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Messages - eqprog

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1
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-05-22 19:58:46 »
As far as I can tell, injecting higher resolution cutscenes directly into the gameplay would required modification to the emulator.

Sorry for the lack of updates. I did get a website set up to provide a faster download mirror however!
http://eqprog.com/static/ff7ccupreleases/0.9.zip

2
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-02-26 18:45:39 »
Updated the ‘wall’ texture directory with the new model upscales. The Texas Winter Storm basically made me lose a week plus I had to play catch up with my personal and professional life. However I did also finally upgrade my pc and it looks like batch upscaling these models will take about half the time as before. I also developed a tool for comparing and approving the new upscales versus the old ones, which makes the process significantly faster. Hopefully finishing up will not take long from here on out.

3
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-01-16 04:15:16 »
No.

4
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-01-02 20:01:23 »
Thanks. I actually emailed Richard from noesis last night. It’s still too early to know what may happen but I will say that I didn’t get a negative response. I don’t want to publicly commit him or myself to achieving this either. Re/packing new models seems possible but actually getting them in to the game may not be. Either way my goal would mostly be to use any changes in combination with the emulator.

5
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2021-01-01 21:45:13 »
Still working on things. Most small updates are being posted on discord now.

Question for some of the forum veterans: is there a tool to export a 3D model in the .ff7ccmodel format? Yesterday I used noesis to extract the models in collada format and put them into blender so I could get the uv mesh outline. (Wish I had done this before as I believe it will be very helpful understanding the way certain models work with their textures.)

But that got me thinking about doing some mods to the original game which would then be used in the emulator. I just need to get the models in a compatible format first. After that I think I could make a patch for umdgen easy enough.

Edit 2: did some research and realized that am in way over my head

Edit: Obviously someone figured how to extract the data from the iso so there’s gotta be a way to reverse it, right?

6
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-11-16 19:08:37 »
I'll see what I can do. If I recall correctly the original version didn't have readable text so what text there is in my version is all made up. I didn't want it to be too distracting. The other thing is that the texture is the same from both sides, so any specific information I put on it with regards to orientation is going to be "off" depending on the perspective of the player. Theres not much I can do about this.

Also, check your PMs for discord link.

Zakkura, I emailed it to you.

The link expires in 24 hours.


Scratch that. Here's a permanent link to the #general channel. Once you join I'll invite you to the dev channel. Anyone else reading this can join, too.  https://discord.gg/HHMC2UBq4s

7
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-11-16 15:07:14 »
Hey, I'm back.

GameCore are you using the US version of the game? Keep in mind that if you aren't some textures will be missing.

8
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-11-05 23:57:42 »
Hey, I noticed the master and dev branch were out of sync (master had files dev didn't) and I tried to sync them up again and I screwed it up. Original masterdumps are gone.  Anyone know how to undo that?


edit: I managed to fix it, I think. Please let me know if you're missing anything. I had to learn a bit about using git with the commandline :X

9
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-29 19:28:14 »
Leave you more things here than I am doing:

Steel door:
Before:
https://i.postimg.cc/52JkYGTb/Sin-t-tulori1.png
After:
https://i.postimg.cc/KcLNPfnz/Sin-t-tulori322222.png

Door:
Before:
https://i.postimg.cc/3w4pKr1R/61.png
After:
https://i.postimg.cc/wxcNxGXh/62.png

Barrier:
Before:
https://i.postimg.cc/d0r1Hhn8/4-1.png
After:
https://i.postimg.cc/vTHZZ3yz/4-2.png

Do you think you could make the coloration a little more similar to the originals?

Quote
Firewood pile:
Before:
https://i.postimg.cc/MGQcCPZf/ori2.png
After:
https://i.postimg.cc/rFwDVFFk/ori32.png


Molbol and sword:
Before:
https://i.postimg.cc/02z9X6yb/9.png
After:
https://i.postimg.cc/qRvPtYtz/92.png

Tank:
Before:
https://i.postimg.cc/CLs9NSjz/7-2.png
After:
https://i.postimg.cc/kXshSwmS/7-22.png

These look good.  I notice you’re using the Spanish version of the game. How well does the mod work with it, if at all?

10
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-27 14:48:14 »
A lo mejor sería possible sin embargo si lo hiciera, lo haría después de que hayamos terminado todo el trabajo. El emulador guarda las texturas originales con el valor de su puesto en la memoria. Tales valores van a ser diferente para cada versión del juego. Es possible que se convierta la modificación pero trata de renombrar todos los nombres de los archivos a los nombres indicados para su región a traves de comparar los “hash” de las texturas para determinar si se combinan o no.

11
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-22 17:19:12 »
Alright, dev branch created on github. Switch to that one. Lurkers can switch too if they just want the absolute latest version all of the time. otherwise, the master branch will be smaller and should have just what you need for the mod to work. Let me know otherwise.

12
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-22 16:45:59 »
Hey, just checking in to let everyone know I'm alive (not that I was dying). I work for a mobile service provider so the past few weeks have been very busy for me due to the new iPhones being announced. I have vacation scheduled in the middle of November but will just be staying at home due to the pandemic. I will definitely be getting more work done then.

Zakkura, keep up the great work. I genuinely meant it when I said I wish I were as talented as you were, same goes with you, Devina. I don't really have any background in actual art so I'm very impressed with both of you.

Devina, I will see what I can do about separating the edits from the rest of the files. It is something I had considered previously, actually, and it makes a lot of sense to do at this point. I will get it done today and post an update here. Once we have an established dev branch just make sure we all switch to it and work on that branch. Also, I really think your idea to go through each section of the game to polish up the existing upscales is exactly what we need to do at this point. I want you to take the reins on it for now and coordinate with Zakkura to get it done. Don't wait for me to give the go ahead, I trust you.

Both of you: I want to set up a discord server (or similar) for us to communicate on. I've received a few inquiries about donations and I'd like to discuss that privately. Plus, I think it would just be better at this point now that the team is a little bit bigger. Please email me using my username at gmail.com and I will send an invitation link to you.

13
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-15 22:19:33 »
Looks great! I wish I was as talented as you.

14
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-03 03:59:57 »
We also need to be careful with copyrighted materials. The project is a gray-ish area as it is, but arguable fair-use due to being derivative works. Straight up ripping textures from ff7r and putting them into the game does not fall under fair use.

15
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-10-01 17:08:40 »
You did it perfectly. I really prefer the desktop app because it automates syncing everything.

Check this out if you want to streamline your testing environment: https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/

tldr version for Windows: Open up command prompt (admin) and run this command
Code: [Select]
mklink /j "C:\Users\[you]\Documents\PPSSPP\PSP\TEXTURES\ULUS10336\textures" "[path to your github FF7CCUP folder]"
What this is will do is basically make a linked folder so that ULUS10336\textures points to the ff7ccup directory so that whenever you "fetch" the current build everything will sync up nicely. The only thing you may have to do is copy over textures.ini if thats been updated.

16
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-30 23:23:34 »
Your gray walls look better so lets use that one.

17
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-30 22:18:55 »
Did some improvements on those doors and the walls.





edit: Things are really starting to shape up now. :)

18
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-30 20:35:36 »
I don't think it's worth it because if you use this method, you can identify any texture in 2 mins and all:
[...]
I know. That's essentially. what I've been doing. I was just saying that in retrospect organizing all the textures by their area in the game would have been a lot easier because it would have avoided so much of that.

BTW, in textures.ini you can just take out the "#" on this line.
#IGNORE FMVS#
; videos
000000000000090900000000 =
#[]

For some reason if you have the brackets there, the emulator will ignore all the lines after it. Putting the # before the [] makes that line ignored. In other words, changing it to just say "[]" will ignore all the texture replacements besides UI replacements and FMV frames.  You don't have to rename the file. Do it however you want though, I'm not going to nitpick whatever work flow you have. Its just easier to remove one character :).

I have an idea where each week, we go into a specific room/area in the game and try to "oversee" everything, dividing up tasks.
For example, me and Zakkura are doing Loveless alley, and I'm doing the floor and Zakkura is doing the walls.
That way, it can feel funner and we can talk about our changes and ideas.

Sounds good to me. Should we just start from the beginning of the game?

I think we should aim for a max time of one week per area, but if we can finish a zone more quickly or if we all agree it looks fine already then we should just move on. Of course, if an area takes longer than a week that's fine too.

I also think we should make a new folder for all those DMW flashback scenes just because they're organized all over the place so I'm going to work on getting all of those right now.

EDIT:

Just made a flashback folder in the environment folder which is live on github now. There's 34 of them and I think that might be all of them, not sure.



If you want to adjust textures.ini for these, you can. I need your help to upscale these ones:

00000000b26c92244b446239
00000000c3c6a2cf90c65ceb
000000002e0d26a2456bd347
000000007de2c2b644b3bfa4
0000000037c5e2e5fc75a2cd
00000000975fdca3ef7f58f4
0000000027815412323a5002

Done. Also, I gotta share this one. The "face enhancement" feature of Gigapixel really tried to hard. I had to turn it off for this one file.


19
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-28 21:31:17 »
You’re welcome. I just want to say that it feels great to have another contributor join us. It certainly gives me more motivation finish, especially seeing these new updates from both of you. I don’t want you all to think I’m slouching! Keep up the fantastic work. I should but submitting some more work myself in the next few days.

I was thinking, how would you feel about having the textures organized by area in the game instead of by type? I really regret not doing that way from the beginning. It’s so much easier rather than turning the texture replacement off, refunding, then trying to figure out which one I’m looking at. And obviously there are some textures I have listed as ground” that are wall textures, etc, because as I was organizing them I had no context. That by itself isn’t so bad but it just bothers me.

I was have to play through the game again (just to be sure to capture *everything*) and organize as I go. Then, I think I could write up a script that would shift the work we already have around and generate a new texture.ini file.

I’m thinking we would have a folder for each story character model, then a folder for each zone in the game. If either one of you have suggestions for this, let me know. The goal would be to make work easier. If you think I’m just wasting time, tell me and I’ll proceed as is.

20
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-27 20:08:35 »
I added you as a contributor, zakkura. You should accept the invite if you haven’t yet.

21
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-26 21:44:31 »
Looks great, I approved the request. I’m at work now but I will get you added whenever I get home later this evening so that you can just push updates without approval.

22
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-25 21:30:22 »
Submit a few more requests when you are able and I’ll add you as a contributor once I make sure you do quality work and I don’t have to worry about approvals. Thanks for offering to help!

23
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-24 19:08:02 »
Its really outside the scope of this project, and candidly speaking outside of my ability. I mean, thinking about it, it could theoretically work however there are a lot of unknowns. The Noesis utility can unpack the models from the UMD iso and photoshop can view them however I have no idea how one would "repack" them into the same format. The PSP as a platform is very restrictive in terms of texture dimensions *and* memory. For instance, I tried to take the upscaled FMVs and inject them into the ISO. After an exhaustive search I... acquired... the software used to publish psmf video files(playstation movie format) and it literally won't let me import the upscaled video because of the video resolution. I think even if someone managed to get a hold of the entire PSP SDK, implementing the higher resolution textures wouldn't be possible because Sony would have known well enough to force certain restrictions on the developer and therefore exporting such models would not be allowed.

Let's say someone managed to do this, you could use UMDgen to create a patch and modify the table of contents, sure. But honestly I don't think the PSP (and therefore an emulator) would know what to do with those files because it just isn't capable. PPSSPP texture replacement circumvents this by injecting textures into the PC's memory ("outside" of this emulation layer, if you will).

That's on top of.... having to probably have some sort of ps3 homebrew solution to get the modified ISO to run. If you really want to play it on your TV, perhaps consider using a chromecast type of device and steamlink? Its free. You could also try emulating it on android and casting it to your TV. There are lots of compatible bluetooth controllers which could be used this way.

24
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-24 11:05:52 »
The short answer is no, the longer answer is yes, probably but one would need a bunch of developer tools that are hard/illegal to obtain and might not even work. You’d basically have to change all the models and their texture file directly which is very different from how texture replacement works on ppsspp. I don’t have a ps3 I could test it on anyways.

25
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-09-23 21:58:50 »
Updated OP with new screenshots.

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