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Messages - Omzy

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126
I'm curious, since we are basically filtering these backgrounds and upscaling them, couldn't we also physically edit the bgs with photoshop or something to add in more detail?

We need a tool that can create a scene image for editing and then break it back down into tiles.

That is exactly what the FacePalmer script does. It spits out a scene that can be edited by hand to add detail. You can also edit the filters in the script to do other things instead of simply resizing. I designed it in such a way that you can literally plug-in your photoshop filters into the beginning of the script or modify the variables used by the fractal algorithm just by changing a number. It sounds kind of complicated, but its really not when you look at it. All the complicated stuff is in the meat of the script, figuring out how to separate the foreground and the background and work in all the animations and lighting--you don't need to even worry about those things.

There are, of course, special cases (24 that I edited by hand). Those need to be done from scratch, using Aali's Palmer to get the original exported scenes to edit.



127
Thanks Salk,
I have a feeling that there are a few more special cases out there that I have yet to discover, so I hope you all will playtest and find them (screenshots are good enough if you don't know the file name).

128
Now I find 4x overkill.  I should be able to resize these to 2x yup?  Since png is lossless it should work fine?

I don't see why not, but perhaps you'll find a reason  :P

Update: New comparison images posted in first post.

129
Thanks Masamune, I had no idea that option was available until you and Leonhart just told me. Well, all systems are go, then!

Update: New comparison images posted in first post.

130
Links are up! Comparison images to follow.

131
Uploading files to mediafire as we speak, should be up soon. If you've already got the big 3gb pack, you don't need to download it again, just download the fixes and patch your old directory. I'll delete the megaupload thing, just rehashed the old links to the big file.

*Edit
If you've used the .bat scripts that remove the glitched textures from the game, I think these fixes should set you straight, but that .bat file might have removed more than I know, so consider re-downloading the entire 3gb if you think thats the case.

132


Thanks to fan support and convincing personal messages from Salk  ;), I've finally returned to finish this project. Check the updated first post of this thread for the new script and also Omzy's FFVII Field Pack for what should be a 100% complete 4x game experience!

133
I'll try to get to it in the next few weeks. Lots of studying to do  :(

134
This lighting issue is the only big problem of which I am aware. It is a known issue and may be fixed at some point in the future, when I have some free time on my hands. Thanks for pointing out potential workarounds.

135
I have no current plans to extend this to FF8, but I or someone else will likely do it in the years to come.

Also, refer to the other thread for downloading the map pack (http://forums.qhimm.com/index.php?topic=12260.0).

136
Again, I apologize for the messy distribution. I'll make sure the next version is more drag-and-drop.

137
It seems that most of the lighting textures (15 and up) work in the game and look beautiful.
I've only noticed a few minor artifacting glitches.
If the FacePalmer lighting textures were restored to the vanilla color palette, would the glitches go away?  Or would that just introduce more anomalies?
Is palette restoration a feasible project?  Or is there some more visually pleasing method of correcting the lighting textures?
From what I've seen, the artifacts are not from palette problems, there are simply overlapping lighting layers (because of the way I cut them) that produce more glow than is necessary on some backgrounds (which looks blocky since only part of the lighting layer overlaps). The palette glitches are not something that can easily be taken care of as far as manipulating colors goes. The fractal method requires the generation of more colors in order to create new detail. On the plus side, Aali's driver seems to render all the layers despite the palette errors. So if he or someone that knows how could write a palette error suppression patch (like ff7lessdebug), we could get rid of those errors.

138
I'm enjoying the feedback so far and am popping in as much as I can briefly.
As I've mentioned several times, I'm a bit too busy at the moment to work on the script. If anyone is interested in further improving this script, here are some hints as to what needs to be fixed. Please post new versions in this thread for people to use or post pieces of code that can be substituted.

The alpha layers (lighting layers that use Linear Dodge blending, type = 0, id > 65536) are messed up. If you look at Palmer's output you will see that some of the them have multiple files that come one after the other (only adding 1 to the filename), e.g. 65536 and then 65537 and 65538. If Palmer only adds 1 to the filename, these files are all considered to be a group, so they work together to make a single layer or image. When I outputted the images, I thought the baselayer (the 65536 one) could just be output as the composite of all the layers on top of one another (like you can do with the background). From what I've seen in game, this is wrong. You must cut the baselayer out like you must cut out other layers or it will actually shine through, causing the lighting artifacts. So, my cutting algorithm needs to simply be applied to the alpha baselayers in addition to the forelayers.

If that makes sense to anyone with some technical know-how, you can fix the problem in the meantime. If not, you guys will have to wait until I get a chunk of time on my hands, which will be weeks.

139
Vangus, try changing the gamepath in the registry to:

F:\Spiele\Square Soft, Inc\Final Fantasy VII\

Make sure there is no period (.).

OK so I have a little annoyance with this. I extracted all the folders and put them in my field directory in my modpath. The pack would not load in game. After further inspection I noticed that each folder contained another folder inside with the PNGs. I had to move the  folder with the PNGs into the field folder, and replace the original folder to get this working. Only thing is there are 667 folders in this bad boy. Is there an easier way to get this working, or am i missing something? What I did test and got working looks so much better than the original though!

Refer to the FacePalmer thread for more info on that issue (page 4).

140
Only modify the mod_path located in the config file.

Change it to:
mod_path = FacePalmer/

Then place your FacePalmer folder inside F:/Square Soft, Inc/Final Fantasy VII/mods folder.


Since FacePalmer's structure is FacePalmer/field/(field files) your field files should now be located in: F:/Square Soft, Inc/Final Fantasy VII/mods/FacePalmer/field

Your problem is entirely mod_path related, no need to change the app path or anything else.


141
Just started testing...

Just wanted to say thanks so much for doing this and making it available to everyone.

Starting a new game... so far the backgrounds are the best I've seen in game. Absolutely loving it.
Thank you for the support  ;D
I am still pretty dissatisfied with the lighting problems, but I'll eventually get around to fixing that.

142
Updated 8/20/12, Posted new download including all recent fixes, no longer providing links for old downloads = PROJECT COMPLETE
*This is the thread for the Field Pack release, not for the FacePalmer script. See FacePalmer v3.0 for that.

Omzy's FFVII Field Pack
A 100% complete collection of 4x-resized background textures for FFVII.
These are the result of my field resizing batch script FacePalmer. In addition, dozens of special cases were finished by hand.





Download
Download the 3GB field pack. Then, if there are other files that have been fixed, you can download those and apply them individually.

*It is recommended not to use the 'remove glitched textures' option in Bootleg or you may irreversibly lose a lot of playable content.

*If any of these links go dead, send me a PM (it emails me instantly).

Omzy's FFVII Field Pack (~3GB)
Mirror 1 (Thanks to Template)

Install
After downloading the field pack, you may download individual fixes and 'patch' the folders inside the big pack with the fix (copy&replace). Once finished, you should have a field folder that is ~3.05gb. Your directory structure should resemble this:
C:\Program Files\Final Fantasy VII\mods\FacePalmer\field\(lots of folders)

In the ff7_opengl.cfg file, find the line with the mod_path and change it to:
mod_path = FacePalmer/

To suppress "GLITCH: missed palette write to external texture" messages, add the following lines to the end of your ff7_opengl.cfg file:
# Disable Error Notifications
disable_popup = on


Feedback
If you have trouble installing or getting files downloaded, post in this forum so that others can respond with help.

Don't hesitate to PM me if you find any issues with in-game bugs or quality. I haven't had a chance to playtest everything myself, so there may yet be a few things that aren't completely right.

Potentially Erroneous Fields
delmin2    (Costa del Sol Inn)
zz3      (chocobo sage's house)
icedun_1   (frost cave)
Gold Saucer Entrance

Update 7/13/13:
I've playtested through 75% of the game and have a larger list of erroneous fields (~20). Whenever I get around to finishing the game (for the 15th or so time), I'll release more fixes  :-)
Waiting oh so patiently for FF8 driver support so I can wreck that game's graphics too...

143
I can't Export gldst (the Gold Saucer Station, not the Gongada one) and so I can't render it.

Is there a chance to export gldst? Do you have the same problem?
Good observation. It seems that's not the only one Palmer misses either. I couldn't export it either and I'm not sure there is an immediate solution other than asking Aali to check and see why that happens.

Also sl1982, I'll make a new topic but it'l have to be a quicky for now until I get some more time on my hands.

Edit: Here is the new topic.
(Whoever reads this post, remember that topic is only for release packs--this is still the thread for the FacePalmer script.)

144
I noticed the FacePalmer textures aren't as vividly colored as Yarlson's.
But FacePalmer fixed those annoying spots where the scenery overlapped in the wrong spot.
That happened a lot in the Shinra building.
I visually compared every texture from Yarlson and SL1982 with FacePalmer and selected the set I found most appealing.  I also replaced almost all of the lighting textures (15 and up) with those from Yarlson and SL1982.
I've automated the process in Bootleg.

This really makes FF7 look amazing.

Thanks for the hard work!

-PitBrat
Nice job! I'm glad you guys are helping out--this is indeed a huge project.

145
All of the 'special cases' in the first post are not included, so all of those should be missing (ship_2 is also not there, forgot to add it to the list). I was not aware of naming issues. Palmer does a pretty good job at importing/exporting, but it is definitely not perfect. The biggest problem at the moment is the lighting problem, which I know how to fix, but it will just be a pain in the ass to re-process everything and release again. It will come, but it will take a bit. For now, do what you can to make it playable and things will improve as myself and the other field people work it out.

yarLson, I don't think you should end your project, but you can use the script to move quickly through all the files. Most will not need any touchups at all and that will save you tons of time. The others should have many of the field files looking fine but only a background or an animation to touch-up, saving even more time. In the end, I think it is your effort that will produce the most refined final product that we are working towards. FacePalmer was really meant to get something out that people can play asap because that gets more people interested.

146
Sounds good, sorry for the folder archiving confusion, my original upload to SkyDrive required that no file be larger than 100mb, so I had to rar each folder because I couldn't upload the entire thing as one file.

Edit: So far from playtesting a bit I've found that many alpha animations (like lighting effects) don't blend correctly and some lines show up. Also some backgrounds require a white background before cutting instead of a black one and that also causes lines to show up. Both things aren't present on the vast majority of files, but alas, that is another thing I will have to fix and make a re-release for. It will be a while before that gets done though. For anyone that is interested in helping, the script is posted and you're welcome to make edits if you think you can improve it.

148
Want me to do that?
Everyone who is already seeding can do it as well, and if I send them the new file and they keep the data in place we'd still have all the seeds.

EDIT: Someone goes to Med School :P
Sure if you could, and I'll post the new link in the first post.

And not for long if I keep playing games like this  ;)

149
Alternatively, with WinRAR, you can just follow this procedure:


Also, it might make it easier for future downloaders if we could unRar all of them first and then make a torrent. Then it's just drag, drop, and play.

150
Ok, sorry guys, I didn't try it on another machine or logged into a different account. I'll figure out a better solution and post a new link tonight.

Edit: I'll just give jeffdaman the account credentials so he can get it and make a torrent out of it.

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