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Messages - snouz

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76
I have not followed your work for a long time. You have a good progress! :)

Do you load these backs by importing from PSD to Memoria or using your own mechanism?

We fixed such problems. Black lines are corrected by padding. The width of the padding depends on the resolution of the texture (we tested on 8K textures, if I remember correctly).
At what the game not just doubling the extreme pixels, but uses a cunning borrowing of pixels from neighboring layers.

As far as I remember, we solved these problems, import from PSD should work correctly. But we checked only in Alexandria, perhaps. Other locations will have similar problems.

Hi Albeoris! Nice to see you here : )

Not sure I understand everything, are you talking about the border of the tiles, like this horrible effect?: https://i.imgur.com/ZmAYSY5.jpg You have a solution for that?. What do you mean importing PSD to Memoria? Who is we?

My process is to re-import is through Hades Workshop with the mass converter/importer, and I'm mainly using zePilot's code and workflow for everything before.

If you'd like to discuss Memoria, the mods and stuff, we could talk through steam?

Ok Snouz i imported both the field script changes you posted in p0data2.bin (thanks again) and your UI upgrades to resources and sharedassets2.

I'm assuming there won't be more changes to those three files (if not please tell me), so i wanted to ask:
do you mind if I release my modded resources and sharedassets2 with your files already in, to ease mod installation? I'd obviously be crediting you every file and i'll recommend this mod anyway with a link, so people can grab the upscaled background and world map textures, since those files don't conflict with my own.

Sure, you can use these files!
you mean p0data7 right? 2 is where the battle textures are
There shouldn't be anymore change to those no, except if I manage to edit battle animations, which I haven't tried yet, but Tirlititi showed me a possible way.

I'll be posting other fixes if I find others. I'm working on the one in desert palace prison, with closed/open doors, but It's not a priority.

77
NEW 2020-05-04 - MOGURI 8 BETA V3

Changelog:

-Added softer edges with scrolling backgrounds,
-Problems solved: https://imgur.com/a/f8wNwLF (82 pics)
  -includes 4 code based fixes for layering problem (dating back to the original PSX version!)
-Recreation of NPC in 4 screens where they were baked into the texture (e.g. https://i.imgur.com/c6zMjOn.jpg)
-Various visual improvements

Remaining problems: https://imgur.com/a/enhszeO (some are subtle)

78
I found a clean way to fix this one...



I was thinking way too much about it.

79
Salut Snouz ! Comment vas-tu ?
J'ai une petite question, pour le retraitement des décors de jeux, qu'est ce que tu as utilisé ? et ça t'a pris combien de temps ? Tu penses qu'il serait possible de trouver une façon/un outil normalisée pour retravailler les décors, je pense à Final Fantasy 7 et Jusete, JMP qui se sont lancés dans un parcours du combattant pour recréer tous les décors de FF7.
Autre question, si je devais me relancer une partie de FF9, tu me conseillerais d'installer là V.1 ou la beta V.2 ou d'attendre la V.3 ?
En te remerciant !
Ca va merci : )
Je bosse dessus depuis Juin, j'ai utilisé Hades Workshop et le script de zePilot (modifié à plein d'endroits pour la facilité), ainsi que ESRGAN. Photoshop évidemment. Gimp pour certains types de fichiers. Pour mettre toute la base en place, je me suis cassé la tête pendant environ 2 semaines. Une fois que j'aurai tout fini, je ferai probablement un petit tuto.
Je sors la V3 dans vraiment pas longtemps (1h? 2h?), j'attendrais jusque là.

80
@hawok, thanks! The install is correct, but I'll see what I can do to improve the render of this one.

@EVERYONE I have to announce great news!
Tirlititi has managed to find the problem with importing moving objects on the worldmap!
I was just discussing that with him on steam, and he figured out the way to change them without making them buggy! So that's a whole chapter that opens up !
Let's appreciate the new design of the Hilda 3


Also, I'll share my advancement as BETA v3 today, as I've made substantial advancements and corrections.

81
Wanted to share Dagga prisoner in the forest. From this pic, I got this:



Also, some others





Thanks for the observations! Nitpicking is what is needed right now.

> moogle's wing goes through the chair? maybe went too thin on parts of the chair? https://imgsli.com/MTU0NTY
I tried to fix that today, it was impossible! I can change the width of it, but the moogle is partly in front of it. The problem is that the chair and the bed are the same layer, and if I try to get the layer closer, Zidane begins appearing behind the bed. I might do an image doctoring at one point to just turn the chair...

> the airship model should be behind the weapon rack and the ladder? also it rotated? https://imgsli.com/MTU0NjU
This is normal, it turns on itself. It's a reward for the coffee quest. It can't be behind the weapon rack, because the weapon rack doesn't have its own layer.

> it looks like the layer with the beams of light from the windows is missing: https://i.imgur.com/NZZbn8V.png
I just checked in game and a lets play, it's not missing, no worry.

The rest is noted or done already : )

82
Yeah, i'm mostly interested in changes outside those files (11-19) cause i'll totally be copypasting yours when they come out, but p0data7 contains other changes from my own mod so i need to manually add your changes ;)

Anyway, outstanding work as always.

Figured it out :)

So both fixes from above:
In Gargan Roo/Passage 1
Main_Init
Main_Reinit
Change:
    SetTilePositionEx( 2, 0, 0, 150 )
To:
    SetTilePositionEx( 2, 0, 0, 70 )

In Dali/Production Area 2
Main_Init
Main_Reinit
Add at the beginning of the function:
    SetTilePositionEx( 27, 0, 0, -100 )

On another subject:

83
Found the correct parameters to fix this little bug that was bothering me.



EDIT and now this one

84
Isn't the texture change included in your mod? within p0data11-19?
It will be when I post the version with all theses fixes.

85
Snouz, i was wondering... for fixes to original game issues like those to backgrounds could you post the code or release a separate hws patch?
I for one would be VERY interested in adding those fixes to my own mod without overwriting files. well at least unless those fixes end up in p0data11-19, since we're overwriting them anyway.
The fix to the crystal world 1 field and Golug well will be in p0data7. I'm planning to fix a few others like some chests going in front of foreground objects etc.
Here are the 2 "code" fixes I have right now:

Gulug/Well 1
In Main_Init and Main_Reinit, at the start of the function:
    SetTilePositionEx( 23, 0, 0, 4000 )

Crystal World 1
In Main_Init and Main_Reinit, at the start of the function:
    SetTilePositionEx( 8, 0, 0, 3000 )
    SetTilePositionEx( 10, 0, 0, -600 )
    SetTilePositionEx( 11, 0, 0, -600 )
    SetTilePositionEx( 12, 0, 0, 2000 )

This is simply changing the distance from camera of some layers, at the start of the field and after a fight.

The one in crystal world will require a little bit of texture change to not look weird though.

86
@Enridonn Screenshots fixed!
For the language thing, it's a Memoria bug. Without Moguri/memoria and only the beta, you'll have your own language. I've only properly upscaled English and French until the problem is fixed in Memoria.

@ericdepositar I don't know, probably. Does it happen with the whole game?

Right now, I'm working on baked people. I found a tool to view models in the PSX game:




87
Ok I just fixed the Crystal one with the same trick as the Gulug bucket!



So that's 4 bugs of the original game that I solve! (others: the upper mill in Dali had an animation problem, the glass lost in the Alexandria Tavern)

88
I was desperately trying to fix a visual problem with the doors in the desert palace dungeon:



But then I realized it's a bug with the steam version:



But then I realized IT'S A FREAKIN BUG WITH THE ORIGINAL GAME:



I'll keep you up-to-date if I manage to fix this one. It's clear from this other angle that it's not supposed to look like that.



I might have a solution in mind and it shouldn't involve any code change. It's fairly complex, so It probably won't make it to v3.

There's also another one that's bothering me.

This screen (original PSX screenshot) is not like it's supposed to be.


There are 3 parallax layers:



The red layer should be in front the blue in the bottom, and behind at the top. Here's the separate layer in the files:


Anyway, thought that was interesting.

89
Guys, this is the next Moguri version, I won't do my separate mod. It would fraction the community and be counterproductive IMO.

Anyway, I'm very proud to say I figured out, with the help of Tirlititi himself, how to fix a bug introduced in the steam version. The rope and bucket animation in Gulug was broken as it only displayed BEHIND the base layer. By adding code, I managed to fix it!

https://i.imgur.com/1WMNY7d.jpg

@Glenn Seto

Sorry I haven't responded yet, thanks for the offer! I'll look into reshade and your stream. I'm focusing on the few bugs I still have right now to upload v3!

90
You can install this and Memoria separately, you'll have the same features, minus the orchestral music (which I think is not necessary at all)
https://steamcommunity.com/groups/ff-modding/discussions/13/357284131804133221/

@Tirlititi, Great! I'll let a word to zePilot when we repackage everything.

@magitek, advices taken, I've some some tweaks to the ones you mentioned. The offset (2px top left offset to be precise) is present in the first third of the game, because the original moguri did that. But I've corrected the ones I had left about when I arrived at Clayra. I came back and corrected a few, but it'd be a pain to correct everything after I had already painted the borders, and it's really not noticeable most of the time.

91
Comparison sliders between original and BETA are here!

Ice Cavern
https://imgsli.com/MTU0Mjc
https://imgsli.com/MTU0Mjk
https://imgsli.com/MTU0Mjg
https://imgsli.com/MTU0MzA
https://imgsli.com/MTU0MzE
https://imgsli.com/MTU0MzI

Treno
https://imgsli.com/MTU0MzQ
https://imgsli.com/MTU0MzM
https://imgsli.com/MTU0NTA
https://imgsli.com/MTU0NTE
https://imgsli.com/MTU0NDg
https://imgsli.com/MTU0NTI
https://imgsli.com/MTU0NDc
https://imgsli.com/MTU0NDk
https://imgsli.com/MTU0NDQ
https://imgsli.com/MTU0NDM
https://imgsli.com/MTU0NDU
https://imgsli.com/MTU0NDY
https://imgsli.com/MTU0NDA
https://imgsli.com/MTU0NDI
https://imgsli.com/MTU0NDE
https://imgsli.com/MTU0Mzk
https://imgsli.com/MTU0Mzg
https://imgsli.com/MTU0Mzc
https://imgsli.com/MTU0MzY
https://imgsli.com/MTU0MzU

Clayra
https://imgsli.com/MTU0MTU
https://imgsli.com/MTU0MTY
https://imgsli.com/MTU0MTg
https://imgsli.com/MTU0MjA
https://imgsli.com/MTU0MTk
https://imgsli.com/MTU0MTc
https://imgsli.com/MTU0MjI
https://imgsli.com/MTU0MjE
https://imgsli.com/MTU0MjM
https://imgsli.com/MTU0MjY
https://imgsli.com/MTU0MjU
https://imgsli.com/MTU0MjQ

Lindblum
https://imgsli.com/MTU0NTM
https://imgsli.com/MTU0NTQ
https://imgsli.com/MTU0NTU
https://imgsli.com/MTU0NTY
https://imgsli.com/MTU0NTc
https://imgsli.com/MTU0NTk
https://imgsli.com/MTU0NTg
https://imgsli.com/MTU0NjE
https://imgsli.com/MTU0NjA
https://imgsli.com/MTU0NjM
https://imgsli.com/MTU0NjY
https://imgsli.com/MTU0NjI
https://imgsli.com/MTU0ODY
https://imgsli.com/MTU0NjU

Lindblum Castle
https://imgsli.com/MTU0ODg
https://imgsli.com/MTU0ODc
https://imgsli.com/MTU0Njk
https://imgsli.com/MTU0NjQ
https://imgsli.com/MTU0ODk
https://imgsli.com/MTU0OTA
https://imgsli.com/MTU0OTE
https://imgsli.com/MTU0OTI
https://imgsli.com/MTU0OTM
https://imgsli.com/MTU0OTQ
https://imgsli.com/MTU0NzA
https://imgsli.com/MTU0OTU
https://imgsli.com/MTU0Njc
https://imgsli.com/MTU0OTY
https://imgsli.com/MTU0OTc
https://imgsli.com/MTU0Njg
https://imgsli.com/MTU0OTg
https://imgsli.com/MTU0OTk
https://imgsli.com/MTU0NzY

Memoria
https://imgsli.com/MTU1MTQ
https://imgsli.com/MTU1MTI
https://imgsli.com/MTU1MTE
https://imgsli.com/MTU1MTA
https://imgsli.com/MTU1MDk
https://imgsli.com/MTU1MDg
https://imgsli.com/MTU1MDc
https://imgsli.com/MTU1MDY
https://imgsli.com/MTU1MDU
https://imgsli.com/MTU1MDQ
https://imgsli.com/MTU1MDM
https://imgsli.com/MTU1MDI
https://imgsli.com/MTU1MDE
https://imgsli.com/MTU1MDA


Invicible
https://imgsli.com/MTU1MTM
https://imgsli.com/MTU1MTM
https://imgsli.com/MTU1MTY

92
Absolutely incredible work!! Thank you so much for revitalizing my favorite game of all time. I have been holding out my next playthrough (it's been over 5 years) in anticipation of this mod :).

My one question is, will 8.0 be compatibile with Alternate Fantasy? I know that is NOT your mod and the beta lists that it is not supported, but I figured I would ask.
Tirlititi has retired from modding FFIX, but when this update officially hits, I'll talk to him and I'm sure we can arrange a compatible version! It's just a question of combining assets.

93
Pls add Scale UI Battle :D
As stated earlier in this thread, the mod for that is not bug free and we probably won't add it to this version.

94
Thanks everyone for the support !

I've now included a small screenshot in the OP to recognize if you have correctly installed my version.

ZePilot has given me access to the official website, and I have updated it a bit.

I've included a changelog for the update (both here and on the website)

And I'm currently preparing comparison screenshots.

Also preparing V3!

Keep reporting errors, I'm correcting them as I go

Also, yes, I've had a bit more time recently, as my day job involves working with cinemas in Europe...

95
Wow, the test of 8-bit transparency looks so good. It's crazy to realize that so good mood like this will be even much better. :-)

I also use SMAA antialiasing in ReShade for characters because they are quite toothy. Maybe it would be worth to include also ReShade with a special preset in the mod. Optionally of course. I don't understand the settings so I just activated it and it looks much better.

Comparison: https://i.imgur.com/YLoUtlX.png

Also thanks for the mod V2! :)

I'll look into reshade or other ways to activate AA. I personally activate it in Nvidia settings, but it'd be cool if it's included!

96
I've found a few bugs so far (the title screen is fixed with the updated files, thanks!)
https://imgur.com/a/ZwwLDiQ

You're playing with moguri, but without the beta.
Please replace files in /program files/Moguri Mod/ and not the final fantasy IX install folder. I've put an install guide.

97
I guess this is good news snouz? :) what does that actually mean for the graphics?  :o
I wish I knew this before, but it's very good news for graphics. First, all those screens with scrolling skies will look better. Example:



So clayra's sky will be less jarring for example.

98
Ok I just did a test and MY LIFE IS A LIE



Turns out you CAN make 8 bit transparency.

I'll have a lot of screens to update!

DAMMIT

SO good news everyone, the game is about to look better.

99
Found another one:

https://imgur.com/a/TNqsYKa

Captured in Beta V1, but as far as I can see, it's not showing up in any of the changelog albums.
Good catch, I forgot about this one.

Hello, you have to have the original version of moguri and install this or just install this mod in the clean game?
You don't need Moguri. I've included an install guide if you do and if you don't.

Is it possible to modify the game to take 8-bit transparency textures instead of the 1-bit that it normally uses?
Not that I know of, but that would be awesome.

100
FF9 Graphical Releases / Re: [FF9 PC] UI Stuff BETA V2
« on: 2020-04-29 07:44:10 »
I believe this one goes here.



Look at the title of the boxes. The black border around the white text looks off, there are missing pixels in the border and you can see the green background.

Maybe you can take a look at these glitches! :)

I searched every image, I believe these are not fixed images, but the font with dynamically rendered borders. I just checked, the normal font doesn't produce that (or maybe a bit but almost unnoticeable). Are you using the font in Moguri, or another one altogether?

For reference, with normal font: https://i.imgur.com/Nqd6uV7.jpg

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