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Messages - snouz

Pages: 1 [2]
26
Hi everyone,

I'm making a thread to track my progress with my reworking of Moguri since June 2019

◈ Backgrounds masks (redrawing by hand) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬜⬜⬜ | 88% | 596/678 -> Branbal

◈ Blended/light layers upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 1479/1479

◈ Re-drawing of transparency for fight scenes textures ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 186/186

◈ Monster texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 124/124

◈ NPC texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 150/150

◈ Item on field texure upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 101/101

◈ Worldmap re-texture ◈
http://forums.qhimm.com/index.php?topic=19178.0
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100%

◈ (background) Videos improvement ◈
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 0/18

◈ Place names upscaling (when introduced to a new place) ◈
⬛⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 11% | 5/44
----> Aavock is working on it


◈ Extra ◈
-Backgrounds were improved with various ESRGAN models
-Numerous visual corrections
-Upstairs of Dali's Windmill debugged / recreated
-Removed seams in scrolling sky/smoke/sand textures.
-re-created a lot of sky textures for fight scenes, making them seamless and beautiful: 64
-regenerated the battle textures to remove white outlines
-corrected a bug with animated textures in battle scenes
-Multiple other bugs ironed out

◈ Ideas for later ◈
-drawing shadows for some chests/items
-look if I can improve fluidity of the videos with AI video interpolation: https://github.com/sniklaus/pytorch-sepconv (can't make it work yet)
-upscale contextual FMVs?

◈ Screenshots ◈
Spoiler: show

Click to enlarge


27
Ok what is there way for me manually do it instead? what are the files I need to enhance using AI? What should I do? Any tutorial of wiki?
You want to re-create moguri? That's a huge undertaking.
I've been working on improving it since mid june, but it took me 2 weeks to have zePilot's script functioning. If it's any interest to you, here it is. https://github.com/ZePilOt/FFIX_Upscale_Scripts

Alternatively, the game has been usually 10 $ in sales.

28
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.

Fortunately, I discovered that field enemies are not the same textures as regular ones.
You have to exclude from the upscaling process folders 245->256 and 524->535 and 574 and 617. The beautiful thing is they will still be upscaled in combat

29
I found this in the fbx file \p0data4\assets\resources\models\3\9 (the griffin)


Code: [Select]
Video: 401207184, "Video::9_2.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_2.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_2.png"
}
UseMipMap: 0
Filename: "9_2.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_2.png"
}
Video: 401200320, "Video::9_1.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_1.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_1.png"
}
UseMipMap: 0
Filename: "9_1.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_1.png"
}
Video: 401201112, "Video::9_0.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_0.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_0.png"
}
UseMipMap: 0
Filename: "9_0.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_0.png"
}
Texture: 167414080, "Texture::9_2.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_2.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_2.png"
FileName: "9_2.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_2.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
Texture: 167417928, "Texture::9_1.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_1.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_1.png"
FileName: "9_1.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_1.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
Texture: 167414376, "Texture::9_0.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_0.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_0.png"
FileName: "9_0.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_0.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}

I don't know what to make of it yet.

30
Damn, it only accepts one resolution by model, if I use 512x512 for the body, and 128x128 for the eyes, it creates a weird 4 eyed monster


Using both resolutions for battle scenes textures does work correctly though.

31
I found that this problem also happens on battle scenes. When you have flame or waves animations, it's fucked up.
It's also the case when you upscale worldmap object textures, like the chocobo chest.

Until someone finds the solution, I will just keep these animated textures non-upscaled OR in some case, remove small flames in battle textures.

32
On the site, it's indicated that you can only use the official (steam) version with Moguri.

33
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-09-02 19:49:00 »
I've been enjoying your works and completed the games on god knows how many times.
your work of art is the closest thing we have on FF IX remaster, and thank you very much for restoring my childhood
but what if i tell you there are archives of from the former FF IX development team spread on the internet.
please check https://www.neogaf.com/threads/the-lost-art-of-final-fantasy-ix-mama-robotnik-research-thread.551612/
it's not complete but combined with your works it should be complements each other

Unfortunately, there are at least 3 good reasons no modder is getting close to these artworks, while being aware of them.
1) they're very much copyrighted, they are on the artist's portfolio, and taking material from other sources (like other FF games or original artwork) is pretty much forbidden
2) it's very mych incomplete (there are 816 background images in the game, about 28 here), and does not have the final light applied. This would compromise the visual unity
3) Most fields also have animation frames, surimposed stuff etc. A static image is not enough.

34
Graphical Modding / Re: [FF9PC] WIP worldmap retexture
« on: 2019-08-21 14:28:57 »
Thanks : )

Here's a download link if anyone wants to try the current version:
https://drive.google.com/open?id=1jNcSjJb45YgQ5bcaqXDZYbBspl2PPZJF

Just put the content (p0data3) in \FINAL FANTASY IX\streamingAssets (save the original file first)

36
Graphical Modding / Re: [FF9PC] WIP worldmap retexture
« on: 2019-08-15 17:23:53 »
Thanks Aavock : )

I just found the page I've been seeking for a while: a database of most ESRGAN models available.
https://upscale.wiki/wiki/Model_Database

I've scripted ESRGAN so it to output the result of every model:



Now I need to choose and import the best of each, and mix them together manually

37


Hi all,

I'm currently working on a wordmap retexture, based on ESRGAN (AI Upscaling) and manual. I wanted to show my advancement.

Download Link (0.1)
https://drive.google.com/open?id=1jNcSjJb45YgQ5bcaqXDZYbBspl2PPZJF
Just put the content (p0data3.bin) in \FINAL FANTASY IX\streamingAssets\ (save the original p0data3.bin first)

Screenshot comparisons
(new) http://www.framecompare.com/image-compare/screenshotcomparison/JJ22CNNU
(new) http://www.framecompare.com/image-compare/screenshotcomparison/DDPZLNNX
(new) http://www.framecompare.com/image-compare/screenshotcomparison/DDPZ7NNX

I'm using various upscaling models for ESRGAN (manga109, zePilot's FF9 model, waifu2x...)

Credit: zePilot (for his script that introduced me to ESRGAN), Fraggoso for all the help, Tirlititi for Hades Workshop

38
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-08-07 10:42:57 »
Just wanted to share the level of detail I went for with the masks:





Ingame, it's MUCH nicer than before.

39
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-08-04 20:39:41 »
Update: I have finished Lindblum. 212/678

40
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-07-29 08:36:47 »
I'm 28% done (190/678) (59 to go to finish the first CD, as it's the biggest)
For ref. I'm beginning Lindblum Castle.

I experimented a bit with worldmap texturing as well, walking on Fraggoso's steps.

Waifu2x:

Edit:ESRGAN:

41
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-07-20 13:06:24 »
Bets of luck on that one. Making masks by hand is crazy and that is what we're, right? ;)
Thanks : )

So here's my advancement update: about a week ago, I managed to test everything ingame. I modified zePilot's script to be able to work quicker. He kindly sent me all the finished images to help me.
I realized I had a bunch of black zones due to a fact I did not foresee. I'll be more efficient in the future. I had to manually correct each background to correct that.
Now, everything up to Dali is finished completely.

I also improved most of the animations to avoid the border strangeness on them.

I fixed the images/animations of the windmill's upper floor in Dali, and a few others.

I'll come up with comparison shots soon.

42
Graphical Modding / Re: [FF9PC] Background upscaling mod
« on: 2019-07-05 23:08:54 »
Hi everybody,

Just want to let you know I'm currently redoing masks by hand. I developed a technique to be efficient, and after about 2 weeks (while working a full time job), I'm at 140 fields out of 667 (between Dali & Lindblum). I'm confident I will be able to work on this to completion.

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