Reunion R06 will allow for all versions to be used with the English 1.02 ;) I've even added in the ability for all exe text to be pulled from external text file. In other words, we won't have issues like incompatibility between versions anymore.Great stuff ! but how about the modified font ?
@CaptRobau
I tried the mod in about 30 screens at diffrent game positions so here's my impressions:
-Seems you have used my 4xcut tool to convert the background (would be cool to say it in the informations), as i said in this tool, i'll release a better version after i release my own ff7 pack, so all optimisation how can be included in the soft will be added/corrected.
-Seems you don't run through the game for bug hunting, almost all light pixel's bug (chorace for exemple) and black pixels (gon_i for exemple) witch aren't corrected in my released tool are showing ingame
-The upscale tool you used seems to produce good results on high quality background (like the gon_i) but seems to add "fake texture" so on textured "natural' stuff (dust, wood floor) the render seems great, but if you look at other elements the "human works" (bottle, fabric, boxes, painting...) it's look "muddy" or "fleecy" or "no right" (don't know to say this impression in english)
-The upscale tool you used seems to produce bad results on low quality background (like the blin ones) the results are grainy and kind of blurry just like if you're drawing a picture on a moving paper.
-because of the inconsistency of the upscale tool between screens elements types, some screens (like the farm one) have some elements eavily textured (the grass) and some other blurry (the house roof) at the same time
So to my mind, it's great you tryed this tool witch seems promising in some textures types, but if don't optimise the filtering, the game will be realy inconsistent from one screen to another and (to my mind) it will ruin your works because the "bad" screen will look even badder after a "good" screen.
Don't take it the bad way, it's only my opinion, i hope it can help you improve your works
@DLPB
The jpeg would be usefull for slow internet connexions but how about the transparency ?
I've read somewhere (if i remember) that your own corrected aali driver will be steam and 1.02english exe only, the french exe have be moded at some point for a full retranslation (with some font modification too so can't use the english exe for a full retranslation) so i realy hoppe you can relase a 1.02fr compliant driver or at least share your works so maybe another devel can adapt it (not me i can't understand this enough T_T).
Thanks
@satsuki
@CaptRobau
Instead of making 2 separate, competing mods, you guys should join forces - take the best from both worlds, make the best version of the mod. Just sayin' :)
@satsukiEach IA upscale method need to be "mastered" to be realy effective, it's a long "try and die" process.
@CaptRobau
Instead of making 2 separate, competing mods, you guys should join forces - take the best from both worlds, make the best version of the mod. Just sayin' :)
Incredible work. Would it be possible to apply this process to the textures in the 3D battle screens? I think it has already been done for the world map with another algorithm, but I can't find it atm (a link would be greatly appreciated). If these three are done (backgrounds, world map, battle maps), that's the best version (graphically) we could hope to have. Only thing we'd be missing is applying the same algorithm and corrections to the FMVs, but I imagine that would be very, very tedious to do (15 images per second... and a lot of seconds to rework).My final pack will have game background (with the "char" part for 3d stuff of the fields), battle background and world map.
As soon as you release the field, battle, and world textures together, I will add them to the 7H Catalog. I believe this is superior to all prior texture packs, so I may just replace them all with Remako HD as the only definitive texture pack to download.
Everything's beautiful. I did find one bug in my playthrough (I saved afterwards, so unfortunately no screenshot) at the gold saucer. The little cart thing you get in to go sight seeing around the saucer and to go on the date in is broken up into 4 equal sections. the top right and bottom left are fine, but the top left and bottom right are really super dark... At least I think that was caused by your mod, if not, sorry.It's an aali driver bug for black section, nothing you can do so far.
Edit: Had to go back for the keystone, so I was able to grab you a screenshot while I was there... Actually, now that I'm really looking at it, it doesn't look like it's been enhanced, either.
(https://i.imgur.com/0PkpFh1.jpg)
It's an aali driver bug for black section, nothing you can do so far.Got ya. My fault. Disregard, then!
it's not enhanced because the "char" files haven't be filtered in is pack
Hi firstly thanks for this awesome mod,but I am having some trouble getting everything working.
I have followed the guide but when the game starts I get a red error message that says "libPNG erro not a PNG file". Once the intro CGI is over I just see the normal backgrounds.
Im lauching through 7tth heaven and the remako mod is listed as being found.
I'm not hidding my works, i answered anyone how want help to deal with it but i want to do my own pack.
...
People will be free to do choose one or another once both will be released... or a mix of both pack and release a mixed pack ^^
As soon as you release the field, battle, and world textures together, I will add them to the 7H Catalog. I believe this is superior to all prior texture packs, so I may just replace them all with Remako HD as the only definitive texture pack to download.
It's an aali driver bug for black section, nothing you can do so far.
it's not enhanced because the "char" files haven't be filtered in is pack
if I use with version 7TH mod 1.52 works? I installed with it and in Junon did not work, did I do something wrong?
Hi firstly thanks for this awesome mod,but I am having some trouble getting everything working.
I have followed the guide but when the game starts I get a red error message that says "libPNG erro not a PNG file". Once the intro CGI is over I just see the normal backgrounds.
Im lauching through 7tth heaven and the remako mod is listed as being found.
With what we currently have, it is. After this fully releases, if something new comes along that uses this same method (or better), then it will be added. The older mods will need to be retired to free up the limited storage space.
I've been playing the game with Remako installed to see how the upscaled backgrounds would look in-game, and I have to say, while some backgrounds may not look as good as they could, most of them look very very cool, especially surfaces made out of metal or wood, those are jaw-dropping.
I wanted to mention that I don't know if this is just me, or if it is a problem that you are already aware of, but some effects are not displayed correctly, like the waterfall in Aerith's house, god rays in North Corel, the lifestream fountain in mount Nibel or the fires in the fire cavern in Wutai, just to name a few.
Anyway, keep up the good work. It truly looks amazing.
Okay Captain, I see that you uploaded all the images to drive as JPEGs. I downloaded them all, but I can't do anything with them on my Bootleg install since my field folder contains all PNG's that need that strange cut up image format with different naming for each folder and image. Is there any work around for using this amazing mod with bootleg? Also are the JPEGs you posted to drive of lesser quality than the background images in your mod? All 3,500+ images that I downloaded off your drive only take up approximately 750MB and your .iro file for the mod is almost 4 Gigs. I have some competence with modding games, but I need some tips from you or anyone else on how to maybe get this working with bootlegs file format.
Glad you like it. Thanks for mentioning the effects bugs. I'll run by them myself and see what is the matter.
I'm not familiar with how Bootleg does things, but you can use 7th Heaven to unpack iro files. Those contain all the raw png image files, which you could then load up in Bootleg (if I understand correctly what you want). You don't need to use 7th heaven for any mod managing, just for unpacking the iro files as it is a feature of that program as well.
Thank you! This is exactly what I needed. I didn't know you could use 7th Heaven just to unpack the iro without having it touch your game files. After unpacking with 7th Heaven it's easily usable with Bootleg. Thanks so much!
No support for the vanilla steam version. Sorry. While 7H isn't really needed for this mod, Aali's driver is and it only works with the '98 version.
Edit:
I talked with Turboss maybe I can make a simple standalone packer and unpacker.
Hi, great job first of all. I'd really like to give this a try but I'm getting this error as well: "libPNG erro not a PNG file"
I'm trying to solve it but no luck sofar. I read that you can use 7th Heaven to unpack the .iro file so I did to have a look under the hood. What I notice is that, starting from folder 'jun_a' the files fail to be recognized as .png.
Did I download the wrong version? Did the download get corrupted? I don't know how to fix this or why it's happening.
Hi I noticed some artifacts in Don Corneo's bedroom. Faint rectangular seems running from the left side of the screen and down over his bed. Not very noticeable, but they are there. Sorry I can't figure out how to attach my screenshot on this forum :/
redirect the file path to use ff7_bc.exe in yr install folder. this will make reunion work properly. might resolve issues.That's the setting I had before.
(https://i.imgur.com/oSYXVvs.png)
i got this error. I am asking for steam version via w10.
I got this same issue. hoping to find some clarity to this. steam and windows 10, hoping it is just my lack of knowledge in the ff7 modding scene
(https://i.imgur.com/oSYXVvs.png)
i got this error. I am asking for steam version via w10.
I got this same issue. hoping to find some clarity to this. steam and windows 10, hoping it is just my lack of knowledge in the ff7 modding scene
Here's a solution that should work.
https://captrobau.blogspot.com/p/faq.html
➤ When I start FF7 I get an error message saying: STATUS_INTERNAL_ERROR [Code:5].
Right-click the 7thHeaven.exe and set the compatibility to run as administrator. Apply and close.
Then find the FF7.exe you are using (ex. ff7.exe or ff7_bc.exe). Right-click and set compatibility to run in 640x480. Don't worry the OpenGL plugin will override this setting later. Go back into 7th Heaven and try launching the game.
Is it possible to get this working on the steam version? Converting the game to the 98 version is a massive hassle on Linux.
No the DRM isn't the problem. Aali said he won't support the re-release and that's it. Maybe the upcoming Vulcan adaption has support for it. Though, R06 seems to come with its own softer downgrade.
It might be that they forbidden him to support it since they used his code which source he didn't share freely. I replaced the launcher.exe with 7th Heaven and ff7_en.exe with FF7.exe and steam played it as if it was the correct game (though without getting achievements that's handled by the real launcher). Though, of course you need the downpatch and some edits to the registration so it's not a trivial copy paste and replace thing. But with a straightforward method the whole launcher and login strawberries can be replaced. I think that's what the next reunion version will do. All what's left to do would be to edit achievements.dat when certain conditions are reached.
then even stole the work done to fix the gameIt wasn't stolen. Not going further into this because it isn't my story to tell, but the rerelease was 100% on the up-and-up.
I'm pretty sure they made a deal with him, because the regular updates suddenly stopped and a few promised feature of the next version were then present in the re-release. Like the ogg support. So they had access to code nobody else except Aali had his hands on. Well the past is the past and now is now, this is no excuse that 7H doesn't work with the re-release, because the driver isn't a real dependency for it, only for the texture replacement. Well, actually the re-release can be moded with umod (the last version of textmod) or even Kaladiens tools. But the texture output is full with garbage. So I didn't look further into these tools.
It wasn't stolen. Not going further into this because it isn't my story to tell, but the rerelease was 100% on the up-and-up.
Well I certainly feel your pain on that one. I bought the re-release (before it's steam release) and went to download it again a few years later only to realise it "apparently" expires :|. Didn't realise I was buying a temporary edition of the game. I wasn't going to re-buy it on steam after that, but the inner collectionist in me gave in and I promised myself it was the last time I'd pay Square for FF7.
It's an aali driver bug for black section, nothing you can do so far.
it's not enhanced because the "char" files haven't be filtered in is pack
...
Is there any progress for the 1.0?
Yeah, I'd be very interested in knowing that too!Unless something happens to slow it down, it should be out by this time next week.
Could you mayb post a few comparisons between beta and 1.0Have a look at the blog post about Remako! Runs through the differences.
The yuv.frag link seems to be down.
#version 110
uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;
uniform bool full_range;
const mat3 rgb_transform = mat3(
1.0, 1.0, 1.0,
0.0, -0.344, 1.77,
1.403, -0.714, 0.0
);
void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
Thanks for this update but i've tried it and it's always the same than before, not your fault, but gigapixel is not designed for processing this type of pictures so long story short :
-The quality is very unconsistant between files and also across a single scene
-The texture are messed up with gigapixel as it's using a database of texture so the texture used (mainly for rocks, grass,.. all "natural" elements) are not at all the same as in the original game design
-The "straight lines" desing as in buildings or houses are messed up with lost of blurry noise
-Most of the low quality source fields are overfiltered so it's realy blurry
-Lots of chromatic aberations
Also you don't have done a playthrough of the game so there's lots lighting bugs and no optimised part, for me it's not realy a 1.0 version but a beta+.
You realy should have go for esrgan or sfgan your results would have been realy better (for me better, is more natural, constant and close to original design)
To my mind my pack and the one from Manakaiser (witch is WIP) are clearly the bests choise right now and i think once the one from Manakaiser will be final it will be better than mine.
Sorry to be hard in my observations but as you relased the first an "IA" pack, it's watched by other forum and direct users, and to my mind they must know that there's alternatives...
Thanks for this update but i've tried it and it's always the same than before, not your fault, but gigapixel is not designed for processing this type of pictures so long story short :
...
Sorry to be hard in my observations but as you relased the first an "IA" pack, it's watched by other forum and direct users, and to my mind they must know that there's alternatives...
I disagree with your observations. I still feel the remako bgs are more natural and closer to FF style. Your bg, imo, are too "sharp" and "perfect".
I disagree with your observations. I still feel the remako bgs are more natural and closer to FF style. Your bg, imo, are too "sharp" and "perfect".
Ill preface this with dont take it the wrong way mate im just genuinely curious/confused;
In what world is false, and more importantly inconsistent false detail, janky lines across the board, large noise and heavy chromatic aberration (that couldve been cleaned easily; how do you disagree with that observation btw, chromatic aberration is either present or not this is hardly up to preference) closer fo ff7 "style" ?
Did you mayb not watch the screens in full size? Btw imo satsuki was actually pretty charitable in his choice of what fields to post comparison shots for :P
Greetings, I have started a new playthrough of FF7 to check some of the changes in the 1.0 version and I want to point out that there is no movement or effects with the waterfall in Aerith's House.
https://imgur.com/ruwIC2e (https://imgur.com/ruwIC2e)
Sorry for the low quality gif, but it should be enough to notice the lack of moving elements within the waterfall in Remako versus the original version.
There are some other effects that I remember not being displayed correctly in the beta version of Remako, but I'm not there yet to check it .
I don't have a clue about how the system that it is being used to improve the backgrounds work, and whether the loss of these effects can be avoided or not. I'm just pointing it out.
Anyway. Keep up the good work.
both need scanline effect and they'll look great. Which is what I do.
A dotmask is much better. :P
The mask in mds7_w2 is messed up and parts lattice fence are not correctly visible when a 3D object is behind it.
Alright for everyone and the whole community who want to mix and match stuff, I did something..
First, I made the Remako Field mod have the Minigames and Char folders as secondary on off options.
(Link) https://drive.google.com/open?id=1FUmTtwDi1Ny7U0asLtc05PBaLJSZT89b
(http://i67.tinypic.com/2jcbgg7.jpg)
Second, I added the minigame stuffs to all the separate mingame folders in the community iro file..
(Link) https://drive.google.com/open?id=1RUpDuaypWP_S5dunUTWv5gKBGV7vzn5C
(http://i63.tinypic.com/1t4heu.jpg)
Hello,
What do y’all use (and in what configuration) for scanlines or a dot mask in combination with the upscaled backgrounds (remako/satsuki’s/manakaiser’s)? Seems like an excellent combination indeed!
I only know of Reshade’s scanline option; i have no idea where to find a dot mask, searched mds7_w2 for clues but didn’t find anything.
Thanks
Your movies are generally great quality. Even better than satsuki's.
But some movies like funeral, boogdemo, boogdown, boogstar, boogup, sqlogo are arguably worse than satsuki's.
phoenix movie has sound issues that you should fix
gold1 has chipping sound around 00:07- 00:09
Great work though and I'm using a mix of yours and satsuki movies.
Alright for everyone and the whole community who want to mix and match stuff, I did something..
First, I made the Remako Field mod have the Minigames and Char folders as secondary on off options.
(Link) https://drive.google.com/open?id=1FUmTtwDi1Ny7U0asLtc05PBaLJSZT89b
Second, I added the minigame stuffs to all the separate mingame folders in the community iro file..
(Link) https://drive.google.com/open?id=1RUpDuaypWP_S5dunUTWv5gKBGV7vzn5C
Hi CaptRobau,
What about animations? Is it possible to fix it?
Some effects on some screens aren't filtered to avoid in-game animation bugs. Examples include the glow in Mt. Nibel and the waterfall behind Aeris' house. Still, the bump in resolution outweighs the loss of some of the game's background animations, don't you think?
On the png error issue I think I found the problem. When you are installing the prerender background mod, it may seem like 7thheaven is locking up and froze. Leave it alone for a good 20 seconds and it will install the prerender patch. If you force quit it while its frozen, the mod won't install correctly and you will get that png missing error. Try uninstalling it and reinstalling but waiting this time for it to unfreeze on its on. Hopefully this works!
With what we currently have, it is. After this fully releases, if something new comes along that uses this same method (or better), then it will be added. The older mods will need to be retired to free up the limited storage space.
Sure, that's fine. Nothing stopping you from downloading the 3 options from Catalog 2.0 and archiving them yourself.
There will be 3 choices in Catalog 3.0 using AI enhanced texture packs, so there isn't a change in choices. Their quality is superior to older methods, so it's not worth keeping around options no one will use.
Hey CaptRobau, are you planning to release a follow up to this release fixing bugs and issues? Would be nice to keep this mod maintained since I think it is the best looking one :DSo far CaptRobau haven't fixed anything from it's initial release, i hope he will, maybe you can try to mp him.
So far CaptRobau haven't fixed anything from it's initial release, i hope he will, maybe you can try to mp him.
Others packs are ready to use, check on this forum, you may find a pack more finalised.
both need scanline effect and they'll look great. Which is what I do.
Hey CaptRobau, are you planning to release a follow up to this release fixing bugs and issues? Would be nice to keep this mod maintained since I think it is the best looking one :D
are donations allowed for this project or is this a labor of love?
Is there any chance Remako HD will ever be a stand-alone program? For the life of me, I cannot get 7'th Heaven to launch FF7.
For example, The Moguri patch for FF9 works like a charm, and it's so easy. I just like FF7 better and wish there was a similar solution.
Thanks
Hermy:)
Is there any chance Remako HD will ever be a stand-alone program? For the life of me, I cannot get 7'th Heaven to launch FF7.Remako is being updated and it will be a stand alone version.
For example, The Moguri patch for FF9 works like a charm, and it's so easy. I just like FF7 better and wish there was a similar solution.
Thanks
Hermy:)
Remako is being updated and it will be a stand alone version.He said this nearly a year ago. Since then, this mod has received NO updates and its author has been nowhere to be found in any of FFVII's modding communities, on this site, Discord, Youtube, or anywhere else. The mod is dead and obsolete besides.
He said on his site.
You need to take down your 7H v2 install instructions and replace them with a simple "They're included as part of the Qhimm v3 catalog." EQ2Alyza did you the favor of adding Remako in the release day v3 catalog, and the instructions on your site are causing confusion for newbies. When Remako v2 is done, you can ask Strife98 to give you a hand with the new XML options, then add it to MotR (which is also linked by default in 7H v2), and again bypass all the "download this, copy that, move those, refresh here...." steps.
Installation - Yes, people are still trying (and failing) to follow the directions on your blog, then coming to the Discord asking for help. Not as many as during original release, but they still come in occasionally.
Traffic - Things are much better now, and during the initial release we also had torrent swarms going though many did not avail themselves to this. One person in particular, between his main server and torrent seeds, was pushing over 2Gb/sec for a while. Of course, a torrent is only as good as its peers, and (as is typical) a LOT of people would drop off after completion rather than stick around to help seed. I've since taken the tracker down because the built-in methods were keeping up (I'd only see a leech every day or two), and there's a very annoying IP announcement bug that was preventing some folks (like me!) from seeding at all, but it's on my list of things to fix once work settles down (I'm with a cloud/MSaaS provider, so as you can imagine I'm kinda swamped)
Avatars - Not like Alyza to miss something, but after FF7R was delayed, we wanted to get 7Hv2 out on what would have been release day to help keep the hype train rolling, and there was a LOT of last-minute scrambling to hit that date. Send a PM, it could be as simple as a missing option in the existing XML that can be fixed for Catalog 3.1.
I'll add the Avatars in 3.1. I didn't know they existed.
If you use FFNx as your game driver you can use http://forums.qhimm.com/index.php?topic=19701.0 to convert the png files to dds ones that load much faster and use less memory.
Remako is cancelled
It is with great sadness that I have to tell you that I have decided to cancel Remako 2.0 and cease development of the mod entirely. I am pulling the plug on this project for various reasons, which I will detail in the blog post below.
For those wondering what will happen to everything I made for the Remako 2.0 patch, please see the blog post as well.
https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html (https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html)
I can understand if you are disappointed with me for cancelling Remako. For me this however, this feels like a weight off my shoulders. It's giving me more peace of mind to do the things that do give me energy.
I don't think I will be making any mods anymore. This takes a lot of energy and they need to be maintained and I'm at a point in my life that I really can't find that energy/time (which is why Remako had to be cancelled)
I will however continue to make AI upscaling/sci-fi related videos on my YouTube channel. A video is a more self-contained thing, instead of a big project like a mod, with few if any expectations from the audience. While I do have plans for a regular schedule, if I feel like daily videos one week and no videos another week I can do that if I want to. That's the freedom I need from my creative outlet right now.
Thank you for everything. Making Remako and the accompanying moment going viral is not something I will ever forget.
Remako is cancelled
It is with great sadness that I have to tell you that I have decided to cancel Remako 2.0 and cease development of the mod entirely. I am pulling the plug on this project for various reasons, which I will detail in the blog post below.
For those wondering what will happen to everything I made for the Remako 2.0 patch, please see the blog post as well.
https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html (https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html)
I can understand if you are disappointed with me for cancelling Remako. For me this however, this feels like a weight off my shoulders. It's giving me more peace of mind to do the things that do give me energy.
I don't think I will be making any mods anymore. This takes a lot of energy and they need to be maintained and I'm at a point in my life that I really can't find that energy/time (which is why Remako had to be cancelled)
I will however continue to make AI upscaling/sci-fi related videos on my YouTube channel. A video is a more self-contained thing, instead of a big project like a mod, with few if any expectations from the audience. While I do have plans for a regular schedule, if I feel like daily videos one week and no videos another week I can do that if I want to. That's the freedom I need from my creative outlet right now.
Thank you for everything. Making Remako and the accompanying moment going viral is not something I will ever forget.
Remako is cancelled
It is with great sadness that I have to tell you that I have decided to cancel Remako 2.0 and cease development of the mod entirely. I am pulling the plug on this project for various reasons, which I will detail in the blog post below.
For those wondering what will happen to everything I made for the Remako 2.0 patch, please see the blog post as well.
https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html (https://captrobau.blogspot.com/2021/03/remako-is-cancelled-and-heres-why.html)
I can understand if you are disappointed with me for cancelling Remako. For me this however, this feels like a weight off my shoulders. It's giving me more peace of mind to do the things that do give me energy.
I don't think I will be making any mods anymore. This takes a lot of energy and they need to be maintained and I'm at a point in my life that I really can't find that energy/time (which is why Remako had to be cancelled)
I will however continue to make AI upscaling/sci-fi related videos on my YouTube channel. A video is a more self-contained thing, instead of a big project like a mod, with few if any expectations from the audience. While I do have plans for a regular schedule, if I feel like daily videos one week and no videos another week I can do that if I want to. That's the freedom I need from my creative outlet right now.
Thank you for everything. Making Remako and the accompanying moment going viral is not something I will ever forget.