Qhimm.com Forums
Miscellaneous Forums => Graphical => Topic started by: sl1982 on 2011-03-10 00:56:35
-
Part 1
http://www.megaupload.com/?d=M647PMRI
Part 2
http://www.megaupload.com/?d=XK4VX73X
Part 3
http://www.megaupload.com/?d=OAWP5GCL
Part 4
http://www.megaupload.com/?d=O928Y0RY
Part 5
http://www.megaupload.com/?d=0VTMD9DA
Opening to Train on the way to subway before reactor 5
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png
Instructions:
1. Open ff7opengl.cfg and make a modpath (If it is set to something other then 'modpath = none' then you already have one. Use that)
2. Extract to your modpath ( /mods/[whatever your modpath is])
3. Enjoy.
Screens:
http://img97.imageshack.us/g/nrthmk.jpg/ (Note that these have been compressed some so they werent so huge)
-
very good work. I'll go from the final battle then. keep it up.
-
I've had a bad first experience on the forum but anyway like I've always said : thanks for your works ! Happy to see that some mods continue to be released ! :) Like Aali who have recently updated his OpenGL driver.
-
Just tried this, looks quite good, definite improvement over the originals.
Nice work sl :)
-
Just tried it myself. I second everything Timber said. Looks good ;)
-
was wondering if your having any problems with animations? the animations in the forgotten city seem to have been lost in the conversion (but not the animations of the backgrounds I did in midgar). And some of the scenes are much too bright without the layers of light fading in and out. Will I just have to wait for a new palmer to fix these?
-
was wondering if your having any problems with animations? the animations in the forgotten city seem to have been lost in the conversion (but not the animations of the backgrounds I did in midgar). And some of the scenes are much too bright without the layers of light fading in and out. Will I just have to wait for a new palmer to fix these?
Animations are tricky things. You have to render a scene for each seperate animation. As for lighting you are best off deleting these files from your releases as the driver has no way of implementing palette changes in the pngs. If you are using 0.7.10b it will actually give you a GLITCH error involving palettes. This is your best clue that some file is not working properly.
-
Yeah I was thinking I might have to leave the light as is. Just wanted to get your opinion on it. Thank you sir.
-
Can anybody maybe post a screenshot of the improvements? I just left for vacation and will be gone for another 2 weeks, so I wont have a chance to try it out myself for a while ]=
Thank you in advance
-
Also just curious how you are finding the names of the files so that you can follow them in order? Do you have some sort of a reference, this would be great cuz right now I am just opening files in palmer at random trying to find the right files. If there is no reference available I might just have to go go alphabetically after all because this is turning out to be quite a hassle.
-
Can anybody maybe post a screenshot of the improvements? I just left for vacation and will be gone for another 2 weeks, so I wont have a chance to try it out myself for a while ]=
Thank you in advance
Screenshots would be nice indeed.
-
Also just curious how you are finding the names of the files so that you can follow them in order? Do you have some sort of a reference, this would be great cuz right now I am just opening files in palmer at random trying to find the right files. If there is no reference available I might just have to go go alphabetically after all because this is turning out to be quite a hassle.
Turn on show missing textures in ff7opengl.cfg. Then it will log in you app.log what files it is looking for at what scene. Or you can look on the file reconstruction, there is a list of what field files are what.
-
excellent! thanks again
-
Gave them a go. They look great! In reviewing the screenshots you've uploaded, it always amazes me that the game cuts off a good portion of some of the larger backgrounds.
-
Just to make a quick feedback, now that I've tested it. The enhancement is really visible, on a 1920x1080 resolution what a change, no pixels (and there are legion on that resolution).
Really a good enhancement, good work as always ! And again thanks for sharing with everybody !
-
Thanks! I hope to have the next 10 scenes out soon, but honestly some of these scenes are a royal pain in the ass to do.
-
yes they are I recently stumbled upon one with over 20 layers in it.
*edit*
I just ran into a scene with 61 layers :o
-
Just tried this out, I am amazed :o
I always play at 1680x1050 which is noticeably pixellated, but with these, it's super smooth. Sure, there are some things that look odd, but the overall quality of it is quite outstanding! It's almost like a re-render.
-
Quality mod, the game finally looks good fullscreen with it.
-
sorry i'm pulling my hair out right now, but i have tried all i can think of but to no afail.
how do i use this mod? i have put the folder in the /mods/, and have edit the modpath, but still i can't see any changes.
can someone help me, please guide me with simple & easy step?
-
well dont go too crazy its only a small release. but make sure you write in the config file your modpath without the mods/ in front
for example if you using the avalance patch it would be
mod_path = Avalanche
NOT
mod_path = mods/avalanche
also make sure there is no # sign in front of the command
if it looks like this
# mod_path = Avalanche
then its not gonna work. that should get you working. unless its a technical issue.
also be sure to place the folder tree inside mods/(modpath)/field/
not just in the modpath itself
-
First of all, congratulations.
Then a simple question for yarLson: are you working on the field enhancement together with Team Avalanche or independently?
I am asking because the latter choice would seem counterproductive to the goal (considering also the time needed for increasing the background resolution). I am sure working together would not only speed up the process but raise the quality bar of the production itself.
-
Neither this project or yarLson's are a part of Team Avalanche. They do not meet the quality standards required (I should know, i came up with them). These projects are just a resize with some filters applied.
As for the reason we did not join forces? We disagree on the best method of redoing the backgrounds. But we are working on different parts of the game. I started at the beginning, he at the end. So at least people will not have to wait until one of us finishes all the scenes.
-
I have to add in my 2 cents here which I mentioned before. I know no bugger is gonna listen and that people have made up their minds, but imho png is just too big. I have done some tests and in all honesty I cannot tell the difference between setting 10 jpeg (even setting 9 isnt bad, and would make around 1MB a map) in adobe and PNG aside from the fact a 400% background comes out at 4-6X the size on disk.
Is the very small quality loss really worth having 8GB of space for this entire mod? I have to say I don't think so. A mod of all backgrounds which stands at around 1.5-2GB with very little loss is preferable to PNG in this case.
Just putting that out there, for all you people who are doing these projects :)
-
That would be all fine and dandy if aali's driver used something other then PNG. But it doesnt, so we dont use anything else.
-
he did say it was possible though ;) with some modifications.
-
Im not going to bother him with it. This is functional and in my opinion he has more important things to work on other then something that will reduce the size of the images.
-
besides if he ever adds jpeg support to his driver, a total conversion of the finished product would be pretty easy compared to the work of getting it all finished up.
-
Not to mention JPEG does not have an alpha channel.
-
sl and dl I'd like to get your opinions on this image
http://www.mediafire.com/i/?9d2so2m850hacvc
you see I wanted to take your guys input into account while upholding to my own standards. I simply could not condone the discolored strings that the resize and sharpen seemed to produce (even though they are so tiny I am sure the majority of players wouldn't even notice) but I started to see the loss of detail in my blur method after doing about half the northern cave and decided, like you said sl, that it wasn't really worth it after all so I did some more experimenting. Honestly I don't know how I didn't think of this sooner but I think I have come up with some solid settings here. If you like them sl then perhaps we could combine projects after all.
So here is what I have done to this image. Basically the settings in Perfect Resize are just as you said you were using. The same texture control we agreed on and the unsharp mask with the same settings you told me you had used on that materia cave picture. There is no grain added however. Now instead of applying a blur to remove the small strings of discoloration, I used a remove noise filter with these settings
strength 2
preserve detail 100%
reduce color noise 25%
sharpen detail 50%
this actually seemed to remove all strings of discoloration, much more effectively than my previous blur technique without any loss of detail. However I did notice that the because of this filter the color is left just a bit duller than the original image so as one last final touch I went to Image>Adjustments>Vibrance and put vibrance to +10 and saturation to +5. This seemed to bring the color range back to the original level but without any of the tiny discolored "strings". In the end I really like the results and I hope you like them as well.
-
seems nice :)
-
I for one, prefer having the highest quality.
Sure it's big, but so are modern video games.
Here is a solution that I have tested: http://www.freemancontingent.ie/archives/623
It took your 'md1stin' from 9.16mb to 7.86mb using the brute method, with no quality loss.
To do a batch you just have to select multiple files.
I recommend you use it on the Team Avalanche stuff too. :)
-
Anyone post some screens pliz=)
-
haha i just did man on my last post
-
Missed it XD
-
I for one, prefer having the highest quality.
Sure it's big, but so are modern video games.
They are not 8GB (not to to mention the cache that will be needed) for a few hundred 2D backgrounds. The difference in quality is so small it is not worth the extra 6 GB. I know aali would have to implement jpeg support but hopefully at the end it is possible to batch them all.
It is like saying you want the highest quality so you will use lagarith codec instead of H264. I think 8GB is crazy for this project but hey ho, that's just me, and hopefully as I say the project can be batched at the end.
-
I am not arguing the fact that the smaller filesize of these images would be nicer for downloading. They are not good enough in my opinion to warrant lossless PNG. The TA remake on the other hand is a diff story. As for being batchable i doubt it. Given something would need to be figured out for the missing alpha channel of JPG. My honest opinion on the matter? JPG is not worth it due to the amount of work it would take, not due to 'highest quality' or anything like that.
-
Well FFXI, FFXIII, and FFXIV are all over 8GB, to give you some obvious examples, as well as almost all of my PS3 games that I run from HDD.
You are right about the cache though :P That would really bump up the size.
Then again maybe cache isn't really needed for the field scenes, and aali could disable it for those?
Also like sl said, wouldn't the lack of transparency make jpegs pretty limited?
I don't think comparing it to lossless videos is really fair, since I imagine the file sizes would be even bigger, and for such brief sequences in the game.
But the field scenes are the primary visual in the game, totally worth it. :D
-
The cache system should not really pose a problem. Who doesnt have a hard drive larger then 25 gigs these days? Plus the cached files are a lot smaller then the PNG's anyways.
-
True, but I would still want it disabled, just to avoid any compression artifacts being added to your beautiful scenes :P
Did you try the pngcrush I showed? It really lowers the size by an impressive % I think.
-
Field scenes are not cached anyway so thats not an issue. The alpha channel could be kept in a png of its own so thats not really an issue either. That said, jpeg is an inferior format and I think it should be avoided at (almost) any cost. Png is already almost small enough to be the right choice for any situation and the trend is certainly not going towards smaller disks and lower bandwidth :)
-
sl1982, I just uploaded my first release. I'd like to get your opinion on it if your not too busy sir. The entire Northern Cave is done, except for the last 4 images because Palmer had some errors with these. Are you almost finished with your next set? I'll be doing the mission at the end of disk 2 next.
-
I am almost ready to release the next set but I have been busy and ran into a few problems along the way I need to sort out. As for checking out your backgrounds can you upload the full images? I have no save near the end of the game to test them out.
-
yeah I already have all the original layers saved for my open source idea. I'll upload them and post a link on my thread.
*edit*
okay the source images are ready to download
-
Part 2 is up
-
Cool :D I'll test it for sure.
-
I have gotten a lot done in the last 2 days, since I have had a lot of free time. Almost ready for another release after some testing. I have a question though, is there any way to force a layer to display underneath the character? You see I am having problems with a couple of doors in rocket town. They look fine, there are no problems with appearance, its just that when Cloud approaches them when he gets close, but before they open, he goes underneath the door. One of them is particularly noticeable and its just plain ugly. Thanks for the help and good work on part 2!
-
It should be possible. You would have to put the door on another layer, which one I couldnt tell you.
-
ah okay but if I do that then won't it just stay shut? Its not a terribly big deal considering everything else is going well. I am just hoping that a new version of Palmer will be able to fix this kind of thing by allowing more control of the layering.
-
ah okay but if I do that then won't it just stay shut? Its not a terribly big deal considering everything else is going well. I am just hoping that a new version of Palmer will be able to fix this kind of thing by allowing more control of the layering.
I couldnt tell you. Have you looked at the original to see if it exibits the same problem? Either way I am resigned to the fact that some scenes are not going to be perfect. I just spent over 4 hours trying to fix on scene with no success.
-
yeah I have had similar mishaps. I came to the same conclusion. I spent 4 or 5 hours on one of the scenes in the northern cave. And I didn't even have much to show for it either haha.
-
Just experienced Part 2 in-game. They look great, bravo !
-
Hey thanks for the part 2 ! I'll test it right now ! :)
Edit : Part 1 was allready : "Consists of the opening train scene to the reactor bomb placement." So I suppose part 2 starts where part 1 finished. But where finish part2 please ?
-
Getting of at the sector 7 train station.
-
Thanks a lot for the information Sl ! :)
Edit : Test of part2 finished, (so part1 too, I have start from the beginning) really great too ! We can easily see the difference when we quit Sector 7 Train Station to enter Sector 7 Slums. :P
-
Just tested this, and... WOW. The improvement is unbelievable.
I can't wait to see the Temple of the Ancients enhanced. Costa del Sol should look really nice too.
-
Part 3 is up. Enjoy.
-
That's quick ! Thanks Sl ! (Will see myself where it ends ^^)
Edit : Or not you gave the information ^^
-
very nice work, thx man
-
Ok........embarrassing question time - where is "ff7config.cfg"??? I have Avalanches last release along with the remix patch, Aali's driver etc but no ff7config.cfg, just ff7config.exe - someone mentioned when I searched did someone "make it", it has to be created manually in notepad? Please don't laugh.....well do if you must if its the price of answer! :|
-
SL actually meant ff7_opengl.cfg
-
Oops sorry about that.
-
Ah thank God for that! Thought I'd finally lost it completely! :o
-
Part 4 is up.
-
I can't believe how fast you're going SL ! This is great.
Still, even though your method of enhancing the field backgrounds must be the best anyone could do right now, I feel that the feeling of depth & perspective is sometimes lost in the process. I sometimes have the feeling that I move a polygonal character on some kind of watercolored painting - not in an actual 3Dish field background. And the original pics, while pixallised, managed to achieve the latter a bit more.
But I guess that's what the whole Avalanche Bombing Mission project is here for ^_^ Anyways, I like your enhancements a lot, believe me : I always put them into my game as soon as they're made available :)
-
I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.
-
I can't believe how fast you're going SL ! This is great.
Still, even though your method of enhancing the field backgrounds must be the best anyone could do right now, I feel that the feeling of depth & perspective is sometimes lost in the process. I sometimes have the feeling that I move a polygonal character on some kind of watercolored painting - not in an actual 3Dish field background. And the original pics, while pixallised, managed to achieve the latter a bit more.
But I guess that's what the whole Avalanche Bombing Mission project is here for ^_^ Anyways, I like your enhancements a lot, believe me : I always put them into my game as soon as they're made available :)
I totally agree, which is why the Team Avalanche method is the ultimate solution. This is a 'as good as it gets' solution until the scenes are recreated.
I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.
If there is lag there is nothing I can do about it. Maybe look into the settings in ff7_opengl.cfg.
-
What do you mean by "lag" Cloud1000?
-
fps drops at beginning of game where you go at bomb. Ultra laggy. Idk if I set the path wrong or something.
INFO: FF7/FF8 OpenGL driver version 0.7.10b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 8800 GTX/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1600x1000, output resolution 1333x1000, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 6
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD
Here is appconfig
# ff7_opengl-0.7.10b config file
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1600
window_size_y = 1000
preserve_aspect = yes
fullscreen = yes
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
# same thing, but for the battle swirl
battleswirl_framelimiter = off
# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
# include armor in magic defense calculation
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = no
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes
# replace FF7's default framelimiter timer source
use_new_timer = yes
# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off
# show every failed attempt at loading a .png texture
show_missing_textures = no
-
Part 5 up.
-
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png
I'm not really sure what this means. Do some scenes not display correctly?
Or is it just an annoying error message?
-
For some of the scenes there are palette changes that cannot be handled in the way we are remaking the backgrounds. The driver will inform you of this. Basically the result of this is that something (usually lighting) is not able to pulsate or do whatever it is supposed to do normally. So you can either leave the files there and have high res but static lighting, or remove the files and have pixellated proper lighting.
-
Thanks again Sl1982 ! Will test part 5 ! And thanks for the explanation about the glitches !
-
uhm...can you put it on mediafire???because...megaupload....sucks...tnx
btw...good work
-
Why the hell are you asking for another website to host files ?! I can't understand ?! There are small files, everybody can take it from MU (without Prenium account), MU is fast and files are corrects.
So just take it from MegaUpload ! oO
Edit : Answer after vgr255 : Sorry I haven't think about that :S I see what you mean.... don't consider this post.
-
He meant in case the files would become corrupted.
-
I just thought of something, in the cases where the lighting is broken, would it be possible to edit just those images AFTER Palmer outputs them and put them back to their original palette using a simple conversion? I will try it, I am assuming the original bit depth of the vanilla images is 8 or maybe 16 bit?
-
So I think, you will have to try converting file to BMP 8bits using Fireworks or something like that (Fireworks have a really good progressive conversion, the result should be great). Then converting again BMP to PNG ?!
When I've started trying to make mods for FFVII (battle characters), then first I've found tutorials using 8Bits textures. First the tutorial was using Fireworks to do a 8Bits BMP, then converting to TEX. Maybe doing the same thing converting to PNG ? Then I've seen that we can use 24Bits textures by now ... I've installed fireworks only for his good ability converting to 8Bits, now it's useless for me, but what you said make me think about it ^^
So maybe this is the way to do what you are talking about ?!
-
Sorry guys, the driver will not handle the palette changes, doesnt matter what type of png you make.
-
Will not? I think the word you're looking for is does not. :P
This is a VERY hairy issue for one simple reason: field script can modify palettes at will. (Not change between palettes but actually modify the colors in a palette).
I am working on it, but dont expect anything anytime soon.
-
good to know, but its a very minor thing, if it'll work someday that will be great, but for now I'm sure everyone can manage. Thanks for the info sl and aali :mrgreen:
-
im having a problem with my mods folder. it seems that every time the game tries to load form the avalanche/mods folder it fails to load every texture. here is the app.log
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon 3100 Graphics 2.1.8787
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 64, vert uniform 1024, frag uniform 1024
INFO: vertex shader compile log: Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log: Fragment shader was successfully compiled to run on hardware.
INFO: main program link log: Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/hand_1_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/sibuki1_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/sibuki2_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/sibuki3_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/sibuki4_00.png, failed
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/opback_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/opback_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/opback_c_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/opback_d_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/opback_e_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/opback_f_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name1_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name1_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name2_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name2_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name3_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name3_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name4_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name4_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name5_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name5_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name6_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name6_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name7_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name7_b_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name8_a_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/cr/name8_b_00.png, failed
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: vertex shader compile log: Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log: Fragment shader was successfully compiled to run on hardware.
INFO: yuv program link log: Fragment shader(s) linked, vertex shader(s) linked.
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/cloud_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/barre_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/tifa_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/earith_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/red_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/yufi_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/ketc_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/bins_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/cido_00.png, failed
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/char/AABB_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/c_eye2_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/flevel/c_eye2r_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/char/AVGB_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/char/AVGE_00.png, failed
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_00_01.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_01_02.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_01_03.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_02_04.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_02_06.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_02_07.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_03_07.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_03_08.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_03_09.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_03_10.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_03_11.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_04_11.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_15_12.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_16_12.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_15_13.png, falling back to palette 0
INFO: tried to load C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/field/nmkin_4/nmkin_4_16_13.png, falling back to palette 0
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
i've tried for two weeks to get this to work. I've used the search on this website and google and one person had the same issue. he fixed it but did not tell how except that he modified a registry entry. any help is appreciated
cpu specs
windows 7
ati mobility radeon 3100
2 gb ram
-
This is obvious. Your opengl.cfg is wrongly configurated. It's not "/mods/avalanche" that you are supposed to put, but just "avalanche"
-
Not to mention the slashes are inverted.
-
Not to mention the dashes are inverted.
Yeah, but I was too lazy to mention that :P
-
well your both wrong. my mod path is correct with avalanche only. those inverted "slashes" aren't my fault as the only place i seen it that way is in the app log. there is no other way that i know to remove the two slashes in the address
here is the cfg file
# ff7_opengl-0.7.9b config file
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 800
preserve_aspect = yes
fullscreen = no
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
# same thing, but for the battle swirl
battleswirl_framelimiter = on
# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
# include armor in magic defense calculation
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = no
# display some real-time debug information
show_stats = yes
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# replace FF7's default framelimiter timer source
use_new_timer = yes
# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag
# YUV fast path shader
yuv_source = shaders/yuv.frag
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = on
# show every failed attempt at loading a .png texture
show_missing_textures = yes
Like i said in a previous post, i took two weeks before asking for help. I've tried everyones help that i found. again. thanks for any help
also it doesn't work in Aali version 0.7.10b either.
-
you have "show missing textures" on. Lemme ask you a question? Are any of the field background enhancements showing up in game or is absolutely nothing working? If the backgrounds are working then you don't have a problem. You see when "show missing textures" is on, the app log will display any texture that does not load from the mod path as missing. This has several practical applications for modders, such as telling you what to name replacement battle textures, but its not really necessary for casual play. Just because it says its missing in the app log doesn't mean its not loading from the lgp. And just from taking a quick look at your app log it doesn't look like any of the field backgrounds have failed. To recap anything that doesn't load from the mod path directly will show as missing when that option is on, as this option was built specifically for modders. If your not modifying the game you should probably just turn it off. Hope this helps. It doesn't really look like you have a real problem as far as I can tell.
oh and as for the backwards slashes, the app log just does that for some reason. No cause for concern
-
yarLason; im actually using your mods (field enhancement) along with sl1982's and FL's battle scenes. i don't see any improvements to the field or the battle scenes as i have all that installed in my mods folder. what i do see in the app log is the the two slashes in the addresses that failed (looks like this "\/"). i think this is my biggest problem as i don't see anyone else app log look like mine except for the one guy who had the same problem. Thanks.
-
again your app log looks like that because you have show missing textures on! turn it off and take a look. As for the backgrounds not working, this is a work in progress so check to see which of the backgrounds we have actually completed as their are quite a few that still need to be done. Just turn off show missing textures, you don't need it and it seems to be confusing you, if you have a problem loading the backgrounds that have actually been completed then let me know further details, but what you've posted so far only leads me to believe that your just confused.
-
Your app.log shows nmkin_4 to be working properly. If it was not working properly it would have a failure after falling back to palette 0
-
Just like this... I think this APP log is impossible because of the slashes. In fact, they all are supposed to be \ and not / and the driver won't load any path with / automatically, so you better reinstall IMO.
(Or is it a fake?...)
-
Vgr255 there is nothing wrong with the way the slashes are. Its just the way it is. If you don't believe me just turn on "show missing textures" ad see for yourself. Its just thte way it displays it, I dunno why, but there is no problem with it.
-
This makes no sense to me, because I've never ever ever encountered such an issue, and I used the driver quite a lot. Even with this option on, it didn't make my APP log like this. I didn't thought that would be the case for other persons...
P.S.: Try turning it off...
-
well thats the way it shows for me and I've never had any problems so I guess either way is acceptable
-
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png
IE = in example? Do I have to delete tin_1_15_00.png only or must I delete all the following files:
(http://img813.imageshack.us/img813/4034/filesm.jpg)
Thanks for a short reply!
-
It would be any file that has 15 in it. But not all scenes have palette changes so they would not need to be deleted. If you do not wish to search for all of them then just delete them all.
-
Ah, okay! Thank you!
-
Ok, i'm kinda a newb at modding games, so I have no clue what I'm doing wrong. In my config file, I had the' mod_path = none' showing up in my file. So, I've also downloaded all the files from this and extracted them inside the mods folder. I've never downloaded anything related to that "avalanche" (ie mod_path = avalanche) so I don't have those mods either, I just really wanna get these to work. So I extracted them in the mods folder, and I put 'mod_path = mods' in my config file, but I'm still not seeing any improvements to the game. It seems like there should be some sub folder in the mod folder, but i'm not really sure. I'll copy what is in my file, and hopefully someone can help me get this working. Remember, I extracted all the files I downloaded from here straight into the mods folder, so maybe that was a mistake but I don't know.
# ff7_opengl-0.7.10b config file
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = yes
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
# same thing, but for the battle swirl
battleswirl_framelimiter = off
# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
# include armor in magic defense calculation
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = off
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = no
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes
# replace FF7's default framelimiter timer source
use_new_timer = yes
# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off
# show every failed attempt at loading a .png texture
show_missing_textures = no
-
Ok, i'm kinda a newb at modding games, so I have no clue what I'm doing wrong. In my config file, I had the' mod_path = none' showing up in my file. So, I've also downloaded all the files from this and extracted them inside the mods folder. I've never downloaded anything related to that "avalanche" (ie mod_path = avalanche) so I don't have those mods either, I just really wanna get these to work. So I extracted them in the mods folder, and I put 'mod_path = mods' in my config file, but I'm still not seeing any improvements to the game. It seems like there should be some sub folder in the mod folder, but i'm not really sure. I'll copy what is in my file, and hopefully someone can help me get this working. Remember, I extracted all the files I downloaded from here straight into the mods folder, so maybe that was a mistake but I don't know.
You just need to make a subdirectory within the mods folder. Most people name it avalanche for simplicity sake. set the mod_path to avalanche and put all those files in that avalanche directory. For whatever reason, has to be a subdirectory within mods folder. You COULD name it C:\Program Files\Square Soft, Inc\Final Fantasy VII\mods\mods\ if you really wanted to set the code to say mod_path = mods
-
Hi guy !
I have a problem with sl1982's Field Enchancement
.....
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_00_01.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_01_03.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_02_04.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_02_05.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_02_06.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_03_06.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_03_07.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_03_08.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_03_09.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_03_10.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_04_10.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_01_02.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_15_12.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_15_11.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_16_11.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_16_12.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_17_11.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_15_13.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_16_13.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_17_13.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_17_12.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_15_14.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_16_14.png, falling back to palette 0
INFO: tried to load d:\game online\final fantasy vii\/mods/Avalanche/field/nmkin_5/nmkin_5_17_14.png, falling back to palette 0
....
All Field Files have such problems.
I config opengl:
mod_patch = Avalanche
And Link This file:
D:\Game online\Final Fantasy VII\mods\Avalanche\field\nmkin_5
So, what problems for above ???
(I'm Speaking English little bad)
-
this field enchancement is only for Midgar ?
-
Unfortunately not, he's still working on more.
-
Unfortunately not, he's still working on more.
I wouldn't say unfortunately :P
SL, if i may ask, Are you fields resized with filters applied like the rest?
-
Perfect Resize to upscale, and a bit of grain added.
I am sorry to say though that this project is dead. Facepalmer has superceded this as it is much faster and easier to use then manually editing thousands of images.
-
Are these of higher quality? I'll just combine the two if it is :P
-
Well, I think it's the same.
<sl1982> I am not going to duplicate work others are doing. It's a waste of my time.
-
Its debateable. Some like yarLson's or facepalmer better, some mine. The only difference between them is I added a layer of grain.
-
Perfect Resize to upscale, and a bit of grain added.
I am sorry to say though that this project is dead. Facepalmer has superceded this as it is much faster and easier to use then manually editing thousands of images.
Amen.
-
The PNG in the Temple of the Ancients has a lot of dark squares all over. :-\ I've looked all over Qhimm for the most recent field PNG's but nothing's changed. Help.
-
Use Omzy's Field Pack (http://forums.qhimm.com/index.php?topic=12260.0). As sl1982 said two years ago, this project is dead and obsolete.
-
Part 1
http://www.megaupload.com/?d=M647PMRI
Part 2
http://www.megaupload.com/?d=XK4VX73X
Part 3
http://www.megaupload.com/?d=OAWP5GCL
Part 4
http://www.megaupload.com/?d=O928Y0RY
Part 5
http://www.megaupload.com/?d=0VTMD9DA
Opening to Train on the way to subway before reactor 5
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png
Instructions:
1. Open ff7opengl.cfg and make a modpath (If it is set to something other then 'modpath = none' then you already have one. Use that)
2. Extract to your modpath ( /mods/[whatever your modpath is])
3. Enjoy.
Screens:
http://img97.imageshack.us/g/nrthmk.jpg/ (Note that these have been compressed some so they werent so huge)
these links don't work! can I get a reposting of working links? It just says the webpage is not available