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).
Hi Aavock, I've made some edits to the "general" items icon, which I think is more faithful to the original.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.
Let me know what you think about it.
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.
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?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.
https://i.imgur.com/DkpQv7F.png
Hi Aavock. I didn't notice there was a much better version of the items icon done by you.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.
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 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.
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.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.
I know some people love transparent backgrounds, so it's a nice addition. Thank you!
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.
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.
Thanks for the report daedrixx2, you can download the quick fix here (https://i.imgur.com/0G6G9UL.png).Beautiful! Can't wait for the english version, thank you Aavock!
Here's the preview:
(https://i.imgur.com/raSJC0u.png)
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?
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 folderNice catch -Ori, this particular file wasn't included in Satsuki's pack that's why it was nowhere to be seen for me.
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)
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.
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.
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)
(https://i.imgur.com/2JFpt65.jpg)
(https://i.imgur.com/wT6rVeY.png)
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.
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.
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.
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)?
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.
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?
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?
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?
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?
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?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)."
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
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 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).
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?
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!
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.
Alright let me reply.No you don't get it.
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)
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!
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.
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)
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.
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.)
All right, in this pack (https://www.sendspace.com/file/s6gdsi) you'll find the updated fonts including minor fixes and corrected shadows.You are great! Thanks a lot
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!
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*Exactly, for a CRT screen back then it was not a priority to get that sort of accuracy I guess.
Thanks Kuraudo. Those are the "full body" artworks and they're different from the ones used for in-game menus.Your avatars are simply the best!
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!
AAvock are you using the stock font spacing?
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.During the Chocobo race only, I did not encountered that particular issue anywhere else.
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.
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.
Hi L@Zar0,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).
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.
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.
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.
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
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. ;DJust 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.
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. ;DHey Aavock any updates on this?