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Project forums => Team Avalanche => Topic started by: pyrozen on 2010-11-16 22:23:32

Title: *OFFICIAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-11-16 22:23:32
8/89 finished

-=BATTLE SCENE RECONSTRUCTION PROJECT=-

The aim of this project is to retexture the various Battle Scenes found throughout Final Fantasy VII. By battle scenes, i mean the locations you enter when you are involved in a random encounter. The steps for refinishing these scenes is fairly straight forward now that Aali's custom driver can inject PNGs into the battle scenes.Most battle scenes contain between 4-6 textures TOTAL! This means that anyone with a bit of spare time can contribute to this project, and possibly learn a bit more about texture creation.
-=GETTING STARTED=-
http://www.mediafire.com/file/ecc0cxpaad9e11w/Zangan.zip (http://www.mediafire.com/file/ecc0cxpaad9e11w/Zangan.zip)
That is a link to Zangan, it allows you to view battle models to verify the right one. Unfortunatly PNG support in FF7 did not exist when it was created, so you cannot preview your modified scenes with it. Some time is saved with it, and if you convert your textures to TEX files and import them into your battle.lgp, you can view them from within Zangan.
-=VERIFYING TEXTURE LOCATION=-
This is not required, but some scenes are difficult to determine where certain textures appear.

The easiest method I found for identifying where textures appear in is to create 512x512, white textures that have numbers on them. If your chosen battle scene has 5 textures, create white textures each individualy numbered 1-5. Save them with generic names.

Now open FF7 config and make sure that show_missing_textures in enabled. Start FF7 and get into a battle in the scene you have chosen to re-texture. Win the battle, and close FF7. Now open you APP.LOG and scroll down until you find an area that has missing textures that pertain to a battle scene. Write down all of the texture names that appear. (ex STAGE37_T00_00.png)

Take those texture names and rename you white numbered textures to match them, while taking into account the numbers on your textures. Place your newly renamed white, numbered textures into "Final Fantasy VII/mods/*your mod path*/battle/"

Start FF7 again and get into a battle in your chosen scene again. Now the entire scene should be numbered, and you can write down where those numbers appear, and match them up with the original textures. Now you have a map of where certain textures appear, so you can redo them one at a time until your finished. Keep in mind, this is a rough guide so you could run into trouble. Keep at it, and if your really having trouble DO NOT post in the Team Avalanche forums. Post in tech support.
-=AVAILABLE SCENES=-
Code: [Select]
oh=Bizarro Sephiroth
oi=Grassland --------Pyrozen/Finished
oj=Mt. Nibel
ok=Forest --------Felix/Finished
ol=Shoreline -------Felix/finished
om=Desert or Mt. Corel
on=Arctic -------Felix/Finished
oo=Swamp --------Felix/finished
op=Sector 1 (Train)?
oq=Reactor
or=Reactor (Guard Scorpion)
os=Reactor 1 Enterance
ot=Subway
ou=Mythril Caves?
ov=ShinRa HQ
ow=Subway
ox=Hojo's Lab
oy=Elevators
oz=Roof
pa=Highway
pb=Don Corneo's
pc=Cathedrel
pd=Ancient Forest?
pe=Midgar Slums
pf=Reactor 1
pg=Reactor
ph=Sector 7 Pillar Stairs
pi=Sector 7 Pillar Control
pj=Sector 8
pk=Sewers
pl=Cave
pm=Cave
pn=Corel passage?
po=Junon Beach ---------Felix/Finished
pp=ShinRa Freighter
pq=Corel
pr=Battle Square ---------PyROZen/finished
ps=Da Chao
pt=Cid's
pu=Lifestream Descent.
pv=Reactor 5 Enterance
pw=Ancient Temple
px=ShinRa Mansion
py=Junon Aerodrome
pz=Cave
qa=Under Sector 8
qb=Gongaga Reactor
qc=Gelnika
qd=Train Graveyard -------Felix/Finished
qe=Ice Cave
qf=Sister Ray?
qg=Sector 8?
qh=Cetra Altar
qi=Cave
qj=Spire in the Crater
qk=Crater (Jungle)
ql=Sephiroth's Vortex
qm=Midgar Area
qn=Seafloor Tunnels
qp=Corel Railways
qq=The Crater
qr=Corel Railway Bridge
qs=Rope Bridge
qt=Da Chao
qu=Ft Condor
qv=Midgar Area
qw=Bizzarro Seph R/L
qx=Bizzarro Seph L/R
qy=Jenova SYNTHESIS
qz=Coal Trains
ra=Cosmo Canyon
rb=Gi Cave
rc=Nibelheim Basement
rd=Cetra Temple
re=Cetra Temple (dragon)
rf=Cetra Temple
rg=Final Battle
rh=Forest
ri=Highwind
rj=Corel Reactor
rl=Wutai Temple
rm=Seafloor
rn=Reactor?
ro=Bloody ShinRa HQ
rp=Gongaga Reactor
rq=Corel Prison
rr=Forest

If you are interested in doing a scene, or have already finished one please post the prefix and name of it and it will be crossed off the list. I have redone the battle arena in golden saucer, but i urge anyone else to give it a go, surely my work is not the best that can be done. I will give this thread a more offical look when i have time, but im running out the door ATM.I will also post an easy tutorial on how to figure out which textures are appearing where within the battle scene if people are interested.

-Team Avalanche Member
lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sl1982 on 2010-11-16 22:46:48
Me wonders if it would make more sense releasing packs instead of missions. Like a monster pack, battle background pack, character pack, etc.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-11-16 23:17:30
Packs seems more apropriated since some things are faster than others to do.
I guess battle scenes and models for monsters can be done faster than a whole map modeling, besides some people work faster than other.

As long as every release from TA has the same guidelines, i'm all for it.
Don't like the mod releases in the "mod" section, where the simple user has to know hex to install the mods.. I guess it aint that hard for the modder to make an install that replaces the correct file and changes the right values. For example, i believe Millenia is on TA, and he has done Cloud swords, however i haven't seen and installer or a rar with an "how to" and "where to" to use the «pack».
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sl1982 on 2010-11-16 23:23:12
Millenia's swords were done before TA was around (well some of them)

Plus you should look harder for something before you complain it doesnt exist :P

http://forums.qhimm.com/index.php?topic=8560.msg135338#msg135338 (http://forums.qhimm.com/index.php?topic=8560.msg135338#msg135338)

edit: Or even easier, read his first post of that thread.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-17 01:06:58
initially we wanted to release content in packs, but with the bombing mission we wanted to create a full-on demo, to show what a completed portion of TA would be like. i'm not against a pack system, as ultimately, its content being created, at our standards, and incorporated into our full install. I'd still suggest packs be done via missions - dont try n do every battle scene, try n work with those that are close together, it'll allow for good practice of similar types of content. (upper midgar is very similar frmo scene to scene, etc).
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sl1982 on 2010-11-17 01:12:52
The only problem i see with this is we are holding people back from having some great content while the most difficult stuff is being done.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Hellbringer616 on 2010-11-17 01:42:02
Packs may be a good idea. Though i think packs after the bombing mission project is over. You guys are already so close. It'd be a great easer :D
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: willis936 on 2010-11-17 02:17:38
As much as the sections model is a good idea if people are motivated to do one specific task and it's working towards the same ends and at a fast pace, why not?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Marc on 2010-11-17 02:28:30
If I can shed some light from my experiences with ff7voice, coordinating a large group of people to meet set deadlines is a difficult feat.  Doing it by scene could slow down the release of some finished content by years for that fact.  However, seeing a finished end result also is very motivating.  Although texture artists can be replaced mid-way where voice actors cannot.

I would suggest to finish the bombing mission to have an idea of the finished product but releasing work in packs.

Redoing the background might take years.  Why delay the rest of TA waiting for that part to be finished ?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-11-17 02:42:43
i agree with everyone the pack release structure, and i have been slowly moving in this direction. I know SL feels the same way, since he expressed it to me on some PMs a few days ago, and i really feel it will help us move forward much more quickly with larger leaps in content in smaller time frames.

My main reason for thinking this was not the bombing mission per say, but rather the backgrounds. The background reconstruction is by far the most difficult hurdle to over come. It requires huge amounts of time and talent, much more so than any other part of the game(minus the opengl driver coding and app development). A lot of stuff in the bombing mission is completed but is being held back by the backgrounds. I agree that a full-on-demo is a good idea, but it only seeks to enhance a small portion of the game and it takes a long time to put together. Model packs, world map packs, battle packs, and GUI packs can be produced much more quickly, and updates and fixes can be implemented much faster as well. Of course some packs can be consolidated into single installers.
Anyway, i wholly embrace a "pack" release structure versus an episodic structure.

now what battle scenes do you guys want to re-texture? ;-)

lee

*edit*
An example of how these separate installer would be much better is to simply look at the past. The last full release TA patch came out.... last year. Since then all of the TA members have produced a large amount of content in various areas, but it is very difficult to compile it all into one place. The WMRP has been worked on extensively, but waiting for a release(not throwing any one under the bus). A separate installer allows me to make new releases once i feel the new content warrants it, rather than waiting for other areas to move forward. The opposite holds true as well, if the WMRP is not moving forward, they are still free to release their content.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timber on 2010-11-17 02:55:55
I agree exactly with what pyrozen said
I think that once the bombing mission is finished, then the goal of putting out a 'demo' is done.
After that, releasing content packs would be faster and more satisfying.

As for these battle scenes, I think as long as the textures are kept around it should be fine, so they can eventually be used on the corresponding field scenes, or remodelled battle scenes, to keep things consistent.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-17 05:51:03
Here are some screens of reworked snow battlescene=)

(http://img818.imageshack.us/img818/9208/ff72010111709433448.png)
(http://img301.imageshack.us/img301/493/ff72010111709434605.png)

Now how can I contribute?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-11-17 11:44:47
Millenia's swords were done before TA was around (well some of them)

Plus you should look harder for something before you complain it doesnt exist :P

http://forums.qhimm.com/index.php?topic=8560.msg135338#msg135338 (http://forums.qhimm.com/index.php?topic=8560.msg135338#msg135338)

edit: Or even easier, read his first post of that thread.

My bad, but i think you got my point when you look to me mod/project forums.  :P

@felix

Is that "Titan" on the first screen?  :o
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-17 12:44:34
Is that "Titan" on the first screen?  :o
Yep. I had no time so the screens were picked randomly ;D
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-17 13:31:25
very nice felix, keep up the awesome work,  the snow field is good, but the skybox image looks a little too photographic. change the colors on it a bit, and play around to make it a bit more painterly perhaps. As to what else you can do, keep up on yer texture work, and do what you enjoy.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-17 15:37:21
the skybox image looks a little too photographic. change the colors on it a bit, and play around to make it a bit more painterly perhaps

Ok, I'll adjust it=)

Screens of the swamp scene:
(http://img340.imageshack.us/img340/9537/ff72010111719224476.th.png) (http://img340.imageshack.us/i/ff72010111719224476.png/)
(http://img688.imageshack.us/img688/8399/ff72010111719224045.th.png) (http://img688.imageshack.us/i/ff72010111719224045.png/)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-17 16:04:17
nice sky on the swamp, feels good and distant, the ground is a bit noisy. what resolution are you using for the ground? Either smooth it out or try and make bigger details, opposed to miniature things.

great stuff! you work fast.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-17 18:43:12
Here is without the noise layer:
(http://img255.imageshack.us/img255/3255/ff72.jpg)
(http://img257.imageshack.us/img257/6403/ff72010111722381101.jpg)


The resolution is 2048x2048.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-11-17 19:35:05
Now how can I contribute?

Just zip the relevant textures up in separate ZIP files so i can distinguish them for the time being, and name them with the prefix of that scene. PM them over to me, or you can post them up so people can use them immediately. Also, what are the prefixes of the scenes you have finished so far?

Both of the new scenes look great!

lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-17 19:45:36
"on" "oo" are done. "os" is 80%, but there are the problems with it.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Kudistos Megistos on 2010-11-17 21:17:32
Here is without the noise layer:
http://img255.imageshack.us/img255/3255/ff72.jpg
http://img257.imageshack.us/img257/6403/ff72010111722381101.jpg

The resolution is 2048x2048.

The sky is quite good, but I'm not too sure about the ground. At the moment, it looks very dry, as if they're fighting in a desert with lots of small oases. Needs to be more wet-looking. It's possible that too much detail on the ground texture and a lack of saturation is the reason for this, but maybe not.

Also, it is possible for you to upload pics in a higher resolution? ATM it's a little hard to make things out. The forums will automatically resize the pics anyway.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-17 21:38:30
The original texture also looked very dry.  It is possible to turn dirt into mud with blending. Tommorow I'll look into it.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-17 21:54:21
looks better without the noise. the puddles could do for a bit of specularity, and the ground more definition.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-18 05:26:06
Here is the changed version:

(http://img33.imageshack.us/img33/4365/ff72010111809085466.jpg)
(http://img28.imageshack.us/img28/8837/ff72010111809090152.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Salk on 2010-11-18 12:04:03
I like the new ground in the changed version much more but I am still not so fond of the puddles of water. The problem being that it doesn't look much like water to me.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-18 13:10:32
It's cause the water is static. Tweaked it a bit but there is nothing left to make the image better. Reflections on the water makes it ugly
(http://img207.imageshack.us/img207/8366/ff72010111816534620.jpg)
(http://img255.imageshack.us/img255/1146/ff72010111816534922.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-18 13:26:37
looks great!
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-11-18 18:13:57
Shouldn't that battle have a layer of water?  :|
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: obesebear on 2010-11-18 18:22:13
Shouldn't that battle have a layer of water?  :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-18 18:42:28
Shouldn't that battle have a layer of water?  :|

Nope, there isn't. It's just we were used to the pixelated graphics=)

Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

Not only the water. If someone makes this layer in the grass areas - it is possible to create a realy good looking grass. This cheap but impressive method was used in Star Ocean 4, and the grass looked realy natural) I'm just worried that maybe the filtering will ruin the grass quality=\
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-11-18 19:15:22
Shouldn't that battle have a layer of water?  :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

it is possible to modify the battle scene geometery, but costa ran into some toruble when we were working with the battle arena in golden saucer. Sometimes the polys would flicker or faces behind them would overlap. Not sure what the issue really was, we just said screw it and continued on. I don't have enough experience to try and modify it, but maybe  someone else could. This floor in this scene is alot simpler than the BA one, which has alot of faces.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Costa07 on 2010-11-19 09:04:51
Yeah everything looked great in kimera but it just didn't load right some battle scene. Some will work when you modify some not too well, maybe Aali could work up something, or some one else to fix this problem.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-19 11:51:27
qdai texture is like hell... I need your help:
1) does anyone know what is written here?
2) what do you think - is this copper or wood?
(http://img705.imageshack.us/img705/3812/traine.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-11-19 11:58:51
Shouldn't that battle have a layer of water?  :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

Ye, that's my tought.
At least for this battle, if something could be done about that, "we" should try it.

We're fighting in a "lake" after all.

It's weird that i had this perception that it had a layer of water, maybe i just had a fertile imagination back when i had 12 yo.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Aali on 2010-11-19 12:16:31
Yeah everything looked great in kimera but it just didn't load right some battle scene. Some will work when you modify some not too well, maybe Aali could work up something, or some one else to fix this problem.

If you could send me one of these modified stages I will have a look at it and see why its not working.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-19 14:46:34
1. I'd say is some kind of metal, and 2. is kind of wood like, yet seems more like the reoccuring "lumpy" procedural texture they used all over the place. be creative with it. when its so vague as that, just make sure the color matches up and it looks good :P
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-19 18:08:44
1. I'd say is some kind of metal, and 2. is kind of wood like, yet seems more like the reoccuring "lumpy" procedural texture they used all over the place. be creative with it. when its so vague as that, just make sure the color matches up and it looks good :P

Tryed metal but it doesn't fit( The train is completed, but there is a problem with transparency, looks like 1 pix is white in the bottom of the train.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timber on 2010-11-20 03:04:57
Wow nice progress, I really like your work felix. ;D
FYI you should turn on the 'new battle interface' in Aali's driver config, so we can see more of the texture in your screenshots.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-20 07:37:06
Here are some screens:
(http://img834.imageshack.us/img834/9854/ff72010112011421153.jpg)
(http://img225.imageshack.us/img225/6346/ff72010112011221295.jpg)
(http://img143.imageshack.us/img143/9497/ff72010112011222524.jpg)
(http://img201.imageshack.us/img201/3586/ff72010112011222721.jpg)
(http://img28.imageshack.us/img28/3973/ff72010112011301076.jpg)

Can someone explain what is with the transparency? And is there a way to solve it?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sithlord48 on 2010-11-20 11:19:56
if your talking about the battle box, its an option in aali's driver called "fancy transparency"
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sl1982 on 2010-11-20 13:18:07
You should give GUI 2.0 a shot.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-20 13:53:08
No, I mean the transparency on the train and the railroad
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-11-20 17:02:40
iirc, the driver supports alpha channels now instead of palette transparency. I'd create an alpha channel that is 1-2 pixels smaller than needed and see if that gets rid of your white jaggies
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-11-20 20:28:21
nice textures, but for the graveyard floor, try and maintain the size of the original tiles, and dirty/break them up more. they look too clean atm.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Beavii on 2010-11-21 05:45:17
qdai texture is like hell... I need your help:
1) does anyone know what is written here?
2) what do you think - is this copper or wood?
(http://img705.imageshack.us/img705/3812/traine.jpg)

The first is japanese, the second is the carrige number, i think the material is metallic, if you watch the fmv of the train on its way to sector 7 after the boming mission, yo can see the side of a similar train.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-21 08:15:55
nice textures, but for the graveyard floor, try and maintain the size of the original tiles, and dirty/break them up more. they look too clean atm.
I'll play with it to make it better but I don't think I can maintain the size=(

The first is japanese, the second is the carrige number, i think the material is metallic, if you watch the fmv of the train on its way to sector 7 after the boming mission, yo can see the side of a similar train.
Thanx)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-11-21 10:49:31
Also the new textures from the trains look a bit too clean.
They are supposed to be wrecked  :P
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-21 19:47:38
Here's how the final version looks=)
(http://img201.imageshack.us/img201/7928/ff72010112123343335.jpg)
(http://img694.imageshack.us/img694/579/ff72010112123350610.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-11-21 21:19:38
looks stunning! great work
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: halkun on 2010-11-21 21:44:46
The Japanese is backwards on the train O_o
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-22 05:05:08
The Japanese is backwards on the train O_o
Now that you mention it.... ;D
Fixed)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: obesebear on 2010-11-22 05:50:14
Wow, felix, just damn good work dude!  And fast!
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-24 17:54:02
Here's some progress on Junon beach.
(http://img529.imageshack.us/img529/8601/ff72010112421430392.jpg)
(http://img256.imageshack.us/img256/7288/ff72010112421432589.jpg)
(http://img718.imageshack.us/img718/1559/ff72010112421434358.jpg)

*The sand is too orange, will fix that later
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Armorvil on 2010-11-28 23:27:57
This is mind-blowingly beautiful  :-o
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: BloodShot on 2010-11-28 23:47:34
Really nice texture - this just made me think of something:

Could you imagine how that sand would look if FF7 supported parallax occlusion mapping  :-o
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-29 10:53:42
I would also like ambient occlusion and dynamic shadows ^^
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Salk on 2010-11-29 14:48:59
Very good job on the latest scene, felix_leonhart!

Keep up the good word and the fast pace!
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-11-29 19:58:55
Now I have an exam, so till thursday I'm busy :P
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: syntax error on 2010-11-29 21:08:46
Sorry for posting only and not showing own work

For the guys working on the train scenes:
There is artwork for the FF VII Midgar trains, and they are even featured in CC.
http://finalfantasy.wikia.com/wiki/Train_(Transportation) (http://finalfantasy.wikia.com/wiki/Train_(Transportation))
Looks more like a steam train than I thought 11 years ago.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-02 13:35:08
Sorry for posting only and not showing own work

For the guys working on the train scenes:
There is artwork for the FF VII Midgar trains, and they are even featured in CC.
http://finalfantasy.wikia.com/wiki/Train_(Transportation) (http://finalfantasy.wikia.com/wiki/Train_(Transportation))
Looks more like a steam train than I thought 11 years ago.
Quiet interesting source. I found a good info about Highwind^^

Corrected the sand color:
(http://img46.imageshack.us/img46/9435/ff72010120217235082.jpg)
Timu, I played with the tiles so the size and color would be similar to original. If it's better than the last one, I'll replace it
(http://img401.imageshack.us/img401/452/ff72010120217125161.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Hellbringer616 on 2010-12-02 16:05:53
Both look a lot better. the train scene looks amazing
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-02 18:16:46
Train scene -> awesome
Beach scene -> think it still needs some love
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Covarr on 2010-12-02 19:05:39
I don't remember what the beach scene looked like originally, but my knowledge of beaches tells me the lines should be PARALLEL to the waves rather than perpendicular.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-02 19:40:02
I don't remember what the beach scene looked like originally, but my knowledge of beaches tells me the lines should be PARALLEL to the waves rather than perpendicular.
This is the original=/ The sand looks realy strange....
(http://img143.imageshack.us/img143/5204/poac.jpg)


Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-12-02 20:40:37
having just completed that battle, i can agree that the original looks strange. I think the stretching of the original masked the strangeness, as is the case with man of the battle scenes.

I'd just flip the sand to run the correct way. I agree with staying true to the original as much as possible, but sometimes concessions should be made for the sake of common sense.

lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-03 00:12:41
Dunno why i don't like that scene that much. Looks "unreal".
Could you use something closer to this just to see the diference?

http://forums.adobe.com/servlet/JiveServlet/showImage/2-2124866-7773/sand.jpg
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: alloy on 2010-12-03 03:21:07
Maybe its not meant to be a sandy beach. You could make it a rocky beach, or a mix of rock sand and dirt/mud/clay/sand. Look around industrial areas to see what I mean.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-03 11:14:31
How about this sand?
(http://img7.imageshack.us/img7/5439/ff72010120315010960.jpg)

Dunno why i don't like that scene that much. Looks "unreal".
Could you use something closer to this just to see the diference?

http://forums.adobe.com/servlet/JiveServlet/showImage/2-2124866-7773/sand.jpg

(http://img577.imageshack.us/img577/1123/ff72010120315241952.jpg)
It looks realy flat=/

UPD: While there is still the sand problem with Junon beach, here is the normal beach=)
(http://img560.imageshack.us/img560/1214/ff72010120316531436.jpg)
(http://img696.imageshack.us/img696/3186/ff72010120317130154.jpg)
(http://img72.imageshack.us/img72/9687/ff72010120317124182.jpg)
(http://img443.imageshack.us/img443/2451/ff72010120317124489.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Cyberman on 2010-12-03 22:02:58
How about this sand?
Well if you look at it carefully it's a sunset beach setting. IE the beach at sunset. The angle of the sun at that time is close to the zero angle (angle at which anything and everything reflects off a surface). This creates some unusual visual effects on the beach surface. I believe that was what the original creators of the scene were trying to do. Beach sunset with weird sea creature I guess?

Cyb
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-04 10:26:15
How about this sand?
Well if you look at it carefully it's a sunset beach setting. IE the beach at sunset. The angle of the sun at that time is close to the zero angle (angle at which anything and everything reflects off a surface). This creates some unusual visual effects on the beach surface. I believe that was what the original creators of the scene were trying to do. Beach sunset with weird sea creature I guess?

Cyb

Now that you meantion it, you are probably right.
The first sand colour was right all the time, the montains and the sea just need to be toned to a sunset tone (darker?  :|)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-04 12:31:22
Now here's the final version:
(http://img703.imageshack.us/img703/9052/ff72010120416234495.jpg)
(http://img189.imageshack.us/img189/4932/ff72010120416240069.jpg)

Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Hellbringer616 on 2010-12-04 14:31:06
Both beaches look great now man :D
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-04 15:18:50
Looks good now  8)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-04 21:49:59
WIP (skybox not completed and transparency bugs present):
(http://img707.imageshack.us/img707/8862/ff72010120502032033.jpg)
(http://img89.imageshack.us/img89/3936/ff72010120501345741.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Hellbringer616 on 2010-12-04 22:14:39
I think it needs more trees in the background (smaller so they are far away type thing) the giant gap in between the two trees in the middle is to large.

Just my two cents


I see you said the sky box isn't finished yet. Ignore me :D
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-05 14:15:17
Final:
(http://img560.imageshack.us/img560/7673/ff72010120517443149.jpg)
There are trees in the skybox, but you can see them only when the battle starts and the camera zooms from above=)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timber on 2010-12-06 01:13:28
Nice work, that battle scene was probably one of the worst looking ones in the game.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-06 11:28:35
To me, it looks a bit that the bushes have too "hot" colors in relation to the trees (or the other way around).
Just my opinion tho.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-12-06 23:46:21
i agree with nightmarish, the bushes look a bit to saturated, i would decrease the brightness a bit and up the contrast a hair to even them out. As far as overall design goes, your spot on.

lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Kylos on 2010-12-07 22:08:56
These new battle scenes are looking awesome, good work! :D

I wish i had the know how to help out with this project, it would be pretty cool to have my own battle scene lol, nevermind though ill leave it to the pros
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-09 18:31:44
I wish i had the know how to help out with this project, it would be pretty cool to have my own battle scene lol, nevermind though ill leave it to the pros

Don't be shy and try :wink:

WIP (skybox not ready):
(http://img205.imageshack.us/img205/690/ff72010120922133692.jpg)
(http://img210.imageshack.us/img210/3955/ff72010120922192370.jpg)

Still not quiet satisfied with the main ground texture. any good ideas?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Covarr on 2010-12-09 19:25:45
The problem is that it looks a bit flat, like a picture of bricks instead of actual bricks. Yeah, I know, as a texture that's what it really is, but maybe try fiddling with the contrast, or reducing the space between the bricks to see if that makes it appear to have a bit more depth.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-09 19:42:44
Maybe like this?
(http://img121.imageshack.us/img121/8071/ff72010120923353421.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: kela51 on 2010-12-09 19:49:09
looking good! ;)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sithlord48 on 2010-12-09 19:57:23
looking really good
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: kela51 on 2010-12-09 19:59:00
looking really good

you alright sithlord!  ;D
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-09 20:29:07
The idea is good but in my eyes it looks a bit too "heavy".
Can't really put the finger on it, but makes my eyes hurt a bit. Maybe there too much parallel lines.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-09 20:46:25
I'll experiment tomorrow with the lights then =)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Knil on 2010-12-10 02:01:32
Instead of the grey bricks I think you should do a sort of rusty blend of a dark brown and red. I won't look so out place like right now. Maybe the bricks should be smaller too. Also, have some irregularities. I know there is so much you can do to a texture before it looks like it's repeating but im sure it's something that can be done.

(http://i32.photobucket.com/albums/d18/knildragon/BrickRoad.jpg)

Is there a way I could get the textures from you guys and texture them myself? I dont have the programs or knowledge to rip them but I do know how to photoshop if you need something done.

If you want, I'll work on that brick image, just pm me the image file.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timber on 2010-12-10 02:48:37
The first one looked much better imo.
Though you should post the original with your screens to compare, since TA is all about keeping true to the original.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Knil on 2010-12-10 03:25:05
^ True. I can't remember what the texture looked like in the original but from the background scenery, the color doesn't match, lighting wise and color wise. The texture should look great without lighting and lighting should only make the texture look even better once lighting is placed.


Also, I would like to add, the light fixtures in the battle scene are orange so there should be tint in general on the bricks.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-10 05:45:41
You can get the textures here http://dopplereffect.shacknet.nu/ff7/data/battle/battle.lgp/
Just pick a scene, the series are listed in the first post. Before starting don't forget to ask if it's done already=)

The original texture is grayscale with slight blue tone. These bricks completely match the size of original, so using other has no reason. The only hard thing about this texture is to test it (5 minutes from the nearest save).

UPD:
(http://img593.imageshack.us/img593/5977/zangan2010121011512225.jpg)
(http://img59.imageshack.us/img59/2061/ff72010121012221270.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Doku on 2010-12-10 11:44:46
This look is awesome , nice work dude. :D
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: AlbusJC on 2010-12-10 12:16:24
Maybe like this?
(http://img121.imageshack.us/img121/8071/ff72010120923353421.jpg)
I prefer this one. Nice work dude.  :-)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: obesebear on 2010-12-10 13:47:51
I'm not positive, but I think Kranmer made a trainer that allows you to use save states of some sort.  So instead of being 5 minutes away from testing it, you could be right there each time.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Soul on 2010-12-10 13:51:57
You mean like in a psx emulators? Where in  save states and load states are posibble?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Knil on 2010-12-10 15:01:27
Is this too much of a change?

(http://i32.photobucket.com/albums/d18/knildragon/pjaccopy.png)

This is kind of what I was trying to explain. A darker mood for a darker environment.

Here is a better close up. The resolution of the PNG 2048 x 2048 but it's compressed in these views. Not sure on the maximum res we can have.

(http://i32.photobucket.com/albums/d18/knildragon/pjaccopy-1.png)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-10 19:10:18
I'm not positive, but I think Kranmer made a trainer that allows you to use save states of some sort.  So instead of being 5 minutes away from testing it, you could be right there each time.
Thanx for the tip)

Is this too much of a change?

Yep it is=)

Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Knil on 2010-12-10 22:37:10
Edit - I just got your email. Thanks for the feedback!

Ok, so what are the rules when making a texture because I re-read the first post and I couldn't find anything where it says I must match brick for brick. I'm not trying to be difficult, I just thought adding a little bit of variation and keeping the exact amount of rows and making the player search the scene more rather than just noticing how flat it is.

Here is a lighter version.

close up
(http://i32.photobucket.com/albums/d18/knildragon/pjac2ccloseup.png)


original
(http://i32.photobucket.com/albums/d18/knildragon/pjac2copy.png)

Some of my questions were not answered. I'm not sure how large the file can be, right now im working with a 2048 x 2048 png. To me that's really high but maybe it's ok for this work. I'm new to this place so I apologize if I'm asking rather easy questions I may have missed.

Here are the set with a blue tone

up close
(http://i32.photobucket.com/albums/d18/knildragon/pjac2bluetonecloseup.png)

original
(http://i32.photobucket.com/albums/d18/knildragon/pjac2bluetone.png)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sl1982 on 2010-12-11 02:09:15
I cant give you a decent answer unless I see it in game.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Knil on 2010-12-11 02:40:18
I'll see what I can do. I have no idea how to even put this into the game so this may take some time. I was hoping I could pass my work off to someone else and allow them to handle that area. IS 2048 x 2048 too big? Should I keep it at 512 x 512?

Update 2- I thought I would change my image up. I'm gonna head to bed for tonight but ill be sure to try and test this stuff out tomorrow.
(http://i32.photobucket.com/albums/d18/knildragon/pjac_twx002.png)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timu Sumisu on 2010-12-11 03:40:44
2048 is actually just fine for battle floors, given they cover a very large plane, and are very zoomed in upon. It's hard to say how the varied brick pattern would look ingame, i'll try n give it a whirl tmrw. long and short of inserting it - check the applog to see that the actual name of the texture is in battle, and rename the texture to that, inserting it into the modpath folder.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-11 06:11:12
The name of the texture is STAGE29_T00_00.png

UPD: delete the frame around the tiles, cause the texture is mirrored 4 times
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-12-12 16:35:33
here's  a preview of what i've been working on lately. School is out until January, and i have the last week of December off at work(w/ pay ;-) ) Still needs some work, and this scene has some odd clipping, notice the black areas under the map. Not sure if i can fix this because it seems to be the actually field model that is wierd. The original appears that way as well.
(http://img.photobucket.com/albums/v220/pyrozen/Untitled-1-16.jpg)

The scene is nearly finished, though the odd rock trees in the background need a bit more work. If i can get on a tear i should be able to knock a bunch of the organic scenes out quickly, but im not as good at industrial textures.

lee

*edit* scene is finished. I dumped the odd rock formations in favor for another mountain range and it looks great.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: obesebear on 2010-12-12 17:17:17
You can delete the surrounding tiles in the .p editor portion of kimera, and just stretch the very middle ones out so that they fill the battle area.  That will get rid of the baked on lighting.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-12-12 17:57:08
You can delete the surrounding tiles in the .p editor portion of kimera, and just stretch the very middle ones out so that they fill the battle area.  That will get rid of the baked on lighting.

thanks for that, i did not know it was that easy to remove. Any idea on what could be done to replace the missing areas in the background? If you notice the skybox does not descend all the way below your viewpoint, and there are missing polies under the roadway that you can see right through.

lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Nightmarish on 2010-12-13 00:45:13
I always find a bit weird the transition from the walls/montains to the ground as they don't comply so much.
Can't you make some kind of gradient from the montain color to the ground color, to somehow recreate the dirt on the rocks near the ground?

It's just a bit weird that it's so clean near the ground, there's always dust and wind, so the montains near the ground should be somewhat the color of the ground.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: obesebear on 2010-12-13 05:12:59
You can delete the surrounding tiles in the .p editor portion of kimera, and just stretch the very middle ones out so that they fill the battle area.  That will get rid of the baked on lighting.

thanks for that, i did not know it was that easy to remove. Any idea on what could be done to replace the missing areas in the background? If you notice the skybox does not descend all the way below your viewpoint, and there are missing polies under the roadway that you can see right through.

lee
Sorry, I only messed around with the battle scenes a very, very little bit.  I do know the .p editor has a function to create polies, but I've never really used it...
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-12-13 10:01:14
I always find a bit weird the transition from the walls/montains to the ground as they don't comply so much.
Can't you make some kind of gradient from the montain color to the ground color, to somehow recreate the dirt on the rocks near the ground?

It's just a bit weird that it's so clean near the ground, there's always dust and wind, so the montains near the ground should be somewhat the color of the ground.

there actually is a gradient, but i needed to extend it upwards some more. The mountains you can't see in the picture look fine, but the ones displayed have very little gradient.

lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Salk on 2010-12-13 15:22:17
I always find a bit weird the transition from the walls/montains to the ground as they don't comply so much.
Can't you make some kind of gradient from the montain color to the ground color, to somehow recreate the dirt on the rocks near the ground?

It's just a bit weird that it's so clean near the ground, there's always dust and wind, so the montains near the ground should be somewhat the color of the ground.

I find myself practically always sharing Nighmarish's views on the new battle scenes. So I just need to thank him for putting words to my own thoughts as well!  ;)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: jeffdamann on 2010-12-31 13:36:57
Holy Moses! You guys have been busy during my absence! What GREAT work! I need to get cracking.

Unfortunately I have been incarcerated in the county jail for the past 3 months, so thats why I was MIA. I just got home today, so give me a little time to get my life in order and Ill jump back in headfirst.(Although my skills leave a lot to be desired :P)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2010-12-31 14:51:30
welcome back jeff, i was wondering  where you had disappeared too
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2010-12-31 21:20:50
jeffdamann, your work inspired me to join this project^^
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: jeffdamann on 2011-01-12 23:54:35
Well its been nearly 2 weeks since Ive gotten back, thinking about firing up cs5...

Who's with me? Im sure I can knock something out fairly soon.I think Ill do the PA series.

Well crap... For some reason cs5 refuses to open pngs now. It just says "Could not complete your request because this is the wrong type of document". Curiously, It wont save as a png either, there is no option. I looked around.. cant fix the problem, wasnt really much info out there, everything just said that it should be able to, now Im worried about this until I get it fixed. Wanted to do the highway tonight :(
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-01-13 05:06:25
Use "Save for Web" option. There you can choose PNG-24=)
Currently doing "oz". After the exams I'll do "oy"
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: jeffdamann on 2011-01-13 17:46:45
Save for web devices wont do anything, its grayed out. I still cant open pngs either. Im not gonna use a separate program just to recompress, so Im gonna try to re-install or something.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2011-01-13 19:39:47
I started school again, so my time is full right now. I've gone back to the WMRP and demanded that i do one texture a week so i can at least slowly move towards 100% completion. Been averaging around 2 i would say, and there are only around 80 left to be done, most of which i can't even find on the world map.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-01-13 20:16:54
Save for web devices wont do anything, its grayed out. I still cant open pngs either. Im not gonna use a separate program just to recompress, so Im gonna try to re-install or something.

Strange....

I started school again, so my time is full right now. I've gone back to the WMRP and demanded that i do one texture a week so i can at least slowly move towards 100% completion. Been averaging around 2 i would say, and there are only around 80 left to be done, most of which i can't even find on the world map.

What's the progress with Mt. Nibel?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2011-01-13 20:46:03
still where it was earlier. The ground textures look good but im not satisfied with the sky in the least. I can send em over if you want to complete it.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-01-15 07:14:21
Ok, send it over. Can you send the game save  too?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: pyrozen on 2011-01-16 14:08:56
http://www.mediafire.com/file/dtctlvaqkxkowb2/nibel.rar

i dont have  the save file anymore, but the battle is on the scene when you first enter mount nibel. Easiest way to get there is to run through the town and enter the mountain. The battle further in use a different scene.

lee
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sithlord48 on 2011-01-16 16:38:08
you guys can "warp" to locations. w/ black chocobo if the location is not in there its ok just load the a save where you want to warp and note the map id , loc id and x,y,z (also name) any ones you guys find ill add to the table.

below is a link to a ss to show u what im talking about
http://img816.imageshack.us/f/saveloc.png/
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-01-22 11:20:29
Final version of Mt.Nibel :)
(http://img607.imageshack.us/img607/7372/ff72011012215074704.jpg)
(http://img402.imageshack.us/img402/2931/ff72011012214555923.jpg)
(http://img220.imageshack.us/img220/5637/ff72011012215052876.jpg)
(http://img207.imageshack.us/img207/5576/ff72011012215165242.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timber on 2011-01-23 01:05:31
That looks fantastic felix!
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Salk on 2011-01-24 05:01:58
The final version is a definite improvement over the first attempt! Keep it up!
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-03-15 19:50:38
Here is the rooftop. (the main window is buggy so thats why there is that black flickering line -_- )
(http://img822.imageshack.us/img822/8500/ff72011031522220044.jpg)
(http://img862.imageshack.us/img862/5675/ff72011031522230958.jpg)
(http://img340.imageshack.us/img340/7176/ff72011031522215661.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: sl1982 on 2011-03-15 19:53:57
Looking good, I wonder if the helicopter is part of the scene or if it is tucked away somewhere in the battle.lgp
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Covarr on 2011-03-15 19:57:27
You never cease to amaze me, this is some nice work.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Kudistos Megistos on 2011-03-15 19:59:35
Looking good, I wonder if the helicopter is part of the scene or if it is tucked away somewhere in the battle.lgp

I assume it would be in battle.lgp; the game counts it as an enemy and it has an enemy ID (046, to be exact).

EDIT:

I just looked in Leviathan. It is indeed in the battle.lgp
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-03-15 21:43:39
Current work. dunno what to do with the skybox, it will be hard to replicate that:P
(http://img196.imageshack.us/img196/5/ff72011031600320483.jpg)
(http://img231.imageshack.us/img231/7686/ff72011031600323911.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Roxas on 2011-03-15 23:58:52
Always quite impressed by your work, felix_leonhart. :)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Timber on 2011-03-16 01:51:42
Great work felix :D Looks sooo good.

For the rooftop, my only criticism is that the windows could look more... window-y.

For the elevator skybox, maybe a picture of Midgar could help?
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: ice_cold513 on 2011-03-16 03:00:13
Looking good, I wonder if the helicopter is part of the scene or if it is tucked away somewhere in the battle.lgp

You are right sl1982
It's in the Battle.lgp I wish i was back in Wales i could tell you what the name of it was :(

P.S.
The scene looks and Cloud looks very very nice, shame Rufus don't look so good now.
I always thought he was one of the best models in the game not counting the end battle Cloud and Sephiroth models though
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: obesebear on 2011-03-16 03:20:15
You are right sl1982
It's in the Battle.lgp I wish i was back in Wales i could tell you what the name of it was :(
CSAA ;)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: FeliX Leonhart on 2011-03-16 08:34:51
Ok, here is the fininished version:
(http://img835.imageshack.us/img835/2128/ff72011031611290063.jpg)
(http://img17.imageshack.us/img17/3848/ff72011031611274182.jpg)
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: DLPB_ on 2011-03-16 11:16:17
Impressive to say the least.
Title: Re: *OFFICAL* Battle Scene Reconstruction
Post by: Vgr on 2011-03-16 22:31:26
Impressive to say the least.

Yup. Really.
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: yarLson on 2011-03-17 00:48:57
wow Felix I must say, you are really tearing it up on this project. Good work!
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: BloodShot on 2011-03-17 10:32:57
Wow, It almost doesn't look like 7 anymore those are so good  ;)

Really nice job, I love it.
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: Salk on 2011-03-18 05:54:33
Keep it up, felix_leonhart!   ;)
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: ITCOMPTECH on 2011-04-21 15:35:10
high what program are you using for your battle scenes!!? i want to try and help out if i can :-)
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: lordex on 2011-05-07 18:01:05
Edit: nvm, delete :)
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: Covarr on 2011-05-08 16:31:49
Edit: nvm, delete :)
You know you can delete your own posts, right?
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: Kudistos Megistos on 2011-05-08 17:10:37
You know you can delete your own posts, right?

No he can't.

Look at your last post in this subforum and see if you can find a delete button anywhere.
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: Covarr on 2011-05-08 17:27:29
No he can't.

Look at your last post in this subforum and see if you can find a delete button anywhere.
OH, snap. When did that change? Or was it never on the TA subforum?

My apologies to the mods for this off-topic waste of time.
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: lordex on 2011-05-09 22:37:08
OH, snap. When did that change? Or was it never on the TA subforum?

My apologies to the mods for this off-topic waste of time.

If I could, don't you think I'd do that? :D

Anyway... I was "fooling" around a little, and I came up with this...

(http://img109.imageshack.us/img109/5504/scrn1d.png) (http://imageshack.us/photo/my-images/109/scrn1d.png/)

What do You guys think?
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: harkemeides on 2011-05-13 08:12:53
Anyway... I was "fooling" around a little, and I came up with this...

What do You guys think?

I love the background skybox image of the setting sun. my thought on it though, is that in that screen shot, the brightness of the skybox and rather dark textures of the battle scene are at a disparity. would love to see this screenshot again after a little tweaking of the brightness and overall color of the scene. I.E. with such a distinct lighting source the light in the canyon would be limited in fill and very directional, so the light would create a high contract ratio between illuminated surfaces and dark shadows in crevaces. (also, possibly give the textures a slightly orangish/redish glow that appears to emenate from the caynon opening?). love the art direction all the same.
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: ITCOMPTECH on 2011-05-13 23:19:09
can you give me the original of this i mean the modded version? I'm good with shadows and lighting and would like to have a go :-)
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: ITCOMPTECH on 2011-05-13 23:24:34
would really love to help out with these battle scenes
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: Costa07 on 2011-05-14 23:03:47
ITCOMPTECH

You should really read the rules don't double post just edit your first post instead. Please and thank you
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: ITCOMPTECH on 2011-05-15 02:34:46
sorry about that i thought i did press modify but obviously not :-)
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: VinnyFinito on 2011-05-27 17:15:49
 :o im stunned nice work can wait to see it myself
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: bashful6 on 2011-08-18 08:10:37
I had a really quick question...possibly 2 questions.
I followed how to install/replace the image for that battlefield but when I started a new game and got into the first fight, it was white completely. I'm not sure exactly what I did wrong possibly the name or file type its in? the resolution is 2048x2048. Also not able to view it on lgptools as well it makes the program crash but if i chose another its fine.
Second question is I saw that there were a few done for the inside of the factory where could I find those?
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: Hellbringer616 on 2011-08-18 11:44:53
Are you running Aali's OGL driver 7.11b?
If you have an Nvidia chipset/graphics card, do you have driver version 260.** or lower?
Did you put it in the proper mod folder? (whatever the drivers modpath is set to)
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: bashful6 on 2011-08-18 12:21:49
Are you running Aali's OGL driver 7.11b?
If you have an Nvidia chipset/graphics card, do you have driver version 260.** or lower?
Did you put it in the proper mod folder? (whatever the drivers modpath is set to)

I have the Aali's OGL Driver 7.11b, Nvidia 280.26 drivers.
The tutorial I was following was just telling me to open the battle.lpg file with lgptools > select 8000-9000 find the file you want to replace exp: "opac" right-click replace the file with the image you have and thats it. But that did not work for me just crashes the program.
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: PitBrat on 2011-08-18 15:01:28
Rename the PNG textures and you can use them in the 'mods' folder.

osaf = stage12_t03_00.png
opac = stage09_t00_00.png
opad = stage09_t01_00.png
opaf = stage09_t03_00.png
oqac = stage10_t00_00.png
pjac = stage29_t00_00.png
pjaf = stage29_t03_00.png
Title: Re: *OFFICIAL* Battle Scene Reconstruction
Post by: bashful6 on 2011-08-18 19:14:38
Ahh thats perfect thanks a lot PitBrat.