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Messages - opengrip

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1
FF7 Tools / Re: [PC] Text editor - touphScript (v1.4.0)
« on: 2020-03-16 06:14:50 »
In other words, wait for new release.

I'm not even sure if this was responding to me... and if it was I am still not sure if that github link with the latest source was supposed to help... and on top of that waiting for a new release comes off as super unhelpful especially since that post that you quoted was from a half a year ago. Is this tool nonfunctional currently? Is there an older version or another tool that people are using now? Is it currently being worked on? Like DLPB how about you take a little more time when responding to give an answer that will actually help me with regards to my question. Someone else asked for the read me on march 5th as well and no one even responded to them...

2
FF7 Tools / Re: [PC] Text editor - touphScript (v1.4.0)
« on: 2020-03-15 17:50:19 »
I also can not find the read me on this thread or the github link. Can someone please point me in the right direction

To clarify... i downloaded the release for 1.4.0 and all it came with was 1 file called touphScript.exe... i put it in a folder and ran it and then tried to (d)ump. It created an empty text folder and a text document which i assume is a log file which said:

"Registry values found:SOFTWARE\Square Soft, Inc.\Final Fantasy VII
.ini not found / unreadable, options disabled
FF7.exe not found, using spacing values in config file."

There is no read me to be found on the front page of this thread and none on the github... it didnt come with the release download or generate after using the exe.

I assume I'm missing an ini file which is probably used for locating the correct file paths. Maybe I am blind and just didn't see it or maybe it was forgotten about during the last latest release update... i didn't see any previous releases on the github either so i can't even check to compare.


3
Hey Satsuki noticed in your sourcebase field folder it seems like the astage_a and astage_b files seem to be already upscaled. I didn't check 1 by one for the rest of the folders but figured I would mention it to you.

4
One thing I noticed in the movie pack you did Satsuki is that a few of the videos use french. Anyways to get an english version. Ending2 for example.

5
I've had a look at them and honestly I'm not impressed.  The detail has been obliterated. I'm looking at the Gold Saucer fields at 1280 * 960 and the look is very plastic and smooth.  It's again traded one problem (blockiness) for another (super smooth).

My own solution using scanlines on the originals is actually better. 

I appreciate the monumental time and effort, but this isn't to my taste in any case.  Unless I am doing something wrong.

I do get what you are saying but overall I think satsuki's work looks amazing and is a huge improvement over the originals. This being said after doing some comparison shots with the pack i'm working on now, mine will lean a bit more towards the detail side and less smoothing/smudging/masking etc in comparison. As Satsuki said though the fields are inconsistent so having more detail in my pack will look better for some fields and worse for others. The early blins are really hard to make look good regardless. Its crazy how some of the original fields are beautifully painted and almost look lifelike (icedun) with detail and others are so low quality in comparison. When it was all downscaled it was harder to tell i guess.

6
Sadly the lightlayer can't be replaced without to break the light animations.

I've had this same issue but I also managed to do a pack and have this light layer work properly... not 100% sure how I did it at the time though... I'll be testing a new pack soon so I'll let you know if its working for me or not

8
Waiting the v2 of 4xCut, here's REpalmer, a simple palmer batch ui to batch palmer the already 4xCutted fields.
It's autodetecting if a 4xcutted filed is present, then do the exact same processing of palmer that regular 4xCut (with auto delete bugued light fields, auto correct the "las" files...)
You need to put it in the same folder that 4xCut.exe

dl link : http://wowsatsuki.free.fr/REpalmer.7z

Thanks a lot!

9
Preview of the v2 of 4xcut (all options working great sor far) :

Really looking forward to this release. Any updated ETA? Also would be cool if you separated the 4xcut and palmer batch into 2 buttons. That way if you just wanted to redo the palmer section without doing the full recut again it would be possible.

10
I think you guys may have gone a little overboard smoothing things out in the newest update. It feels like a lot of things have lost their texture. Example : the Nibelhelm mansion secret stairway: the bricks look nice and granular in the last version, in the new one, it looks smudged to the point where it almost resembles the original again.

Just my two cents. Your work is still very much appreciated!

Will alleviate this more in the next update

11
Hey everyone just an update that the mod is now on V1.2. The main post has been updated with a new gallery and link to download the new version.

12
Hey man just curious how the new update is coming along?

13
Can't wait to try this mod!

Btw, the direct download link is broken.

It should have been a direct dl from nexus regardless. But thanks Ill check into it :)

14
Also for anyone interested in how this mod looks vs the new Remako Mod here is a comparison. The OGFields render is the latest version which will be in the next release coming soon. The Remako render was taken from his blogs Render Drive. This isn't meant to say one is better then the other but just to present a clear comparison of the 2 so its easier for people to make there own opinions on what to use.

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=86778c70-2ccf-11e9-9dba-0edaf8f81e27

15
Yeah that Cloud model fits really well with these backgrounds imo. I also love how clear these are. It's such a massive improvement over the older methods.

Hey thanks for trying the mod and posting more shots for people to check out! Make sure you check back for updates as well. The next version will drastically clean up the image even more on top of having more manual adjustments to things such as lighting layers etc.

16
New updates incoming very soon which cleans up some more noise/dithering.

17
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.

If you check out my pack as well you will see a difference already and I still have more updates coming...
http://forums.qhimm.com/index.php?topic=18596.0
Also I am not a fan of blatantly advertising in someone else's thread but it just seems you didn't even notice the new pack that was posted. So obviously no disrespect to CaptRobau. We are all just trying to make the game better :)

18
OGFields
Complete Field Replacement Beta

***NEW VERSION AVAILABLE NOW*** Previews are updated.
Changes include: Cleaner images (reduced noise) and further adjustments to every field.

Upscaled to x4 their original resolution using the most advanced machine learning available. This adds back in the detail you lose when upscaling normally based on a trained image model in order to give the highest quality output possible.

After receiving AI enhancement we further clean up the images to make sure every detail is clear and looks as good as possible.

This is still a beta release and we plan to do more updates in the future. The first half of the game has been tested but if anyone finds any errors (Layers acting funny or not cleanly put back together) please report. This being said we have found minimal adjustments in our testing.

Future versions will include further optimization of the current pack. It could also include further overall improvements if the tech improves further.

[Echo-S] - This mod is also one piece to a larger project which aims at remastering the full game. If you wish to find out more you can check out our youtube at https://www.youtube.com/channel/UCsd0YxmVG92OHv8LsQ6Hpiw or join us on discord @ https://discord.gg/8wxtRPR

Twitch: I also stream. You can follow me to check out future updates or just stop in to say hi. https://www.twitch.tv/opengrip

New Screens can be found here: https://imgur.com/a/ZvgIcPm

Download can be found here:
https://www.nexusmods.com/finalfantasy7/mods/7/?tab=description

Install:
1  -  Extract the Zip file

2  - Place the IRO file inside FF7/Mods/7th Heaven

3  - Open 7th Heaven

4 - If auto import is on, it will now be in your Active Mods Tab
       If not, it will be in your Library Tab, click Activate

5 - Configure the mod in your Active Mods tab

6 - Play

Special Notes:
You can unpack this file using 7th Heaven if you wish to install manually. If you wish to use custom fields (like Team Avalanche) then just make sure they are higher on your 7th Heaven list.

19
General Discussion / Re: Final Fantasy 7 PC Mod pack
« on: 2019-02-06 07:20:34 »
Hello
Is there possible to upload someone's Final Fantasy VII modded game files?
I know there are a lot modifications like game with Advent Children models etc.
I am not good with computers so huge list with mods and so many tutorials  scares me, so I just thought about possibility to download modded version of the game and just replace files.

If it is silly question I apologize.

Good night

Its not a silly question at all but within most modding communities they do usually have rules which protect modders from having there works ripped or not credited etc... this is good for the modders but not as much the people using the mods as it requires more setup... The team I am working with "Tsunamods" is working on a full mod which will cover the full game for this very reason... It will be easy for people who want as much of a vanilla upgrade as possible. Unfortunately its just not 100% finished yet but do keep your eye on the forums.

20
here's a video test of a part of the opening, filtered from psx version then esrgan : http://wowsatsuki.free.fr/optest.mkv
don't know if i prefer the steam version or this one, mine don't have aliasing and is sharper , but steam seems to bring out more details

Thats actually a much better result then what I got during testing!!! You should use the videos from http://forums.qhimm.com/index.php?topic=8414.0. I personally use Toshiba DVD<No Chibi<AC,ACC

Higher quality base, and then replace any FMV that has horrible chibis, and then finally replace anything I can with AC/ACC. This gives me the best results until some of the FMV's that had chibis are just remade... I know Echo-S is already working on a few for testing now.

21
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.

I am also working on a new pack for Echo-S and it is being beta tested now by our team and I know when Satsuki releases his pack that remako won't be the definite pack. Not to say any pack is better then the other but if you want to keep 7th heaven as updated as possible then I'm guessing it will have 3 new packs which will overwrite the 3 you have now :)

22
This is awesome. I've already used your tool to redo every field in the game. Going through to test now. I know you mentioned doing this for battle fields as well. Is that still in the plan?

23
@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' :)

They kind of already did join forces since captrobau is using satsuki's 4xcut tool which is optimizing the layering of the field scenes. The only other difference in this mod is the upscale method. I'm actually making my own pack as well using gigapixel but I am using additional work on top of that to clean up the image even more. And then there is the custom redone fields which you can find in the Team Avalanche section of the forum. So there will be lots of options. It definitely could be cool if someone goes through and takes the best from each field but until satsuki releases his updated 4xcut it won't be worth it as all of the packs will need to be optimized more either way until then.

24
>Some of the source files wasn't right numbered so some animation ingame wasn't right
>Light dots was showing at the edge of the lights

So wait, the newer version will realy be more powerfull.
Some screen must be optimised by hand after using the tool because of their special light layering, so far :
-game1, game2 and blin1

This is good to know! Do those 3 fields include the fields with the animations numbered wrong?
Also is there any ETA on you releasing the next version of 4xcut? I mean it would be awesome even if you just released some of the optimizing as you go. Or even just fixed the animation numbering. Once again thank you very much for the great work with this tool though!

25
Hey I have been working on my own upscales and then I stumbled on this tool!!! This looks great. Just a few questions for you. I know you have mentioned in other posts that you use potrace and imagemagik to optimize the edges of the layers... does 4x include these optimizations? When doing the fields manually I realized pretty quickly that the major issue was the edges on the layers. If 4x doesn't solve this automatically would you mind explaining your process? Also I know you mentioned releasing a more optimized version after your next updated upscale pack is released.. Can you give us an idea of what has been improved on?

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