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Messages - Fraggoso

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226
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 10:41:00 »
Anyone know how the sound engine works in that release?
Sharon over steam [https://steamcommunity.com/app/377840/discussions/0/133258593389989239/] is working on restoring the better sfx from the PSX version but he's struggling as of right now.

Maybe someone can lend him a helping hand and/or collaborate on it. :)

227
Thanks for the info Maru. :)

228
So not even a full alphasmasked texture wouldn't work? :/
What a bummer. ^^

229
Why the heck the exclamation bubble got shifted?
Well I don't mind the both bubbles to be honest, but as long as there maybe a solution on the horizon that's always welcome.

230
As soon as tirlititi finish the import on the texture the exclamation bubbles as well as the card bubbles can be replaced by a dummy texture without any data in it. 

231
Wow, those are big changes for the mod community!
Nice tirlititit! :D

Edit:
Okay, so we basically can also start on upscaling the textures now! :D
Do you know how the textures are compressed? With mipmaps, without (or does the engine generate them on the fly?)?
Or are they really stored as png's for example?

232
Hi everyone.
I've started on a Backgrounds replacement mod for FFIX for quite some time now and I'm finished around 50% right now.

Here's a quick video of an early WIP.
https://www.youtube.com/watch?v=kn1WGOKpt00

And yes, I've started a discussion on the steam forum as well:
https://steamcommunity.com/app/377840/discussions/0/142261352660457538

The mod will be compatible with Hades Workshop and I'll try my best to implement it in Memoria as well.
Everything is going smoothly, still I can't give out an ETA.

Edit:

Mod released! :D

https://drive.google.com/open?id=0B9iOUmoUbwc4eHJSb3EwOWZNMEE (Version 1.1)
https://drive.google.com/open?id=0B9iOUmoUbwc4Si1DNk4wNl9Rb1E (csharp.dll file)

Installguide:

- Backup in your FFIX install directoy under "StreamingAssets" the bin files p0data11 till p0data19.
- Backup in x64\FF9_Data\Managed the Assembly-CSharp.dll file.
- Download the 7z and unpack it directly into you Final Fantasy IX install directory where "StreamingAssets" and "x64" sit.

Play! :D

If you don't want to use it anymore just copy over the old bin files as well as well as the Assembly-CSharp.dll.

I know Meru is working on the Backgrounds, too. As he's using a complete different tool set that I'm and we also have other ways of implement the mod, we're not collaborating in any way so please don't ask.

233
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-02-27 09:12:30 »
you are working on backgrounds, shouldn't you know that without me telling?
Anyway I believe this is one of the Hilda Garde 3 images. I haven't looked at it since I'm pretty far from that. Should be this one fbg_n53_hlg3_mapv50_g3_brg_0

If I ask don't you think I'm clueless?
I'm by no means any professional with all the insights to steam/ffix the unity contaiiners etc... I'm just tinkering with the backgrounds because no one else did.

234
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-02-27 08:38:24 »
The patch is actually pretty huge (in terms of the amount of changes, not size). 100+ files were changed. They changed a bit of everything, effects, shaders, system... that includes one background texture.

Can you tell us what background texture they changed? :)

235
Cargo shipped really sucked so far the most yes.
It gets better but Lind Blum also have some nasty animations.

236
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-02-21 11:54:45 »
@Meru If you don't want to distribute your psd files, this'll not work as Memoria will override the scenes on the fly instead of them being repacked into the unity container.
@Al Please look into the sorting as this is not a trivial point of making the backgrounds compatible with memoria without doing anything twice. ;) If you need files to check the sorting I can oblige here.

237
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-02-21 09:38:34 »
Thanks for explanation, Fraggoso!

So from what I get, there will be a folder that will have a few hundred PSDs... I count this as "loose files" and fundamentally dislike this approach. I prefer when textures are contained in unity archive, so I'll probably stick with HW. But I see possible good sides about this approach too. Generally you only need to rasterize all PSD layers and they should be ready to use.

Multiple languages and scenes are not a problem then.

That still leaves one biggest issue there. Layer order in my psd's (and probably yours too). I don't really want to create a copy of my psd's and re-arrange layers in them...

Let me explain a little more. :)
One Folder = Rename to the Fieldname and put one psd in it = Finish

So not one folder containing all psd's. :)

The order layout is the same as with HW so you don't need to rearrange anything besides the multi scene ones which needs all layers in one psd.
Besides that it's really about renaming your folder to correspond with the field name.

I hope that's a bit more clear now. :)

238
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-02-21 08:29:36 »
Hey Meru, I as well contacted Al to ensure a compatibility with Memoria.
Here're the following things I can share:

- Memoria is able to read the layered psd. :)
- For multiple scenes just add all the layers from the first background and right afterwards all from the second background (and so on) so you have one file with ALL the layers from the other backgrounds as well.
- For the multiple Language Titles Al don't have a finished solution as of now, but he's thinking of pulling the corresponding language layers from a suffix EN, IT, JP etc... so I think as of now, leave the layers as they're and after Al told us how'll be handling the language layers we can address them fairly easy.
- As Memoria will read the folders from a override folder we settled upon renaming the folder to the corresponding file name for FFIX. For example the field "Alexandria steeple" would be renamed to "(Alexandria Steeple) FBG_N01_ALXT_MAP026_AT_SIN_0". Information in the () brackets are ignored but it helps us a lot later on.

If you have ideas and/or better solutions please touch base with Al. :)

239
I just tested it as well and I can confirm it.
Without applying any patches to ffix (I thought at least the necessary things from the newest hw has to be copied over) and using your mod it works without any problems.

Thanks. :)

240
I'll have a look later on but I didn't mess with the movies and I start from steam directly so it goes trough the launcher. Thanks though. :)

I just mean if you need to fix anything that maybe slipped trough or couldn't be testded ,(like the chocobo part which is an optional quest which is sadly missable) would that mean that everybody needs to download the whole thing again?

241
Like I said, I tried it on vanilla instead of my modded files.
It starts fine after re downloading but as soon as I apply your patch and chose my ffix install directory I get the black screen.
It shows 1. Using latest patch ok and 2 ok.
Still black screen. :/

Do you know of anyone who tested this? I'm running win 10 which could be the culprit on it.

Quick note: how to you intend to patch a background which is broken? Do you intend to let the players download the whole file again or do you plan on allowing patching later on? Just curious over here. :)

242
Just wanted to try out your patch.
On vanilla FFIX after applying the patch the screen just stays black. :(

Does it work for anyone?

How do you apply the modded backgrounds with your exe if I may ask?

243
Recreating might be the better solution, yeah. :)
Is there any way we can test the Japanese language btw? I tried setting the language via steam to Japanese but that didn't do anything and there's no Japanese language selector in the game. :/

244
I give up. *lol*
Let's move on. ;P

Do you also intend to waifu/filter the multi titles, Meru?
I tried to filter them. The Backgrounds looks nicer but the font has black artifacts in them. :/

245
Nah, I don't have a time to waste on that. That thing is not different from any other animation. The only reason its position could change from the default one is because of a bug in one of the older HW versions (theoretically, I'm not saying there was a bug) or you accidentally moved it (but in this case it would not move far).

I don't think you understood what I meant. ^^
The sign, as soon as you arrive at the alley, gets knocked down. That's why a npc will start fixing it. ;)
And yes it's far from the others animation because the layer/tile is not swapped like other one but moves down and after the npx fixes it, stays where it belongs.

246
@Fraggoso: yeah, i'll do some test to see if it can be modified easily. I'll probably need a FMV as well, not MBG (they may use a different FPS parameter). You're sure you can replace the FMV with .mp4 files? The normal format is .ogg for FF9 FMV.

@Meru: Yeah, all those tiny defects suck, but I gave up trying to fix them with hand-made twisted solutions. They'll surely go away once we change the engine to non-tiled backgrounds.
I'll think about making a .tmp file and rename it only if the process was successful (no error thrown).

Yeah it's ogg. The uplaoded from googledrive was just a wip to see the difference in FPS. ^^
I can upload one mbv as well as an fmv to test out if you want.

247
Not possible because I have not made it possible... but I don't think it will be needed in the long run anyway as most likely the whole thing will be replaced.
I don't really understand this one. I did it same as non-moving parts. And then... shield collides with the ground? I can not even imagine why would something like that happen. Oo In any case I have not seen any changes in its behavior.

Start a new game and head into the alley and see what happens with the shield/sign. I'm only stressing this out because he gave me headaches. But that could've been because of an older hw version i had. :)

248
Hey Tirlititi, we talked about the FMV's in one of our sessions.
I've interpolated them from the choppy 15 FPS to a more fluider 30 FPS

https://onedrive.live.com/?authkey=%21AHBfnOAR4A5MdCU&cid=C52FE2188BAD82E8&id=C52FE2188BAD82E8%21422&parId=C52FE2188BAD82E8%21421&o=OneUp

When I just put them in the folder they play as 15 FPS.
Maybe, because you want to move away from the backgrounds, you could give it a try? ^^

249
Okay everything seems to work.
I also tested the multi name fields and they also work and after deleting 10 as well as 11.tiff the behaviour of the field and seams are normal again.

As I also tested to Waifu the title I get this result: http://screenshotcomparison.com/comparison/200783

Aren't the titles half alpha instead of full or opaque? I don't know why I have those blacks in it. ;P
Still the background for the names benefits from a better gradient.

250
I can confirm that hw now operates with win 10. :)
I'll update tomorrow after I spend some more time testing it but for now I could load, convert and import as well as do the macro for the highres backgrounds.

Thanks!

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