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Messages - Fraggoso

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201
The thing is that I don't want to draw the mask and automate as much as I can or else this Mod will never be released.
Like we say here in Germany: One death you have to die. Or "You will have to opt for the lesser evil."

The PC seams are ugly, let's trashcan them ASAP.
PSX is too blocky but at least way better then the PC ones.

I'll give it some further testing with leaves and fine detail and see how it goes.

202
What do you think, Meru?
http://screenshotcomparison.com/comparison/202947

It's not perfect, yeah but still better then PSX as well as Steam seams (at least for my taste).
I've to test them in game but at least from the picture the masks seems very fitting.

203
I'm trying another solution which needs an in between step but initial test are promising atm.
How do you use the PSX masks as a background btw.? When I import them via HQ I have gray seams everywhere (atm).

204
I'll make some more tests today regarding that and hopefully I get a perfect mask.
I'll let you know if it's feasible to do.

205
It's really weird how Silicon Studio made so ugly masks to begin with.
Even if you straight upres them with bilinear filtering you don't end up with that fucked up mask that Silicon Studio has. :/

It looks good to me. :)

206
I've finished almost all on disc 3, should be around 70% completed and I learned a lot on mask on the way.
I'm not saying it, but I would start over and clean up everything prior to disc 3 but I don't know if I can motivate myself to do so... <.<°

@dclem What do you mean? It replaces the ugly steam backgrounds with (my taste) better ones. ^^

207
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-09 09:44:20 »
I seriously need to finish the damn Background mod so I can poke a bit in the dark.
I didn't say that he's not knowing what he's doing. Albeit I say that he maybe need a little push in the right directions as he has (to my knowledge) no background in modding sound files whatsoever and you seem pretty smart. ^^

208
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-09 09:35:30 »
The "problem" as I see and heard is that some sound effects are split into different files instead of being one as it should be.
And not everyone is as technical as you, Meru. Heck I don't even know what that header means. *lol*

209
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 21:15:48 »
That sounds more of an issue. :/
How the hell didn't the team saw that (heard that ^^) the sound effects are off.
If they're not processed the same way, wouldn't the best way to let them sound the same without any magic by the soundchip?
I can't recall that FFVII and/or VIII hat this Problem.

210
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 20:59:47 »
You mean that the sound is made by the psx Chip like it plays music?
I'm not entirely sure if that is the case with sound effects.

212
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 18:05:10 »
Well then who is?  So we just leave this port being in a shoddy state?

Well I think you already adressed that to the person who's at least working on replacing the sound effects:
https://steamcommunity.com/app/377840/discussions/0/133258593389989239/?tscn=1488997608#c133259227513474527 ;)

213
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:32:21 »
I'm not working on the sounds, sorry.

214
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:29:32 »
Yeah that sounds nothing like the PSX Version (and it makes me laugh *lol*).

215
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:13:30 »
Stupid Language Barrier. Sorry for that, Meru. I feel like Bill Murray in "lost in translation". ^^
I'm just curious why the sfx are splitted and sound off (the death animation for example, which could be replaced by the PSX now thanks to the community).
I thought that this was the thing he wanted to do for the SFX which sounded off (like accept and/or cancel sound). ^^

216
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 16:40:21 »
Then we've really talked at cross purposes. 

217
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 16:25:00 »
In which post did I say that he wants to replace the engine?
He want's to replace the sound effects, that was and is my point from start to finish. O_o

218
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 15:15:37 »
Whatever man...

219
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 15:12:00 »
Let's move along, I don't see you helping out at all and just arguing will not help whatsoever.
And no, Sharon don't want to fix the music. Where did you read that...?

220
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 14:55:47 »
I don't know what point you're trying to prove, Meru?
The music is off in the engine. If you can't hear that, it's fine. I on the other hand can't play it without the fixed lib.
The assets on the other hand are good.

The sound effects are a whole other thing as the assets aren't the same across PSX and PC (and they're even sliced in some manor).

221
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 14:42:26 »
Did you rip those straight out of the folders?
The assets are the same (from what I know) it's only that the Engine, when you play the game, upsamples and downsamples the music so it sounds off (in game while playing).

222
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 12:24:31 »
No problem, maybe someone else can help him out.

223
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 11:47:59 »
I only mentioned the music because the music sounds off as of improper down- and upsampling from the engine. That's what the SDLIB is countering.
Maybe it would be good, IF you've time to contact Sharon as he's working on it. I just wanted to cry out for a helping hand.

224
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 11:40:43 »
We're not talking about music, but sound effects.
They sound very different ingame opposed to what they sounded like in the PSX Version.

And I could hear the difference in music sample (I play with headphone mostly so I could spot some really ugly spots in some tracks).

225
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 11:06:29 »
It's like the music: They sound way worse than the PSX counterparts and some are entirely missing.
Even with the SDLIB that Xenobrain made they sound way off.

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