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Final Fantasy 7 => Graphics => Releases => Topic started by: Aavock on 2020-09-27 21:14:59

Title: Aavock UI 1:1Remastered
Post by: Aavock on 2020-09-27 21:14:59
(https://i.imgur.com/q6sunlK.png)

Background
Hello FFVII lover, back in 2012 I had the idea of upscaling all UI textures using the Steam version but encountered some issues with the *.tex format. Too stubborn to switch for the messy original 1998 release: the project died. Thanks to Satsuki's all-in-one pack the project got back on track after a 7 year hiatus.

Content
All main UI textures were faithfully hand redrawn/reworked like fonts, avatars and interface elements preserving the essence of the original game. As a bonus, letter spacing for both dialogues and menus were closely remapped for pixel perfect kerning (which explain why the menu font is slightly wider). This first release (v1.0) is a beta version, some of the Gold Saucer/Cait Sith slots are placeholders and the weapons/accessories icons needs polishing. In the future all mini games textures will complete this project.

Disclaimer
Originally made for Satsuki's pack, french version only which is the reason why I did not create a specific WIP topic on qhimm.
Original topic can be found here (https://ff7.fr/forum/index.php?page=post&ids=445353) (please refer for the latest updates).
Please do not ask for other language. If you want to do it yourself please credit my work since it was a tremendous amount of work for me.

Download
Thanks Satsuki for the upload!

Aavock.UI.1.1Remastered.v1.1 (*.dds version) EN
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.EN(DDS).7z

Aavock.UI.1.1Remastered.v1.1 (*.png version) EN
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.EN(PNG).7z

Aavock.UI.1.1Remastered.v1.1 (*.dds version) FR
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.FR(DDS).7z

Aavock.UI.1.1Remastered.v1.1 (*.png version) FR
http://yatoshicom.free.fr/Aavock.UI.1.1Remastered.v1.1.FR(PNG).7z

Your browser may block the download process because of the *.bin included in the pack.

Previews
Before (https://i.imgur.com/XMLAQYQ.png)        After (https://i.imgur.com/khNzEha.png)

WIP French screenshots:

(https://i.imgur.com/k77IZPN.png)
(https://i.imgur.com/ysLHjIV.png)
(https://i.imgur.com/DkpQv7F.png)
(https://i.imgur.com/kfhEKaL.png)
(https://i.imgur.com/sJNki2p.png)
(https://i.imgur.com/lCEdeah.png)
(https://i.imgur.com/8Q2FRnu.png)
(https://i.imgur.com/cZpYgQA.png)
(https://i.imgur.com/LjuFK5R.png)
(https://i.imgur.com/jwfZplQ.png)
(https://i.imgur.com/YuohhQA.png)
(https://i.imgur.com/A9AEXkT.png)
(https://i.imgur.com/GVLooQn.png)
(https://i.imgur.com/D0NgV64.png)
(https://i.imgur.com/vvl8J8a.png)
(https://i.imgur.com/t2pTUeK.png)
(https://i.imgur.com/ch0PGux.png)
(https://i.imgur.com/CPxL5JQ.png)
(https://i.imgur.com/AauY3HB.png)
(https://i.imgur.com/pTiXxpz.png)
(https://i.imgur.com/5agNjnO.png)
(https://i.imgur.com/ppew6Go.png)
(https://i.imgur.com/h8Amx4I.png)
(https://i.imgur.com/25ZTLvg.png)

English translation for the mini games textures is in the works!
(https://i.imgur.com/znKeTlX.png)
(https://i.imgur.com/S016T3y.png)
(https://i.imgur.com/nAW38Bk.png)
(https://i.imgur.com/9LJ3Rnn.png)
(https://i.imgur.com/GuNi6qI.png)
(https://i.imgur.com/psqboSJ.png)
(https://i.imgur.com/IDDc5Bv.png)
(https://i.imgur.com/Rvx6oHg.png)
(https://i.imgur.com/TF2ZNMb.png)
(https://i.imgur.com/ChSQjiW.png)
(https://i.imgur.com/vl0gomG.png)
(https://i.imgur.com/psFE9eb.png)
(https://i.imgur.com/X4tdMtt.png)
(https://i.imgur.com/0anQwFH.png)
(https://i.imgur.com/Ah2HTpp.png)
(https://i.imgur.com/LBDJGRz.png)
(https://i.imgur.com/reYYWKo.png)
(https://i.imgur.com/Mu0g2Zf.png)
(https://i.imgur.com/pzJHa5e.png)
Title: Re: Aavock UI 1:1Remastered
Post by: CaptRobau on 2020-11-15 19:03:59
Hi Aavock. This is a great looking UI update. Very true to the original, which is what I always look for. I've been working on menu upgrades for my mod, but there's a lot that you have done that I simply could not do better.

Is it okay if I incorporate (parts of) this into my Remako mod? You'll be credited of course and any translations of images to English you can use as part of this separate mod release as well.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2020-11-15 21:28:54
Thanks CaptRobau, as long as you credit my work feel free to use it. Best of luck for your Remako 2.0 mod!
Title: Re: Aavock UI 1:1Remastered
Post by: CaptRobau on 2020-11-16 21:46:51
Thanks for the quick and positive reply!
Title: Re: Aavock UI 1:1Remastered
Post by: Red46 on 2020-12-09 08:12:41
This is the best remaster of the UI I've seen, especially the fonts perfectly recreates the original Vanilla one in HD. Great job!
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2020-12-09 11:59:18
Thanks for sharing, Aavock!

I do hope you will find motivation again and finish what you started because this is the best UI mod I've ever seen.

Of course, I play the English version of the game so it's not that I can use it...  :'(
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2020-12-09 15:22:24
@Red46 Thank you for the positive feedback, much appreciated!

@Salk Many thanks, I'm currently working on the mini-games UI textures (you can find the original thread here (https://ff7.fr/forum/index.php?page=post&ids=445353&pg=0)) afterward, I will clean up the main UI here and there (specially slots and item icons). It's too early to say if CaptRobau will "convert" it for the english version but I suggest you keep an eye on his Remako 2.0 project.
Title: Re: Aavock UI 1:1Remastered
Post by: CaptRobau on 2020-12-09 18:00:53
It will be converted for the English version. It's the first item on my todo list to convert this to English, so that I can offer it up in Remako and by extension back to this mod.
Title: Re: Aavock UI 1:1Remastered
Post by: Spiegel1 on 2020-12-10 14:56:20
Thanks for your work. :)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2020-12-13 15:35:30
Cheers Spiegel1, have a good one!
Title: Re: Aavock UI 1:1Remastered
Post by: Caledor on 2020-12-13 20:10:02
Outstanding work, Aavock, and thanks for your efforts!

I was wondering... are you gonna release the psd/gimp source themselves for the translation or just the french pngs? Asking cause, just like CaptRobau, i'm also interested in translating your textures (mainly minigame) for my Italian retranslation.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2020-12-14 21:13:00
Thanks for the comment Caledor!

Source material is about useless because there's no custom font created or anything similar, it is mostly vector points on a grid.
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2020-12-27 02:37:04
this is really superb, well done in making this mod. makes the old nice FF7 game fully revive as a brand new HD one!! i am playing the steam version of FF7, so i hope this mod will be in english version and be used on FF7 steam.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2020-12-27 04:08:13
Thanks Kimsiudog; Satsuki is pushing me for a translated version so we will be joining forces for all english speakers out there.

I'm currently working on the entire submarine mini-game interface, I believe it has never been done before!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-17 02:06:43
Due to positive feedback I decided to redraw the main UI for english players (hurray). Since my work for the french version is almost entirely done (needs some polishing here and there) it shouldn't take too long and I will be posting constant progress here.

For now, here's Tifa's limit:
(https://i.imgur.com/MKn79Iv.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2021-01-17 02:37:13
Hey, Aavock, your tifa's limit interface looks really nice and neat for view. Good job for the work!!
if you could somehow make the whole battle and menu interface to look a bit same(not entirely same) like the reunion menu overhaul or enhanced stock UI interface, that would be superb lol, by combining your hd Ui interfaced with satsuki's mod pack, that will be the best definitive FF7 ;D
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-18 00:23:06
Thanks Kimsiudog, I believe it is fully compatible with enhanced stock UI but not with Menu Overhaul. The goal here is to remain as faithful as possible to the original game. I'm working parallel with Satsuki and my work will be included in his all-in-one pack.

Today's update: the "MP needed" text.
(https://i.imgur.com/PMGxOfD.png)
(https://i.imgur.com/oRJYNaO.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2021-01-18 11:54:47
i really hope that enhanced stock UI can be used without 7th heaven, the mod manager crash quite often for me so i don't really like to play my FF7 steam with 7th heaven. the loading time for the game to launch using 7th heaven also is quite long sometimes.

better use FFNx driver with FF7 steam, smooth game launching, and can play many types of mod using FFNx. just that i want to use ESUI but the UI mod only can be used with 7th heaven, so i not sure how to make it compatible with FFNx driver.

i really love your work here, it looks hd, very clean and neat, also as you mentioned, keeping as real as the original vanilla game. hope to see more of your nice work later on :)
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-01-18 12:41:08
I will be.
Only need textures and one hext file
so can be used by root FFNx ^^
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2021-01-18 13:38:01
hey satsuki, really hope so for that ESUI mod to become compatible later lol xD. By combining your all in one mod pack + avarock hd UI + nino style model, this will surely create the most beautiful, faithful and definitive version of FF7 ;D
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-01-18 14:03:48
ESUI is not the same logic and is realy complex to adapt, so ATM it won't be done (by me at least)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-19 15:14:48
New update.

"Target"
(https://i.imgur.com/IvQHpNX.png)

"Recovery"
(https://i.imgur.com/Sh22S5V.png)

"Death"
(https://i.imgur.com/fncnc8f.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-01-20 03:40:37
Aavock this is really insane, your addition is so important. Thanks for this incredible gem.

Cheers,
Kuraudo
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-20 17:22:58
Thanks for the encouragement Kuraudo.

"Miss" update:
(https://i.imgur.com/Z5cFMt4.png)
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-01-20 17:39:31
Looks great ! "soon" all people can use your great work in an "internationnal" way
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2021-01-21 11:16:57
this is so awesome, aavock! keep up the great work! with your hd UI mod, satsuki mod pack will be truly complete this time. i really want to be the first person to play with your mod lol ;D

@satsuki, you are right about ESUI mod, this one seems really complicated to adapt for FFNx, guess the only way to use the mod is to install 7th heaven and play with it. i am sorry if i misunderstood your words there when you say "Only need textures and one hext file
so can be used by root FFNx". did you meant by need having Aavock's menu texture mod and a hext file to make it somewhat similar to ESUI or reunion menu overhaul?

Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-22 20:17:18
Thanks for the kind words Kimsiudog!

New update:
"HP", "MP", "STATUS", "LEVEL 1/2/3/4", "LIMIT", "TIME", "WAIT", "NAME", "BARRIER".

(https://i.imgur.com/yA9zfKi.png)
(https://i.imgur.com/f7QKu7F.png)
(https://i.imgur.com/P0gTvD3.png)
(https://i.imgur.com/3nCF9hY.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2021-01-23 11:04:53
oh wow, such amazing update, aavock :D looks pretty neat and beautiful for view.
Title: Re: Aavock UI 1:1Remastered
Post by: CaptRobau on 2021-01-24 06:28:04
Well done Aavock!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-28 23:47:00
Thanks, much appreciated!

Here's the final "translated" texture:
(https://i.imgur.com/MacaSnQ.png)

Hopefully, I'll release the full english pack this weekend.

Please keep in mind that this projet needs some polishing and some objects like the ring above and frog slots to name a few are placeholders for now. I'm currently working on mini games UI textures (french version for Moto-G, Snowboard and Torpedo Attack are done). Next step is the Chocobo racing and Fort Condor UI. Only then, I'll revisit the main interface and polish things up for top notch results.
Title: Re: Aavock UI 1:1Remastered
Post by: CaptRobau on 2021-01-30 08:56:09
Looks nice!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-30 15:33:23
Download link for english version (both in *.png and *.dds format) available in first post. In case of missing element, untranslated word or misalignment please let me know. Enjoy!
Title: Re: Aavock UI 1:1Remastered
Post by: iDerek759 on 2021-01-30 23:50:55
Excellent work Aavock! I'm loving the remaster to the OG UI. That aside, I have noticed there appears to be some misalignment with some of the font in certain windows.

(https://i.imgur.com/24v9iVk.png)

Specifically, certain letters overlapping each other. Other than that, I see no other issues regarding the english version! Nice job! :)

Edit: I forgot to mention this is in IRO format with 7H and FFNX
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-01-31 01:10:34
Thanks for the feedback! I'm not familiar with 7th Heaven but the overlapping characters are caused by the missing custom window.bin file (included in the pack) that needs to be placed in the *\data\kernel folder (make sure to backup the original one).
Title: Re: Aavock UI 1:1Remastered
Post by: iDerek759 on 2021-01-31 01:32:25
Thanks for the feedback! I'm not familiar with 7th Heaven but the overlapping characters are caused by the missing custom window.bin file (included in the pack) that needs to be placed in the *\data\kernel folder (make sure to backup the original one).

Oh! Now I see, thanks! I'll do that.

Edit: Yup, that did it! Thanks Aavock! I'll be using your UI from now on, I love how you made the materia slots look in the menus, super clean!
Title: Re: Aavock UI 1:1Remastered
Post by: daedrixx2 on 2021-02-04 04:51:37
Hi Aavock, I've made some edits to the "general" items icon, which I think is more faithful to the original.

Let me know what you think about it.

(https://i.imgur.com/R0y8hMN.png)

(https://i.imgur.com/MydEPQS.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Az on 2021-02-04 11:21:08
Great work. Definitely the most faithful UI. I started another playthrough with your UI and noticed how high quality the menu portraits were, so I decided to spend some time in Photoshop to make the backgrounds transparent and thought I'd share my work here if anyone wanted to use them.

https://www.mediafire.com/file/xyynkj7biemuv36/Transparent_Portraits.7z/file (https://www.mediafire.com/file/xyynkj7biemuv36/Transparent_Portraits.7z/file)
(https://i.imgur.com/yE2iq5o.png)
Edit: Uploaded a finalized version with more accurate outlines and finer details. Every portrait should be completely smooth with no visible edges or white pixels. As with every mod of this kind, the transparent backgrounds will look weird in the shop interface, but that can probably be fixed by changing the overlay texture to something else, but I'm not sure where this file is located as I don't have an asset dump of the game at this moment.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-02-04 14:12:00
Hi Aavock, I've made some edits to the "general" items icon, which I think is more faithful to the original.

Let me know what you think about it.
Hey daedrixx2, as for the cursor shadows there's no point in using the blocky ones with some blur effect. Additionally, borders most won't display correctly. The shadows were done using the upside down redrawned cursor for perfect alignment.

Same for the item bag, all I see is a messy blur effect applied to my work.

Great work. Definitely the most faithful UI. I started another playthrough with your UI and noticed how high quality the menu portraits were, so I decided to spend some time in Photoshop to make the backgrounds transparent and thought I'd share my work here if anyone wanted to use them.
Thanks Az, I did spent good amount of time searching across the web for the optimal artwork quality for each characters. Then, came the proper upscale, cleaning process, color correction, white balance and more.

I know some people love transparent backgrounds, so it's a nice addition. Thank you!
Title: Re: Aavock UI 1:1Remastered
Post by: Luigi Brosse on 2021-02-04 14:47:00
Great work. Definitely the most faithful UI. I started another playthrough with your UI and noticed how high quality the menu portraits were, so I decided to spend some time in Photoshop to make the backgrounds transparent and thought I'd share my work here if anyone wanted to use them. I could probably have made one more pass, but I personally can't see any remaining white outlines or artifacts on my 4K display. Anyone can do what they please with them, given Aavock (or whoever upscaled/scanned/cropped/edited them) gives their permission, of course.
https://www.mediafire.com/file/m3aacnu44g7qd8n/Transparent_Portraits.7z/file (https://www.mediafire.com/file/m3aacnu44g7qd8n/Transparent_Portraits.7z/file)
(https://i.imgur.com/jZyXV8d.png)

Someone did a very similar job on the french board: https://ff7.fr/forum/index.php?page=post&ids=463806&pg=0 Maybe you can compare both of your versions?
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-02-04 14:59:18
Someone did a very similar job on the french board: https://ff7.fr/forum/index.php?page=post&ids=463806&pg=0 Maybe you can compare both of your versions?
I would recommend Az's version because the clipping shadows are way too harsh on the other one. But at the end of a day it all comes to personal preference.
Title: Re: Aavock UI 1:1Remastered
Post by: daedrixx2 on 2021-02-04 15:15:54
Hi Aavock. I didn't notice there was a much better version of the items icon done by you.
Quote
https://i.imgur.com/DkpQv7F.png

I was talking about the icon I found in the files downloaded from here, which I find too "realistic" compared to the other icons that are, instead, stylized.
(https://i.imgur.com/dJuQaKP.png)

If the first image shows a "beta" version of the icon, I would prefer to use that, as I really like it, and it fits with the overall style, and the original icon, much more than the second version.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-02-04 15:53:49
Hi Aavock. I didn't notice there was a much better version of the items icon done by you.
I was talking about the icon I found in the files downloaded from here, which I find too "realistic" compared to the other icons that are, instead, stylized.

If the first image shows a "beta" version of the icon, I would prefer to use that, as I really like it, and it fits with the overall style, and the original icon, much more than the second version.
I see, this particular screenshot was taken during the WIP so this old item icon is long time gone. As I mentioned in my first post I plan to properly revisit all weapons/accesories icons in near future for some extra details and a better overall consistency between them.
Title: Re: Aavock UI 1:1Remastered
Post by: Luigi Brosse on 2021-02-04 17:58:48
I would recommend Az's version because the clipping shadows are way too harsh on the other one. But at the end of a day it all comes to personal preference.

As you say, personal taste. I actually like the shadows better. Even though, I play with your “vanilla” UI (so non transparent). Thanks for the great work so far. I cannot wait to see what you are going to do with the mini games.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-02-04 19:45:07
Cheers man! You can see progress made for the mini games in the main french topic. Rollercoaster, Snowboard, Torpedo Attack and Moto-G are done, next stop: Fort Condor.
Title: Re: Aavock UI 1:1Remastered
Post by: Az on 2021-02-05 04:03:56
Thanks Az, I did spent good amount of time searching across the web for the optimal artwork quality for each characters. Then, came the proper upscale, cleaning process, color correction, white balance and more.

I know some people love transparent backgrounds, so it's a nice addition. Thank you!
You did a really good job with them. Unless SE releases a digital artbook or something along those lines, we probably won't get anything better than this.
Someone did a very similar job on the french board: https://ff7.fr/forum/index.php?page=post&ids=463806&pg=0 Maybe you can compare both of your versions?
I wasn't aware. At first glance, that version looks a bit unpolished. Personally not a fan of drop shadows or outlines, either.
Title: Re: Aavock UI 1:1Remastered
Post by: Kimsiudog on 2021-02-06 12:14:06
well done Az for the transparent portrait, i am loving it. soon i finally get to play with your hd UI mod, Aavock. well done for the mod. combining with satsuki's texture mod, this will be superb :D
Title: Re: Aavock UI 1:1Remastered
Post by: Xenohart on 2021-02-22 15:20:28
Thank you so much for this mod, Aavock. This is now part of my absolute essential configuration list for the best remastered FF7 experience on PC.

I've got one question your way: I always found it confusing how the PC version uses "Switch" and "Menu" for the button prompts and that's often why I mix up keycodes. Would it be possible to create a version with PlayStation buttons as well?
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-02-22 18:31:20
Hey Aavock, is there any update?
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-02-22 22:47:38
I've got one question your way: I always found it confusing how the PC version uses "Switch" and "Menu" for the button prompts and that's often why I mix up keycodes. Would it be possible to create a version with PlayStation buttons as well?
Glad you like it Xenohart; it was my goal at first but had to do some compromises with Satsuki and Acro (head of the french retranslation). I'll probably insert PS buttons but flevel.lgp editing is required.

Hey Aavock, is there any update?
Hey Kuraudo, I'm currently finishing all Fort Condor textures (french version for now) and I'll be posting tons of screenshots in the next few days in the main thread. Will follow the Chocobo Racing (the last remaining mini-game) interface.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-02-28 09:36:12
Very excited for the chocobo minigame. Your work is brilliant
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-02-28 14:44:37
Thanks Kuraudo. The Fort Condor french UI is complete and screenshots can be found here (https://ff7.fr/forum/index.php?page=post&ids=445353&pg=20). English translation won't take too long but in the meantime Chocobo Race is next!
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-03-05 20:20:43
It's super polished! I like it.
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-03-06 06:35:49
Really top notch work!

Thanks!
Title: Re: Aavock UI 1:1Remastered
Post by: daedrixx2 on 2021-03-09 00:28:05
Maybe you already know this, but when a benefic effect misses, like when using a phoenix down on yourself while being alive, instead af a green "Miss" it appears "Ratè".
So that part of the UI is still in french.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-03-09 00:52:37
Thanks for the report daedrixx2, you can download the quick fix here (https://i.imgur.com/0G6G9UL.png).

Here's the preview:
(https://i.imgur.com/raSJC0u.png)
Title: Re: Aavock UI 1:1Remastered
Post by: daedrixx2 on 2021-03-09 03:57:14
Thanks!  ;D
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-03-09 23:16:45
Cannot wait for chocobo sneak peak!
Title: Re: Aavock UI 1:1Remastered
Post by: olearyf2525 on 2021-03-10 03:18:57
Thanks for the report daedrixx2, you can download the quick fix here (https://i.imgur.com/0G6G9UL.png).

Here's the preview:
(https://i.imgur.com/raSJC0u.png)
Beautiful! Can't wait for the english version, thank you Aavock!
Title: Re: Aavock UI 1:1Remastered
Post by: SteveRose on 2021-03-10 12:29:02
It looks great, I even wanted to play again.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-03-10 14:30:01
You're welcome olearyf2525, the complete english version of the main UI is available in the first page. This last post is about a quick fix for the green "Miss" texture.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-03-14 01:52:56
As a bonus, the world maps have been cleaned up (couldn't find the author of the redrawn map; credits goes for him) to match the original. Transparency has been toned down for better experience.

For those who can't wait you can download them here:
midlmap_00.png (https://i.imgur.com/Bm1kmyy.png)
midlmap2_00.png (https://i.imgur.com/HcHEtuO.png)
radar_00.png (https://i.imgur.com/SXICRYN.png)

Make sure to rename the files as written above. Path is */world

PS: If someone knows where the "you are here" red star texture is, please tell me so I can make it look better.

Original:
(https://i.imgur.com/LfU8YAE.png)

After:
(https://i.imgur.com/1IOHp74.png)

Original:
(https://i.imgur.com/BX0JIsw.png)

After:
(https://i.imgur.com/gBSBfjS.png)
Title: Re: Aavock UI 1:1Remastered
Post by: obesebear on 2021-03-18 01:05:04
The maps look really good!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-03-18 16:32:50
The maps look really good!
Thanks obesebear! By any chance do you have any idea on the possibility of replacing the "you are here" pointers?

Chocobo race textures slowly but surely are in the work.

Back in 2015 (http://forums.qhimm.com/index.php?topic=16378.msg232719#msg232719) I made in a rush the chocobo avatars and it was most probably my first collaboration for Satsuki's all-in-one pack and has been used since then. This time I decided to take it to the next level by vectorizing them. The ones used in-game are not the same as Nomura's artwork but I'll keep them as is however contrast and vibrance will be largely boosted.

(https://i.imgur.com/pUBx8Jf.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-03-19 23:13:51
OMG! It looks so polished!!
Title: Re: Aavock UI 1:1Remastered
Post by: orichalcon on 2021-03-20 03:01:16
By any chance do you have any idea on the possibility of replacing the "you are here" pointers?

map.tex or map_00.png in the world folder


fyi you can use reunion to do a full graphic trace of every file and palette the game loads (or attempts to load)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-03-21 01:05:50
map.tex or map_00.png in the world folder
Nice catch -Ori, this particular file wasn't included in Satsuki's pack that's why it was nowhere to be seen for me.

All 3 pointers are now redrawn and pixel perfect positioned to match the yellow triangle. Download and rename: map_00 (https://i.imgur.com/xfF3m7J.png).

(https://i.imgur.com/2w9ua08.png)
(https://i.imgur.com/Cosl19c.png)
(https://i.imgur.com/4x5SEet.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-03 19:59:33
So great! Aavock looking forward to new updates.
Title: Re: Aavock UI 1:1Remastered
Post by: AuthenticM on 2021-04-04 14:53:47
As a bonus, the world maps have been cleaned up (couldn't find the author of the redrawn map; credits goes for him) to match the original. Transparency has been toned down for better experience.

For those who can't wait you can download them here:
midlmap_00.png (https://i.imgur.com/Bm1kmyy.png)
midlmap2_00.png (https://i.imgur.com/HcHEtuO.png)
radar_00.png (https://i.imgur.com/SXICRYN.png)

Make sure to rename the files as written above. Path is */world

PS: If someone knows where the "you are here" red star texture is, please tell me so I can make it look better.

Original:
(https://i.imgur.com/LfU8YAE.png)

After:
(https://i.imgur.com/1IOHp74.png)

Original:
(https://i.imgur.com/BX0JIsw.png)

After:
(https://i.imgur.com/gBSBfjS.png)
Nice catch -Ori, this particular file wasn't included in Satsuki's pack that's why it was nowhere to be seen for me.

All 3 pointers are now redrawn and pixel perfect positioned to match the yellow triangle. Download and rename: map_00 (https://i.imgur.com/xfF3m7J.png).

(https://i.imgur.com/2w9ua08.png)
(https://i.imgur.com/Cosl19c.png)
(https://i.imgur.com/4x5SEet.png)

Are these included in the IRO that's in the OP?
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-04 16:52:48
So great! Aavock looking forward to new updates.
Thanks Kuraudo. I'm currently cleaning up the font files and redrawing all shadows.

Are these included in the IRO that's in the OP?
I think Satsuki will be in charge for an *.iro pack.
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-04-04 17:50:13
i'll update this when i'll update the menu too ^^, don't have much time those days
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-05 02:39:19
Quick sneak peek of the upcoming reviewed font textures:

Before:
(https://i.imgur.com/6U47S8B.png)

After (WIP):
(https://i.imgur.com/mYPCpS1.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-06 00:05:04
It's going to be neat!

About the world map would it be possible to add Gongaga?
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-06 02:47:56
About the world map would it be possible to add Gongaga?
You mean by adding a red spot on the map? There's no dot for Gongaga in the original game; not sure how the devs decided which places meant to be marked or not. Main story related places doesn't fit for a hypothetical answer because of Wutai.

This may be a good idea but how to choose which places must be shown? I think that Ancient Forest must be kept somehow "secret" and Goblin Island is unnecessary for instance.

Comparing the blue dots (main places) there's only Gongaga, Forgotten Capital, Northern Cave Crater (I think the map is self explanatory for this one) and Key to Ancients missing; Should I add them? I need some votes.

(https://fantasyanime.com/finalfantasy/ff7map.jpg)
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-04-06 05:15:51
To my mind, remind a close as possible to psx version.
Seems logic that some place are hidden
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-06 10:52:06
I agree with Satsuki, keep everything as OG.

But maybe could be interesting an optional version that has some other places into it? For whoever want to use the alternative

EDIT: Obviously, that's not a priority
Title: Re: Aavock UI 1:1Remastered
Post by: AuthenticM on 2021-04-06 19:06:22
You mean by adding a red spot on the map? There's no dot for Gongaga in the original game; not sure how the devs decided which places meant to be marked or not. Main story related places doesn't fit for a hypothetical answer because of Wutai.

This may be a good idea but how to choose which places must be shown? I think that Ancient Forest must be kept somehow "secret" and Goblin Island is unnecessary for instance.

Comparing the blue dots (main places) there's only Gongaga, Forgotten Capital, Northern Cave Crater (I think the map is self explanatory for this one) and Key to Ancients missing; Should I add them? I need some votes.

(https://fantasyanime.com/finalfantasy/ff7map.jpg)

I think you should definitely add a dot for Gongaga. It was always weird that the OG game didn't have one; the lack of a dot for the town didn't feel consistent with the rest of the map.

Also, I would love to have an option to use a better-looking map for the bigger size option in the game. The existing one lacks detail and is rather crude.

Like, I would love to have this one in the game:

Quote
(https://i.imgur.com/2JFpt65.jpg)

But made brighter and more colorful to look like this one:

Quote
(https://i.imgur.com/wT6rVeY.png)

Or I guess you could simply use this second one. The first one is much higher in resolution, though the second one shows a bit more map on the edges, for some reason.

(taken from DeviantArt) (https://www.deviantart.com/ahvia/art/Final-Fantasy-VII-World-Map-262545801)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-10 21:49:27
This is official from the 4th disc just for your reference.
(http://img4.wikia.nocookie.net/__cb20090329164726/finalfantasy/images/e/ee/FFVII_World_Map.jpg)
- https://static.wikia.nocookie.net/finalfantasy/images/e/ee/FFVII_World_Map.jpg/revision/latest?cb=20150107004522

Also one more official map top-down perspective: bottom of this page
- https://finalfantasy.fandom.com/wiki/Gaia_(Final_Fantasy_VII)?file=WM-ffvii-tex.png
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-10 22:14:56
I think you should definitely add a dot for Gongaga. It was always weird that the OG game didn't have one; the lack of a dot for the town didn't feel consistent with the rest of the map.
I see some debate over Gongaga so I may add an alternative download link for it.

Also, I would love to have an option to use a better-looking map for the bigger size option in the game. The existing one lacks detail and is rather crude.
The goal here is to remain as faithful as possible to the original game.

This is official from the 4th disc just for your reference.
It is indeed 100% official but following that logic adding a dot for round island for instance makes no sense. I'll stick to the idea of providing an extra download link that includes Gongaga's location.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-10 22:24:41
Oh yes. I agree only on Gongaga as alternative link. Thanks Aavock!

What I meant with the last post (last link) it was to provide a better "HD" map but official.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-10 23:20:39
What I meant with the last post (last link) it was to provide a better "HD" map but official.
Unfortunately the resolution is not the best and the displayed quality have been dropped to fit some PSX format or something.

Alternative map including Gongaga:

midlmap_00 (https://i.imgur.com/2CaC4vy.png)
midlmap2_00 (https://i.imgur.com/8b86eBc.png)
radar_00 (https://i.imgur.com/Dz9zcf9.png)
map_00 (https://i.imgur.com/Wt38uPw.png)

Preview:
(https://i.imgur.com/eNuc8V8.png)
(https://i.imgur.com/REx8qxg.png)
Title: Re: Aavock UI 1:1Remastered
Post by: AuthenticM on 2021-04-11 14:15:35
The goal here is to remain as faithful as possible to the original game.
Of course. That was probably more a request for the ESUI people anyway. I think I'll ask them.

Thanks for the Gongaga option!
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-04-11 15:02:34
Thanks for providing an alternate map with Gongaga.

I agree with those that believe that in this particular case having the red dot added was a good call.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-15 21:17:31
Unfortunately the resolution is not the best and the displayed quality have been dropped to fit some PSX format or something.
Are you talking about this one (https://imgur.com/jWiU0IV)?

Thanks a lot for the alternate map. Awaiting your updates!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-16 15:51:11
Are you talking about this one (https://imgur.com/jWiU0IV)?
I was referring at this map (https://forums.qhimm.com/index.php?topic=20331.msg284464#msg284464) but I think the current one is fine.


All narrow font has been revisited in depth, some characters were optimized and all shadows redrawned.
Next step is dialogue font and then I'll go back to the Chocobo Race textures.

(https://i.imgur.com/4Xtchpt.png)
(https://i.imgur.com/PZGxpIr.png)
(https://i.imgur.com/9vXY8Wg.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-04-16 16:17:43
Simply stunning work, as usual.

I think there are some wonderfully talented modders here and elsewhere that together could have made the REAL FF VII remake.

Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-19 22:44:57
Hey Aavock,

Is this the same mod that's in Satsuki's version 5? If it is, do you think you could take a look at new threat. I think there's some visual incompatibilities with your mod and his. Mainly the button prompts. It's all a garbled mess. If it's not your mod in Satsuki's release, then don't worry about it dude. It's all good. Keep up the great work!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-20 03:35:53
Hey TheDrifter363,

It is indeed the font used in Satsuki's pack. Can you provide a few screenshots as I'm not sure about the visual incompatibilities you're experiencing?
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-20 12:49:59
Hey TheDrifter363,

It is indeed the font used in Satsuki's pack. Can you provide a few screenshots as I'm not sure about the visual incompatibilities you're experiencing?

Sure. This is all I got for now, but I've seen a few other issues. Like when describing button prompts, like switch or page down, or stuff like that. Usually, it'll have a color coded button next to those words, I'm guessing corresponding to the ps1 buttons, but those buttons are a garbled mess.

(https://i.imgur.com/1hUv8rE.jpg)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-20 17:19:08
I see, drawing all PSX buttons is planned. Can you post a screenshot of the in-game default configuration buttons (https://i.imgur.com/PyIuapS.png) as a reference?
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-20 19:38:56
I see, drawing all PSX buttons is planned. Can you post a screenshot of the in-game default configuration buttons (https://i.imgur.com/PyIuapS.png) as a reference?

You got it.

(https://i.imgur.com/zeIyNw1.jpg)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-20 20:36:07
My bad, I thought that the PSX buttons would display there as well.

Instead, can you post the dialogue box from the Highwind tutorial guy?
Title: Re: Aavock UI 1:1Remastered
Post by: orichalcon on 2021-04-21 01:10:14
My bad, I thought that the PSX buttons would display there as well.

Instead, can you post the dialogue box from the Highwind tutorial guy?

it will say the same thing until he uses the ESUI controller buttons mod, at which point it will look like the buttons screenshot i showed you
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-21 03:13:06
So it is using the exact same method, copy that.
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-22 13:32:23
My bad, I thought that the PSX buttons would display there as well.

Instead, can you post the dialogue box from the Highwind tutorial guy?

Here you go. This was exactly the issue I was talking about. See how the buttons are color coded, but they're wonky? That's it.

(https://i.imgur.com/6UdZjEz.jpg)

Wait so what exactly is the problem? Aavock, did you figure it out?
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-04-22 14:54:28
The problem is that nt mod seems to use unused font char to convert them in psx buttons.
In Aavock font the char are used as in the original pc font witch didn't provide psx buttons.
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-22 17:01:12
The problem is that nt mod seems to use unused font char to convert them in psx buttons.
In Aavock font the char are used as in the original pc font witch didn't provide psx buttons.

Cool thanks Satsuki. Is that something that can be fixed, or should I find a different font mod? Btw, Satsuki, what would I have to uncheck to use a different font mod?
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-04-22 17:45:33
Cool thanks Satsuki. Is that something that can be fixed, or should I find a different font mod? Btw, Satsuki, what would I have to uncheck to use a different font mod?
As said in the first post of my mods : "Please Use Steam AIO installer unless you want to add other mods; if you want to add more mods then use 7th Heaven 2.3 + iros (no support from me here for 7th Heaven)."
So just go to 7h if you want to change mods, it's more conveniant for this
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-22 22:03:57
As said in the first post of my mods : "Please Use Steam AIO installer unless you want to add other mods; if you want to add more mods then use 7th Heaven 2.3 + iros (no support from me here for 7th Heaven)."
So just go to 7h if you want to change mods, it's more conveniant for this

Lol I already mentioned before I won't be doing that. Can't use 7th heaven. Not a big fan. It's all good man. If I gotta figure it out on my own, I can. Thought it wouldn't hurt to ask for help.

Edit: Actually when I was using 7th heaven, back a month and some change ago, I had the same issue. Never reported it. First I thought it was an issue with the way I was using these mods without 7th heaven, but no, same issue. So there's that. This issue is also present with 7th heaven, and new threat and satsuki loaded at the same time, regardless of load order.
Title: Re: Aavock UI 1:1Remastered
Post by: Sega Chief on 2021-04-22 22:32:30
Here you go. This was exactly the issue I was talking about. See how the buttons are color coded, but they're wonky? That's it.

(https://i.imgur.com/6UdZjEz.jpg)

Wait so what exactly is the problem? Aavock, did you figure it out?

The NT Mod should come with a texture file that alters some texture sheets so that button icons are displayed instead of the native PC icons in the screenshot. I guess they seem to have been lost somehow in that particular install (quick test of NT on Reunion and they seem to coming through). In the New_Threat_2.0/Direct/Menu folder there should be a bunch of .tex files (should probably also move discussion of this over to the NT thread).
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-22 22:44:52
The NT Mod should come with a texture file that alters some texture sheets so that button icons are displayed instead of the native PC icons in the screenshot. I guess they seem to have been lost somehow in that particular install or are perhaps missing from the current build (will need to check). In the New_Threat_2.0/Direct/Menu folder there should be a bunch of .tex files (should probably also move discussion of this over to the NT thread).

Sega Chief, I've actually gone back to the standalone New Threat along with the standalone Satsuki's install, along with the canary build of FFNx. I did not have this issue with The Reunion, but that had Satsuki's version 4 which didn't have the UI and Avatar mods. Also gonna post this image, thought it was just a difficulty challenge with New Threat, but looking at it now, it might be a glitch.

(https://i.imgur.com/z3gMW2s.jpg)

Actually for your standalone, is it just in ./data/menu? You know looking at my data directory, I'm not seeing .tex files. Does your standalone include them?

Also, in my .toml, I have the direct path set to "SYWV5/direct". If that makes a difference. Sega Chief, only files for your mod went to the data folder, which I backed up beforehand, and the exe patch that you did. I patched out the cd check from that.

Edit: On another note, isn't Tifa amazing guys? Lol! Kicks so much ass!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-22 23:04:59
Here you go. This was exactly the issue I was talking about. See how the buttons are color coded, but they're wonky? That's it.

(https://i.imgur.com/6UdZjEz.jpg)

Wait so what exactly is the problem? Aavock, did you figure it out?

Thanks for the screenshot, this is what I was looking for. I will be releasing an dedicated pack with the PSX buttons for all New Threat/The Reunion users.

First, I need to finish my font optimization (about ~70% done) then I'll start drawing all PSX buttons as faithful as possible in size, color and shape.

Can someone rip the PSX buttons textures from the original game and post them as *.bmp/*.png?
Title: Re: Aavock UI 1:1Remastered
Post by: Sega Chief on 2021-04-22 23:19:06
Sega Chief, I've actually gone back to the standalone New Threat along with the standalone Satsuki's install, along with the canary build of FFNx. I did not have this issue with The Reunion, but that had Satsuki's version 4 which didn't have the UI and Avatar mods. Also gonna post this image, thought it was just a difficulty challenge with New Threat, but looking at it now, it might be a glitch.

Actually for your standalone, is it just in ./data/menu? You know looking at my data directory, I'm not seeing .tex files. Does your standalone include them?

Also, in my .toml, I have the direct path set to "SYWV5/direct". If that makes a difference. Sega Chief, only files for your mod went to the data folder, which I backed up beforehand, and the exe patch that you did. I patched out the cd check from that.

Edit: On another note, isn't Tifa amazing guys? Lol! Kicks so much ass!

The stand-alone has it, but it's stored in an archive within Menu called menu_us.lgp along with the other files that are used for the menus. Reunion reads these files 'loose' when they're in a direct folder, but what the game usually does is read them all from packed archives so the stand-alone NT installer just patches the archive file instead.

What's probably happening is that the Direct patching of other mods is overriding what's in the menu_us.lgp that the NT stand-alone installer is patching, so the button icons I've added there are being lost. The problem with stand-alone installers is that they tend to be much less compatible with each other so I reckon you're going to see a bunch of menu and UI bugs if using them together.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-26 01:38:48
All shadows have been redrawn and both fonts were closely revisited !
This update will be available in Satsuki's pack.

(https://i.imgur.com/aw6wK33.png)

Previous version for reference:
(https://i.imgur.com/3xIQi8W.png)
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-26 02:33:41
Alright let me reply.

Aavock, thanks for getting back to me! So I'll just have to wait for you to redraw those psx buttons then? I can do that, not a problem. I'll keep a look out when you or Satsuki update your graphics pack.

Sega Chief, so I took a look inside Satsuki's SYWV5/direct folder. He only has char in there, no menu. So your menu_us.lgp should be preserved, and not be overwritten. Right? Actually looking inside the data folder, I can't find a char folder at all, which .lgp would that be inside? I had the same issue when I was using your mod, and Satsuki's, with 7th heaven. So it's not a stand alone conflicting problem. Only time, I didn't have the problem was when I was using The Reunion, but I was using V4 of Satsuki's upscaled graphics, which didn't include any font or menu upscaling.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-04-26 03:09:09
Aavock, thanks for getting back to me! So I'll just have to wait for you to redraw those psx buttons then? I can do that, not a problem. I'll keep a look out when you or Satsuki update your graphics pack.
Well, based on the screenshot you posted you can easily spot the characters that need to be replaced by the specific PSX button. That's actually a very simple task.
Title: Re: Aavock UI 1:1Remastered
Post by: satsuki on 2021-04-26 05:37:57
Alright let me reply.

Aavock, thanks for getting back to me! So I'll just have to wait for you to redraw those psx buttons then? I can do that, not a problem. I'll keep a look out when you or Satsuki update your graphics pack.

Sega Chief, so I took a look inside Satsuki's SYWV5/direct folder. He only has char in there, no menu. So your menu_us.lgp should be preserved, and not be overwritten. Right? Actually looking inside the data folder, I can't find a char folder at all, which .lgp would that be inside? I had the same issue when I was using your mod, and Satsuki's, with 7th heaven. So it's not a stand alone conflicting problem. Only time, I didn't have the problem was when I was using The Reunion, but I was using V4 of Satsuki's upscaled graphics, which didn't include any font or menu upscaling.
No you don't get it.
I have the Aavock menu included in pack
The external texture are used over internal texture
As the psx button replace some letters in the font, the NT mod button are overwritten with Aavock HD texture as it should be.
The only way to use Aavock texture + psx button will be to have those buttons in the Aavock texture file (replacing the corresponding letter as in the NT mod)
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-04-26 17:56:44
No you don't get it.
I have the Aavock menu included in pack
The external texture are used over internal texture
As the psx button replace some letters in the font, the NT mod button are overwritten with Aavock HD texture as it should be.
The only way to use Aavock texture + psx button will be to have those buttons in the Aavock texture file (replacing the corresponding letter as in the NT mod)

So from what I'm getting, Aavock hasn't implemented the psx buttons yet. That's why everything's referencing the stock pc button layout. But NT expects the psx button layout. So I just gotta wait for Aavock to implement his upscaled psx buttons. Right? The previous reply by Aavock said it's simple and it looks like he'll get on it. So we're good?

I got no problem with your pack, Satsuki, overwriting NT. I prefer the upscaled backgrounds, etc. Just got NT for difficulty.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-04-30 22:24:29
Really neat.

Aavock I have a request if that will not be too much.

Kindly is it possible to add following in a separate zip:

-Indicators of order: º , ª (underlined: see image (https://imgur.com/a/YDv7ny7); their position in usfont should be: here (https://cdn.discordapp.com/attachments/688832597194965080/711654446857191495/Immagine.png))
-Gender symbol: ♂ , ♀ (their position in usfont should be: here (https://cdn.discordapp.com/attachments/688832597194965080/711657075100483624/Immagine.png))
-Degree symbol: ° (the position in usfont should be above L2 button: here (https://ibb.co/tBc0yNr))

It would be really useful for translations (such as the Italian Retranslation.)

Hope you will take in consideration, thanks!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-03 15:27:24
All right, in this pack (https://www.sendspace.com/file/s6gdsi) you'll find the updated fonts including minor fixes and corrected shadows.

Also, Kuraudo.'s request is done for Italians users.

And finally a a New Threat version with ◯,✖,▲, ◼ and directional buttons as placeholders just to show how easy it is to customize the textures with all the buttons you want.


Now, back to my chocobos!
Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-05-03 21:01:43
All right, in this pack (https://www.sendspace.com/file/s6gdsi) you'll find the updated fonts including minor fixes and corrected shadows.

Also, Kuraudo.'s request is done for Italians users.

And finally a a New Threat version with ◯,✖,▲, ◼ and directional buttons as placeholders just to show how easy it is to customize the textures with all the buttons you want.


Now, back to my chocobos!

Aavock, thanks! It's looking so much better. I noticed some spacing issues, so probably still a work in progress. Got some pictures.

(https://i.imgur.com/gspdlrS.jpg)

(https://i.imgur.com/3qp3i2O.jpg)
(I don't know if you plan to make this menu show the ps1 buttons. Thought I'd ask.)

(https://i.imgur.com/q6YOCIm.jpg)
(Here's the spacing issue.)

(https://i.imgur.com/IExdi2m.jpg)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-04 00:21:59
I noticed some spacing issues, so probably still a work in progress.
You need to edit the windows.bin file. This one (https://www.sendspace.com/file/yc365t) should do it.

I don't know if you plan to make this menu show the ps1 buttons. Thought I'd ask.
This requires text editong, I believe Makou Reactor can do the trick.

Here's the spacing issue.
Manipulating boxes dimensions requires hex editing the ff7.exe file, Cheat Engine is the tool.
Title: Re: Aavock UI 1:1Remastered
Post by: orichalcon on 2021-05-04 01:28:29
keep in mind it may be impossible for controller buttons to work without misalignments with ESUI controller button mod, the controller button mod that will allow these buttons to display (the aforementioned ESUI controller buttons mod) expects character spacing that is either identical to ESUI's font, or there is another version that expects exact vanilla spacing - since this mod is neither of those the controller icons on the font sheet will be a moot point outside of Reunion until the controller buttons mod is made to accept a custom spacing set (or a lot of manual, technical work is done... one of my UI mods, DFUI, has this same issue)

Title: Re: Aavock UI 1:1Remastered
Post by: TheDrifter363 on 2021-05-04 04:05:52
keep in mind it may be impossible for controller buttons to work without misalignments with ESUI controller button mod, the controller button mod that will allow these buttons to display (the aforementioned ESUI controller buttons mod) expects character spacing that is either identical to ESUI's font, or there is another version that expects exact vanilla spacing - since this mod is neither of those the controller icons on the font sheet will be a moot point outside of Reunion until the controller buttons mod is made to accept a custom spacing set (or a lot of manual, technical work is done... one of my UI mods, DFUI, has this same issue)

Hey Ori, thanks for responding man! So let me explain my mod setup, since I've been shuffling back and forth between so many different things. Right now I got,

Satsuki's SYWV5
New Threat latest
ffnx latest canary

That's it. Maybe I need some more mods? Like this ESUI? I don't know if it's compatible with the above mods though. Is it? I don't mind the spacing issue, just thought I'd mention it. I'm just a bit confused on how to proceed. I remember when I was using Reunion, there were a lot of those font mods like DFUI and Vanilla something, but there's no non-reunion version of them. At least I couldn't find. So far all I got is what Aavock and Satsuki have.

(I feel like I'm tinkering more now instead of playing the game. Hehe. It's all good.)

You need to edit the windows.bin file. This one (https://www.sendspace.com/file/yc365t) should do it.
This requires text editong, I believe Makou Reactor can do the trick.
Manipulating boxes dimensions requires hex editing the ff7.exe file, Cheat Engine is the tool.

Alright, I'll try your windows.bin aavock. So what's this about Makou Reactor. Another mod? Man I gotta make a list. And now there's hex editing? Really? I been talking with Sega Chief, he said you could use hext files to modify the exe. Is that only with reunion? So ffnx can't do that? Huh.

(Btw, thanks for all the help Aavock, appreciate it.)
Title: Re: Aavock UI 1:1Remastered
Post by: orichalcon on 2021-05-04 06:20:11
Hey Ori, thanks for responding man! So let me explain my mod setup, since I've been shuffling back and forth between so many different things. Right now I got,

Satsuki's SYWV5
New Threat latest
ffnx latest canary

That's it. Maybe I need some more mods? Like this ESUI? I don't know if it's compatible with the above mods though. Is it? I don't mind the spacing issue, just thought I'd mention it. I'm just a bit confused on how to proceed. I remember when I was using Reunion, there were a lot of those font mods like DFUI and Vanilla something, but there's no non-reunion version of them. At least I couldn't find. So far all I got is what Aavock and Satsuki have.

(I feel like I'm tinkering more now instead of playing the game. Hehe. It's all good.)

Alright, I'll try your windows.bin aavock. So what's this about Makou Reactor. Another mod? Man I gotta make a list. And now there's hex editing? Really? I been talking with Sega Chief, he said you could use hext files to modify the exe. Is that only with reunion? So ffnx can't do that? Huh.

(Btw, thanks for all the help Aavock, appreciate it.)

if you use ESUI controller buttons, you can get the buttons on the config screen like you were wanting (but that's an .iro, with satuki's all-in-one thingamabob you wont get the controller buttons for now, because they arent there in the original pc port and thats what the AIO tries to stay true to... also not sure about compatibility with new threat)

unfortunately both makou reactor and hex editing are somewhat complicated for someone who hasnt modded ff7 before, not they are unlearnable but will require a bit of motivation - i certainly dont recommend it if you dont intend on sinking significant time into learning

you can hex edit with FFNx or reunion, however there are some different addresses so the same bunch of hex code cant just be used for both (when it comes to UI, anyway) - which is why most UIs dont support both

the reunion UIs wouldnt help get the controller buttons even if they existed for FFNx, they work in reunion because it has a controller buttons mod built into it
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-05 07:23:37
All right, in this pack (https://www.sendspace.com/file/s6gdsi) you'll find the updated fonts including minor fixes and corrected shadows.

Also, Kuraudo.'s request is done for Italians users.

And finally a a New Threat version with ◯,✖,▲, ◼ and directional buttons as placeholders just to show how easy it is to customize the textures with all the buttons you want.


Now, back to my chocobos!
You are great! Thanks a lot

Finally, chocobo!!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-08 21:41:23
Chocobo avatars are now fully redrawn, they're far from perfect but still better compared to what I've made in a rush years ago. Because of the poor source material those textures are based on Nomura's artwork.

(https://i.imgur.com/l38bciy.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-09 00:27:17
Aavock... this is more than perfect! Well done! Thanks for keeping us updated

What's next on the list?

Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-09 23:27:46
Thanks Kuraudo.!

Maps are done,next on the list is the stamina gauge.

(https://i.imgur.com/5kuqv2D.png)
(https://i.imgur.com/972JGu3.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-05-10 13:44:16
Outstanding job, as usual.

Thanks for the prolonged effort towards perfection. ;-)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-10 18:44:15
This is so HD! Perfection!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-11 19:00:16
 Definitely not happy on how things are turning out. I guess it's a driver thing, semi transparency are not being displayed correctly.

Here you can see that the chocobo avatars borders are all messed up and there's also some artifacts on the neck despite that zone being single layered.

Best I can do is using hard edges textures (in this preview the gold chocobo), borders are harsh but at least the neck is okay.

I'll try a 800% or even a 1600% sized texture see if I can improve it.

(https://i.imgur.com/QfwGSWZ.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-16 13:55:36
Cannot wait to see how you polish it, but to me it does look already quite great!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-17 15:41:21
Due to bad coding in the original game I'm encountering a few obstacles. Here, you can see tons of misalignment, bad cropping, distorted texture display, unconsistent X,Y placements...

(https://i.imgur.com/89fi0nM.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Fewtch on 2021-05-17 16:30:22
Due to bad coding in the original game I'm encountering a few obstacles. Here, you can see tons of misalignment, bad cropping, distorted texture display, unconsistent X,Y placements..

Yeah dude, my single least favorite thing I encountered when working onthe Remake font for ESUI. So many inconsistencies and misalignments inherent in the original. Often felt like I was being punished for being consistent with my own measurements, to have to misalign my own work in order to get it to display cleanly. *smh*
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-21 02:43:44
Yeah dude, my single least favorite thing I encountered when working onthe Remake font for ESUI. So many inconsistencies and misalignments inherent in the original. Often felt like I was being punished for being consistent with my own measurements, to have to misalign my own work in order to get it to display cleanly. *smh*
Exactly, for a CRT screen back then it was not a priority to get that sort of accuracy I guess.

I'm trying my best to get a well balanced result. Until next update, here are the different type of crowns (too bad they don't show up on top of the bubbles).

(https://i.imgur.com/W6VCeQD.png)

The stamina gauge is now perfectly centered too!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-25 22:21:04
Okay, NOW we're talking.

(https://i.imgur.com/e6PkC3r.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Caledor on 2021-05-25 22:54:29
Out of curiosity, did you work on the images themselves or did you rearrange the pieces via hex editing?
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-26 02:11:14
It's all textures, I'm trying to get the most balanced results and I know there's definitely room for improvements with hex editing like dragging all items up in order to make the bottom space larger for instance. The numbers for both speed and stamina needs to be slightly higher too and so on.

As far as I know I've never seen such hex addresses anywhere in the forums.
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-05-27 05:45:43
It does look real good now, Aavock!

Outstanding job, as usual.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-27 21:30:20
Cannot wait for more updates!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-28 23:37:16
Thanks for the encouragements!

Quick update: I just found a slightly better source for Yuffie's avatar, she now looks crispier than ever!

(https://i.imgur.com/J7x7bHb.png)

Not to brag but unless Square-Enix decided to release better sources I can safely say that my avatar set is the best you can possibly get :mrgreen:
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-05-29 04:59:00
My eyes are not so well trained to spot much of a difference but I love the perfectionism behind your production, Aavock!

Keep it up!
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-29 18:53:03
Great!! Aavock I'm not sure if this (https://forums.qhimm.com/index.php?topic=20400.msg283447#msg283447) post can be helpful, check it out, because I know also Vincent source isn't great.

But fantastic job as usual!!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-29 21:50:05
Thanks Kuraudo. Those are the "full body" artworks and they're different from the ones used for in-game menus.

I'm confident with my work (https://ff7.fr/forum/index.php?page=post&ids=445353&pg=13#456195) and I think all avatars are fully optimized by now.


Currently working on the chocobo "C class" screen, next update soon!
Title: Re: Aavock UI 1:1Remastered
Post by: Chrysalis on 2021-05-29 22:22:37
AAvock are you using the stock font spacing?


I will be updating the controller addon I made to support more UI mods, at the time I made it ESUI was the only active menu mod on qhimm and so I didnt feel a need to support anything else, but it wasnt the intention to lock people to ESUI who want icons so I am working on supporting other fonts.


I will be testing the controller addon update with the Zomiray font but I noticed when doing some testing the spacing wasnt quite the same as stock so I fear once I release the update it may not work cleanly for all font's, DFUI, Zomiray font, and Aavock font, but I will aim to try and get it working as best as possible between all three.


For it to work it will expect the icons in the same place in the font pallete.


Also I dont mind supply hext to allow you to add icons to the config menu (this isnt done in controller addon).
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-05-30 11:48:55
Thanks Kuraudo. Those are the "full body" artworks and they're different from the ones used for in-game menus.

I'm confident with my work (https://ff7.fr/forum/index.php?page=post&ids=445353&pg=13#456195) and I think all avatars are fully optimized by now.


Currently working on the chocobo "C class" screen, next update soon!
Your avatars are simply the best!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-05-30 16:50:32
AAvock are you using the stock font spacing?

I'm using the original windows.bin but a few character widths (maybe 10-15) were changed.

You can find the edited windows.bin file in my pack and compare it to the original.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-06-01 18:51:56
C-class Chocobo screens are done.
(https://i.imgur.com/pzJHa5e.png)

Some textures are stretched in-game and the original ratio is not met which explains the distortions here and there. I tried my best to get a well balanced result by editing textures only.
(https://i.imgur.com/34JQAmS.png)

And here's a preview of the chocobo avatars and bubbles using hard edges since semi transparent pixels are not game friendly.
(https://i.imgur.com/2BUwWWE.png)
(https://i.imgur.com/3lRgubQ.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Fewtch on 2021-06-02 17:35:43
semi transparent pixels are not game friendly.

Is that specifically for the chocobo minigames or are you speaking generally? I ask because a lot of menus/mods have been created with partial transparency.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-06-02 18:22:36
Is that specifically for the chocobo minigames or are you speaking generally? I ask because a lot of menus/mods have been created with partial transparency.
During the Chocobo race only, I did not encountered that particular issue anywhere else.
That's why I left the Chocobo minigame last on my list because I knew it was a complete mess.

Minor improvements has been done today. B class is next!

(https://i.imgur.com/UvHSEtz.png)

(https://i.imgur.com/AdOt6MT.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-06-04 16:29:44
B-Class is done!
(https://i.imgur.com/MGyr8cX.png)

(https://i.imgur.com/yIvFiir.png)

As a reminder:
(https://i.imgur.com/dK0KJnS.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-06-06 00:20:26
I did take some liberty as for the flowers for the A-Class screens but remains extremely faithful to the vanilla game, enjoy!

(https://i.imgur.com/Mu0g2Zf.png)

(https://i.imgur.com/SvlHE8b.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-06-06 05:55:07
Simply beautiful!
Title: Re: Aavock UI 1:1Remastered
Post by: olearyf2525 on 2021-06-07 06:30:26
This is so good, I wish they hired you for the remake!
Title: Re: Aavock UI 1:1Remastered
Post by: Zera on 2021-06-07 17:06:57
This is the best UI overhaul I've seen, great job. I hope there will be a Reunion-compatible version someday, as it really hurts to have to choose not to use this when playing with that mod.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-06-09 16:05:55
Simply beautiful!
Thanks for the constant encouragements, I appreciate it.

This is so good, I wish they hired you for the remake!
Thanks olearyf2525, maybe one day Square-Enix will release some sort of so-called remaster using some of my assets just like they did with Mcindus for FFVIII.
Also, my work is not al full potential because of the way the game was coded but I did tried my best.

This is the best UI overhaul I've seen, great job. I hope there will be a Reunion-compatible version someday, as it really hurts to have to choose not to use this when playing with that mod.
Thank you Zera, a few weeks ago I was in talks with -Ori for a potential Reunion support, told him what to do but I don't know how's the progress going.

All right, final version of the remaining Chocobo screens, some new improvements and alignments here and there.

(https://i.imgur.com/kmagO0P.png)
(https://i.imgur.com/Bjz0YdD.png)

This concludes the first completed version of my project.
All user interface, fonts and textures for all mini games were fully redrawn, next step for me is overall optimization, then, english translation will follow, stay tuned!
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-06-09 17:26:41
We do have some truly amazing talents in this (and other) FF VII community and l can but echo the sentiment of olearyf2525.

Really looking forward to the next progress here.

Thanks for sharing, Aavock!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-06-09 19:37:19
As a quick bonus, all 4 signs were redone as I was tired seeing the muddy letters during my Chocobo mini game tests:

(https://i.imgur.com/cPSjCtf.png)
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2021-06-09 22:24:11
What a great talent, indeed! Thanks a lot for your amazing work Aavock.
Title: Re: Aavock UI 1:1Remastered
Post by: L@Zar0 on 2021-12-13 21:13:43
Hi Aavock,

after doing the spanish retranslation (I included/adapted ESUI pack, my own fonts pack also) some people is asking to use the original vanilla font (usfont/btl_win/color .tex files) but upscaled, like yours.

Is there any problem I adapt your work to the spanish retranslation? I will credit you in agreements section, of course.
If you want to be credited in an specific manner let me know. You can find me in Qhimm discord channel with my alias. Satsuki knows me.

By the way, I know the difficulty of this work, I suffered it myself, but the quality of yours is very very good. Excellent work.

Thanks in advance.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2021-12-14 01:20:00
Hi L@Zar0,

Thanks for your message. I'd like to point out that my entire work has nothing to do with upscales. Everything was redrawn by hand from scratch.

You can use my work as long as you correctly credit it along with the url of the mainpage of this thread.

Good luck with your spanish retranslation project; cheers.
Title: Re: Aavock UI 1:1Remastered
Post by: L@Zar0 on 2021-12-14 09:54:06
Hi L@Zar0,

Thanks for your message. I'd like to point out that my entire work has nothing to do with upscales. Everything was redrawn by hand from scratch.

You can use my work as long as you correctly credit it along with the url of the mainpage of this thread.

Good luck with your spanish retranslation project; cheers.
Yes, sorry for my bad expression. Satsuki told me that, that you have done it by hand pixel by pixel. I'm redoing only the font (or some texts of the battle menus -PM/ACTIVE/WAIT) and I have spent at least 1 week on them (only semi-white font 14).
The spanish font is not so wider as the original ('l' or 'h' it does not matter). So the font I will use will be mine. But I will reuse your icons and drawings that they are very good.

It is a great job, really.

Thanks. I will credit as Aavock and point to the URL of this thread on Qhimm.
Title: Re: Aavock UI 1:1Remastered
Post by: author674 on 2021-12-23 21:44:37
Hello. First of all, thank you for your work on what looks like a great UI mod. It looks like the EN png version is down, though.

Btw, is it likely for there to be a Reunion port of this mod in English? I'd imagine people like myself and others who use the Reunion would be happy to be able to use your mod in their playthroughs of the game along with the other imo great UI mods Reunion has available to it (such as Ori's VTUI and the ZomiPlayFont UI).

On another note, though, do you see this mod ever implementing the PSX/XBone field text icons? A Reunion mod I'm aware of has already implemented this into the UI, but I'm wondering if this will ever be implemented in the near future.
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2021-12-31 07:11:41
I've also been advocating for a Reunion-compatible version of this.

I thought it was on the way to come a couple of months ago but it seems it didn't unfortunately pan out.
Title: Re: Aavock UI 1:1Remastered
Post by: author674 on 2022-01-02 00:42:45
I've also been advocating for a Reunion-compatible version of this.

I thought it was on the way to come a couple of months ago but it seems it didn't unfortunately pan out.

Perhaps so. I'm holding out hope, though.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2022-01-03 17:28:01
I was in talks with -Ori back then and I've explained him what to do to achieve it.

It is in fact an easy task so I don't know what happened.
Title: Re: Aavock UI 1:1Remastered
Post by: orichalcon on 2022-01-04 02:41:33
I was in talks with -Ori back then and I've explained him what to do to achieve it.

It is in fact an easy task so I don't know what happened.

i thought it was the other way around and you were doing it, doesn't make much sense to me to port a mod myself with the original author still around - especially when there will be a few artistic choices that will be involved in a few of the minor tweaks that need to be done

it wont be hard, but thats not to say it can be done well lickety split either, and i've got a lot of FF7 and Reunion stuff on my plate as it is, especially at the moment - but if you are at a roadblock i'm always willing to help


if nothing else if you just refuse to install reunion or something i may do it myself in the future when some of my other projects wrap up, but if we are waiting for me to do this - i'm sorry, but we are gonna be waiting quite awhile most likely - i actually have another UI porting project involving L@Zar0's font for the spanish translation that i have probably 60% finished but has been shelved for months as well
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2022-01-09 07:11:02
Thanks for still offering to make the conversion for this, -Ori, even if the priority is low.

I still hope that Aavock will step up and produce a Reunion version though. Like you said, the original author would be the best person for this even considering that there are some artistic choices involved.

Cheers!
Title: Re: Aavock UI 1:1Remastered
Post by: AuthenticM on 2022-01-20 02:33:37
Is there an .iro package of this?
EDIT: apologies, just noticed that the mod has been integrated into Satsuki's.
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2022-02-11 20:33:41
For OG avatars there is already the masterpiece Aavock's upscale work included in Satsuki's package here (https://forums.qhimm.com/index.php?topic=20331.0)
Thanks for the kind words; I'm glad to announce that I've found slightly better sources for Barret, Aerith and Cloud avatars and will work on it very soon, improvements will be minor but I'm a perfectionist. ;D
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2022-02-12 15:29:47
Thanks for the kind words; I'm glad to announce that I've found slightly better sources for Barret, Aerith and Cloud avatars and will work on it very soon, improvements will be minor but I'm a perfectionist. ;D
Just the truth. I'm not sure if it can be helpful, I found these artworks: this here (n.127) (https://finalfantasy.fandom.com/wiki/Final_Fantasy_Art_Museum_Trading_Card_Collection) which seems more vivid and here (https://www.creativeuncut.com/art_final-fantasy-7_a.html) but coudn't find a better source.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2022-03-27 19:36:34
Thanks for the kind words; I'm glad to announce that I've found slightly better sources for Barret, Aerith and Cloud avatars and will work on it very soon, improvements will be minor but I'm a perfectionist. ;D
Hey Aavock any updates on this?
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2022-04-07 04:04:16
Hey Kuraudo., thanks for the reminder, I've been quite busy lately but here's the updated Red XIII, Barret, Aerith and Cloud avatars. Improvement are higher than expected so I'm happy with this tiny update. Hopefully some day I'll get even better sources for all of them.

Download here (https://www.sendspace.com/file/3iqu56).


Edit: Updated download links in the main post (thanks to Satsuki for the upload).
Title: Re: Aavock UI 1:1Remastered
Post by: kwrrk on 2022-09-04 21:19:00
Hello Aavock, I'm currently working on a mod that adds controller icons and I wanted to ask if I could include your amazing redrawn font as an option so it can be used alongside Satsuki's mod. With credit of course, thanks in advance!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2022-09-05 17:49:12
Hey kwrrk, as long as you credit my work and put a link to the main page of this thread (if possible) it's all good.

All the best for your future mod!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2022-10-28 21:38:37
Out of curiosity I'm testing a less "blocky" version of the font for a more pleasant reading experience.

Here's a quick preview before:
(https://i.imgur.com/eju1xZN.png)

And after (please ignore the capital B):
(https://i.imgur.com/EgaKcjg.png)

I'm now working with vectorial shapes wich explains the tiny visual glitches; Currently working on resolving it.
Title: Re: Aavock UI 1:1Remastered
Post by: Bonez on 2022-10-29 03:45:59
Gotta be honest, besides the y and z, I don't really see a difference. Not enough to justify a whole redo, anyway.
Title: Re: Aavock UI 1:1Remastered
Post by: Salk on 2022-10-30 05:12:53
I think there is a slightly improved contrast, perhaps?

By the way, Aavock, the links to your latest update are not working for me.

I get a download error message from the webpage if I use your own link and I get no download when I click on the links at the first post.
Title: Re: Aavock UI 1:1Remastered
Post by: AuthenticM on 2022-10-31 01:41:44
I like blocky. If anything you should make it more blocky!
Title: Re: Aavock UI 1:1Remastered
Post by: leatitia on 2023-07-25 19:35:03
Hey Aavock! Is there a chance that you make a version for the German version? Thank you!!
Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2023-07-27 16:08:55
Hey leatitia, I don't really have the time at the moment and I need to finish the "rounded" version of the font first.
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2023-10-10 11:26:22
Hey Aavock, hope all is good.

I wanted to ask if any progress was done for the English Translation of Fort Condor minigame and submarine minigame?

Title: Re: Aavock UI 1:1Remastered
Post by: Aavock on 2023-10-11 22:32:32
Hey Kuraudo.!

I may translate those textures in a near future but first I need to get back and finish the updated font I was working on.

I'm confident that Satsuki's upcoming Unified pack will motivate me!
Title: Re: Aavock UI 1:1Remastered
Post by: Kuraudo. on 2023-10-12 05:00:20
Overexcited for your meticulous work!
Title: Re: Aavock UI 1:1Remastered
Post by: Final_Figue on 2024-04-18 07:30:22
Hello Aavock.

I´m working on avatars and I would like to edit you HD avatars, do I have your permission? Of course, I´ll give credits.