Author Topic: FF7 Crisis Core Upscale Project  (Read 124949 times)

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #50 on: 2020-07-13 02:46:42 »
I use a different method. I select the area in Photoshop and control + shift + u. This creates a perfect desaturation.
For example, here's Zack's sweater brightened in Photoshop. The top is what it currently is, and the bottom is a perfect desaturation.



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

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

His hair, sweater and gloves still have some faint color in it.
Zack's model will still need some work to fix his odd belt, but I guess you're working on that. Maybe once you're satisfied with your work on his clothing, I can go over all the textures and perfectly desaturate them.

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #51 on: 2020-07-13 03:59:23 »
This is what Is currently on github, belt is fixed and everything.

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

I know it’s still in the hair. It’ll be fixed.

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #52 on: 2020-07-13 08:11:07 »
I spent like an hour on this in Gongoga:




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

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

I edited my second post in this thread to be a list of current issues and who can work on them so we can better coordinate stuff, and anyone reporting bug issues will already know what's been mentioned or not.

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #53 on: 2020-07-13 12:31:46 »
Good idea, thanks. I really appreciate all you are doing to help make this a success.

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #54 on: 2020-07-14 03:35:20 »


CURRENT ISSUES LIST

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

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

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

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

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


Fixed: Church floor texture issues



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

Fixed: Zack animation error.  I might have fixed it awhile ago just doing work in on his skin in general. Never replicated it, at least. Let me know?

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #55 on: 2020-07-14 07:12:43 »
Just downloaded the archive, church floor looks good, nice work.

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

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

https://filebin.net/j7sr7f2wigw56k52

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

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

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

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

Right now, I've decided to work on the entire shopping district where Shopping Paradise since the low-res textures ruin what should be a fun moment with Aerith.
« Last Edit: 2020-07-14 07:23:36 by Devina »

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #56 on: 2020-07-14 15:02:51 »
Ok, I was able to track down the missing animation frames for Zack's black uniform. Got it fixed. Probably won't have time to do much else before I got to work.

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

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



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

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

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



« Last Edit: 2020-07-14 15:57:58 by eqprog »

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #57 on: 2020-07-14 20:19:20 »
Yeah, the six fingers is odd...

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

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

000000004bb54918e0eda9d6.png
000000004bb54918a088a17e.png

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

And the texture.ini now has these two lines:

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

I don't know if my Zack additions/save artwork/summon icon additions to texture.ini will be reverted if you update it using your programs (they might), but I'll just keep an eye out anyway.
« Last Edit: 2020-07-14 20:35:38 by Devina »

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #58 on: 2020-07-14 22:00:02 »
I use the github desktop tool so it will update itself with only the changed content, so no worries on that front.

I’m curious, where did you find those files for editing?
« Last Edit: 2020-07-14 22:02:45 by eqprog »

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #59 on: 2020-07-14 23:57:01 »
Which files? If you mean those texture dumps, I just got them via the new folder while dumping files in the church.
Then I combined the HD ones already present with Zack, and spliced the correct mouth and eyes using Photoshop.

I think Filebin is working again too.

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




I played the game far away from my TV, so I saw a few scenes closer up, and now I'm noticing some more errors.

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #60 on: 2020-07-15 00:29:37 »
That’s weird, I went to that part of the game without any new textures turned on and the new textures never got dumped. I waited plenty of time, too. I checked git history and they never showed up.

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #61 on: 2020-07-15 08:57:50 »
Oh well, it's over with. I do feel a bit more confident now, finding textures myself and organizing them.

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



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

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

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

For now, I'm just going to keep improving stuff wherever I find them so feel free to take a break if you want, you deserve it (but if you can help finding that damn Nibelheim bed texture, let me know). I also hoped we'd have more beta testers by now.

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #62 on: 2020-07-15 10:19:59 »
Fixed one (hopefully) final animation error, occurs when you meet Cissnei and she says "Well, I'm off to my next job".
This one was a bit weird, but there were 4 missing frames. 3 of them were uncaptured, 1 of them is mentioned in texture.ini but was pointing towards the gigapixel folder, where it doesn't exist).

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

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

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

00000000ffef414612662daf = /textures/characters/cissnei/00000000ffef414612662daf.png
00000000ffef414623680d56 = /textures/characters/cissnei/00000000ffef414623680d56.png
00000000ffef41464fecd248 = /textures/characters/cissnei/00000000ffef41464fecd248.png
00000000ffef414662b099b2 = /textures/characters/cissnei/00000000ffef414662b099b2.png
00000000ffef414668dde6cb = /textures/characters/cissnei/00000000ffef414668dde6cb.png
00000000ffef414683f5208e = /textures/characters/cissnei/00000000ffef414683f5208e.png
00000000ffef41469624ab96 = /textures/characters/cissnei/00000000ffef41469624ab96.png
00000000ffef4146b98bf022 = /textures/characters/cissnei/00000000ffef4146b98bf022.png
00000000ffef4146c6303d54 = /textures/characters/cissnei/00000000ffef4146c6303d54.png
00000000ffef4146f8c375f7 = /textures/characters/cissnei/00000000ffef4146f8c375f7.png

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #63 on: 2020-07-15 14:24:34 »
Cool, that info really helps me out. I've updated my database with that info for cissnei so that whenever I have to generate a new textures.ini file I (hopefully) won't undo your work.

Hey, guess what:



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

Edit: it was a transparency issue. I think there must be something with how the game engine handles/expects transparency on certain textures. I’ve noticed in some textures, there will be transparencies in the actual file but they don’t get rendered that way all the time (like this bed texture). It could also be the emulator, hard for me to say.
« Last Edit: 2020-07-15 17:02:53 by eqprog »

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #64 on: 2020-07-15 20:02:51 »
By the way, I know you’re not that interested but if you are downloading everything from github you can try running eval_image.py from the “New Folder” directory. If you select a category you can see all the textures in that category. The reason the NPC guy is in priority is because I decided that I would prioritize textures that 1) have text elements which need clearing up, 2) had a Shinra logo which should be cleared up, 3) had transparency issues or 4) were bad looking in general.

I had some issues making this move textures after being fixed, and from my perspective at least, decided it probably wasn’t worth fixing at the time and would rather spend my time fixing stuff first. I can try to get that up and running properly if you feel it will help. I personally like using it because I can browse through the textures in full resolution and also open up the upscaled and original at the same time in photoshop.
« Last Edit: 2020-07-15 22:24:58 by eqprog »

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #65 on: 2020-07-16 02:45:09 »
Thanks for the bed fix~

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

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



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



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



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



I haven't done this yet but I just wanted to show how the AI sort of messed this part up.
This is supposed to be the hand-made logo for the store selling the ribbons (since it's also on the van), not some graffiti artist, so it should look legible. I plan on redoing this. I don't know what the original says but it looks like "Fifth Fun" (since this is the Fifth District) so I think I'm going to try to replicate that.
« Last Edit: 2020-07-16 02:50:59 by Devina »

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #66 on: 2020-07-16 03:23:35 »
Believe me, I went through every texture one by one so I know how messed up some got.

I’ve got tomorrow and Friday free so I should be able to get a lot more done.

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #67 on: 2020-07-16 21:27:46 »












This kind of work isn't exactly fun but I feel satisfied after doing it.
« Last Edit: 2020-07-16 21:30:15 by eqprog »

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #68 on: 2020-07-17 12:23:39 »
That looks really great, are you sure you want to do stuff like that right now?
Where are those textures located?

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

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





I also think we should focus on the characters a bit more, especially Zack.
I want to desaturate and do a basic cleanup of all the character textures now, would you be fine if I went through with that?

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #69 on: 2020-07-17 17:30:20 »
Do whatever you think is best, I trust you.

obesebear

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Re: FF7 Crisis Core Upscale Project
« Reply #70 on: 2020-07-17 17:36:22 »
Nice work guys. Especially on the apples

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #71 on: 2020-07-17 22:43:58 »


So these wall textures are actually seen quite a lot in the missions.

obesebear

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Re: FF7 Crisis Core Upscale Project
« Reply #72 on: 2020-07-17 22:46:49 »
Oh the missions.  So many missions.

Devina

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Re: FF7 Crisis Core Upscale Project
« Reply #73 on: 2020-07-18 08:42:22 »
Some progress on Zack (orgiinal/current/my version):



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

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

Once I'm done this, I think I'll let eqprog adjust it, then I can port it to all his other versions.
It's important we make the 000000006020de14f1fad7db texture in 1st class folder to be his base, since I notice everything else seems to be of varying quality.

eqprog

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Re: FF7 Crisis Core Upscale Project
« Reply #74 on: 2020-07-18 10:57:55 »
Are you sure you’re using the latest version? Mine doesn’t look like that all. I’ve already fixed the belt(s) for instance. I mean, it’s ok if you want to redo it but I’m only saying.