Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fraggoso

Pages: [1] 2 3 ... 11
Why don't you just "ignore" it. I mean, nothing is perfect right?
As long as the baseline is better than it was before or the rest, go for it and don't stress yourself about a bunch of Fields. ;)

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-02-06 18:41:26 »
I'll show you that the pc alpha is way more of because of the resizing they did (weird algorithm or something like that).
You can't take the psx 1:1 of course but with some filtering they look way better and more organic than the pc.

I'll post a comparison later. :)

Edit: (Zoom in max and look over the masks)
Ingame it looks better because most of the Fields are also zoomed in.
Round objects have a rounder masks opposed to the tooth saw approach of the PC or blocky approach of the PSX masks.

I also uploaded a psd file. zoom in and you notice the difference.

I've all the scripts ready, if you want to give them a shot (Gimp though).

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-02-06 12:17:42 »
Are you going to add different methods to your mask?
I tried your mod and the only grudge so far is really the horrible PC mask. xD

If you want, I've a better method of processing the masks.

Graphical Modding / Re: Question about AI
« on: 2019-02-03 20:09:18 »
If you're speaking about Nvidia super resolution, I tried it out as I applied and was approved.
The models flying around the internet are doing a way better job that super res (at least as of now).
The best thing about super res is that you can go past 4x (8x is the highest you can go).

As fated courage did a waifu HD pack, maybe it would be good to ask him about the checkered effects. :)

Hi Satsuki, maybe you can try this out?

It seems very promising on dithered color palates.



Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-26 14:57:35 »
I've both fields in their respective folder. :/
From my understanding is, that your script use the alpha from the pc version for the masking or not?

I want to use the psx masks instead.

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-26 11:51:44 »
Can you adept your script to take the PSX layers instead of the PC layers?
As the PSX Fields are stored in CD_X it's not as easy I guess?

I want to use the PSX Layers, Filter them and use them later on for the final cut.

Hm... If I run I don't receive the - match_PC_PSX.json but Duplicated_PC_Images.json

Error Message is:

Any clue? ^^

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-25 07:45:29 »
Are you compressing your tex with DX5?
I opted for no compression ARGB and it looks better  but of course your filesize is bigger (packed it's still 2 Gigs or something). maybe you want to give that a shot as well. :)

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-24 14:34:45 »
You should mention in your readme that it's vital to uncheck one specific Field in the extration of the PC Fields -> Opening-For-FMV or else HW will crash everytime. :)

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-18 11:58:19 »
So far I'm using the PSX masks to combine the layers, then the PC masks (upscaled without refiltering) when I de-compose to the original tiles. Seems to works nicely so far, so I doubt I will change the method.

Ah yeah, that works. I, for myself, found the masks too ugly though that's why I used another Methos which works and looks cleaner (at least for myself ^^).

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-18 11:36:19 »
So did you use the PSX masks and just used 4x size without any filtering so you get a crisp clean but blocky mask or did you upressed the masks as well?
If yes, how? :)

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-18 07:28:24 »
An general issue has been detected in the denoising process : Some grey lines may appears on a lot of background.
This has been fixed in the scripts, next version will be a lot cleaner !

Is this because of the masks?
I had this problem as well but solved it using another upres algorithm.

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-16 14:00:17 »
Congrats to your first Mod.
You should let it transfer into the release section.

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-14 09:51:28 »
I'm really impressed, great job. :)
If you need help with anything, let me know. I know the Fields very well. =)

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-13 20:53:52 »
It looks very promising if you can sort out the glitches and maybe, and that's only if the Vid isn't too compressed: Use ARGB on inserting instead of compressing the tex files.

It's really great to see so much sharing and carrying in the community.

What's the problem ingame? The mask looks really clean. :/

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-11 19:22:27 »
Do you really want to release a small slice of the whole mod?
How did you cope with incorrect layering if I may ask? I saw the picture of spindle wheel.
If you load the tiff from HW you may've noticed that the chair (or ta le) is positioned above the spindle wheel or at least some parts.

Another Example is the clock in the field of lindblum church.
One layer is above the clock animation and if you don't at least layer them correctly for the whole image before you use esrgan, you end up without animations at all.

Can you post a psd file of that so I can have a look on it or was it multilayered tiff?

Satsuki, can you also give the FFVIII background a go? I want to see if your way of masking result in a fiber/better mask then my technique.

How did you cope with alpha Yagami Light?
ESRGAN just puts black where alpha is.

Did you upsized with an alternative alorithm and extracted the alpha?

I just tried my scripts with Gimp 2.8 and ther're no holes there.
I hate the new algorithm in 2.9.

Well, here is the result.
Tell me if it's okay for you.

Here's also my two scripts that I use after upressing:
Filter Animations -> Semiflatten -> Settings with Semi Flatten -> Collor HTML Code: FF00FF
Leave everything else as it is.

Afterwards use this one
PKHG -> Select by Color -> Select by Color
Normally the Color should be automatically set to FF00FF. If not, set it to that and click ok.

After that you should heave many pink lines/seams.
Select from Alpha, copy from the ESRGAn image and paste it as a new Layer.
Do that four times and you have your layers without any holes if you use Gimp 2.8 with 400% Sin (Lanczos3) algorithm.

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-11 12:50:40 »
Oh you've a ton of dublets in your script.
If you want I can upload a dublete free Field ID per Field ID information.

Post your resluts please as I#m maybe also opting to use that instead of my workflow for masking. :)

Pages: [1] 2 3 ... 11