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Messages - Fraggoso

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1
After going back and forth, the quality between ESRGAN and my old one, at least for the very low res FFIX textures, aren't that big...
So no release but again, as there's no really quality improvement, that shouldn't be that big a deal.

2
Well, everything is ready but I didn't uploaded as of now as I want to improve the textures a bit more.
Shouldn't take that long (hopefully).

3
This mod, its listed right at the top. part of the default catalog.



Read this, from step 3 onwards.

http://forums.qhimm.com/index.php?topic=15520.0

It's soo easy...?
I thought it would repair animations that uses the new modells. I never imagined that also 60 FPS was checkable... ;D
I did try it out yesterday and it seems to work as intended, but I'll find that out when I receive Tifa. ;)

4
What animation mod are you referring to?
Can you please redirect me into that direction?

5
60fps mod is broken and will be until R06.

Thanks a bunch!
Do you've an ETA for R06 and will we be able to use 60 FPS without any additional tweaks coming with Reunion?

Thanks again for all of the effort DLPB!

6
Maximilian Dood is playing FFVII with some Mods and he is running Mods in 7th Heaven as well as 60 FPS Battle.
I tried to replicate it but couldn't.
Reunion isn't running 60 FPS (even though it says it's part of Reunion...?).

I could manage to run 60 FPS Battle once (patching LGP and copy pasting all files I need). I could even start it once via 7th Heaven after I patched everything, although it was very woobly as the Camera wasn't as fast to catch up to certain animations like Braver or Big Shot but at least it was running 60 FPS for Camera and 30 FPS for Motion.
Now the Game refuses to start whatsoever... *lol* I think it broke completely afterwards. xD

Is it even possible to get 60 FPS Battle and use 7th Heaven for only minor Mods like Music Replacement, Background switching as well as Charactermodel replacements?
Should I wait for Catalog 3.0 which should be coming out this month?

Every help is appreciated!

7
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-07-11 20:46:50 »
Bets of luck on that one. Making masks by hand is crazy and that is what we're, right? ;)

8
I'm so baffled as it works now without any problems! >_<
Thank you so much, Manakaiser! You made my day. :)

9
I really can't solve the problem...
It also doesn't seem to copy the tiles from one folder to another, if I copy the tiles afterwards to merged folder and hit merge they merge at last but still, without alpha it's useless...

Everytime I receive this error:
Code: [Select]
'D:\ESRGAN\LR' is cleared

All images within that folder than vanishes.

I'm too stupid I think! >_<

10
because you are using new esrgan and as i mentioned already its not advised and has no benefit for the end user.

use this https://github.com/xinntao/ESRGAN/releases/tag/old-arch then auto should work.

cheers.

Thanks, now at least it works with the models but still, alpha isn't preserved. :(

Afterwards all images within my LR folder are erased.

11
https://mega.nz/#!W591SaCI!XPT7QjQFPG6oy6I3-DOTFaGrq38xyzaBUfh_3mtwp_8

this test file preserves alpha; use with old esrgan version (new one is useless for the end user anyway it has no effect on quality so i advise against using it in general). Gonna warn you though doing alpha wiht esrgan is always relatively bad;

Also using https://github.com/ptrsuder/crop-upscale-merge tool handles alpha better than the test i posted you and the tool is pretty much perfect regarding esrgan (and regarding what it does) anyway so I suggest just using it in general; Just configure settings and it will automatically split alpha and merge after upscaling, and as a bonus it has a really nice GUI and makes using many different models in quick succession easy and quick (for ex dedither followed by whatever model you want).

I already tried Auto crop but it doesn't work with the dedither Modell.
The error log reads:

Code: [Select]
[10.07.2019 22:17:59] Traceback (most recent call last):
[10.07.2019 22:17:59]   File "hackallimages.py", line 7, in <module>
[10.07.2019 22:17:59]     import architecture as arch
[10.07.2019 22:17:59] ModuleNotFoundError: No module named 'architecture'
[10.07.2019 22:18:00] Error ocured during ESRGAN work!

If I run it normally or with Satsukis GUI, it works, but not with Auto crop, sadly. :/

12
As I wanted to improve on my FFIX and X/X-2 HD Remake Texture Mods, I searched for a way to preserve alpha channels within an image using ESRGAN and asked Xinntao (from the original ESRGAN Team) in one of the bug reports if there's a way to do so.
He tweaked the test.py script so that now we can also upscale and preserves alpha channels: https://pastebin.com/xUdTHff9 Sadly he never came back to the community on other questions, that's why I'm shouting help to you all. :)

Here goes my first two questions:

1. Would it be possible to tweak the alpha test.py so it can detect alpha in an image and preserve the alpha?
2. If no alpha is in the image then it should just skip the alpha scaling?
Right now if there's no alpha, the script will stop working and ask you to use the normal test.py that comes with ESRGAN which is a bit tedious to use.

On the other hand, I found a model that works wonder on dithered images which can be found quite a lot in PSX Games.
https://github.com/alsa64/AI-wiki/wiki/Model-Database

I made a quick comparison.
http://www.framecompare.com/image-compare/screenshotcomparison/21J1NNNU

The problem with this script is, that it sadly also eliminates alpha completely...
So here's my last question:
3. With a hopefully tweaked alpha py, I also would need to have this working with the dedither model

Every help is very much appreciated! :)

13
Hopefully you can resolve the issue.
It seams at least quite useful. :) and also maybe it fares better than the normal esrgan upscale picture by picture.

The squares oft logo with a lot of chocobos look horrible with esrgan. xD

14
How does it fare for pictures that don't get distortions?

15
Hi Forum, maybe you can help adressing a problem/bug with FFIX.

As soon as a textures for characters that have an eye blink animation (which is a second texture sheet with only the closed eyes) gets upsized in width and height, the animation doesn't play at all.
So all blinking is gone (which isn't that bad) as well as closed eyes (Garnet sleeps in the train or if a team member is wounded in battle).

This is only happening if the standard size isn't matching the original format. As long as it's preserved, the animation plays normally.
Also the same thing happenes to all Enemy Modell that are vissible in the Fields like the bandersnatches that chase you. In Battle they look normally, but in Field...oh lord they're messed up.

I can't figure out what's going on as in FFX I never had problems with different UV Maps with animations.

16
FYI: An update to the textures will come.
I applied ESRGAN to all textures so they look way more crips and do contain a whole lot more details than ever.

I'll have it ready till the end of the week.
@Dclem You didn't overcome the UV map problem with the blinking, correct? This is such a stupid "bug"... -.-°

17
I didn't had the time to test this yet, but it seems promising for uprezsing Videos. It's also from some of the main contributors of ESRGAN.
https://github.com/xinntao/EDVR

Someone already had time to test this with Final Fantasy Movies?

18
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. ;)

19
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:
http://www.framecompare.com/image-compare/screenshotcomparison/199MNNNU (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.
https://www.dropbox.com/s/q4eflnt2hvhighg/mask%20difference.psd?dl=0

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

20
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.

21
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).

22
As fated courage did a waifu HD pack, maybe it would be good to ask him about the checkered effects. :)

23
Hi Satsuki, maybe you can try this out?
https://github.com/kornelski/undither

It seems very promising on dithered color palates.

Dithered:


Filtered:


24
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.

25
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 1-match_pc_psx.py I don't receive the - match_PC_PSX.json but Duplicated_PC_Images.json

Error Message is:


Any clue? ^^

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