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Messages - Fraggoso

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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. :)

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-10 11:37:15 »
Nice ! I've come across your mod searching if it was possible to re-inject the background into the game, seing your mod was a deciding factor :)

Great to hear! :D

I need more informations than that in order to generate images that will be handled properly by the GAN. It was trained with full images, and doesn't cope well with uncomplete layers & transparencies (ie. a door on a black background, it will try to find pattern between the black & the door that are not suitable for the final result).

In order to do that, I don't only need the animation layers, I also need to know that a layer (in the tiff file) IS an animation layer (vs. static background), or if the layer has parralax, and if so, what is the depth of that layer.
For lighting effects and other stuff, I also need to know if a layer a different blending mode.

That is already handled by Hades Workshop.
Or do you mean you wanted to automate a script to look over all layers instead of going hand by hand to decide if that#s an animation or transparency?
As I did it before hand by hand, I'm really fast on doing that on my own but if your scroipt works without issues, that's great!

I would not like to duplicate works here.
I don't know if you do that manually or not, but I wrote scripts that does that automatically (by reading the script field id from both versions in order to match them properly), and that the correct layer from both versions (as your said : blending layers from steam, real background from the PSX version).

Is this really working? if yes, I wished I had this beforehand! xD

It's a classic layering issue. The main problem is that both version doesn't handle semi-transparent images, so the edges of each layer are sharp, instead of having some semi-transparent pixels in order to blend over.

The Steamrelease use half transperancy on some. For example when Zidane and garnet flees from Steiner in the meeting room, the hatch under the table uses haƶlf transparency. Or the shield/sign that get knocked off in Alexandria.
I tried to replicate it but Tirlititi inserted only opaque as it gave us problems with seams.
I asked him to do another test with HW as I maybe know why that happened beforehand.

I'm still unsure if I will use the PSX layers with a neighbooring algorythm, or something similar to what you did, but from early testing, both solutions seems workable.
As long as you've one pixel over that should work. I decided against PSX masks as they're blocky as hell and it didn't really looked good with higher res Backgrounds. :/

ie .this kind of artefacts on the edge of the wood :

It's not due to the masking.
I've the same issue in photoshop is a perfect mask that I couldn't in-engine, but that I use for ground truth when testing.
It's due to the fact that the wood is interpolated near black pixels.
I've tried to extend the pixel borders to avoid that : I can reduce or increase the artifact effect depending of how it's done, but I'm only manage to get a perfect result when it's interpolated with a recombined image.

As long as you've one pixel more than the PSX masks, that will be completly gone, trust me. That's why i opted for Lanzos upres with 400% and going over some of my scripts to get rid of the half transparency.

If you need more information, let me know. :)

Can you post a comparison between your GAN and manga 109?

I'm using a new gimp version where the algorithm is slightly different. I can give you my two scripts that I use and normally no holes should be visible.

Like I said, FF III is a bit different and gimp uses another upres algorithm.
I just wanted your opinion on general. If you like it, maybe you can tweak it a bit or use another gimp version for the old upres algorithm. :)

I need to tweak my tools a bit as FFVIII is a bit different then IX, but still, give it a try.

I've included the upressed version, the cut version and the AI base png.

Tell me what you think of the masks.

Going over masks hand by hand will take months and you may end up with seam problems if the overlay isn't matching up.
@blippyp If you want, send me one complete Field with all the Layers, I'll go over my method and send them back to you. After that you can decide if that would be the better way to persue.

If it helps you:

I had the same problems with my masks as the blocky patern of the PSX original don't really look good on higher res arts.
I solved that by resizing the psx layers with 400% size & lanczos algorithm. After that I flatten the image so it get rid of all alpha. I then use a script to get rid of 3-4 Pixel radius around the edges.

That way I get way more organic masks instead of the blocky approach.
it's by far not perfect but you'll never get a perfect result without touching them by hand (or maybe some day an AI can do that for us ^^).

Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-01-09 07:52:00 »
Hi, I'm also working on an Update to my original Waifu HD Backgrounds for FFIX.
What do you mean with rewritting HW to export more information? If you're extracting from PSX Source you just have to untick merge layers and you receive every layer (transparency, tiles and animations).

I've extraced all assets from PSX as well as Steam (as you need the light sources from Steam sadly) and I'm about 66% finished with everything.
I'll also release all the PSX and Steam assets as well as every Folder with their respective Field# so no one have to  worry about dubletts and Field#.

The seam issue is because the Steam Version uses one more pixel on each layer so they overlapp (the psx assets are seamless).
I resolved that with resizing the psx layers with 400% size & lanczos algorithm and get rid of the transperancy around the edges. Afterwards I just cut out the Layers on top of the new ESRGAN Image and voila -> No seam problems.

How did you solve it? Maybe your art/mask is better than mine. :)

Now it'l work.
I've seen that I had admin and buddys only.

Thanks again for your help. That'll help extremely! :)

Wahooo that worked!
I had to modify your code a bit in regards to your results folder but otherwise it's awesome!

Can you try sending me another message? I didn't really block anything but I unchecked "allow user to send me mails" I can't find anything to blocking PM's. :/

I've send you a PM.

I don't have any batch files that's why I asked for a solution, sorry. ^_^

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