Qhimm.com Forums
Miscellaneous Forums => Graphical => Topic started by: BloodShot on 2013-08-01 04:41:37
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Following the motorball release, I've decided to redo other battle scenes in the game in higher resolutions because in my opinion, a low detail model fits better on a decent background then a high detail model does on a low-res one.
So far I have done Midgar Slums, Highway (from the MB revamp), the Sector 7 pillar control tower and stairs, Mythril Caves and both Shinra HQ battle scenes.
(http://i2.minus.com/iMPy9awOmtnB7.jpg)
(http://i7.minus.com/ibiIPPBrEAss64.jpg)
(http://i6.minus.com/iNrEUXNgIB9gm.jpg)
I plan on doing a couple more before I release a download
EDIT:
First pack Release
http://www.mediafire.com/download/lcevdm0ru1g139x/Battle_Scene_PNGs.rar
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I love your updates!!!
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Just finished the battle scene for the mythril mine
(http://i.minus.com/ieZyohG4Xt0Am.gif)
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Impressive work Bloodshot, cant wait to see them in game.
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Love your work, keep it up :)
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(http://cloud-2.steampowered.com/ugc/919018222841940915/556B38A8D8B9EC3DCB3B4EBC79AA8EB5610D1635/)
First pack Release
http://www.mediafire.com/download/lcevdm0ru1g139x/Battle_Scene_PNGs.rar
Drop in your modpath folder.
11 Scenes included:
Mythril Mines
Highway
Hojo's Lab
Midgar Wastelands (both battle scenes)
Midgar Slums
Mythril Caves
Sector 7 Pillar Stairs
Sector 7 Pillar Control Tower
ShinRa HQ
Bloody ShinRa HQ
Starting on the forest (the scene that's used around the temple of the ancients, mideel, etc.)
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Woo! Looks awesome.
If I may ask, which Tifa battle model are you using in that shot?
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Tifa model from dissidia I ported a while back when I was learning about using blender.
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Ah, it's from Dissidia. I'm assuming that means it's not for download then?
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Unfortunately no, but you may do it yourself.
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Revising the bloody shinra HQ texture
(http://i7.minus.com/ivia7YhAc2cem.jpg)
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Bloodshot is scaring the children.
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Bloodshot, for the bloody shinra building, I wouldn't angle any of the blood splats, as the floor is mirrored, and it'll create an unnatural V shaped splat. Use that mirroring to make a puddle or long splat along the edge. Texture quality is good though, maybe make the wall/building panels a bit more defined, shadowing the lines more, and highlighting the edges.
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Would it be possible to mirror the whole mesh along the XZ axis? If you make some parts of the bottom texture transparent, it would give a nice mirror effect for the surrounding.
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Amazing work! That's the texture style I prefer. Love how sharp they look!
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This better?
(http://i1.minus.com/ibfveDYzWQSdJr.jpg)
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Slaughterhouse Shinra lol Throw some mako cells around as well... ;)
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I don't know if "better" is exactly the way to put it :-D It's horrible.
But it seems like you pretty much completely addressed what Timu was saying, I didn't really get it until you posted that, though. You can see how the farthest area is still mirroring a slanted bloodspatter but it doesn't look odd because it just doesn't end up being obviously symmetrical.
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Seriously... I prefer the first version ;) It would be nice to watch mako energy flying around as well.
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the shadow lines might be a tad too dark but the scene reads much better. Well done.
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Did some more work on the Forest Scene used in Mideel/Around temple of the ancients
(http://i2.minus.com/iyRc1cR9vvqM6.png)
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Impressive!
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Indeed!
I wish we had more variations of one battle scene, so we could use the random feature of 7thHeaven. At last on the world map it would be nice.
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You could use MC+FL, ALyza's, and these, but they're all pretty different styles so it would be weird.
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I think it would really work well if the levels were very different. If they are basically the same with slightly different textures, I think you are right, it will just look odd. If they are redone to look like different locations, it will add variety (which is the point!).
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No, they are just different retextures (well one's just an upscale) of the same scenes.
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Sewers
(http://i3.minus.com/ibyWCtUOjo41EN.jpg)
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I really like the side by side shots you show. It helps see how close you've been keeping them to the original.
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Here's the next comparison of the lower sector 4 plate battle scene, in-game this time because in kimera not all the meshes show up
(http://i2.minus.com/i3KEjlEF5SB0l.jpg)
Anybody know the battle model file name for the yellow selector that floats above whichever character you're currently controlling?
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Once again, great work.
My chief concern is that detailed textures like this tend not to scale nicely in this engine. It's a non-issue in modern games with our fancy mipmaps and anisotropic filtering, but it can lead to an odd sort of sparkle, particularly if the textures have a lot of contrast:
(http://i.imgur.com/kbHw5O0.png)
That's not to speak ill of your work, it certainly looks fantastic. I just fear that it might not look as good in-game. Unless Aali has some secret future mipmap+aniso plans for a future version of his driver, this may be something to keep in mind.
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Here's the next comparison of the lower sector 4 plate battle scene, in-game this time because in kimera not all the meshes show up
(http://i2.minus.com/i3KEjlEF5SB0l.jpg)
Anybody know the battle model file name for the yellow selector that floats above whichever character you're currently controlling?
As far as I can remember this is the exact same model as the pyramid enemies you can fight in debug. So work out which one that is, I'm sure someone round here knows.
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Thanks, I'll play around with each test pyramid and see which one shows up as the selection pyramid in-game.
Once again, great work.
My chief concern is that detailed textures like this tend not to scale nicely in this engine. It's a non-issue in modern games with our fancy mipmaps and anisotropic filtering, but it can lead to an odd sort of sparkle, particularly if the textures have a lot of contrast:
That's not to speak ill of your work, it certainly looks fantastic. I just fear that it might not look as good in-game. Unless Aali has some secret future mipmap+aniso plans for a future version of his driver, this may be something to keep in mind.
Yeah, I was concerned about that so I've been making the floor textures a max of 2048 but the walls and other distant textures smaller since you never see most of them up close anyway except the floor.
So far most of the textures I've tested seem ok, though certain ones like the wood floor I made for the Cathedral scene might have that issue, though I'm not sure yet since I don't have a save at that part.
Also, I probably won't do this for a while, but since the battle scenes are meshes would it be possible to remodel and texture them and import that into the game? Or even if you could add models onto the existing meshes, might be a good way of getting around the issue of low-poly/flat pipes in battle scenes and such.
EDIT: I've replaced all of the test pyramids and none have resulted in replacing the select pyramid
Not really sure what to replace now. Could it be in the magic.lgp?
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Don't worry, the backgrounds you and EQ2lysa made look damn good in-game. You've done a morphenominal job.
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The density and shape of the metal flooring needs work. while it may be due to old low rez textures, the elevated grips in the original are more rectangular rather than with the tapered edges. also yours seems to have way higher density.
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Right side is the new spacing and shape
(http://i4.minus.com/iblcPitlAAfOBp.jpg)
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good work BloodShot!!
I hope you will complete the scenarios that have not been textured!
looks really nice your progress.
In the last image I think that the metal floor texture is not too much like the original but the improvement is very good.
Good luck!!!
:D
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Ice cave
(http://i3.minus.com/i9zmXFHZlLNWu.jpg)
Don't mind the white background on the crystals, the transparency doesn't show up in kimera
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Right side is the new spacing and shape
(http://i4.minus.com/iblcPitlAAfOBp.jpg)
To be honest, while the right looks more accurate to original game, the left looks more realistic to how it looks in everyday life.
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Update
(http://i.minus.com/imJpVOWvJ96s1.gif)
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Now dirty it up a bit.
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(http://i5.minus.com/iD0M5ftLGsthx.jpg)
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Fantastic!
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Really nice work! Well done Bloodshot!
(http://images.wikia.com/riseoftheguardians/images/8/81/Tumblr_mesenqF6FT1qgtpmmo1_500.gif)
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Anybody know the battle model file name for the yellow selector that floats above whichever character you're currently controlling?
Sometimes things are so obviously, that you never notice them. There are two dat files in the battle folder kage.dat and mark.dat. I guess mark.dat is the yellow selector you have searched for and kage.dat will be the shadow I have searched for. So next problem: how to extract them?
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Damn, really? That explains why I missed it.
Yeah, got no idea what to do with a .dat file :/
Freighter
(http://i3.minus.com/idt3FnT7S2ZSx.jpg)
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A quick google on .dat files extract etc here dunno if this will be of any help:
http://pcsupport.about.com/od/fileextensions/f/dat-file.htm
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I guess the question is why change those? I think we've monkeyed around with the shadow file and nothing came of it the the past because it's the same model used for all characters and monsters.
Also the .dat file will be no way standardized. It's most likely a lzw compressed model.
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I want the shadows to look like in the PSX version.
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Yeah I remember a while back people were fooling with the shadows on here and the most they did was get them to look like a shape other than a circle.
I think the best bet for shadows would probably be something done with the OpenGL driver.
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It is very possible that transparency should actually rendered different. Some effects look different on PC, as example poison breath.
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I think (by the look of the videos I've seen) that shadows were rendered with subtractive blending in the PSX version. And I recall reading somewhere subtractive blending was broken on the PC port. It looks way smoother than the PC version, which seems to have a uniform color blended 50% with the background. If it was possible to at least toy with the individual alpha values of the vertices I think it would be possible to make them look much better.
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I envy your talent (and everyone else's with music and graphic remakes). No doubt, with all these mods a remake is definitely possible. Don't stop pursuing your passion. Great (only the best) work!