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Final Fantasy 7 => Graphics => Releases => Topic started by: Grimmy on 2012-02-19 23:44:19

Title: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Grimmy on 2012-02-19 23:44:19
What is it?

Every magic texture and all of its' palettes have been converted to png, renamed, up scaled and filtered to work in Modpath.

What does it do?

It turns this (original textures)

(https://drive.google.com/uc?id=0B7M9_-82mYREVFF3M203UHpVTlE)

Into this (up scaled textures)

(https://drive.google.com/uc?id=0B7M9_-82mYREbXYxUmtNc2NlbWM)

Does it contain anything else?

Yes, all the original Team Avalanche magic textures have been placed into the proper modpath locations. I also Included Ices by Kela and the new cards by JordieBo. A new set of Tarot cards have also been included. I did not include The comet and dice textures since they were of no use to me.

Where can I get it?

Here

http://www.mediafire.com/?l36slfdst26e38b (http://www.mediafire.com/?l36slfdst26e38b)
http://www.mediafire.com/?3718bcsbi67qhp8 (http://www.mediafire.com/?3718bcsbi67qhp8)
http://www.mediafire.com/?c3zdxpuub7jqz1b (http://www.mediafire.com/?c3zdxpuub7jqz1b)
http://www.mediafire.com/?3u3g5bo63qljk0m (http://www.mediafire.com/?3u3g5bo63qljk0m)
http://www.mediafire.com/?nwo1i7p0jvsapz4 (http://www.mediafire.com/?nwo1i7p0jvsapz4)
http://www.mediafire.com/?kkw598c1lwrty65 (http://www.mediafire.com/?kkw598c1lwrty65)

How do I install it?

I'm horrible at giving tech support, but I named my modpath Data to more closely follow the original LGP format. So either name your modpath Data and put the contents into that folder, or just copy the contents into your current modpath.

Are there any known problems?


The main issue you will encounter is on grey scale textures. For some reason if the original texture was in grey scale the mod path method doesn't properly remove the black that should appear transparent. The result is a black square around the magic spell. The way to fix this problem is to identify the offending texture. open the png in an image editor and delete the black leaving a transparent area. If you guys pm me or post up what textures are having this problem I'll put together a fix pack for them.
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-19 23:52:50
Wow fresh release! I will try that and I will post when I have time, I'm working on some intro videos till then! Thanks!
Title: Re: Upscaled Magic Textures
Post by: KaidenJames on 2012-02-20 06:56:51
I'm having trouble zipping these files. Tried 7zip and winrar. Any suggestions?
Title: Re: Upscaled Magic Textures
Post by: Kranmer on 2012-02-20 08:21:11
Great work Grimmy, Do you mind if i ask what program/s you used to do these ?

@KyubiNemesis if you want to decompress these just open the data.7z.001 with 7zip when you have all files in the same folder, that works for me (i am using 7zip 9.23) or you can select Data.7z.001 with 7zip and then click FILE and COMBINE FILES and it turns the 6 archives back into 1.
Title: Re: Upscaled Magic Textures
Post by: KaidenJames on 2012-02-20 10:44:47
Thx Kranmer. The version of 7zip I had wasn't working. All good now. Thx Grimmy for the mod!  :evil:
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-20 12:46:11
I was wondering if I have to add a mod path as textures because I noticed it's Bootleg by default in opengl.cfg with lots of pngs there. If I want to add a path I add it with comma? ex. mod_path = bootleg, textures. Do we put the png files in textures or in Bootleg? Thanks!
Title: Re: Upscaled Magic Textures
Post by: Vgr on 2012-02-20 15:06:03
Only one modpath allowed. Put everything in the same folder.
Title: Re: Upscaled Magic Textures
Post by: dkma841 on 2012-02-20 15:49:11
Aha just what i needed thx a lot grimmy :D btw i have to download all of those links?
Title: Re: Upscaled Magic Textures
Post by: UGerstl on 2012-02-20 16:10:14
@e1sunz: Yes, you must download all links/files.
                 It's a big archive divided into 100mb parts.
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-20 19:21:23
Only one modpath allowed. Put everything in the same folder.

So the folder is "data". I put the folder in my Bootleg folder as it is. I'm just asking because inside the data folder there are folders named "battle", "magic" and such which are placed in different folder inside Bootleg folder... Thank you!
Title: Re: Upscaled Magic Textures
Post by: Grimmy on 2012-02-20 20:24:28
You're way over complicating things. Sounds like you have your modpath folder named bootleg. So just copy the entire contents of the data folder and place them into your bootleg folder. It just come down to what you named your modpath folder. Mine is named Data to more closely follow the original folder and lgp format, but it doesn't matter what that folder is called. You could have titled it bananas, and as long as the config file tells the driver to look at the bananas folder for external pngs and they are properly organized they will load.

My modpath address is C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\data
Sounds like yours is C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\bootleg
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-20 20:42:33
You're way over complicating things. Sounds like you have your modpath folder named bootleg. So just copy the entire contents of the data folder and place them into your bootleg folder. It just come down to what you named your modpath folder. Mine is named Data to more closely follow the original folder and lgp format, but it doesn't matter what that folder is called. You could have titled it bananas, and as long as the config file tells the driver to look at the bananas folder for external pngs and they are properly organized they will load.

My modpath address is C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\data
Sounds like yours is C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\bootleg

Excellent! That's what I did! Sorry for the newbismmmmm :P
Title: Re: Upscaled Magic Textures
Post by: Grimmy on 2012-02-20 20:48:09
Great work Grimmy, Do you mind if i ask what program/s you used to do these ?


I used omega to convert all the tex files to bmps. It was annoying because some of the original tex files have up to 30 palettes. Then I opened the bmps in photoshop un-indexed the color palettes, resized, filtered and saved as png. It was a simple process, but doing it 2600 times was really boring.
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-20 22:39:22
I used omega to convert all the tex files to bmps. It was annoying because some of the original tex files have up to 30 palettes. Then I opened the bmps in photoshop un-indexed the color palettes, resized, filtered and saved as png. It was a simple process, but doing it 2600 times was really boring.

And that's how you become an "insane poster" ;) Amazing work really! After what I read I don't think i really care about grey pixels!
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-20 23:06:17
There is something wrong with loading the limit break textures, appears to be just bright blank without the fire texture around the character. I don't know if it is the textures I placed in mod path or something else.

*UPDATE* I deleted the folder "data" that I got from you (didn't replace anything) It still doesn't load limit break textures :(( like it's stuck!

*UPDATE* I tried copying only the images in my magic folder and seemed to work great but I still have problem with the limit breaks, though I'm suspicious that it doesn't read some other files too. I can't raw copy all .png files in the magic folder because it asks me to overwrite some. This means that I need to copy some files in another folder. I will try some changes but if someone knows better please help :)  Here I post a screenshot with my setup. Thank you!

*UPDATE* I copied all pngs as they are from each folder into the magic folder but kept both files when it asked to overwrite so there are some pngs with the same size renamed and with jo_b03_00.png not duplicate. I notice the difference in magic spells but limit break texture is still absent (I use the limit's flash V4 by kela51). I also noticed there are 2 .tex files 1.tex, baku1.tex which I replaced into the magic.lgp. I uploaded a video on youtube to see what's happening http://www.youtube.com/watch?v=sFO8Mu5HmTc (http://www.youtube.com/watch?v=sFO8Mu5HmTc)

(moved  in troubleshooting-delete if you want)

(http://img857.imageshack.us/img857/6695/dwm2012022112481716.png)
Title: Re: Upscaled Magic Textures
Post by: norikoteiko on 2012-02-21 14:19:48
nice work  :)
Title: Re: Upscaled Magic Textures
Post by: KaidenJames on 2012-02-21 16:47:07
Leon, try creating a folder inside of the Magic folder called "Limit" and place the limit PNG you want to use in there. That's how mine is set up and it's working for me. Hope that helps!
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-21 18:09:17
Leon, try creating a folder inside of the Magic folder called "Limit" and place the limit PNG you want to use in there. That's how mine is set up and it's working for me. Hope that helps!
I tried all possible options. Doesn't work for the limit breaks :( For any suggestions come here (let's not spam this topic anymore) http://forums.qhimm.com/index.php?topic=12848.0 (http://forums.qhimm.com/index.php?topic=12848.0)
Title: Re: Upscaled Magic Textures
Post by: AlbusJC on 2012-02-21 18:31:35
Have you tried deleting all the cache first?  :-\
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-21 18:51:05
Have you tried deleting all the cache first?  :-\

lol Yes. I direct you to the troubleshooting page ;) http://forums.qhimm.com/index.php?topic=12848.0 (http://forums.qhimm.com/index.php?topic=12848.0)

*UPDATE* lolz spotted it--> *GLITCH: broken LGP file (magic), don't use LGP Tools!*

It's really interesting to read the APP.log because it shows the path that reads png files from Bootleg mod path (like in your setup)


INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/MAGIC/THUNDER/THUNDE00_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/MAGIC/THUNDER/THUNDE01_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/MAGIC/THUNDER/SONIC_1_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/MAGIC/THUNDER/THUNDE01_02.png, falling back to palette 0
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/MAGIC/THUNDER/THUNDE01_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ELEC1_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/MOTO1_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/DOMU1_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ENERGY00_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ENERGY02_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ENERGY02_06.png, falling back to palette 0
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ENERGY02_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ENERGY00_03.png, falling back to palette 0
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/FF7/DATA/BATTLE/SPECIAL/HADO/ENERGY00_00.png, failed

I'm thrilled !!! everything works like a clock now!!! I made a new APP.log just for test. Only this occurred (I don't know if it's important!)

INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/Brizad_00.png, failed

INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/HVSHOT_01.png, falling back to palette 0

I spotted the HVSHOT_00.png and HVSHOT_01.png in my textures folder \Final Fantasy VII\textures\Limit , it might be from Avalanche I noticed it's the same file, so copied/renamed the HVSHOT_00.png into HVSHOT_01.png from your folder?

Thank you so much Grimmy!!!
Title: Re: Upscaled Magic Textures
Post by: Grimmy on 2012-02-22 01:26:59
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/Brizad_00.png, failed

This shouldn't happen since there is no brizad.tex in an original magic.lgp. You are most likely using the kela51 models so it is being told by the brizad.rsd to look for the brizad.tex, but I'm not sure. A fix would be to convert Kela's brizad tex to png, and name it Brizad_00.png then place it in that location. I may include that in the fixes just so others don't get the same issue.


INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/HVSHOT_01.png, falling back to palette 0


That is from the TA magic textures. I was unaware it had a second palette, so I didn't add one. It will load the one I included when it does the falling back on palette 0 I think. Or yes just copy paste the HVSHOT_00.png and rename it HVSHOT_01.png.

Keep reporting any issues and I will put together a fixes pack soon.
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-02-22 11:22:36
This shouldn't happen since there is no brizad.tex in an original magic.lgp. You are most likely using the kela51 models so it is being told by the brizad.rsd to look for the brizad.tex, but I'm not sure. A fix would be to convert Kela's brizad tex to png, and name it Brizad_00.png then place it in that location. I may include that in the fixes just so others don't get the same issue.

That is from the TA magic textures. I was unaware it had a second palette, so I didn't add one. It will load the one I included when it does the falling back on palette 0 I think. Or yes just copy paste the HVSHOT_00.png and rename it HVSHOT_01.png.

Keep reporting any issues and I will put together a fixes pack soon.

Yeyyyy! Kela 51's upscaled pngs! I guess I will keep playing when I have time :)
Title: Re: Upscaled Magic Textures
Post by: KG on 2012-03-07 14:24:46
This makes battles look so much better! Thanks.  :-D I did notice one issue that was annoying enough to remember:

Quote
The main issue you will encounter is on grey scale textures. For some reason if the original texture was in grey scale the mod path method doesn't properly remove the black that should appear transparent. The result is a black square around the magic spell. The way to fix this problem is to identify the offending texture. open the png in an image editor and delete the black leaving a transparent area. If you guys pm me or post up what textures are having this problem I'll put together a fix pack for them.

The leaf textures in special/konoha/ are showing this graphical issue. I got it sorted and stuck it up on mediafire if you'd rather not redo them yourself: http://www.mediafire.com/?8n7qp726xq7ou7q (http://www.mediafire.com/?8n7qp726xq7ou7q)
Title: Re: Upscaled Magic Textures
Post by: LeonhartGR on 2012-03-07 15:42:00
This makes battles look so much better! Thanks.  :-D I did notice one issue that was annoying enough to remember:

The leaf textures in special/konoha/ are showing this graphical issue. I got it sorted and stuck it up on mediafire if you'd rather not redo them yourself: http://www.mediafire.com/?8n7qp726xq7ou7q (http://www.mediafire.com/?8n7qp726xq7ou7q)

Are they supposed to look so bright?


(http://img195.imageshack.us/img195/10/ha100.png)

(http://img40.imageshack.us/img40/10/ha100.png)
Title: Re: Upscaled Magic Textures
Post by: KG on 2012-03-07 22:32:10
I have no idea why they look so bright in GIMP (they do for me, too) but when I tested them in game they looked fine. Irfanview also shows me a normal looking texture

I certainly could've messed something up though. I freely admit I don't really know what I'm doing with a real texture editor. Paint's more my speed.  :P

I easily could've fixed the textures by doing something that works but is also 'wrong.'
Title: Re: Upscaled Magic Textures
Post by: gosnell85 on 2012-03-09 06:58:40
I cant get magic textures to work anyone see something i'm doing wrong  :'(

Mod path
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\mod1 <--png's and magic folder here

http://img837.imageshack.us/img837/8176/mgcv.jpg
(http://img837.imageshack.us/img837/8176/mgcv.jpg)
Title: Re: Upscaled Magic Textures
Post by: KG on 2012-03-09 15:05:59
Edit: the bug seems to be unrelated to your texture pack. Off to do more investigation!
Title: Re: Upscaled Magic Textures
Post by: gosnell85 on 2012-03-09 16:39:19
Quote
Edit: the bug seems to be unrelated to your texture pack. Off to do more investigation!

i suspect that my mod path with opengl does not work at all. I have the ff7 remix multipatch installed from this forum -- http://forums.qhimm.com/index.php?topic=8915.0 -- which has a mod folder of it's own called "textures" which i have used to mod custom avatars and limit break textures successfully. I just can't figure out how to use this to mod your magic pack. I really suspect this is the source of my problem.
Title: Re: Upscaled Magic Textures
Post by: KG on 2012-03-09 17:53:06
i suspect that my mod path with opengl does not work at all. I have the ff7 remix multipatch installed from this forum -- http://forums.qhimm.com/index.php?topic=8915.0 -- which has a mod folder of it's own called "textures" which i have used to mod custom avatars and limit break textures successfully. I just can't figure out how to use this to mod your magic pack. I really suspect this is the source of my problem.

If you're changing textures you need to delete your cache folder so that the driver can rebuild the cache with the new textures.
Title: Re: Upscaled Magic Textures
Post by: PitBrat on 2012-03-09 21:07:29
The TEXTURES folder is a deprecated feature.
Installing textures in the TEXTURES folder requires that you hex edit the original texture in the .LGP archive and add a pointer to the new texture in the external TEXTURES folder.
If a file already exists in TEXTURES, then the hex editing it most likely already done.
Also, the folder structure of TEXTURES is different than that of the MODS folder.
Title: Re: Upscaled Magic Textures
Post by: archerxtreme on 2012-04-14 15:18:13
Hi there. I am a new user on qhimm but not new to the forum itself. I think one of my videos was recently posted here by Leonhart7413. Hope i've found the right troubleshooting thread...now my problem is quite weird. Some of the magic textures, creature non physical attacks like Firaga, Thundaga, Blizzaga, Stonaga when cast on a single target[i.e. not using All materia] do not appear as in are invisible. But they appear using All materia on multiple targets. It's not a simple matter of texture loading error cuz: 1) No error message received. (2) The effects while invisible when i play, appear when i see the recordings of fraps or screenshots!  ??? Same problem with certain summons like ifrit's fire effects, shiva's ice effects.....It's impossible for me to post any pics or screen shots of this problem cuz according to the pics, they are there! anyone encountered such?  Plus another possible related problem: countdown timer, or numbers such as television ratings during the shinra parade, nibelhime safe numbers are not displaying either...played those parts with mods disabled...First time i've seen this problem was when i installed Grimmy's textures. My most recent mod addition.

Mod's i use:
Team Avalanche graphical overhaul HQ[no custom avatars, magics from this pack installed]
Team Avalanche's GUI
Grimmy's new prelude[i think it's Grimmy's]
Leonhart7413's new opening and other vids posted by users on qhimm
Advent Children Complete Patch
Final Original Barret by jinkazama2k7( additionally credited to Timu Sumisu and Millenia)
new diamond weapon by Grimmy[i think]
FF7 Music Patch
Aali's driver 0.7.11b

OS:
Win 7 Home premium x64
Title: Re: Upscaled Magic Textures
Post by: PitBrat on 2012-04-14 15:50:39
You won't find much support around here when you are using the Advent Children Complete Patch.
That mod contains copyright material.
Not only is it illegal, it's full of bugs.
Title: Re: Upscaled Magic Textures
Post by: quequotion on 2012-07-03 05:56:20
Inside your archive is a file structure like this:
Code: [Select]
data\
         several.pngs
         magic\
                several.pngs
                ff7\
                     data\
                           battle\
                                   severalsubdirs\
                                                    somehave.pngs
                                                    somehavesubdirs\
                                                                   withafew.pngs

I can't imagine that structure works, unless directory structure is irrelevant, so I rearranged this as follows:

Code: [Select]
mixed\
         magic\
                pngsfromyour"data\magic"
         battle\
                subdirsfromyour"data\magic\ff7\data\battle"

I'm particularly concerned about the files in mixed\battle\subdirs, because I'm seeing only a hodge-podge of your enhanced textures.

Are the subdirectory structures correct? Do those files belong in subdirectories of subdirectories of battle?

Long overdue edit: Yeah that was a bad idea. The directory structure is based on the original lgp file contents; the mess belongs to the developers at Square.
Title: Re: Upscaled Magic Textures
Post by: PitBrat on 2012-07-03 11:51:13
The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.
Title: Re: Upscaled Magic Textures
Post by: quequotion on 2012-07-03 15:29:04
The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.

Is there any documentation to make sense of this?

I understand the Menu Overhaul project uses the mod\DK folder and Team Avalanche uses the mod\AVALANCHE folder, and Grimmy's textures go in mod\Data.

As far as I can tell, all of these folder names are arbitrary.
It does not, or should not, matter what the name of the mod folder is.

What matters is where Aali's driver expects to find the files inside that folder...

I doubt that Aali has encoded separate pathways for AVALANCHE\whatever\they\do and DK\whatever\happens\there and Data\which\could\have\been\"bannanas".

There should be a certain layout of directories inside the mod\whatever folder.

**Edit**
So that crazy pathway is the expected one... ok.... weird.
Title: Re: Upscaled Magic Textures
Post by: Fischkopf on 2012-07-04 15:43:53
You won't find much support around here when you are using the Advent Children Complete Patch.
That mod contains copyright material.
Not only is it illegal, it's full of bugs.

I guess most people don't care, since they have a pirated version of FFVII already.  ::)
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-09-16 07:52:22
The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.


To make more specific for newbies;

Archive has these hives;
----Data
     -----magic + some pngs
            -----ff7
                   ------data
                           ------battle + some pngs
                                   -----blue
                                   -----limit
                                   -----limit2
                                   -----limit3
                                   -----magic
                                   -----special
                                   -----summon
                                   -----weapon



So mod path is \FF7 Installed Folde\mods\Data accrding to ff7_opengl.cfg defining mod_path = Data.
Now should I copy some pngs in the archive folder -----magic with some pngs excluding ff7 folder in it

to  \FF7 Installed Folde\mods\Data\magic

Is this correct ?

And the rest;

------battle + sone png's
                     -----blue
                     -----limit
                     -----limit2
                     -----limit3
                     -----magic
                     -----special
                     -----summon
                     -----weapon
battle folder including pngs and folders is to go under  \FF7 Installed Folder\mods\Data\ such as
 \FF7 Installed Folde\mods\Data\battle  ?

***************************************
http://forums.qhimm.com/index.php?topic=16346.msg232108#msg232108

He said rain and seffect pngs shall be "root" in mod path i.e. \FF7 Installed Folde\mods\Data\.
I got confused. Help me to straighten up.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Grimmy on 2015-10-02 01:30:58
Sorry for the slow response. It took me ages to figure out what exactly you were asking since you quoted the answer. You are making it way to complicated on yourself. Don't change or move any files or folders. Just copy/paste it exactly as it is. The file structure has to be set up exactly like that to mirror how the original magic.lgp was set up. If you want to see the original file structure just extract the magic.lgp with aali's unlgp tool and you will see those files and folders in those locations.In other words it all goes in the magic folder under your modpath. Nothing goes into the battle modpath folder.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: quequotion on 2015-10-12 04:34:48
Don't change or move any files or folders.
I think he was confused by the same thing I was three years and six posts ago. I didn't expect to find such a directory tree and did not know why this texture pack seemed to be scattered throughout. I also tried to make a directory structure that made "logical" sense to me.

I was unaware that the folders are laid out as in the original lgp--not simply according to the category of textures in the folders.

The beauty of this is that every texture pack fits into the same directory tree, so it's easy to mix-and-match:
mods/:
Code: [Select]
Reunion/:
(PNG Magic textures)*
http://forums.qhimm.com/index.php?topic=12836.0

  battle/:
  (PNG Battle Scene textures)
  http://forums.qhimm.com/index.php?topic=14469.0
  http://forums.qhimm.com/index.php?topic=14610.0

  Chocobo/:
  (PNG textures installed by Reunion)

  cr/:
  (PNG textures installed by Reunion)

  disc/:
  (PNG textures installed by Reunion)

  field/:
  (subfolders of PNG Field textures)
  http://forums.qhimm.com/index.php?topic=15335.0
  http://forums.qhimm.com/index.php?topic=12260.0

  Flevel/:
  (PNG textures installed by Reunion)
 
  Magic/:
  (PNG Magic textures and subfolders of PNG Magic textures)*

  Menu/:
  (PNG textures installed by Reunion)
  (PNG Avatar textures)
  http://forums.qhimm.com/index.php?topic=13378.0
  http://forums.qhimm.com/index.php?topic=15239.0
  (zeni_h_00.png)
  http://forums.qhimm.com/index.php?topic=13383.0

  World/:
  (PNG World Map Textures)
  http://forums.qhimm.com/index.php?topic=14469.0
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-11-24 12:18:11
Sorry YES I AM REALLY CONFUSED!!

Please get me straight up like this;
In Grimmy's file there is a folder "weapon4" including two pngs, bomb_1_00.png and smoke_1_00.png;
     \data\magic\ff7\data\battle\weapon\weapon4
Where must I place this "weapon4" folder into;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data ?

NOTE: mod_path = Data


Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Grimmy on 2015-11-24 23:00:19
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\weapon\weapon4


Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-11-26 11:17:52
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\weapon\weapon4




Thank you for this.
But I had got the old problem;
In your archive folder;
\data\magic\ff7\data\battle contains rain7_00.png, seffect1_00.png, seffect1_01.png and other png files and these MUST be placed in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
i.e. ROOT FOLDER of the MOD path (mod_path = Data) .
even     \data\magic\ff7\data\battle\weapon\weapon4 should be placed into;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\weapon\weapon4

Following your reply, you are suggesting that ALL files in your archive \magic folder shall be placed under;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
That makes rain7_00.png, seffect1_00.png, seffect1_01.png and other png files in your archive folder
\data\magic\ff7\data\battle placed in ;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle
not in the MOD root path;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
and seems not work in my case.

Need more information.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Grimmy on 2015-11-28 22:22:39
OK. So, you are having issues because you are trying to look through the files and have them make sense. It will not.

What you need to do is download all six parts of the zip file and then extract the first part(I use 7zip). That will automatically extract the other parts. Now you have one folder named "data". Copy the entire folder named data into your mods folder. delete the cache folder in your mods folder. Name your mod path data and it will work.

I just redownloaded the 6 parts to make sure and the download is correct. It sound like you are trying to do something outside of the instructions that have been spelled out. Don't move files around inside of the data folder. Don't try and extract the parts of the download separately.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-11-28 22:52:45
Things are like this;
Game screen of "summon" using Grimmy's Archive as is rain7_00.png, seffect1_00.png, seffect1_01.png and other 79 pngs placed in
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle

(http://i68.tinypic.com/9j3eye.jpg)

summon icon IS ROUGH in this case.
But if rain7_00.png, seffect1_00.png, seffect1_01.png and other 79 pngs placed in
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data
root folder of MODS path, game screen is;

(http://i64.tinypic.com/ekkva9.jpg)

summon icon is very smooth as you intended.

This is the reason I got confused placing all png files as you intended in your archive.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Grimmy on 2015-11-29 00:02:07
Literally you just said. " If I put the files into the wrong location, it looks wrong."

"But, if I put the files into the correct location it looks correct."

How can I help you? I don't understand.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-11-30 10:02:35
Following Grimmny's answer,

Yes such as ;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle\magic\sailess
WORKED as Grimmy suggested. OK OK I am satisfied with this result.

But,
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle

has 82 png files such as;

rain7_00.png
seffect1_00.png
seffect1_01.png
seffect1_02.png
seffect1_03.png
seffect1_04.png
seffect1_05.png
seffect1_06.png
seffect1_07.png
seffect1_08.png
.
.
.
.
.
seffect3_25.png
seffect3_26.png


And I was trying to get these files REALLY effective with Aali's Custom Grahic Driver 0.8.1b.
But in vain although Grimmy suggested

*************************************
How do I install it?

I'm horrible at giving tech support, but I named my modpath Data to more closely follow the original LGP format. So either name your modpath Data and put the contents into that folder, or just copy the contents into your current modpath.
**************************************

Oh my.
Please stop the answer instructing these 82 files work in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic\ff7\data\battle

THESE 82 FILES  DID NOT WORK KEEPING GRIMMY's ARCHIVE TREE.
I POSTED THE PICTURE.

I NEED ANSWER FROM OTHER PERSON ( (Grimmy already said "I'm horrible at giving tech support") WHO instruct the correct folder to place these 82 files working with Aali's Custom Graphic Driver 0.8.1b.

For me as novice programmer, Grimmy's word was too hard to swallow down, and I'm not sure about other folder's place correct or not ,just found 82 seffect pngs WERE NOT PLACED RIGHT ( I can't play all of the magic as I did not get all Materia.)
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Kaldarasha on 2015-11-30 11:04:48
Aali has made a direct folder (it doesn't matter what its use is) its structure is identical with the folders you can create in the mods folder. All the folders are representing a lgp file (battle = battle.lgp, magic = magic.lgp, etc). However the effect textures aren't in such a file that's why they come dirctly in the mods folder. For the magic.lgp structure you can use unlgp and extract its content there you will see how it is built.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-11-30 12:45:34
Thank you Kaldarasha.
I think I made sense.
Unlgped magic.lgp has one folder "ff7" containing other subfolders same as Grimmy's archive.
And in;
 -----\magic.lgp\ff7\data\battle
there are no png files different from Grimmy's archive.
OK, I am not in the position blaming his work but 82 png files such as;

rain7_00.png
seffect1_00.png
seffect1_01.png
seffect1_02.png
seffect1_03.png
seffect1_04.png
seffect1_05.png
seffect1_06.png
seffect1_07.png
seffect1_08.png
.
.
.
.
.
seffect3_25.png
seffect3_26.png
shall be placed in root folder of MOD path, because game installation did place
rain7.tex, seffect1.tex, seffect2.tex and seffect3.tex to;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle
and so that the folder contains battle.lgp and magic.lgp, the same folder level for related 4 texs must be kept in MOD path.
As magic.lgp files shall be overwritten by the files in;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data\magic
with Aali's driver, so 82 png files in the question shall be placed in the same level of the folder of /magic ,i.e. root path of MOD "Data".

My question is now solved. Thank you again.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Grimmy on 2015-11-30 23:01:28
I'm glad you were finally able to get it working. Sorry I couldn't be more helpful with your specific issue.
Title: Re: [FF7PC-98] Upscaled Magic Textures (2012-02-19)
Post by: Toppanzoo on 2015-12-01 01:05:08
That's Ok, Grimmy.
I am something moron to understand the program work.