAGE78_T0x_00
rh-----Forest -------------------------- STAGE79_T0x_00
ri-----Highwind ------------------------ STAGE80_T0x_00
rj-----Corel Reactor ------------------- STAGE81_T0x_00
rl-----Wutai Temple -------------------- STAGE83_T0x_00
rm-----Seafloor ------------------------ STAGE84_T0x_00
rn-----Reactor ------------------------- STAGE85_T0x_00
ro-----Bloody ShinRa HQ ---------------- STAGE86_T0x_00
rp-----Gongaga Reactor ----------------- STAGE87_T0x_00
rq-----Corel Prison -------------------- STAGE88_T0x_00
rr-----Forest--------------------------- STAGE89_T0x_00

413 World Map Textures - Project Complete

Code: [Select]
aad_00.png
aid_00.png
auc_00.png
aud_00.png
aue_00.png
bdb_00.png
bdc_00.png
bdd_00.png
blb_00.png
blc_00.png
bone2_00.png
bone_00.png
bornwd_00.png
bridge2_00.png
bridge_00.png
bzdun_00.png
cave2_00.png
cave_00.png
cave_s_00.png
cdl_cl2_00.png
cf01_00.png
cfa_00.png
cga_00.png
cgb_00.png
clfegd_00.png
clfeg_00.png
clftop2_00.png
clftop_00.png
clf_bgs_00.png
clf_ggl_00.png
clf_ggs_00.png
clf_ld_00.png
clf_lf_00.png
clf_lg_00.png
clf_lr_00.png
clf_lsg_00.png
clf_l_00.png
clf_r_00.png
clf_sd_00.png
clf_sf_00.png
clf_sg2_00.png
clf_sg_00.png
clf_sr_00.png
clf_ssd_00.png
clf_ssw_00.png
clf_ss_00.png
clf_sw_00.png
clf_s_00.png
clf_w02_00.png
clf_w03_00.png
clf_was_00.png
cltr_00.png
cme_00.png
cndlf02_00.png
cndlf_00.png
cndl_cl_00.png
cne_00.png
coa_00.png
comtr_00.png
cosinn2_00.png
cosinn_00.png
cpa_00.png
cqa_00.png
csmk2_00.png
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cstds01_00.png
cstds02_00.png
des01_00.png
des02_00.png
des03_00.png
des04_00.png
desert_00.png
desor_00.png
dja_00.png
dka_00.png
dmd_00.png
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dna_00.png
ds1_00.png
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ds4_00.png
dsee1_00.png
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dsee3_00.png
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dsrt_d_00.png
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ds_s1_00.png
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ds_s3_00.png
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edes01_00.png
edes02_00.png
edes03_00.png
edes04_00.png
ekc_00.png
elm01_00.png
elm02_00.png
elm_gro_00.png
elm_r2_00.png
elm_r_00.png
fall1_00.png
fall2_00.png
fall3_00.png
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fall5_00.png
fall6_00.png
fall7_00.png
fall8_00.png
farm01_00.png
farm02_00.png
farm_g_00.png
farm_r_00.png
files.txt
fld_00.png
fld_02_00.png
fld_s2_00.png
fld_sw_00.png
fld_s_00.png
fld_vd2_00.png
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fld_v_00.png
fvedge_00.png
gclfwa2_00.png
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gclfwa_00.png
gclf_d_00.png
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ggmk_00.png
ggmtd_00.png
ggmt_00.png
ggmt_ed_00.png
ggmt_eg_00.png
ggmt_e_00.png
ggshrg_00.png
ggshr_00.png
ggs_g_00.png
gg_gro_00.png
gg_mts_00.png
gia2_00.png
gia_00.png
gia_d2_00.png
gia_d_00.png
gia_g2_00.png
gia_g_00.png
gmt_eda_00.png
gonclf_00.png
gredge_00.png
hokola01_00.png
hokola02_00.png
hyouga_00.png
iceclfd_00.png
iceclfg_00.png
iceclf_00.png
junmk_00.png
junn01_00.png
junn02_00.png
junn03_00.png
junn04_00.png
jun_00.png
jun_d_00.png
jun_e_00.png
jun_gro_00.png
jutmpl01_00.png
lake-e_00.png
lake_a_00.png
lake_ef_00.png
lake_fl_00.png
lostclf_00.png
lostmtd_00.png
lostmts_00.png
lostmt_00.png
lostwd_e_00.png
lostwod_00.png
lst1_00.png
lst2_00.png
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lstwd_e2_00.png
md01_00.png
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md03_00.png
md04_00.png
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md07_00.png
mdsrt_ed_00.png
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md_mtd_00.png
md_mts_00.png
md_mt_00.png
md_snow_00.png
md_snw2_00.png
md_snwd_00.png
md_snwe_00.png
md_snws_00.png
md_snwt_00.png
md_snww_00.png
md_swd2_00.png
md_swnp_00.png
md_sw_s_00.png
meteo_00.png
midg_00.png
midild_00.png
midil_00.png
midlmap2_00.png
midlmap_00.png
mtcoin_00.png
mtwas_ed_00.png
mtwas_e_00.png
mt_ewg_00.png
mt_road_00.png
mt_se2_00.png
mt_se_00.png
mt_sg01_00.png
mt_sg02_00.png
mt_sg03_00.png
mt_sg04_00.png
mzes_00.png
mzmt_edw_00.png
mzmt_ed_00.png
mzmt_ew_00.png
mzmt_e_00.png
mzmt_od_00.png
mzmt_o_00.png
mzmt_sd_00.png
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ncole01_00.png
ncole02_00.png
ncol_gro_00.png
nivlr_00.png
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nivl_top_00.png
pond_00.png
port_00.png
port_d_00.png
radar_00.png
rct_gro_00.png
rivrclf_00.png
rivr_00.png
rivs1_00.png
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rivshr_00.png
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riv_cls_00.png
riv_l1_00.png
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rm1_00.png
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rm3_00.png
rm4_00.png
rocet_00.png
rock_00.png
rs_ss_00.png
rzclf02_00.png
sango2_00.png
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scave_00.png
sdun02_00.png
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sh1_00.png
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shadow_00.png
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silo_00.png
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sng01_00.png
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utai01_00.png
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wa1_00.png
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wzshr2_00.png
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wzshr_00.png

Installation

Manually

LGP Version
  • Unpack battle.lgp using an unlgp/lgp tool. I prefer this one: Download
  • Extract the TEX files into the unpacked battlelgp folder.
  • Use the tool again to rebuild battle.lgp.
PNG Version
  • Download Aali's Custom Driver (0.7.11b or newer) and extract its content into the game folder.
  • Edit "mod path = Aali" within ff7_opengl.cfg.
  • Create a subfolder named Aali within the mods folder, e.g. [gamedir]\mods\Aali.
    • Extract the battle folder into the Aali subfolder, e.g. [gamedir]\mods\Aali\battle.
    • Extract the world folder into the Aali subfolder, e.g. [gamedir]\mods\Aali\world.

Mod Manager - 7th Heaven
  • Read about and download the latest 7th Heaven by Iros.
  • Click on Workshop -> Settings and setup the following:
    • Library Location: [gamedir]\mods\7th Heaven <--- Make sure to create this folder.
    • FF7 Exe: [gamedir]\FF7.exe
    • Aali Modpath: [gamedir]\mods\Textures <--- Make sure to create this folder.
    • Movie Path: [gamedir]\data\movies
  • Click on the "Library" tab, then the "Import" button.
  • Click on the "From IRO Archive" tab and browse for the download. Click OK when done.
  • Click the "Activate" button to enable it.
  • Click the "Active Mods" tab and the "Configure" button.
  • Choose the LGP or PNG version. Click OK when done.
  • Click "Launch Game" to play.

Downloads

Click Here
« Last Edit: 2014-08-24 14:37:34 by EQ2Alyza »

Rundas

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #1 on: 2013-07-21 20:23:06 »
Thank God someone is making all the battle scenes consistent. I've always dealt with going from retextured ones to original ones from battle to battle and thought "This is shitty."

Kompass63

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #2 on: 2013-07-21 20:54:10 »
I can not say for sure, but the black spots could arise from the fact that one of the upper layer there is no longer the "transparent" color has.(at this points)

My idea would be to cut each layer again and insert it into a new image with transparent color.

Unfortunately, I'm not a graphic designer, so I've never tried...

Iros

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #3 on: 2013-07-22 12:28:29 »


I'm needing assistance with a couple things that I'm not familiar with doing yet. Feel free to take a crack at these and help contribute to the project
  • Photoshop scripting and batch import/export layers to PNG with Palmer. Does anyone know how to do this for battle scenes, or if it's possible? The instructions for field scenes are here, which I'll eventually find time to try myself.
  • I've done everything step-by-step manually so far, and I'm pleased with the results. However, there are some texture anomalies that need fixing. If anyone has any insight, let us know. Here is a video of it: http://youtu.be/ydr2PrQ3d-0
  • Pillar Stairs: You can notice black spots on the floor around the characters and enemy. There is also a large spot in the background when Cloud is casting Life on Barret.
  • Arctic: The mountain tops have black spots that can be seen in various camera movements. The sky has a black spotty area when Tifa is using Meteor Strike and Final Heaven.
  • Pillar Platform: I tested about half a dozen scenes today, and the black spots on the ground and the spotty sky is a common occurrence. This scene was the only one with no visible anomalies. I would like for all scenes to be this way.

I think batch export/import of battle textures to BMP files (or maybe PNG is better?) should be easy, if the TEX format on the wiki is correct. I can write a tool to do that.

Black spots ... I wonder if this is a problem caused by the export or not. Could you send me the BMP file after your changes along with the TEX file after converting it back? I can look at it and try to find out where the problem is...

EQ2Alyza

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #4 on: 2013-07-22 18:52:43 »
I think batch export/import of battle textures to BMP files (or maybe PNG is better?) should be easy, if the TEX format on the wiki is correct. I can write a tool to do that.

Black spots ... I wonder if this is a problem caused by the export or not. Could you send me the BMP file after your changes along with the TEX file after converting it back? I can look at it and try to find out where the problem is...

The batch tool would be excellent :) BMP or PNG doesn't matter, but perhaps both if it's not too much work? The BMP are just converted back to TEX for LGP package, while PNG is what is used with Aali's Driver in the .../mods folder. I am going to make these scenes as both LGP and PNG anyways.

I may have figured out the black spots. I saved the BMP edits as 16-bit and 24-bit without any black spots, while 32-bit contained black spots and is what's seen in the video. I have only done this for one scene, so I'll need to do it for several more before I could say this was the "fix." Does that sound like a reasonable explanation, or am I completely clueless on this? lol I can still send the files you requested if you'd like. Let me know.

dkma841

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #5 on: 2013-07-22 19:54:07 »
Can't believe no one did that Facepalmer method on battle textures all this time :o, thanks alot Alyza! and the other guys :D
I remember trying to redo do atleast one battle scene myself but with my poor art skills..not even worth looking at it lol, this should keep us going until hopefully all battle scenes are fully re-textured one day :)
« Last Edit: 2013-07-23 16:53:13 by e1sunz »

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #6 on: 2013-07-22 21:21:07 »
I am going to make these scenes as both LGP and PNG anyways.
Sweeeeeet!

Iros

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #7 on: 2013-07-23 08:13:19 »
The batch tool would be excellent :) BMP or PNG doesn't matter, but perhaps both if it's not too much work? The BMP are just converted back to TEX for LGP package, while PNG is what is used with Aali's Driver in the .../mods folder. I am going to make these scenes as both LGP and PNG anyways.

OK, I will try and do this!

I may have figured out the black spots. I saved the BMP edits as 16-bit and 24-bit without any black spots, while 32-bit contained black spots and is what's seen in the video. I have only done this for one scene, so I'll need to do it for several more before I could say this was the "fix." Does that sound like a reasonable explanation, or am I completely clueless on this? lol I can still send the files you requested if you'd like. Let me know.

Hmm, I wondered if it was converting the files back into 8-bit TEXs and this was the problem. It would still be interesting to see the files though, so I can avoid making whatever mistake happened...

EQ2Alyza

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #8 on: 2013-07-24 03:11:24 »
Hmm, I wondered if it was converting the files back into 8-bit TEXs and this was the problem. It would still be interesting to see the files though, so I can avoid making whatever mistake happened...

TEX -> BMP (unedited): http://www.mediafire.com/download/nb7he8s7zm0k2j0/TEX-to-BMP_(unedited).7z
BMP (edited 32-bit depth): http://www.mediafire.com/download/ii7sdsyh5fdyqvr/BMP_(edited).7z
BMP -> TEX: http://www.mediafire.com/download/ad090i18p7036yn/BMP-to-TEX.7z

Iros

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #9 on: 2013-07-24 11:55:28 »
Thank you. It looks like a problem in Img2Tex, it is not always converting the alpha correctly. That is why 24-bit fixes it (but then I think maybe there is no alpha? which is OK for some images, but not for others that need it!).

Anyway, first version of my tool:

https://mega.co.nz/#!IRIRjJaL!SueuJCQNn6n-X-GZ2ucq8R-NWzo67wJC2s4sG-qX0IA

How to use:

1) First select the source files to convert (e.g. all the battle textures). So extract them from the LGP file first if you haven't done this yet.

Then select an output folder. Could be the same as the folder with the TEX files in it, or a different folder.

Click 'Convert TEX->PNG'. The output files will be named same as input files with '.png' on the end, e.g. oqac -> oqac.png

2) Once you have edited the PNG files, go back to the program, and this time select the PNG files as the source files. Choose an output folder to put the new TEX files in. (It will overwrite any files already in this folder). Click 'Convert PNG->TEX'. This time it removes the '.png' from the filename, so file 'oqac.png' -> 'oqac'. (So if you have not changed the filenames from step 1 above, this should be fine!)


So far I only support 24-bit and 32-bit PNGs - I think that if you are going for increased quality, you will probably not be using 8-bit?

I have tested editing a few textures (& increasing the size!) and it worked OK for me. I expect you may find some other problems too when you try it though, please let me know :)

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #10 on: 2013-07-24 16:23:50 »
Hey, my name's Iros, I'm new here. Oh, what's that? You can't do something that's preventing certain mods from being implemented? No problem, here's a groundbreaking new program. Oh, you say the battle scene textures don't come out right? Don't worry, here's a new tool. 8)

If only every new user was like you.

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #11 on: 2013-07-24 16:34:16 »
Hey, my name's Iros, I'm new here. Oh, what's that? You can't do something that's preventing certain mods from being implemented? No problem, here's a groundbreaking new program. Oh, you say the battle scene textures don't come out right? Don't worry, here's a new tool. 8)

If only every new user was like you.

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #12 on: 2013-07-24 16:36:04 »
I don't understand your gif ???

EQ2Alyza

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #13 on: 2013-07-24 16:52:30 »
Thank you. It looks like a problem in Img2Tex, it is not always converting the alpha correctly. That is why 24-bit fixes it (but then I think maybe there is no alpha? which is OK for some images, but not for others that need it!).

Anyway, first version of my tool:

https://mega.co.nz/#!IRIRjJaL!SueuJCQNn6n-X-GZ2ucq8R-NWzo67wJC2s4sG-qX0IA

How to use:

1) First select the source files to convert (e.g. all the battle textures). So extract them from the LGP file first if you haven't done this yet.

Then select an output folder. Could be the same as the folder with the TEX files in it, or a different folder.

Click 'Convert TEX->PNG'. The output files will be named same as input files with '.png' on the end, e.g. oqac -> oqac.png

2) Once you have edited the PNG files, go back to the program, and this time select the PNG files as the source files. Choose an output folder to put the new TEX files in. (It will overwrite any files already in this folder). Click 'Convert PNG->TEX'. This time it removes the '.png' from the filename, so file 'oqac.png' -> 'oqac'. (So if you have not changed the filenames from step 1 above, this should be fine!)


So far I only support 24-bit and 32-bit PNGs - I think that if you are going for increased quality, you will probably not be using 8-bit?

I have tested editing a few textures (& increasing the size!) and it worked OK for me. I expect you may find some other problems too when you try it though, please let me know :)

!!!! This sounds perfect. I will let you know how my results are  ;D

P.S. Tradition around here has tools given a name that's from the game. Any ideas on your two tools yet?

I don't understand your gif ???

I think he's agreeing with your statement and is giving a round of applause for Iros.
« Last Edit: 2013-07-24 16:54:01 by EQ2Alyza »

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #14 on: 2013-07-24 16:57:45 »
Oh lol :roll:

Kaldarasha

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #15 on: 2013-07-24 17:25:39 »
I want Fat Chocobo! Just kidding. How about '7th Heaven'?

Quote
I think he's agreeing with your statement and is giving a round of applause for Iros.
Exactly!

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #16 on: 2013-07-24 18:19:50 »
"Tryne" because people been "tryin'" to do this til Iros new tool.

@EQ2Alyza How big do you think this is going to make the battle.lgp? I'm assuming you're going to have to compromise on quality for the lgps some... Kinda better to do that anyways or it will just be too glaring of a difference between field and battle on STEAM, no? It's the only reason I can imagine anyone using them in lgp form. Have you personally tested the FL+MC .lgp scenes for unconverted ff7? I did a very quick test to see if they worked for my CloudPlay build, and then I went back to Aali's driver. That battle.lgp comes to 1.6GB
« Last Edit: 2013-07-24 21:40:18 by Template »

cmh175

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #17 on: 2013-07-25 02:45:03 »
Would a larger lgp file be a problem though? I've compiled and tested different models for just about everything and I've gotten a battle.lgp file bigger than that before. Other than it taking a little longer for aalis lgp tool to compile it, it seemed to work just fine.

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #18 on: 2013-07-25 02:48:40 »
Would a larger lgp file be a problem though? I've compiled and tested different models for just about everything and I've gotten a battle.lgp file bigger than that before. Other than it taking a little longer for aalis lgp tool to compile it, it seemed to work just fine.
Not necessarily but people are running out of memory while trying to compile it.

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #19 on: 2013-07-25 03:01:29 »
I don't follow. Do you mean as in an error while compiling and it fails, or just the amount of space the mods take up? Because that could definitely be true if you don't have a lot of hard drive space. After making changes to lgp files and I go to erase the files in aali it's gotten up to 5gb of data being erased, which I also have backed up else where. Otherwise that's not an error I've seen before.

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #20 on: 2013-07-25 03:21:50 »
RAM during encoding I think, fails.

Omzy

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #21 on: 2013-07-25 03:38:31 »
 ;)

EQ2Alyza

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #22 on: 2013-07-25 04:53:56 »
"Tryne" because people been "tryin'" to do this til Iros new tool.

@EQ2Alyza How big do you think this is going to make the battle.lgp? I'm assuming you're going to have to compromise on quality for the lgps some... Kinda better to do that anyways or it will just be too glaring of a difference between field and battle on STEAM, no? It's the only reason I can imagine anyone using them in lgp form. Have you personally tested the FL+MC .lgp scenes for unconverted ff7? I did a very quick test to see if they worked for my CloudPlay build, and then I went back to Aali's driver. That battle.lgp comes to 1.6GB

The set of edited LGP are ~919mb @ 24-bit depth and, when compiled into an unedited battle.lgp, totals ~959mb. The set of edited PNG will be approximately 33% larger file sizes @ 32-bit depth. All scenes of both versions will be upscaled by 400%, with added noise reduction and smoothness filtering.

What does FL+MC mean?

;)

 :-D

Iros

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #23 on: 2013-07-25 11:59:43 »
P.S. Tradition around here has tools given a name that's from the game. Any ideas on your two tools yet?

Hmm, not sure. 7th Heaven, perhaps, that is why I chose 7thWrapper to begin with as it sounded like that. Maybe I will call it '7th Heaven' when we reach version 1.0 and it's got all the features I would like to put in it?

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The set of edited LGP are ~919mb @ 24-bit depth and, when compiled into an unedited battle.lgp, totals ~959mb. The set of edited PNG will be approximately 33% larger file sizes @ 32-bit depth. All scenes of both versions will be upscaled by 400%, with added noise reduction and smoothness filtering.

PNGs should be smaller (file size) than the TEX files in the LGP since they are compressed.

Also I would be careful about bit depth. Some battle textures actually do need alpha (transparency) - often for railings where you are meant to be able to see through between the railings. For those textures you will need to use 32-bit (either TEX or PNG). If you use 24-bit and lose the transparency, I guess the texture will load, but the space between railings will appear solid.

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Re: [WIP] FFVII Battle Scene Enhancements
« Reply #24 on: 2013-07-25 12:11:37 »
What does FL+MC mean?
Sorry, that was too cryptic. Felix Lionhart and MagoChocobo did the upscale battle scenes we had so far. The total battle.lgp with just those scenes installed on an unconverted ff7 build is 1.6GB. I'm not positive why some people can't install it and some can, but my guess is RAM.