http://backup.ninjaloot.se/share/palmer-0.8b.zip (http://backup.ninjaloot.se/share/palmer-0.8b.zip)
- Fixed crash on export for some (broken) field files
Strangely, the name which popped into my head was "Highwind", probably because of your screenie :-P
Strangely, the name which popped into my head was "Highwind", probably because of your screenie :-P
Except that Highwind is already taken (http://forums.qhimm.com/index.php?topic=6389.0).
If Palmer is not taken already I want it :-P
I like Gaia, but as you said it's not a world editor. Mako is another great name but, well, Palmer is too funny to pass up on :-P
Amazing job Aali, now everyone quick, start making 1280 X 960 backgrounds!!! haha :lol:
Somewhat on topic:
I'm not positive, but isn't there some kind of tool in Photoshop that keeps pictures looking very true to the original when resized larger?
Amazing job Aali, now everyone quick, start making 1280 X 960 backgrounds!!! haha :lol:
:-D i could do that but I am guessing you don't want squiggles from MSpaint?
This is amazing! Come on though call it anything other than Palmer. My vote goes to Moogle or Mog.
Think i could add in this?:
(http://i182.photobucket.com/albums/x74/beefpwnage/UntitledTVOO-1.png)
Think i could add in this?:
(http://i182.photobucket.com/albums/x74/beefpwnage/UntitledTVOO-1.png)
Wow, Did you do this? That is amazing!
Use resize image with nearest neighbor option + tiny blur :
original background (http://wikisquare.com/public/ff7-sd1.png)
result (http://wikisquare.com/public/ff7-hd1.png)
I dont see a tiny blur?
I dont see a tiny blur?
Without blur (http://wikisquare.com/public/ff7-hd1-withoutBlur.png)
How long did it take to resize those? Maybe i can borrow my friends PC with photoshop, Or use GIMP to help you out.
How long did it take to resize those? Maybe i can borrow my friends PC with photoshop, Or use GIMP to help you out.
All is done in two seconds with a script. But we must have all backgrounds in a folder.
I hate bicubic (http://wikisquare.com/public/ff7-hd1-bicubicsmoother.png)
How did you extract the backgrounds? I extracted the files from the .lpg, but i don't know how to load them up
EDIT: The backgrounds default is 512 X 512? but the default of FF7 is 640 X 380 isn't it?
How long did it take to resize those? Maybe i can borrow my friends PC with photoshop, Or use GIMP to help you out.
All is done in two seconds with a script. But we must have all backgrounds in a folder.
I hate bicubic (http://wikisquare.com/public/ff7-hd1-bicubicsmoother.png)
I wrote an article that talks about the backgrounds, but in french : Section 9 : backgrounds (http://www.wikisquare.com/ff7/technique/field/bg)
I have some other obscure features implemented that I'm not sure any of the original data uses. (For example, the only layer that must exist is layer1, layers 2, 3 and 4 are all optional and can exist in any combination, so you could have a field file with only layer 1 and 3 or whatever and FF7 would still load that correctly)
Oh and the non-paletted format is R5G6B5, not RGB5551 :wink:
Like this (http://wikisquare.com/public/ff7-hd1-sharpen.png) ? I know is no much.
I have some other obscure features implemented that I'm not sure any of the original data uses. (For example, the only layer that must exist is layer1, layers 2, 3 and 4 are all optional and can exist in any combination, so you could have a field file with only layer 1 and 3 or whatever and FF7 would still load that correctly)
When layer4 exists, layer3 also exists, when layer 3 exists, layer2 also exists... ^^ That is all I can sayOh and the non-paletted format is R5G6B5, not RGB5551 :wink:
Thank you, I love you Aali! :mrgreen:
0x280 is 640, a reasonable width, while 0x1E0 is 480. :-)
(I don't use the width/height anywhere though so I'm not 100% sure what it represents)
:EDIT: actually, zcoal_1 is okay too, just turn on state 1 in animation group 31 :wink:
It does not work with PSX data and probably never will. I have no interest in modding the PSX version and the primary purpose of this program (to allow insertion of high-res backgrounds) is not relevant on the PSX.Aw, that's a shame, could be fun to alter the PSX fields (Alter, not increase Res).
Hey Aali, just wondering how progress is going and keeping this thread for going necro, I'd love to see better backgrounds in the game :-D
I'm so much looking forward for this tool to be released. IMHO, this tool the shapes and reforms Final Fantasy must have name worthy of its potential. In that respect, calling it "Palmer" would be... well... an insult, you know. FF7 players know that Palmer is the second most stupid and useless person in the game.
But don't ask me what else because all the names I can suggest are FF7-irrelevant stuff like "Karan S'jet", "Fleet Command", etc. You see, in FF7 there are no significant constructive powers except "Lifestream", "Holy", "Fullcure", "Healing Wind", "Final Gospel", "Revival", "Phoenix", "Condor" or "White Wind".
Definitely fractals. Hands down.
After seeing that price tag, my guess is this is going to be a one or two man project. I don't expect too many people will be jumping at the chance to fork out $200.00
Without more knowledge of Photoshop, the best I can do is Fractals (high quality settings) > Sharpen (adobe) > Auto Colour > Auto Tone and possibly a vibrance/colour/brightness/contrast changer depending on picture
Here is what I have for the opening screen:
original (with standard resize):
http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/new-oldmethodenlargement.png
Enhanced:
http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/new-resize-sharpen-autocolourtone.png
I tend to agree with you, but only because Midgar is supposed to be incredibly polluted
The new visual style probably wouldn't go well with the old atmosphere or the old characters.I believe there is more wisdom in this last statement of yours than most people (perhaps including yourself) realize. But suffice to say that there is a lot of wisdom in it.
The blender engine is getting better each day. I heard over at the blender artist forum, that in a months time blender will be able to make AAA games. Without too much lag! So making something like Final Fantasy VII with python...it wouldn't lag too much. And python slow? I have no idea, but they use python for the most games out there. So lag is nothing to worry about. Then there is logic too of course, and states..so yeah.
Ok then I was wrong with python. But the programming language doesn't decide how fast the engine is. Blender is capable of making great games. Just look at these screens below. All made in blender. So you are joking right, that it wouldn't be able to make a Final Fantasy VII game. Of course it's maybe not the best engine for the genre. But it's possible.Actually, the programming language is almost entirely responsible for deciding how fast the game runs, if hardware is kept constant. In C++, the code is compiled into a straight binary that can be run by the CPU directly. In Python, the code is written, possibly compiled to a bytecode-equivalent (I forget what Python calls it), and then loaded by an interpreter. The interpreter has to compile the code to binary before the CPU can process it, creating a large overhead that is simply used to process the code, not to run your game. That overhead isn't a problem in applications like Blender, or in the many places where Python has been used successfully. When you start trying to run many frames in a second, and a frame consists of more than rendering, that overhead becomes unacceptable.
So stop babbling about blender wouldn't be able to make a Final Fantasy VII. Lol final fantasy VII was made for the PS1...blender can make late PS2 graphics...soon pS3...Actually, I'm "babbling" from the many game programming books I've written. I'm babbling from the many programming design books I've written. I'm babbling from my programming experiences.
EDIT: Ok you know what you are talking about, and I don't understand what is the difference between the different languages. But blender engine is improving. Blender will soon not just be a content creation program..
There doesn't seem to be much between fractals and the enhancer, except less pixellation perhaps. The sharpner would prob work just as well on enhancer too.... so no real score between the 2
There doesn't seem to be much between fractals and the enhancer, except less pixellation perhaps. The sharpner would prob work just as well on enhancer too.... so no real score between the 2
The method with fractals seems to be more work for the person doing this. If it's really much more work, then we should stick to the Video Enhancer. If possible I think we should do the resizing of the videos with Fractals, because it IS better. The pictures are sharper and more detailed even without applying sharpening. But as I said it depends on whether it is much more time consuming than Video Enhancer ;)
Resolution of movies should just be doubled, so it matches the original resolution of the game.
Resolution of movies should just be doubled, so it matches the original resolution of the game.
I think it would be better to go four times the original resolution of the video (which means 1280x960 pixels), because many of the people here are playing FF VII with the high resolution patch. And then 640x480 would again look pixelated. But the other question is whether the videos in 1280x960 pixels wouldn't be too big in size -- on the other hand, with todays computers, size doesn't matter that much anyway ^^ It might also depend on the codec... when we have to use TM2 again, the videos might get quite big, if we wan't them in good quality. If there would be a way that we can use H.264 or something like that, then the size maybe would also be not too big.
With Video Enhancer resizing should be quite easy, so to satisfy everybody, we could also make two video packs, one in 640x480 and one in 1280x960 resolution.
Resolution of movies should just be doubled, so it matches the original resolution of the game.
I think it would be better to go four times the original resolution of the video (which means 1280x960 pixels), because many of the people here are playing FF VII with the high resolution patch. And then 640x480 would again look pixelated. But the other question is whether the videos in 1280x960 pixels wouldn't be too big in size -- on the other hand, with todays computers, size doesn't matter that much anyway ^^ It might also depend on the codec... when we have to use TM2 again, the videos might get quite big, if we wan't them in good quality. If there would be a way that we can use H.264 or something like that, then the size maybe would also be not too big.
With Video Enhancer resizing should be quite easy, so to satisfy everybody, we could also make two video packs, one in 640x480 and one in 1280x960 resolution.
Doesn't Aali's driver support h.264?
Doesn't Aali's driver support h.264?It does. :)
Resolution of movies should just be doubled, so it matches the original resolution of the game.
I think it would be better to go four times the original resolution of the video (which means 1280x960 pixels), because many of the people here are playing FF VII with the high resolution patch. And then 640x480 would again look pixelated. But the other question is whether the videos in 1280x960 pixels wouldn't be too big in size -- on the other hand, with todays computers, size doesn't matter that much anyway ^^ It might also depend on the codec... when we have to use TM2 again, the videos might get quite big, if we wan't them in good quality. If there would be a way that we can use H.264 or something like that, then the size maybe would also be not too big.
With Video Enhancer resizing should be quite easy, so to satisfy everybody, we could also make two video packs, one in 640x480 and one in 1280x960 resolution.
Just thought i'd take a whack at resizing the image. And this is where i got (for some reason when i cut it from palmer it wasn't 1024*1024)
(http://i39.tinypic.com/6r0vgx.png)
I have just compared. Fractals still keeps more detail :) But that attempt isnt too bad. I don't think we will find anything better than fractals as it is the standard for increasing image size. When aali has sorted his program we can get to work increasing size. It would be good if anyone had some tricks to making it even better
Lifestream? Never heard of it.Sorry. Was it Highwind? (No, I guess it is taken?) Palmer? (No, you said you don't like it?) I think you said you liked Lifestream? Nevermind, though. (Silly me, I even downloaded it and give feedback. How can I forget...)
hey aali, I am using vista x64 and when I try to open the background file I get soem error stating "cowardly refused to open file greater than 32 MB"
Oh yeah!
I remember those
ITs from the LifeStream Forum...
The guy was only re-making midgar wasn't he?
hey aali, I am using vista x64 and when I try to open the background file I get soem error stating "cowardly refused to open file greater than 32 MB"
It doesn't do LGP unpacking, use some other tool for that.
I thought the editor would fix that too, But alright. Any idea how one could get rid of the screen when exporting an image?Use a mask (or selection) during image processing.
Is that for photoshop? Or for the exporter it's self?Of course, the mask is only in Photoshop.
Also, when layering everything, on top of the annoying green there, Everything looks like it's tiled on. Anyway i can make it just smooth?A fully-opaque mask should help you fix this issue during image processing since as early as when you import the originals into Photoshop.
We should be doing fractal scales and photoshop touchups. I'm wikking to try that. DO they make a fractal plugin for Gimp?
Now, don't expect Palmer to get support for FF8 overnight, I'm still not sure I can even do that in a reasonable amount of time.
This is just a proof of concept, it BARELY works, sometimes :-P
Now I cannot wait for that! If you can get it to support FF8...
you will make me, and probably many people very happy!
Thanks for letting us know... but if I were you, I'd keep a gun close just in case. :-P :-D
Now, don't expect Palmer to get support for FF8 overnight, I'm still not sure I can even do that in a reasonable amount of time.
This is just a proof of concept, it BARELY works, sometimes :-PQuoteNow I cannot wait for that! If you can get it to support FF8...
you will make me, and probably many people very happy!
If somebody wants edit backgrounds in FF8, there is a way, if you use programs created by Kruci.
See here:
http://forums.qhimm.com/index.php?topic=8461.0 (http://forums.qhimm.com/index.php?topic=8461.0)
...in the seventh section ;) It works:
(http://www.balamb.pl/components/com_joomgallery/img_pictures/screeny_polskiej_wersji_ff8_na_pc_1/final_fantasy_viii_pl_pc_20090416_1612716812.jpg)
(http://www.balamb.pl/components/com_joomgallery/img_pictures/screeny_polskiej_wersji_ff8_na_pc_1/final_fantasy_viii_pl_pc_20090416_1056931327.jpg)
Kruci's program converts MIM -> BMPs (and BMPs -> MIM), these BMPs you can edit in Photoshop/GIMP/whatever. ;)
7. Put the png files from step 6 in the "textures" directory (from the OpenGL driver install)I extracted flevel.lgp into "G:\temp" folder. I modified a field background -- size and resolution still remains the same. Then, I saved the field file into "G:\temp\new" folder and got field file plus the .PNG files I'm supposed to get. But now I don't understand, what does "the "textures" directory (from the OpenGL driver install)" mean? Which OpenGL driver? Which "textures" folder.
Ok then so it looked alright in palmer. did you try looking at the outputed PNG when you saved them to see if the edited section is still there ?Yes, the .PNG files were a mess but my insignia was easily seen in tatters.
Also i would compare the LGP archive using Highwind and check to make sure that las0_1 is the modifyed one.Highwind 1.21 only raises an arithmetic error exception when I try to preview anything inside flevel.lgp (both original and modified version) no matter what. However, if you review part FOURTH of my post, you'll realize that even after reopening a changed file inside Palmer itself, it didn't look changed at all.
Also you said the files are las0_1_00_00.png to las0_1_18_11.png but i just checked and they should be las0_00_00.png to las0_18_11.png so this could also be a problemYou must have mistakenly saved your field file as las0 instead of las0_1.
http://rapidshare.com/files/261416425/LSASS.zip
Some notes:http://rapidshare.com/files/261416425/LSASS.zip
This new file includes a saved game. Load second slot and head north into the northern crater.
We should be doing fractal scales and photoshop touchups. I'm wikking to try that. DO they make a fractal plugin for Gimp?
However, you must have done something more wrong because it shouldnt have huge areas of green.
just a simple question, is/will there be any way to add high-res texture support to the world map textures in the future? I've made a few high-res version of grass, mountains, water but the engine only grabs the top left corner at original size and tiles that, resulting in some very interesting patterns.
;ee
If you're using version 0.7 of the driver you can do the same thing I do for Palmer with the .png textures. Simply place EXT<null-terminated name goes here> as the very first bytes of the image data, and the driver will load textures/<name><_ palette, if any>.png instead. This will not be the same as replacing the texture directly because the game does not know the size of the new texture, it'll think you're using the original texture. (And thus won't try to cut it up)
If you're using version 0.7 of the driver you can do the same thing I do for Palmer with the .png textures. Simply place EXT<null-terminated name goes here> as the very first bytes of the image data, and the driver will load textures/<name><_ palette, if any>.png instead. This will not be the same as replacing the texture directly because the game does not know the size of the new texture, it'll think you're using the original texture. (And thus won't try to cut it up)
but the primary goal is to be able to replace existing backgrounds with higher-quality versions.
bah, after a week of frustration i cannot get this to work at all. I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.Check this thread out (http://forums.qhimm.com/index.php?topic=8788.0) If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
bah, after a week of frustration i cannot get this to work at all. I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.Check this thread out (http://forums.qhimm.com/index.php?topic=8788.0) If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
bah, after a week of frustration i cannot get this to work at all. I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.Check this thread out (http://forums.qhimm.com/index.php?topic=8788.0) If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
^ *wants this*bah, after a week of frustration i cannot get this to work at all. I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.Check this thread out (http://forums.qhimm.com/index.php?topic=8788.0) If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
And if we can do that, will we eventually be able to have the world map look like this (http://forums.qhimm.com/index.php?topic=6717.msg84013#msg84013)?
Error reporting is not what it should be in 0.7 but this works, I just replaced fld.tex myself with some random png.can you PM me a copy of the fld.tex you used to do this? I discovered i was using 8-bit PNGs to replace the ones ingame, but even after upping the bitrate they still aren't appearing.
Make sure it's a 32- or 24-bit png, no other formats are supported.
of course theirs a point.............
everyone who says there shouldn't b a remake are bullsh*ting.......
cause if they brought out a remake i can guarantee every who said ' i don't want a remake' will buy it
Squeenix arent that bad.
the only thing i didn't really like about 12 was the god awful english voice acting.
hello, new to the forums but have been following a few threads intently (including this one)
I aim to experiment with a few field backgrounds and have successfully extracted all but 17 png images from the ff7 field files within flevel.LGP
The errors encountered tend to vary but there are similar trends and it would be interesting to hear feedback about fixes via hexedits.
Otherwise the following list may prove helpful as a guide to why particular files dont open. thx :)
^ It is high-quality but definitely not true to the theme of the game: This example shows an upper-level Midgar station in disrepair. In the game, it is dirty but surly not in the state of disrepair.
Just wanted to show a something that might work, I'm surprised no one have mentioned yet, this is just an example to get my point across, it's way too dark and not really true to the original.
It's fairly easy but it will require some time to make it look good, more complex scenes with a lot of round objects is obviously gonna be a lot harder. Not overdoing it might be an issue, like i just did.
Also i don't expect the whole scene to worked be like this, only the parts that looks too blurry.
I just slapped a texture onto the ground and blended it with the background (overlay i think, and some "blend if") and then added some slight highlights where needed.
http://bayimg.com/fadmDAAcj (http://bayimg.com/fadmDAAcj)
(http://img88.imageshack.us/img88/879/dibujosu.jpg)
what's wrong? Can I add a bigger image?
I can't :?
how can i use palmer?....download and experiment. You keep asking all these question and making threads, use the search function and find it. Every question you have asked has already been answered, and simply asking "how can i use palmer?"is not gonna get you anywhere. Read the the previous pages in this thread to see how to use palmer.
how can i use palmer?....download and experiment. You keep asking all these question and making threads, use the search function and find it. Every question you have asked has already been answered, and simply asking "how can i use palmer?"is not gonna get you anywhere. Read the the previous pages in this thread to see how to use palmer.
lee
whats the lifestream project?..
Sorry for the necro but i couldn't see starting a new thread for this. I was trying to import a new background into the game and the way the driver calls the png doesnt seem to match the output from palmer. I tried hex editing and the game found some of the png's but it couldnt find others and didnt mention that it did not find them. Aali if you need more info let me know.
Hi all, first of all, great work, but please can someone do a tutorial or something I don't understand very well sorry, what I have done is extract the png files of the first background but there is interminable backgrounds, it will take forever to modify all the backgrounds, so I have 2 questions:You shouldn't revive old topics unless your going to post really important stuff. Lock please. :)
1st. This palmer editor really change the background to hi res? because I don't understand, you all say, resize the png files but what with it, why the resized :S and it will take forever to resize ALL the png files of ALL the backgrounds don't you think the same?
2nd. It will be great and better if you Aali do a team like the avalanche team or the phoenix team that do the modifies of the game, because the background modify is a good point to do it.
Hope you can answer my questions and please don't confuse my questions, this is an excellent program and is really difficult to do it yet. Don't think that I am understimating your work, thanks in advance and sorry my bad english :P
So, this topic moved here, eh? I guess those who are new here need to know Aali no longer needs a name anymore. "Palmer" has been already selected. More than year ago, am I right?
So, this topic moved here, eh? I guess those who are new here need to know Aali no longer needs a name anymore. "Palmer" has been already selected. More than year ago, am I right?Haha. 1 year ago, good guess. You know how I knew that? Because I checked the date of that post, and it was literally over a year ago :lol:
http://www.mediafire.com/?a0btb4nc6o7hpx8
here (https://anonfiles.com/file/3e24f63abbe39cc20d1ce5d27e268b87) is my upscaled version of bugin1b. The file bugin1b_0_00000516.png is there but if you try to import it into palmer 0.8b or earlier versions Palmer just ignores that file and says its missing. Again the only reason I can guess is because the file size is sub 2 kb.
That file is an 8-bit paletted PNG. Palmer only supports truecolor images, 24- or 32-bit. Error reporting could be better in this case..
Now what about that crash?
... I haven't looked in the script if it is there handled but i doupt it is there.
Hi,You cant modify the field background.When you import the new changes u must export the changes with the option "write modpath textures ". You can use that files to replace the field background ,putting them in the mod folder.
I've downloaded Palmer 0.8b, to change some things in specific fields for the original spanish FF798 PC version. I can export the .png files for the field, edit them, import them... but then I can not save the field.
How can I save the field?