Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - yarLson

Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 29
126
Not sure if this has been requested or is being worked on but wouldn't using 7th heaven as part of bootleg help a lot towards installing and uninstalling models individually?  It would be pretty awesome.

127
Those animations rely on the field script being able to modify the palette in real-time (changing the actual colors in the palette, not just switching between different palettes). Obviously that cannot work with your upscaled images since there is no palette to speak of. In theory it would be possible to create upscaled images that use the original palettes but that would kind-of defeat the point not to mention be difficult to implement and since there's no hardware from this millenium that supports paletted textures it would run incredibly slow even if you could make it work.

I have been thinking long and hard on this one, I figure the best bet would be to somehow analyze the field script to figure out what effect it is trying to accomplish and implement it with a shader. That is unfortunately only slightly more feasible than the above "solution".

So would you have to write the shaders by hand or is it theoretically possible to procedurally generate them based on the code in the field scripts?  Either way it seems like a lot of work.  Also, if current hardware doesn't support paletted textures how do the originals show up correctly in game.  Just trying to wrap my head around this.

128
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-17 16:04:19 »
Thanks so much Napper, this is exactly what I needed.  Most of this is just stuff that needs to be fixed by hand but is doable.  I'll take care of it all before releasing 2.0.  Don't be shy about posting anything else you find.  I added you to the credits for all your help!

129
Just curious if you have a handle on why a lot of the lighting layers don't animate correctly when you try to use custom backgrounds, even though they work fine with the unmodified backgrounds.  It seems to be a problem with the driver and not Palmer, though I don't know for sure.  If you need an example; one I can remember right off the top of my head is aerith's house scene.  The waterfall doesn't animate in Omzy's or my field packs because the animation depends on a lighting effect, but the original works just fine.

Just curious because the upscale projects look kinda strange with pixelated lighting effects and just plain stale with no effects at all.  Since I put so much damn time into upscaling these background I am just wondering if this is fixable since it's the biggest roadblock to completion at this point.  Also it will become a road block for Team Avalanche in the future once they have more and more scenes finished up.

I don't mind if a fix takes time, just wondering if you have put any attention to it yet.

130
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-17 05:57:58 »
I have found two small transition problems so far.

Here's the first - http://youtu.be/maHkM-zRugg
The backgrounds it pertains to are md_e1, cosmo2 and (can't find the one with Bugenhagen):(

Here's the second - http://youtu.be/WpSNWQynkjM
This background file is bugin1a.

I've nearly gone through the entire game so everything is looking good so far.
I do spot certain backgrounds that stand out a lot more because of their jagged nature - such as http://www.mediafire.com/view/blpdty87swa5lb2/ff7_2014-07-16_16-59-56-62.jpg

But I haven't been reporting these because I imagine they are unavoidable.

Oh man thanks so much for the help.  The transition problems may or may not be fixable on my end.  It might have to do with the fact that aali's driver doesn't handle lighting effects properly for custom field scenes. 

As for that last picture, actually I would like you to report everything like that.  I can easily fix it, it just has to be done by hand, its hard to explain but basically their are different parts on different layers and it would be impossible to automate with a script since you would need a human to deduce what piece belongs on what layer, whereas the script would just put them on top of each other and cover critical pieces.  Also these types tend to confuse Facepalmer into thinking they are a door so the black edges are because they were not rendered into the original background scene but came afterwards. There are only a few scenes like this but they give me the most trouble when I find them.

I remember doing that scene in my first project Blackfan so I know I can fix it for sure.  Please direct me to anything you find of a similar nature.  Seriously though I really appreciate the help!

131
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-16 16:43:28 »
Okay I see, its a layering issue then, I haven't looked at the source files before.  I could look into it and see what can be done after the next release.

132
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-16 16:14:20 »
I believe it would be possible seeing how Grimmy seems to have done something similar except I think it was with fractals.  Maybe he has a script or something, although I dunno if he has been around lately.

133
FF7 Tools / Re: Palmer - Field background editor
« on: 2014-07-16 05:35:08 »
Awesome, so there were missing layers as I suspected! Thanks as always  ;D

134
FF7 Tools / Re: Palmer - Field background editor
« on: 2014-07-15 16:50:45 »
Hate to bump an old thread like this but I found a minor bug in Palmer.  The field scenes "fr_e" and "lastmap" crash consistently when trying to export or import.  They actually do the export or import but then it crashes.  I am not sure if it is spitting out all the layers before it crashes or only a few of the layers.

135
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-15 15:58:52 »
Well due to the overwhelmingly positive feedback, I think I'll stick with process.

I'll get to work.  8)

136
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-15 07:04:19 »
So what do you guys think of this?  Click for fullscreen.

137
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-13 17:05:36 »
Well the scaling algorithm is called "Preserve Detail" in Photoshop.  So something like that would probably do.  Also I am gonna be doing another round of this.  Since a lot of people don't like the noise and I found a way to use dithering to get pretty much the same affect without it.  Also found a way to remove pure black in the images to save space (hopefully a dramatic amount of space).  The game fills in transparency with black anyway and this is what the original textures did as well to help save space.  I guess you could say I'll be doing a version 2.0 out soon.   Maybe you wanna wait or you could offer both.  Up to you.

138
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-11 17:08:24 »
Actually I could probably do it several times lol.  We thank you very much though for your dedication and hard word.  Wish I had the skills to help out.  I got into 3d modeling a little bit ago but I barely have the skills to make a decent looking building for now.

139
I got locked out of my account last night for trying to update from my old email to my new one.  Apparently the forum email is down but thankfully I found LeonhartGR on YouTube and he contacted to Covarr to help me regain access.  Much appreciated gentlemen!  Perhaps this will serve as a warning to others.  Maybe we could put a "contact us" button on the main page just in case this happens to others?

140
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-11 05:34:18 »
That would require me to completely redo it from the beginning.  Which I might do eventually (was already considering it, just to give another option), but I'd rather focus on finding, documenting and fixing the minor imperfections for now; something even Omzy's pack could benefit from since we use the same script. 

The noise is actually already a grey colorless noise.  It is also very light, it was never meant to be noticeable, just to add pseudo-detail and help with blending the sharp contrast in the colors.  I originally preferred no noise as well, I created the re-size algorithm Omzy decided to use (there were a few of us doing similar things, couldn't agree on everything lol) and back then I was heavily against the noise as you can tell.  It doesn't really work with the fractals but with something like this I feel its very nice.  I tested for several days trying to perfect the re-size formula this time around so I wouldn't have to redo it. 

I eventually decided on a very light noise because I felt it looked better in game.  Keep in mind I'm testing it on a big TV from about 7 foot distance, and it is literally impossible to notice this way.  However it brings a certain sharpness to  the image that the other test image didn't.  Up close it might not be so appealing, but I had to choose which viewing distance to optimize for.  I just feel like this game should be played on a TV with a controller probably on a couch or comfortable chair.  Also I am sure that part of it is just my personal preference.

This project is essentially the opposite of what I attempted with Blackfan.  Rather than smoothing and distortion for the sake of aesthetics, I am focused more on accuracy, sharpness and detail.  Since the average user probably wouldn't even notice the noise unless explicitly directed to look I feel it's usage is justified so long as it remains very light and colorless and adds depth, even if its only an illusion.  Some people will undoubtedly prefer the other method and I am all for it!  My hope is that this be added to the bootleg and users can choose for themselves what they prefer.

Actually my true wish is really that all this becomes obsoleted by re-rendered TA backgrounds sooner rather than later, but I've got to be practical.   :P

141
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-11 04:33:52 »
you mean an image without the noise pass?  Here's one.  Click it for full-screen.


142
It was no trouble.  ;D Thank you for the mod in the first place! I'm always ready to help out with a game that meant so much to me. I'm sure others feel the same.  :-D

Great work man, FF8 was my favorite so I am looking forward to this, and you have helped speed things along quite a bit.  Now that your all finished up maybe you could help me out with my pack now  :mrgreen:

143
Man this is pretty awesome. I'll record in a CD for my car if I may.

Nobody can stop you from ripping the track from YouTube, but consider purchasing it off loudr, its only 5 bucks and you'll be helping him out.  Plus you can purchase it in lossless quality which is a mega plus for freaks like me :D

144
Releases / Re: [REL] FF7 Re:Sampled 1.0
« on: 2014-07-10 20:39:09 »
Could you post some ingame screenshots so I can see how they currently look? (I know pics never do these things justice but still)

I'll try to reorganize the first post with some screens.  Probably not in game shots just comparison images.  I may put together a sampler pack for the first bombing mission that way people can see if they like it before downloading the whole huge thing.

Also I have applied some fixes that Napper has mentioned above so thank you so much for the help.  Please keep um coming.  I have also added some color and vibrance to the images as per cmh175's request so it will require an entire new upload.  Version 1.1 will be up a little later today with the fixes and color changes.

145
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 21:19:09 »
I'm going to port this DLPB and Lusky translation into the PSX game as soon as R02 is ready, I have all the tools ready  :)
Maybe I'll open a new post in the RHDN forum.

Cool man lemme know when it's finished!

146
General Discussion / Re: anyone have asmodeon's shader?
« on: 2014-07-08 20:58:55 »
The link that was posted last time you came back is still up
http://forums.qhimm.com/index.php?topic=14330.msg200378#msg200378

Thanks man I had a feeling I had asked before.  Appreciate it.

147
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 18:01:02 »
Is there any way to install BEACAUSE to the PSX version if I have an iso? Kinda off topic but just wondering if anyone has accomplished this.

148
General Discussion / anyone have asmodeon's shader?
« on: 2014-07-08 17:50:15 »
Specifically the one listed below.  I believe shader's would compliment my upscale project very nicely and would really love to get my hands on this for testing.  The link has been dead forever though.  If anyone has this shader I would really appreciate it.

ComplexMultiShader.zip                          Asmodean        New Complex Shader for Aali's Driver    Qhimm FILE

149
Releases / Re: [REL] FF7 Re:Sampled 1.0
« on: 2014-07-08 17:42:57 »
Great news man. They currently have a grainy sort of look because of the color but they aren't washy looking at all and look pretty clear. With some cleaning up these would look really good.

help me out then
https://anonfiles.com/file/9c9b3c8f38cf93b3d4b808f72a4ed50a
here is an original, show me what you would do to "clean it up" and then send it back and outline the process, if you could.  I have a few ideas, but its always helps to have more than one mind on a problem.  thanks

150
Releases / Re: [REL] FF7 Re:Sampled 1.0
« on: 2014-07-08 04:46:01 »
Great Stuff yarLson! You mentioned you wanted to hear if there were any small discrepancies.

 junair -  The highwind's lights don't fade and emit. [Just need to delete junair_16_00.png]
 gaiafoot - Large black squares present
 trnad_1 - The screen is supposed to transition into a green mist but the screen just goes black instead. You can see the transition here https://www.youtube.com/watch?v=qzWb-zMsjLo&list=PLB3794695EC5A2382#t=3595   [at the 1 hour mark]
 md8_5 - Blue Lines and squares. [This also had to be fixed in Omzy's Field Pack]

Thanks so much.  I gotta few days off this week so the more we can find quickly the better.  I'll try to get a fix up for these tomorrow. I was gonna start a new playthrough myself and see if I notice anything but the more we have looking for errors the better.

These look pretty good. I used the Facepalmer mixed with the others preset in bootleg. Yours maybe clearer, but the color looks fainter, so the field models stand out more like the environment is just a backdrop. If you're able to punch up the color so it's closer it'll probably be the best upscaled field backgrounds we have. This has massive potential though if you can keep going forward with it.


Well thankfully color is something I can easily fix without having to even rewrite the modpath textures (hopefully).  I could just pump up the saturation and vibrance a bit and should fix it.

I also fixed the link and made it a proper zip.  I dunno why the torrent won't work.  So I will remove it for now until I can get my seeds working.  I'll put up a few mirrors in the next few days to give people more options.

Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 29