Author Topic: [FF7PC-98] Re:Sampled - High Resolution Pre-Rendered Backgrounds (v2.0)  (Read 92562 times)

Kaldarasha

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #25 on: 2014-07-11 04:25:50 »
Could you make a preview without the noise shader? It doesn't look for me so well.
This is the shader I use for PSX games: https://mega.co.nz/#!DUdEyR5D!PT1ALWV8zor5TMU2Z4utwnblBU6fDRESijZWjL6gf4Y

With the shader (shader level at max):


Without:


I don't know if this is any help for you, but currently I tend more to Omzy's Facepalmer even if they loose some picture information.

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #26 on: 2014-07-11 04:33:52 »
you mean an image without the noise pass?  Here's one.  Click it for full-screen.


Kaldarasha

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #27 on: 2014-07-11 05:07:36 »
Yep, I like it more without noise. Maybe you could try a colorless grey noise. But I prefer it clean, however a fullscreen noise shader for Aali's custom driver would be interesting.

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #28 on: 2014-07-11 05:34:18 »
That would require me to completely redo it from the beginning.  Which I might do eventually (was already considering it, just to give another option), but I'd rather focus on finding, documenting and fixing the minor imperfections for now; something even Omzy's pack could benefit from since we use the same script. 

The noise is actually already a grey colorless noise.  It is also very light, it was never meant to be noticeable, just to add pseudo-detail and help with blending the sharp contrast in the colors.  I originally preferred no noise as well, I created the re-size algorithm Omzy decided to use (there were a few of us doing similar things, couldn't agree on everything lol) and back then I was heavily against the noise as you can tell.  It doesn't really work with the fractals but with something like this I feel its very nice.  I tested for several days trying to perfect the re-size formula this time around so I wouldn't have to redo it. 

I eventually decided on a very light noise because I felt it looked better in game.  Keep in mind I'm testing it on a big TV from about 7 foot distance, and it is literally impossible to notice this way.  However it brings a certain sharpness to  the image that the other test image didn't.  Up close it might not be so appealing, but I had to choose which viewing distance to optimize for.  I just feel like this game should be played on a TV with a controller probably on a couch or comfortable chair.  Also I am sure that part of it is just my personal preference.

This project is essentially the opposite of what I attempted with Blackfan.  Rather than smoothing and distortion for the sake of aesthetics, I am focused more on accuracy, sharpness and detail.  Since the average user probably wouldn't even notice the noise unless explicitly directed to look I feel it's usage is justified so long as it remains very light and colorless and adds depth, even if its only an illusion.  Some people will undoubtedly prefer the other method and I am all for it!  My hope is that this be added to the bootleg and users can choose for themselves what they prefer.

Actually my true wish is really that all this becomes obsoleted by re-rendered TA backgrounds sooner rather than later, but I've got to be practical.   :P
« Last Edit: 2014-07-11 05:47:26 by yarLson »

Mayo Master

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #29 on: 2014-07-11 15:45:06 »
Actually my true wish is really that all this becomes obsoleted by re-rendered TA backgrounds sooner rather than later, but I've got to be practical.   :P
Working on it  :P
But, my goodness, it's taking so much time. You can probably be done with reworking all the scenes by the time I complete a single one.  :-o

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #30 on: 2014-07-11 17:08:24 »
Actually I could probably do it several times lol.  We thank you very much though for your dedication and hard word.  Wish I had the skills to help out.  I got into 3d modeling a little bit ago but I barely have the skills to make a decent looking building for now.

EQ2Alyza

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #31 on: 2014-07-13 15:15:09 »
How would you label this filtering method? For Omzy, it's easy to say it was done with fractalization in mind. I only want to know because I'm adding it to my 7th Heaven catalog release, so I want to label it correctly in the description.

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #32 on: 2014-07-13 17:05:36 »
Well the scaling algorithm is called "Preserve Detail" in Photoshop.  So something like that would probably do.  Also I am gonna be doing another round of this.  Since a lot of people don't like the noise and I found a way to use dithering to get pretty much the same affect without it.  Also found a way to remove pure black in the images to save space (hopefully a dramatic amount of space).  The game fills in transparency with black anyway and this is what the original textures did as well to help save space.  I guess you could say I'll be doing a version 2.0 out soon.   Maybe you wanna wait or you could offer both.  Up to you.

Kaldarasha

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #33 on: 2014-07-13 17:54:52 »
Someone else who think that the combo of EQ2Alyza and yarLson Avatars looks sarcastic?  :evil:

EQ2Alyza

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #34 on: 2014-07-13 18:31:11 »
LOL Our avatar combo is funny.

I can update the catalog and 7H will download the updates, so it's not a problem waiting or not.

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #35 on: 2014-07-15 07:04:19 »
So what do you guys think of this?  Click for fullscreen.

Kaldarasha

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #36 on: 2014-07-15 08:07:29 »
So what do you guys think of this?


Do I need to say more?

KaidenJames

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #37 on: 2014-07-15 10:01:44 »
You really don't Kal  :) Yarlson, that looks fantastic dude.

Mayo Master

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #38 on: 2014-07-15 15:31:00 »
So what do you guys think of this?
Wow. Great job! That certainly raises the bar for what we have to do at TA.

Sonicmfc

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #39 on: 2014-07-15 15:39:12 »
Wow really impressive YarLson!

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #40 on: 2014-07-15 15:58:52 »
Well due to the overwhelmingly positive feedback, I think I'll stick with process.

I'll get to work.  8)

Kaldarasha

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #41 on: 2014-07-16 14:10:09 »
Is it possible to use this for the magic effects as well?
But I think we need a tool first, which is able to cut out the effects properly from the texture, connect a composite magic texture (as the lightning texture) and finally repack/rebuilt modified effects in the texture.

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #42 on: 2014-07-16 16:14:20 »
I believe it would be possible seeing how Grimmy seems to have done something similar except I think it was with fractals.  Maybe he has a script or something, although I dunno if he has been around lately.

Kaldarasha

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #43 on: 2014-07-16 16:30:19 »
No, he has only upscaled the texture. For me is there no difference to use his texture pack or the linear filter of the custom driver, except that the upscaled textures wasting memory. I don't think that we have such a tool or script, I also don't know if there is even a logic a tool could use for effects which are built out of multiple textures.

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #44 on: 2014-07-16 16:43:28 »
Okay I see, its a layering issue then, I haven't looked at the source files before.  I could look into it and see what can be done after the next release.

Covarr

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #45 on: 2014-07-16 16:43:50 »
For me is there no difference to use his texture pack or the linear filter of the custom driver, except that the upscaled textures wasting memory.
The upscaling method is different. This creates a sharper image than linear filtering, but at the expense of adding in haloing and screwing with contrast. Some people like this trade-off, others don't, it's all a matter of taste.

Napper

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #46 on: 2014-07-17 05:47:42 »
I have found two small transition problems so far.

Here's the first - http://youtu.be/maHkM-zRugg
The backgrounds it pertains to are md_e1, cosmo2 and (can't find the one with Bugenhagen):(

Here's the second - http://youtu.be/WpSNWQynkjM
This background file is bugin1a.

I've nearly gone through the entire game so everything is looking good so far.
I do spot certain backgrounds that stand out a lot more because of their jagged nature - such as http://www.mediafire.com/view/blpdty87swa5lb2/ff7_2014-07-16_16-59-56-62.jpg

But I haven't been reporting these because I imagine they are unavoidable.
« Last Edit: 2014-07-17 05:49:42 by Napper »

yarLson

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #47 on: 2014-07-17 05:57:58 »
I have found two small transition problems so far.

Here's the first - http://youtu.be/maHkM-zRugg
The backgrounds it pertains to are md_e1, cosmo2 and (can't find the one with Bugenhagen):(

Here's the second - http://youtu.be/WpSNWQynkjM
This background file is bugin1a.

I've nearly gone through the entire game so everything is looking good so far.
I do spot certain backgrounds that stand out a lot more because of their jagged nature - such as http://www.mediafire.com/view/blpdty87swa5lb2/ff7_2014-07-16_16-59-56-62.jpg

But I haven't been reporting these because I imagine they are unavoidable.

Oh man thanks so much for the help.  The transition problems may or may not be fixable on my end.  It might have to do with the fact that aali's driver doesn't handle lighting effects properly for custom field scenes. 

As for that last picture, actually I would like you to report everything like that.  I can easily fix it, it just has to be done by hand, its hard to explain but basically their are different parts on different layers and it would be impossible to automate with a script since you would need a human to deduce what piece belongs on what layer, whereas the script would just put them on top of each other and cover critical pieces.  Also these types tend to confuse Facepalmer into thinking they are a door so the black edges are because they were not rendered into the original background scene but came afterwards. There are only a few scenes like this but they give me the most trouble when I find them.

I remember doing that scene in my first project Blackfan so I know I can fix it for sure.  Please direct me to anything you find of a similar nature.  Seriously though I really appreciate the help!
« Last Edit: 2014-07-17 06:09:37 by yarLson »

Salk

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #48 on: 2014-07-17 06:30:33 »
Nice to see such passion going into making Sampled better and better, yarLson!

I am looking forward to see nRage come here and provide feedback in the same excellent manner he did for FF8!

Napper

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Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« Reply #49 on: 2014-07-17 13:18:13 »
No worries YarLson, glad to help. There isn't anymore real obvious mistakes or errors which is great. So here's a list of minor stuff.

Okay apologies in advance here because some of these are laughably minute in error but I said i'll report them anyway. Some im pretty sure are in all PC versions (the pixel colour errors). Some are possibly not mistakes at all and im just going mad! You can make of them what you will.

ncorel2http://www.mediafire.com/view/o6uwudegbrqsgu5/ncorel2.jpg
mogu_1 - http://www.mediafire.com/view/nh2gbso12s5gt18/mogu_1.jpg
blin1- http://www.mediafire.com/view/1kn5at5gd22o69s/blin1.jpg
fship_3 - http://www.mediafire.com/view/tcraa2pnftbgs8h/fship_3.jpg
fship_2 - http://www.mediafire.com/view/2icu655t2uzedpj/fship_2.jpg   (There is some other variation fship backgrounds like this one)
blin2 - http://www.mediafire.com/view/ztijhizkazg29h1/blin2.jpg
blin68_1 - http://www.mediafire.com/view/jep5a4hcmbdhu7n/blin68_1.jpg
del1 - http://www.mediafire.com/view/offldzkk575yg26/del1.jpg
junbin21 - http://www.mediafire.com/view/g4kxdc3ltla22ls/junbin21.jpg
ithill - http://www.mediafire.com/view/j29yrlb12vvcj0p/ithill.jpg
junbin22 - http://www.mediafire.com/view/8bg8tgnb995qqak/junbin22.jpg
crater_1 - http://www.mediafire.com/view/37rici53416llc9/crater_1.jpg
delinn - http://www.mediafire.com/view/rgpta06awj2bumq/delinn.jpg
hyou5_3 - http://www.mediafire.com/view/mn8ls23l3e4vpag/hyou5_3.jpg
fship_1 - http://www.mediafire.com/view/ad3rc34wfmf5z3d/fship_1.jpg
trnad_2 - http://www.mediafire.com/view/b00au03vcco847l/trnad_2.jpg
ghotel - http://www.mediafire.com/view/fcj1fxdbyjn6qpx/ghotel.jpg
hill + hill2 - http://www.mediafire.com/view/mz85m4g1ajfruul/hill_hill2.jpg
delmin2 - http://www.mediafire.com/view/399c4bl4bd2i67s/delmin2.jpg
mtcrl_4 - http://www.mediafire.com/view/7nyqohgi7tbnjt7/mtcrl_4.jpg
bigwheel - http://www.mediafire.com/view/v1dllxc8x8on8uf/bigwheel.jpg
white1 - http://www.mediafire.com/view/dzgv5zu9jhuv4br/white1.jpg