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Messages - yarLson

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101
General Discussion / Re: Final fantasy vii technical demo
« on: 2014-08-01 18:45:44 »
This is just purely off of memory and I have proven just how bad that is already lol.  But I think the one I had years back was only 720p, dunno if there ever was a 1080p.  Remember HD was still pretty new at the time so its possible.  Also 60 fps sounds nice gonna download and check it out.

*edit*
animations are smooth as silk but the resolution still leaves a lot to be desire.  Audio sounds decent but not sure compared to the other ones.

102
You could help with tedious stuff that I will probably be fixing.  Its pretty easy but there is a lot of it.  Like doors for example.  A lot of the door layers are cut short, hardly noticeable but annoying none the less.  All you need is a few photoshop automations to fix it up but in bulk it takes a lot of time.

Also we definitely agree on one thing for sure.  AC models do not belong in this game, AT ALL.  The movie was, meh.  Kinda hard to follow in english, maybe itd be better with a better translation.  But I hate the way how that one stupid movie basically made Cloud the poster child for all things "emo" in video games.  Not that I have a problem with anything "emo" except for maybe the self mutilation.

Its just Clouds original character had a lot more depth I felt.  In the movie he kinda felt like a different guy altogether.  Kinda wish they never made it.  Also I hate his design.  His hair looks more like a woman's hair and I don't like how they toned down the massive spike in front.  That was awesome man.  TA's battle cloud is my favorite for this reason.  Its the only one based on original artwork rather than the new canon "girly man" Cloud.

103
The only reason I wouldn't change my mind is because the scale is off.  That really can't be fixed either.  I enjoyed ff8's style a lot too and if the scale was right I'd like something like that in 7 but its not, and it would take an unreasonable amount of work with the backgrounds to make it work.  As well as unreasonable amount of editing for model animations.  And I still wouldn't like in unless the models were redone and textured like they are in ff8.  When one could simply remake the chibi models with more detail, import and done.  Still a lot of work but at least plausible.

As for a digital drawing pad.  I already have one myself and have access to quite a few more so no problems there.  Might need it for texturing but most of the modeling with be done with a good old fashioned keyboard n mouse.  I just need to improve my skills and decide what suite I like most.

I HATE blender.  To this day I have no idea how to even approach that program.  I love 3ds max it 's the only program I can actually use and make decent stuff in, but I am considering maybe switching to z-brush in the future.

104
No sorry man I honestly prefer the chibi's.  I really would want Team Avalance to do a complete chibi overhaul.  That would be my ideal remake.  The scale and sizing of the fields just looks and feels weird to me with full-size models.  And I just love chibi's anyway, never understood why they don't get more love. 

Actually I have been thinking and I want to refine my modeling skills to the point of being able to do them myself and join TA since I really feel like no-one else is going to bother for a long time.  I love the the integrity of TA, the fact that they stick to the original artwork and yet add artistic depth and detail is really as professional as I can imagine a good quality remake should be.  Even better that any remake Square would ever do, if they ever do.

105
Thanks for the support bro.  Glad to see some old fans passionate enough to come out from the shadows and comment.  I really recommend 2.0 when its released, even though its lacking the grain, it looks spectacular.  As far as not being able to get this working; just set the modpath in the config to whatever you want.  I use reunion r01 so my modpath is named "reunion"

modpath = reunion

in the ff7 config file.  Now in the "mods" folder make sure you have a folder named whatever you just put in your config file and then put the field folder in that folder.  So the path should like "(ff7 install dir)/mods/reunion/field" in this example.  Should work

106
So I ran into one last minor snag.  The compression ended up removing transparency on many of the small images.  Luckily, my wife fixed them up for me since I was working all day.   Even with all the grief the compression caused with the source images, it was majorly worth it for my sake.  It went from over 70 GB to under 6GB. 

So the palmer conversion is taking place today and its almost done then its one more round of compression (shouldn't break anything this time since the images are more uniform after going through palmer).  And maybe tomorrow or the next day it will finish.

I hate all these delays but its almost ready for you all.

107
General Discussion / Re: Final fantasy vii technical demo
« on: 2014-07-31 21:08:39 »
I am known as the research king. LoL. So far (unconverted) I have only found a 640x480 vid. 38MB. Now I'm frustrated and am determined to find a 1080P copy

Not to discourage you but I have used some pretty powerful googlefu myself as well and I am fairly certain its just not out there on the general internet anymore.  Maybe on some random persons hard driver somewhere but thats about it.  I used to have it.  If I would have known it would vanish like this I probably woulda kept it lol.  Good luck though hope you prove me wrong.

108
That file is an 8-bit paletted PNG. Palmer only supports truecolor images, 24- or 32-bit. Error reporting could be better in this case..

Now what about that crash?

omg man how the heck did I overlook that I am sorry.  Can I change this in photoshop?

*edit*
never mind I figured it out.  How stupid of me!  Sorry if I made it seem like I was experiencing two different errors this was the only "crash"  I had, though its more of an error on my part.  Although a feature that logs errors to a file and continues batch processing instead of stopping on every error would be hella useful.

109
here is my upscaled version of bugin1b.  The file bugin1b_0_00000516.png is there but if you try to import it into palmer 0.8b or earlier versions Palmer just ignores that file and says its missing.  Again the only reason I can guess is because the file size is sub 2 kb.

110
okay so I think I found another issue.  Palmer can't seem to find files that are under a certain file size.  For example I have a layer that is just one small sliver in bugin1b and after compression it is only 1.96 kb.  Palmer says the file is missing presumably because its so small (can't think of any other reason, as its formatted exactly the same as the other images).  Any chance this can be fixed so I can finish importing?

111
anyone have palmer 0.7b i am getting crashes on empty layers with 0.8b that I wasn't getting with 0.7b but now the link is dead.  This is significantly slowing down the import process.

112
*Update*
so I finished all the hand edits, now I just have to deal with palmer and then compress the output.  Should be a release in a day or two

113
General Discussion / Re: Final fantasy vii technical demo
« on: 2014-07-29 06:38:30 »
Okay if he hates them all I doubt he has the motive to rate them best to worse.  That's like asking which is better; turd number 1 or turd number 2?  Doesn't really matter they both STINK!  But seriously 360p IS the resolution chum.  Get it together.

114
This is true I have already tried several shaders made for pete's and though they load they do not execute the desired behavior.

115
Yeah unfortunately there is a major bug with Nvida cards.  I just noticed Kaldarasha made an attempt to fix this bug.

This is his file and it may or may not work for you.

Here is an old discussion on the topic, you might be able to find more files there I haven't look through it thoroughly.  Just don't necro the thread lol.

116
Here you go mate.

There used to an be active user named Asmodeon on here who worked on some pretty cool shaders.  I dunno if he ever plans on finishing them but he hasn't released anything since 2012.  This is his latest shader.  You can comment out some of these features but unfortunately I don't think he ever implemented scanlines.  He mentioned something about a bug with Nvidia cards though.
Here it is

I have also had some desire to port over shaders from RetroArch.  I also got this crazy idea to implement FF7 as a RetroArch core.  That probably won't be possible though until something like q-gears.  Anyway, unfortunately I think that's about all we have as far as shaders for now.

117
Well I definitely know what you mean.  Its the very reason I avoid most emulators.  I even have gone so far as to purchase a Framemeister and RGB mod some of my consoles just to get the best possible image without distorting the original intended graphics.  However all games and modifications of games start out buggy at first, so hopefully someday these issues will be resolved.  At least in time for when TA has all their high quality redone backgrounds finished.

118
I guess there is no hope to fix the issue with transitions.  :(

I find this to be quite a deterrent in the overall scope of the project.

What issues exactly?  The ones that napper has posted about or are you speaking of something else?  Anyway, since aali is the only one with the code for his driver, for now, he is the only one who can fix it.  Luckily he is a genius :D

Personally I am more annoyed by the lighting issues myself.  But I trust that one way or another they will eventually be fixed.  Whether in Aali's driver, and unforeseen new driver or Q-gears.  Its beyond the scope of my project to try and fix it myself at this point.  I have a hard enough time just trying to code in python and javascript lol.  Besides I am doing this mostly for myself, and I am not deterred in the least bit  :P

Of course I want it to be as useful as possible to others from a practical standpoint, but I can't force people to accept the trade-offs.  Nor would I want to.  The whole point of this project is to allow people to decide for themselves what they like.  It really does bother me that after all my efforts the textures don't "just work" in all cases.  But I said I was gonna do it.  So I am gonna finish it dammit.  lol

Seriously though its just a fun thing to do in my spare time.  When I even have spare time  :roll:

119
The difference is the process used.  My new pack tries to maintain an accurate representation of the original images in the following areas: color, sharpness shaping and detail.  Omzy's pack uses fractals which cause a bit of blotched look but are really sharp and almost have a hand painted feel.  Better is a subjective term and obviously different people will have varying opinions.  I have a 2.0 release coming soon which will completely revamp what I have done in 1.1 so it won't really look the same as the current release at all.

One significant difference, once mine is finished, is that I will supply quite a few hand finished fixes which a script alone could never apply.  Therefore mine will hopefully contain a lot less buggy or unsightly layering issues which does harm to the purpose of the project; to make the game look better.  However I will be documenting my fixes so if Omzy's feels the need to do the same to his pack he can.

Its just a matter of taste really.  I'll supply plenty of sample images as well as a new demo when 2.0 is done and Omzy has plenty of samples as well, so whichever you feel looks better you can use.

120
Just a small update, I haven't had a day off in almost two weeks so progress is slow right now.  Also I am working on restoring a few of my old consoles in my spare time so I am split between two projects.  The script has finished its work for the next 2.0 release so now all that's left is to hand edit all the stuff that napper has found; which can take a lot of time in some cases.  But the next release should be relatively soon.  Its taken almost 4 days to compress the source PNG's and I am barely half way so I am also waiting for that to finish as well.  So for those that are anticipating the release I apologize for all these delays but I promise it will be worth it in the end ;D

121
Releases / Re: Battles playing at 60fps
« on: 2014-07-20 04:50:26 »
Currently we have about 130 of the battle models error free and ready for beta testing in game.

What I need now is for someone to make a quick demo showcasing 15fps w/ no mods vs. 60fps heavily modded with all of our best models and graphic interfaces and all of the other cool shit we have around here.   Your capture card will obviously need to be able to record smoothly at 60fps.

Anyone who is interested and capable please reply below and we'll get you set up with everything you'll need to use this mod.
dammit I have a great capture card but my hdmi port just broke :(

122
I think so, basically I was just wondering if you guys plan on using it.  Myself I have yet to try 7th heaven.  I just use the direct folder, just a habit now I guess.  7th heaven seems very promising and obviously very useful for a project like bootleg.

123
Okay guess I am just an idiot then, lol I just checked again and the reason it looks better with my old files is because I removed the door texture so the gondola looks more consistent even if its pixelated.  Guess I'll have to do that for now.  Strange that they used a 3d object in this scene though, since similar moving objects are just moving layers.  Like Rufus's lift in Junon.  Sorry for the false positive  :'(

124
It may be there too but I am pretty sure I never had to mess with char.lgp during the Blackfan days yet it shows up fine when I use my old files from back then, and its obvious that layers are missing since the door is there and the rest of the gondola is not.



I don't even know how to open that file lol

125
Sorry for double posting, but I found another small bug in Palmer.  The scene "bigwheel" doesn't export all layers; the gondola is completely missing save for its door.  It doesn't even show up in the scene when you open it and expose all layers, this happened in 0.7b and 0.8b.  I think I remember earlier versions (maybe 0.5b) exporting this correctly, I know because this scene shows up fine in my old Blackfan pack which means I had access to this layer at some point.

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