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 - snouz

Pages: [1] 2
1
That looks awesome! The hologram is so clean! Any progress on the fmv's, the interpolation? You think it's possible?

Thanks!

Skickat från min SM-G973F via Tapatalk

Yes, but I think that can be released afterwards, I need to focus on the important stuff first. Also, the programs and techniques continue to evolve for videos, so I'll do that last.

2
Any updates snouz? I'll settle for some more screenshots of your impeccable work!  :mrgreen:

Cheers!

Ah yeah sorry, had a lot to do recently, but still working steadily!
Thanks everyone for the support : )
Recently I worked a bit on the lights, like the stairs in the Desert Palace and the holograms in Oeilvert, and I found the best upscaler possible for these IMO: waifu2x
I fixed a bunch of bugs, I re-upscaled a lot of images to fit better. I understood how some transparencies work, so I'm not doing nothing : )
Quick example, here's a quick particle re-interpretation I had to do to fix that bug: https://imgsli.com/MTE3MTg. Tell me what you think!
Also, I became a mod of FF9's subreddit

An example of what the hologram look like when polished:

3
Also... his name is Andrea now?
Yeah strange, he was called Max in my game...

4
Amazing work man!!!
I've downloaded your world map retexture and went around during different moments in game, I couldn't find anything wrong for the first 3 CDs, the only two little things were one waterfall hole in Daguerrero entrance in low res (CD4 only) and the black mages village wood still in low res (CD4 only) also the 4 sand whirls where you enter desert palace have decentered sand animation (Only before Kuja Palace plot CD3).

P.S.: I dunno if I should have posted this here or in your other thread and if you already fixed them or they can't be fixed but still I love your work keep it on  ;D
Thanks for the report, yes I still need to fix some things, like rocky beaches animations, and I only now see those as I just arrived at the 3rd disk in my parallel playthrough, just got the boat and the blue chocobo.

5
Just one question, will your mod need the moguri mod to be installed first, or will it include everything, including the upscaled world map textures?
Hi, I would like all of this to be part of Moguri. It's an evolution of Moguri.

Little update: I reached the open world part with the boat, so I will now work on all those bonus scenes, and maybe correct a few textures on the world map, and probably try to improve on the grass texture. But since I'm playing the game legit in parallel, Chocobo quest's got me for a while.
Anyway, I'm 75% done on the masks work.

7
I download the file and get an error stating "The archive is either in unknown format or damaged". I'm using winrar to try and open it.
Is it still a work in progress? Maybe I should wait until it's complete to try it anyway.
What version of winrar do you use? I compressed with 5.61 and I just tried downloading and decompressing, it works. Could you try again?

8
It seems that in Memoria.ini you can set the video speed.

[Graphics]
Enabled=1
BattleFPS=15
MovieFPS=15
BattleSwirlFrames=115

Ah! Great find! I'll test that!
Now I just need to make the AI based interpolation work: https://github.com/sniklaus/sepconv-slomo

9
OFFICIAL: I'm at the 3rd CD for masks! YAY! Just finished the Ifa tree.

That looks really good, this mod is gonna be amazing once it's done! I know zepilot mentioned at one point he wanted to get the PSX hud back into the steam version, you know anything about that? That would be the perfect version if possible! Thanks!
Last thing he mentioned I think is that the last version is not open source. I've heard say people say it's still buggy. If someone does it well, I'd love it.

It's great! Can I also increase the frequency of FPS? It is a pity no one remakes FMV's for Final Fantasy VIII Remastered, they are there in very terrible quality.
There are techniques for interpolation, but I have yet to make it work and still have to test if the game would even accept a double speed video (if it's tied or not to the framerate of the game).
So not a priority right now. First, I finish the initial project.

Can you fix it? This error continues with PS One. Black Waltz No. 3 uses "Fira", but the animation "Fire" is played.
It's not in my scope, and not really the subject of this thread (and pretty minor?)
It's also a Russian version in your video apparently? I have a US-UK-IT-ES-FR-GE-JA version.

10
I've worked a bit to try and improve some FMVs (especially those 18 ones that blend with scenes or have 3d characters in them), and it's going well so far.

I extracted the images from the videos with ffmpeg, divided resolution by 4 (to their original size: 320x240) using nearest interpolation, then passed in ESRGAN (first in anti-dithering, then using zePilot's model), and managed to re-inject a video in the game using the same codec/format. This will allow me to color correct some videos.

11
For the last week, I've been working on improving the visual quality after I found a good workflow with a certain ESRGAN model called "BOX". I pass the images in a dithering removal model for ESRGAN, then upscale with BOX. It has more details, a bit more noise, but a lot of color noise, so I combined it with existing images one by one, taking the original color and adding the details at a certain percentage. It works especially well on cave/grungy/dark textures, like Fossil Roo, Gismar and Gould.

Comparison:
http://www.framecompare.com/image-compare/screenshotcomparison/DYLDGNNX

Before/After:


It adds a bit of contrast, removes that annoying pattern you can see currently with moguri:

Makes it a bit more organic. I used the new images with restrain, blending them with zePilot's renders (some of them I already heavily modified)

Also, I corrected a few frames like this one:

12
I'm almost at Conde Petie for masks, but still a lot to correct in Fossil Roo.
I remade a few UI things like treasure description backgrounds, the worldmap etc.

13
YAY encouragement :D

I have fixed all (>30) scrolling skies (as well as scrolling sand, smoke, etc) that were not correctly looped, like so:



I have actually re-upscaled them after looping them, so they now scroll seamlessly. So that's a big bug fixed.

14
Thanks!
So it's official, I'm past the half point now! :mrgreen:

15
I have finished Clayra, which was a particularly hard zone, as this example shows:



Btw there are 11522 images like that in the game...

16
I've applied other models to all the screens, and mixed some of them with moguri images. I've partially mixed some (a bit more than 100) screens with other renders. Here's a small comparison (click to enlarge):







I'm back to making progress on the mask redrawing

17
Thanks for the encouragement!

I have a few goodness to show off, a lot of scenes made better thanks to comparisons with other esrgan models (especially "fatality"). The massive implementation of soft light is a big success as far I can see.

18
I'm working on softening the lights.
Here's a random before/after comparison


To achieve this result, I upscale with ESREGAN and zePilot's model, and soften with the "remove noise" (100%) filter in photoshop, applying "removing color noise 100%", I apply it twice, then blur a bit and apply a level filter to make black really black, without obscuring the light. Of course, all is automated with python and photoshop.

19
I have snapped a bunch of comparison screenshots today, and doing gifs of them:

https://imgur.com/a/wjsWmI7

I'm adding them to the main post

20
Thanks all : )

I'm almost done with battle scenes textures, so here a comparison

More screenshots to come

21
so if I install this I damage the Moguri Mod?
Moguri has its own texture folder, located by default in C:\Program Files\Moguri Mod\StreamingAssets\
The worldmap texture file is only p0data3.bin, so go in C:\Program Files\Moguri Mod\StreamingAssets\, backup p0data3.bin, and replace with mine. It does not damage anything.

22
What kind of Program do you use to open the fbx to look into the code?
If I open it with Notepad++ I only get garbage.

Notepad++
Depends on the fbx. When I looked around, I realized there are 2 types of FBX apparently: ascii (with readable characters) and compiled. Those in "3" (monsters) are readable. Those in "5" not.
I tried opening both types in blender and unity to try and edit UV: blender does not recognize either, and unity understands ascii ones but sees it as a package of different stuff, including animations, models... but it was a dead end for me.

23
Awesome work!!

Is it gonna be integrated into Moguri mod or is it gonna be a separate release?

ZePilot told me he wants to add it, but you can already download it and play with it. Be aware that I only tested the first CD, so it will probably evolve a bit.

24
Would you care to take some time to snag and upload some screenshots when you get a chance?
Sure, I'll add some soon.

Great news!!

So, would it be a 7.0.2 release or a 8.0 release?
I need to discuss this with ZePilot, but this is a huge endeavor, so I guess it would be 8.0

25
is this going to work with non steam versions of the game and any idea on an ETA on the download?

It's a development of an existing mod that only works on the steam version.

ETA: When it's done™️

Pages: [1] 2