Pack:
MD5 : FC69E2DBD9F33731C543A7022A76B21E
SHA-1 : C044318AE8CE54D2F9613C73FC3B531D1D39C27B
SHA-256 : EBB8681B655E9EB6ACCD762EA570666622C33BD45CD45C5CDAEE537F6EFC722A
movies:
MD5 : 88B7666F5BE355E8C5FBED5EE90D27CA
SHA-1 : 2BC54945F1B77FE097B841DA0EAFD76EE8B3C5BD
SHA-256 : 787C0264751FA6D1E05B8FBE21C6FD7707C45252E296D28BF744DB8EDAF713A0
satsuki, could you post a SHA-256 for these? I'm a little surprised mediafire doesn't do that automatically.I'll do it as soon as i'm home, but with 7-zip if the file is corrupted you can't do a full extraction properly
I'll do it as soon as i'm home, but with 7-zip if the file is corrupted you can't do a full extraction properlyAh! I wasn't aware that 7zip had that bit of built-in verification :) No worries, then.
Awesome job! One complain from my side, the effects for the Highwind looks wrong.You mean in the world map ?
I found another texture bug for ya satsuki.
https://i.imgur.com/sSzhuP8.jpg (https://i.imgur.com/sSzhuP8.jpg)
The ambient lighting around the sample pod stays consistent instead of fading down low like it usually does.
Sadly the lightlayer can't be replaced without to break the light animations.
Sadly the lightlayer can't be replaced without to break the light animations.
I've had a look at them and honestly I'm not impressed. The detail has been obliterated. I'm looking at the Gold Saucer fields at 1280 * 960 and the look is very plastic and smooth. It's again traded one problem (blockiness) for another (super smooth).
My own solution using scanlines on the originals is actually better.
I appreciate the monumental time and effort, but this isn't to my taste in any case. Unless I am doing something wrong.
One thing I noticed in the movie pack you did Satsuki is that a few of the videos use french. Anyways to get an english version. Ending2 for example.Well i'm french so ,i've done the french videos (as i said in the first post "I've also refiltered the videos files from french psx version")
it do not miss the textures of magic and etc?The part witch aren't released are : minigame, disc, game over, credits, magics, menu.
Some of those fields are really impressive. It's a shame others need to have heavy filtering.Yes, it' sad that ff7 si not constant in quality accross the game, the 2 main problems are that the downscale used by squaresoft in 1998 is not a good one and produice aliasing in original game desing and it's hard to upscale well, and the other one is the palette colors witch made some field a real mess to upscale without eavy filtering...
Subtitles maybe?
If there is some criticism that I could leave it's that the blacks in your FMVs are too bright. Maybe they need more contrast? Because your FMVs don't transition seamlessly from background to video.The constrast haven't be modified but the video player plugin's may work in it's own way.
That sounds like a simple Tv/full range problem that could be solved with a change in the Aali video shader or by recoding the video.maybe, a tv range is typical 16-235 and a computer screen 0-255 but why the range would be différent in game screens and in videos ?
That sounds like a simple Tv/full range problem that could be solved with a change in the Aali video shader or by recoding the video.
The constrast haven't be modified but the video player plugin's may work in it's own way.
Have you tried with the original videos ?
#version 110
uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;
uniform bool full_range;
const mat3 mpeg_rgb_transform = mat3(
1.164, 1.164, 1.164,
0.0, -0.392, 2.017,
1.596, -0.813, 0.0
);
const mat3 jpeg_rgb_transform = mat3(
1.0, 1.0, 1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0
);
void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color;
if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0);
else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
#version 110
uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;
uniform bool full_range;
const mat3 rgb_transform = mat3(
1.0, 1.0, 1.0,
0.0, -0.344, 1.77,
1.403, -0.714, 0.0
);
void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
If both do not work because either ffmpeg does get the info wrong or the videos are not correctly signaled then one could hardcode the correct one in the shader.Just a suggestion, it might worth adding some screenshots in the first thread where also battle and more open world pictures are showed.Feel free to add your own and i'll paste then in the first post ^^
Yes you can replace the remako ones, it'll works.
Thanks for doing this, feel free to share it once it'll be final (i'll add alink to your .iro in the first post ^^)
Thanks i've updated the files you sent me (only cleaning and some fields optimisation 2 or 3)Tested both battle and field+char in Midgar areas, working beautifully so far with 7th Heaven. Will update once I hit the outside world.
I sended an email with the links to you, s you can test them, and if it's all right, i'll update the first port to add the iro's links.
Tested both battle and field+char in Midgar areas, working beautifully so far with 7th Heaven. Will update once I hit the outside world.
Hello. First time posting. I'm a bit confused as to how to install these mods. When I import them or place the iros in mods, 7th Heaven folder, I don't see any difference. They are active and are in the proper load order. But when I unpack each iro and then place the folders in the textures folder of 7th heaven, I see the mods working. When the iros are imported, shouldn't 7th heaven automatically process them and place them in the textures folder. It's always empty when I import the iro and place them in the mods folder. Which is the correct way? Manually by unpacking each iro or importing them through 7th Heaven and then put them in the correct order? Or do you do both. Thanks for any assistance.
I added the links in the first post.
Hello !
Thx for sharing your work, i have a question, i'm using avalanche arisen for battle texture and remako hd for field texture, what is the difference between thoose one and yours?
Also do you have an iro for a battle model ennemies ? i use the one who figure in 7th heaven but it looks older
or can you explain how you upscale the video, than i can make this 2 videos.Realy complex processing with at least 4 or 5 tools, some home made and witch only work in my computer environment (with dependcies, specific cpu and gpu ...)
how did you edit the VideoTry virtualdub2 it's doing this in an easy way, or go fro avisynth (thats the way i edit my video but not realy easy to handle)
Realy complex processing with at least 4 or 5 tools, some home made and witch only work in my computer environment (with dependcies, specific cpu and gpu ...)
Try virtualdub2 it's doing this in an easy way, or go fro avisynth (thats the way i edit my video but not realy easy to handle)
Realy complex processing with at least 4 or 5 tools, some home made and witch only work in my computer environment (with dependcies, specific cpu and gpu ...)
Try virtualdub2 it's doing this in an easy way, or go fro avisynth (thats the way i edit my video but not realy easy to handle)
or can you explain how you upscale the video, than i can make this 2 videos.
I can´t find anything how this work.
Upscaling videos really is fairly straight forward.
Use ffmpeg to split the individual frames from a video
Optionally/depending on the source: remove compression artefacts with the batch method of your choice; Use ESRGAN/gigapixel to scale
Use ffmpeg to recombine audio and images.
Its very simple with ffmpeg:
ffmpeg -i video.video $filename%03d.png -hide_banner (splitting)
ESRGAN/gigapixel
ffmpeg -framerate 30(or whatever you want) -i '%3d.png' -b:v 6393K video.mp4 (recombining to video)
ffmpeg -i video.mp4 -i audio.audio -shortest -c:v copy videoplusaudio.mp4 (adding audio)
Theres an all in one script for esrgan video scaling too but its alot slower and limits your options to remove compression unless your have a proper interpolated or trained model that can handle it and still give you statisfactory results on the scaling itself. Like ALOT slower. Ubearably slow!
But if you prefer that:
https://pastebin.com/EFghprz7
Hello Tracido, thx for the sharing, awesome world texture with thoose combines ! ^^, are you plan to do the same with the field texture and the battle texture?
oh got it thx
already got it but thx ;)
Is there any way i can use this mod without downgrading the game to the 98 version? I'm using the Steam version and this seems to be the only mod on my list that requires it.
If Kela's dont i will