Author Topic: [REL] sl1982's Field Enhancement  (Read 74967 times)

yarLson

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Re: sl1982's Field Enhancement
« Reply #50 on: 2011-03-20 23:30:07 »
yeah I have had similar mishaps. I came to the same conclusion. I spent 4 or 5 hours on one of the scenes in the northern cave. And I didn't even have much to show for it either haha.

Armorvil

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Re: sl1982's Field Enhancement
« Reply #51 on: 2011-03-21 00:49:27 »
Just experienced Part 2 in-game. They look great, bravo !

Kyo13

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Re: sl1982's Field Enhancement
« Reply #52 on: 2011-03-21 03:02:04 »
Hey thanks for the part 2 ! I'll test it right now ! :)

Edit : Part 1 was allready : "Consists of the opening train scene to the reactor bomb placement." So I suppose part 2 starts where part 1 finished. But where finish part2 please ?
« Last Edit: 2011-03-21 03:03:43 by Kyo13 »

sl1982

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Re: sl1982's Field Enhancement
« Reply #53 on: 2011-03-21 03:05:27 »
Getting of at the sector 7 train station.

Kyo13

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Re: sl1982's Field Enhancement
« Reply #54 on: 2011-03-21 03:54:41 »
Thanks a lot for the information Sl !  :)

Edit : Test of part2 finished, (so part1 too, I have start from the beginning) really great too ! We can easily see the difference when we quit Sector 7 Train Station to enter Sector 7 Slums.  :P
« Last Edit: 2011-03-21 07:13:03 by Kyo13 »

Terid__K

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Re: sl1982's Field Enhancement
« Reply #55 on: 2011-03-21 10:27:14 »
Just tested this, and... WOW. The improvement is unbelievable.

I can't wait to see the Temple of the Ancients enhanced. Costa del Sol should look really nice too.


sl1982

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Re: sl1982's Field Enhancement
« Reply #56 on: 2011-03-22 03:55:49 »
Part 3 is up. Enjoy.

Kyo13

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Re: sl1982's Field Enhancement
« Reply #57 on: 2011-03-22 13:19:13 »
That's quick ! Thanks Sl ! (Will see myself where it ends ^^)

Edit : Or not you gave the information ^^

Lars2k

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Re: sl1982's Field Enhancement
« Reply #58 on: 2011-03-22 15:32:05 »
very nice work, thx man

ryanphlp2002

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Re: sl1982's Field Enhancement
« Reply #59 on: 2011-03-22 22:28:41 »
Ok........embarrassing question time - where is "ff7config.cfg"??? I have Avalanches last release along with the remix patch, Aali's driver etc but no ff7config.cfg, just ff7config.exe - someone mentioned when I searched did someone "make it", it has to be created manually in notepad?  Please don't laugh.....well do if you must if its the price of answer!   :|

Armorvil

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Re: sl1982's Field Enhancement
« Reply #60 on: 2011-03-22 22:49:52 »
SL actually meant ff7_opengl.cfg

sl1982

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Re: sl1982's Field Enhancement
« Reply #61 on: 2011-03-22 23:26:55 »
Oops sorry about that.

ryanphlp2002

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Re: sl1982's Field Enhancement
« Reply #62 on: 2011-03-22 23:40:39 »
Ah thank God for that! Thought I'd finally lost it completely! :o

sl1982

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Re: sl1982's Field Enhancement
« Reply #63 on: 2011-03-23 16:31:51 »
Part 4 is up.

Armorvil

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Re: sl1982's Field Enhancement
« Reply #64 on: 2011-03-23 19:38:36 »
I can't believe how fast you're going SL ! This is great.

Still, even though your method of enhancing the field backgrounds must be the best anyone could do right now, I feel that the feeling of depth & perspective is sometimes lost in the process. I sometimes have the feeling that I move a polygonal character on some kind of watercolored painting - not in an actual 3Dish field background. And the original pics, while pixallised, managed to achieve the latter a bit more.

But I guess that's what the whole Avalanche Bombing Mission project is here for ^_^ Anyways, I like your enhancements a lot, believe me : I always put them into my game as soon as they're made available :)
« Last Edit: 2011-03-23 19:47:11 by Armorvil »

Cloud1000

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Re: sl1982's Field Enhancement
« Reply #65 on: 2011-03-23 20:19:47 »
I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.

sl1982

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Re: sl1982's Field Enhancement
« Reply #66 on: 2011-03-23 23:21:21 »
I can't believe how fast you're going SL ! This is great.

Still, even though your method of enhancing the field backgrounds must be the best anyone could do right now, I feel that the feeling of depth & perspective is sometimes lost in the process. I sometimes have the feeling that I move a polygonal character on some kind of watercolored painting - not in an actual 3Dish field background. And the original pics, while pixallised, managed to achieve the latter a bit more.

But I guess that's what the whole Avalanche Bombing Mission project is here for ^_^ Anyways, I like your enhancements a lot, believe me : I always put them into my game as soon as they're made available :)

I totally agree, which is why the Team Avalanche method is the ultimate solution. This is a 'as good as it gets' solution until the scenes are recreated.

I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.

If there is lag there is nothing I can do about it. Maybe look into the settings in ff7_opengl.cfg.

Vgr

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Re: sl1982's Field Enhancement
« Reply #67 on: 2011-03-23 23:24:05 »
What do you mean by "lag" Cloud1000?

Cloud1000

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Re: sl1982's Field Enhancement
« Reply #68 on: 2011-03-24 21:47:30 »
fps drops at beginning of game where you go at bomb. Ultra laggy. Idk if I set the path wrong or something.
 
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.10b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 8800 GTX/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1600x1000, output resolution 1333x1000, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 6
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

Here is appconfig
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1600
window_size_y = 1000
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

sl1982

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Re: sl1982's Field Enhancement
« Reply #69 on: 2011-03-25 01:59:20 »
Part 5 up.

Timber

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Re: sl1982's Field Enhancement
« Reply #70 on: 2011-03-25 02:30:38 »
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png

I'm not really sure what this means. Do some scenes not display correctly?
Or is it just an annoying error message?

sl1982

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Re: sl1982's Field Enhancement
« Reply #71 on: 2011-03-25 02:54:05 »
For some of the scenes there are palette changes that cannot be handled in the way we are remaking the backgrounds. The driver will inform you of this. Basically the result of this is that something (usually lighting) is not able to pulsate or do whatever it is supposed to do normally. So you can either leave the files there and have high res but static lighting, or remove the files and have pixellated proper lighting.

Kyo13

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Re: sl1982's Field Enhancement
« Reply #72 on: 2011-03-25 04:26:10 »
Thanks again Sl1982 ! Will test part 5 ! And thanks for the explanation about the glitches !

linalynx

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Re: sl1982's Field Enhancement
« Reply #73 on: 2011-03-25 13:34:11 »
uhm...can you put it on mediafire???because...megaupload....sucks...tnx

btw...good work

Kyo13

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Re: sl1982's Field Enhancement
« Reply #74 on: 2011-03-25 15:56:38 »
Why the hell are you asking for another website to host files ?! I can't understand ?! There are small files, everybody can take it from MU (without Prenium account), MU is fast and files are corrects.

So just take it from MegaUpload ! oO

Edit : Answer after vgr255 : Sorry I haven't think about that :S I see what you mean.... don't consider this post.
« Last Edit: 2011-03-26 01:22:18 by Kyo13 »