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[REL] FacePalmer v3.0 (dramatically improved pre-rendered backgrounds for ff7!)
Omzy:
Updated 7/16/12, fixed lighting textures issue, Thanks to Aali on getting missing files imported = PROJECT COMPLETE
*This is the thread for the Photoshop script, not for the mod pack release. I've updated that with the new downloadable backgrounds. See Omzy's FFVII Field Pack for that.
FacePalmer v3.0
A Final Fantasy VII Texture Resizing Batch Script for Photoshop CS5.1
Examples of what this script can do (click pictures to enlarge):
Bowl on Don's desk:
Requirements
Requires Aali's Palmer 0.7b for input and conversion
Rheikon's Frontend helps a lot with Palmer's batch functions
Requires Adobe Photoshop CS5.1 (untested on other versions)
Recommended ExtendScript Toolkit for script editing
Requires Perfect Resize 7.0 Professional Edition (PS Plug-in)
Requires Perfectum Filter v1.4 (PS Plug-in)
Requires Aali's OpenGL Driver to play in-game
Tested under Windows 7 32-bit
Script Instructions
1) Extract flevel.lgp using UnLGP
2) Copy and paste the script into a text editor and save as a .jsx
3) This script must be placed into %Photoshop%\Presets\Scripts
4) Batch export layers to PNGs in Palmer
5) Place all of these folders inside %Photoshop%\ff7TexturesIN\
6) Open Photoshop, run File->Scripts->FacePalmer
7) Open Palmer again and batch import the folders in %Photoshop%\ff7TexturesOUT\
8 ) Place all new folders in Palmer's output folder into %FFVII%\mods\%modpath%\field\
9) Play the game!
Special Cases
The following files still need to be hand-finished after running the script:
blin69_1, chorace, chorace2, hyou5_2, itown1a, itown2, itown12, junair, junonl2, junonr2, las1_1, las4_2 (missing block bug in original game), las4_3 (missing block bug in original game), losin1, onna_5, sango2, ship_2, sininb41, trnad_1, trnad_3, uttmpin4, whitein, zcoal_1, zcoal_3
Script
FacePalmer_v3.0.jsx
DLPB:
facepalmer hahaha love it.
If this works like I think it does, it will be a huge help to people!
Omzy:
I've been trying to research how to take my layered images and convert them into textures used by the game and Aali's driver (texture folder), but I just don't understand it. Can someone tell me what kind of conversion takes place to make a file go from this:
http://imageshack.us/photo/my-images/219/nmkin000000000.png
to this:
http://imageshack.us/photo/my-images/651/nmkin0000.png
?
If I can figure the algorithm out (is it LZS somehow?), then I can make this program independent of Palmer following the extraction process so anyone can easily increase the resolution of their game.
Edit: Nevermind, I found the info I needed in http://wiki.qhimm.com/FF7/Field/Background. Does anyone know if that information is up-to-date or if some of the unknowns have been found? Thanks.
ABHA:
sounds interesting but what I want to know it is: do you actually got any of these working in game. if so bravo I'll take a look at it as soon as I can. although I wanna point out for the most part I am actually not doing anything by hand. there are a few places where the images must be edited by hand yes but thanks to some very complex photoshop actions I actually automated most of the process. I can say with confidence that I would already be over 50 percent done with the entire game however my computer was destroyed and I need some time to get another machine. that's not to say that I'm not interested in what your doing. I'll look into it as soon as I can and until then I want to wish you the best of luck. if you succeed I would be more than happy to show you the methods I'm using to get the image quality that I have.
Omzy:
Thanks for your reply yarLson, I'd like to work with you guys to get this thing ready and usable. I've only got until mid July to work on this, so I'd appreciate any developer support and help I can get. I'd also like to give you guys props for figuring out the fractal method and putting effort into this aspect of the game.
Of the 6 image sets I've tried it on so far, they have worked in game 100% on 5 and 99% on the other (chorace). I know exactly why it makes a mistake on that one file and I've adjusted the algorithm to make this mistake as minor as possible, but I'd like it tested on more image sets so I can see what else I'm up against. With more understanding of the way that the field background files work, I'm sure I can make it work 100% across the board.
I think I should've explained how the script works instead of just posting the code. Let me try that now, so you can see why it should produce working image sets. I've added a section above describing the process. Please read that and let me know what you think.
Update: I'm working on extracting the images from flevel.lgp myself so I have more control over the batch processing of the images. This should hopefully result in a new little c++ tool. I'm looking into the LZS decompressor from Q-Gears as a start. After I can decompress the LZS's, I should be able to parse each field background file for its image data, utilizing the information from http://wiki.qhimm.com/FF7/Field/Background. This data can then be batch extracted into PNGs, which the photoshop script can resize. Then, using the same c++ program, the resulting files can be batch converted to ff7 textures using the same idea. This should allow for wholesale modification of any sort on all background images. (This really isn't any different from Palmer--it will just allow us to batch process images easily.) If anyone with experience would like to help, please let me know. I could use some collaboration.
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