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Project forums => Team Avalanche => Topic started by: pyrozen on 2009-08-21 22:50:52

Title: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-08-21 22:50:52
WorldMap Retexture Project
A Part of the Team Avalanche 2D Overhaul
OFFICAL TEAM AVALANCE TROUBLSHOOTING THREAD (http://forums.qhimm.com/index.php?topic=8963.0)

I have redesigned the first topic to reflect the progress made.  The goal of this mod is to replace EVERY texture on the world map!  There are quite a few(100+) so this will take quite awhile.  All original sizes are being upscaled x8, so they all appear much crisper and more detailed than the bleh originals.  

Here are screens of recent progress:
(http://img.photobucket.com/albums/v220/pyrozen/Image1-5.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image5-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image6-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image7-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image8-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image2-2.jpg)

-=RELEASES=-
ALL RELEASES ARE NOW PACKAGED IN THE TAOH AUTOINSTALLER
NO DOWNLOADS WILL BE FOUND IN THIS THREAD

lee
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-21 22:54:21
Textures Identified:
fld- 90% of the grass ingame
fld_**- all the other grass, with the exception of the areas around forest,dirt,beaches
farm***  - all pertain to the chocobo farm
wood - The tops of 90% of forests
wod-e2 - the sides of 90% of forests

i really would like to find the texture that makes up the light green area around the chocobo farm, but i have scoured the .lgp and have comeup with nearly everything else.

lee
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-24 23:23:56
I've gotten alot of the grass textures figured out, as well as the textures that blend light/dark areas into the grass(otherwise it's all the same color and it looks like crap).
(http://img.photobucket.com/albums/v220/pyrozen/ff7-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image3-1.jpg)
ignore the light ares around the forest, i have to match the darkness with the surrounding grass still.

next up is a few of the less used grasses, then the dirt areas, then the mountains.  Oceans and rivers will be last since they're all animated.  I've also got alot of the forest retexured as well, but forget to grab a photo of them.

lee
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-24 23:25:43
You should post the originals, I can take a whack at redrawing them
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-25 00:01:44
sorry, maybe i'm really dense, but the originals of what :? Let me know, i would love to have a bit of help with this(especially the mountians, I'm very inexperienced at making rock textures).  Also, these are all preliminary textures, with the final versions being polished a it more.  I'm also working at 512x512 for the largest textures, since 1024x1024 really doesn't make any impact over these, other than the total filesize of the image.

lee
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-25 00:03:11
i meant the grass
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 00:11:22
sorry, maybe i'm really dense, but the originals of what :? Let me know, i would love to have a bit of help with this(especially the mountians, I'm very inexperienced at making rock textures).  Also, these are all preliminary textures, with the final versions being polished a it more.  I'm also working at 512x512 for the largest textures, since 1024x1024 really doesn't make any impact over these, other than the total filesize of the image.

lee

1024 might not be too bad of an idea since many people run at more then 2x the original image(640x480) it better to downscale then upscale in my opinion
Title: Re: Help Identify World Map Textures!
Post by: obesebear on 2009-08-25 02:15:06
sorry, maybe i'm really dense, but the originals of what :? Let me know, i would love to have a bit of help with this(especially the mountians, I'm very inexperienced at making rock textures).  Also, these are all preliminary textures, with the final versions being polished a it more.  I'm also working at 512x512 for the largest textures, since 1024x1024 really doesn't make any impact over these, other than the total filesize of the image.

lee

1024 might not be too bad of an idea since many people run at more then 2x the original image(640x480) it better to downscale then upscale in my opinion
But with your mod, plus this one pyrozen is doing, that is a lot of 1024x1024 textures.  And if Aali is planning to preload all of these into a memory cache, that's going to eat up a lot of RAM that not everyone has...

The grass is looking really really good by the way
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 02:19:44
Ram is fairly cheap these days. And aali could also put a flag in his config file to downscale textures for memory limited computers

edit: also couldnt he store textures in vram?
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-08-25 03:30:15
the RAM requirement for FF7 is only 32MB, with TA (team Avalanche)'s entire GUI overhaul it's only 4 more MB to cache data in. i figure by now every PC has AT LEAST 512MB of RAM. but anything running Vista is at least 1GB so i don't think RAM usage would be to bad.

80% of new PC's have 4GB of RAM now, and the other 20% has 3GB. so i don't think a RAM increase would matter much.

Amazing grass textures though
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 04:07:05
the RAM requirement for FF7 is only 32MB, with TA (team Avalanche)'s entire GUI overhaul it's only 4 more MB to cache data in. i figure by now every PC has AT LEAST 512MB of RAM. but anything running Vista is at least 1GB so i don't think RAM usage would be to bad.

80% of new PC's have 4GB of RAM now, and the other 20% has 3GB. so i don't think a RAM increase would matter much.

Amazing grass textures though

4MB so far :P lots of good stuff in the works here
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-08-25 04:12:34
Oh i know you are. I was just pointing out. That i don't think increasing the RAM requirement would be that bad
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 04:14:51
Not really. Im sure if we redid all the assets in the game to a 1024x1024 texture map we wouldnt even come close to scratching 512MB
Title: Re: Help Identify World Map Textures!
Post by: obesebear on 2009-08-25 04:24:29
Not really. Im sure if we redid all the assets in the game to a 1024x1024 texture map we wouldnt even come close to scratching 512MB
512Mb is all well and good, but remember, the OS uses some of that, as do other programs constantly running in the background.  These worldmap textures are so small and never seen up close, that 512x512 texture is more than enough
Title: Re: Help Identify World Map Textures!
Post by: halkun on 2009-08-25 07:28:31
Uh, guys?

You need to learn the difference between video memory and system memory.

For example, My graphics card is an  Nvidia card with 512 MB of memory. That needs to hold not only the textures, but also two copies of the display, and video data for my second monitor.

If I'm running  1600x1200 at a bit depth of 24 bytes, multiply that by two and that's how much video memory I'm using just for the display. Anything left over is for textures in my graphics card.

Let's put this another way.

When figuring out what size to make the textures, imagine the absolute largest it will be in the game  and make it that size. Double it the model you are textureing  has a backside.

Here's an example...

Magic at *AT MOST* takes up a quarter of my screen. So if you make a texture that is greater than 512x512 you are wasting my video memory because there is likelihood I'll never see the detail and you make the system really start to drag when it load textures. It doesn't matter if it's cached, when you make that initial load, the system is going to stall.

Characters need 102x1024 (And that's pushing it!) because they also never take up more that 1/4 of the screen, but they also have a backside

So what you need to so is figure out the original texture and scale it appropriately. I will say that the new requirement for the game should be 1600x1200 *MAX*. The original game was 32x240 so that means you have to scale your textures by a factor of 5.

Don't pull numbers out of your rear-end or else you are going to break the game, use the original texture sizes and scale. Squaresoft already did the texture math already for us.
Title: Re: Help Identify World Map Textures!
Post by: Tekkie.X on 2009-08-25 13:19:22
World map textures should be no more than 512x512 even 256x256 would be more than enough for the extra detail, most of the world map textures are tiled anyway, larger textures would appear noisy.
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-25 13:42:51
I tend to just make everything big and downscale it after to the desired size.
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 14:58:16
I tend to just make everything big and downscale it after to the desired size.

This

edit: Not to mention arent we being as shortsighted as square if we only design this to work with technology that is out now? Monitors with high resolutions are already out and will get cheaper over time. Dell has a monitor that can handle 2560x1600 right now
Title: Re: Help Identify World Map Textures!
Post by: halkun on 2009-08-25 15:49:04
So can my moniter.... It's analog

I'm not saying don't keep the textures around, but if you are going to be making worldmap textrues @ 1024x1024, you pretty much disqualified my P4 with 512mb 7400 AGP card.
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 15:54:35
And aali could also put a flag in his config file to downscale textures for memory limited computers

Could this not be an option? I know many games have different texture sizes for different computer setups
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 16:02:01
That is cool, but the grass texture looks like one of those carpets that cover the whole floor. Don't know what they are called. Did you find out how to extract the world map model, or models?

Good old fashioned shag carpet?
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-08-25 16:06:01
Hmm i didn't take video memory into account, Again i wouldn't really have an issue with that, BUT i know that most people don't have top of the line video cards here.. So then we should try and not make it anymore then 128MB. since i believe that or 256 is average
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-25 16:13:28
Hmm i didn't take video memory into account, Again i wouldn't really have an issue with that, BUT i know that most people don't have top of the line video cards here.. So then we should try and not make it anymore then 128MB. since i believe that or 256 is average

Easy fix. Cache all textures in system memory. Pull what is needed into vram. eg. When on world map all those textures in vram, when going into battle swap those out for battle textures. Without input from aali we may all be talking out our butts though. Who knows what magic he can pull off
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-25 19:36:04
That is cool, but the grass texture looks like one of those carpets that cover the whole floor. Don't know what they are called. Did you find out how to extract the world map model, or models?

yeah i know, it's not the final version of the grass by any means.  I'm still going through the long process of determining which textures go where, and bright textures make it much easier to distinguish which custom texture is being used.  The final will look more washed out like the originals, and not like something out of a bubblegum anime film.

*edit* also, i've looked at these textures at 1600x1200 and i see no reason to make them 1024x1024, the differnce isn't even decernible.  It will make the final package obscenly large in size, considering the world map is made up of 50+(that i've seen) different files.  512x512 is perfectly acceptable for the world map, and as someone else said, 256x256 is also passable, but you being to lose detail.

lee
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-08-25 20:09:56
512 sounds good to me then. If you can't tell the detail between the two that is
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-26 23:43:22
got some more work done, 90% of the dirt textures have been identified and replaced.  I also worked on the grass some more, it looks much better IMHO, and i got rid of the shag carpet look you guys picked up on.
(http://img.photobucket.com/albums/v220/pyrozen/ff71.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/ff72.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/ff73.jpg)

all pics were taken at 1600x1200.  The dirt needs a bit more work to give it some depth but it's pretty much finished. The grass might as well be final also, i might tweak the brightness/contrast a hair to make it a tad lighter though.

lee
Title: Re: Help Identify World Map Textures!
Post by: KnifeTheSky77 on 2009-08-26 23:52:42
it looks great man, although i will say that the world map now looks like a highly tended for piece of land, sort of like a golf course
 :mrgreen:
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-08-26 23:58:39
Pfft, where I live, all the grass looks like that :-P

But I think that FF7's world could do with grass that isn't quite as green, so maybe you should tweak it to make it a bit lighter. I think that this is the only mod I've seen that makes the colours in FF7 look stronger rather than weaker :lol:
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-27 00:07:09
yeah, i'm still toying with the overall feel of everything,  I can always "brighten" everything up in the end.  it's amazing how different the world map looks though, it makes me curse the damned 100ft draw-in distance even more! I'd like to pay the person who figures out how to get rid of that!

lee
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-27 00:07:42
the grass needs less definition, it looks like there is a noise filter on it now. You need something like hair/lengths for strands of grass (the scale of the world map makes no sense).

as to the color, add some yellow to it, to make a lighter color, cuz as stated, its too green.
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-27 00:22:35
the grass needs less definition, it looks like there is a noise filter on it now. You need something like hair/lengths for strands of grass (the scale of the world map makes no sense).

as to the color, add some yellow to it, to make a lighter color, cuz as stated, its too green.
i originally had a grass texture that had what your talking about, but the game randomly flips around the textures on the world map.  This produces some very nasty "seams" in textures that are vaery visable, and the only way i could get rid of it was to add some noise to make it less noticable.  look at the stock world map, it's basically a bunch of big blocks that resemble terrain :D  I see why square went with that type now, because the non-tiling nature of the world map requires noise, otherwise it looks like a bunch of puzzle pieces.

Also, more details will be added to the grass (color changes and additions) but they all have to be able to tile correctly(an un-noticably) within the game.  I created seamless textures at first, but they looked awful because the game doesn't follow the texture applications standards that we are used to in 2009.

Also, showing the new textures next to the old makes mine look much more defined that they really are.  Once i have everything completed the new textures won't stick out licke a sore thumb(as they do now)
lee
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-27 00:28:22
you said seamless textures didnt work? were they seamless in 4 directions? or only horizontal/vertical.

Also, can ye send me the original? I'd like to play with em
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-27 00:40:10
they we're only seamless horz/vert, but it still doesn't matter.  Look at my the first pic i posted in this thread to see how the game applies textures. My texture caller reads "external texture" but when it's shown ingame it's all over the place.  Even a fully seamless texture is useless on the world map due to the way the game applies them.

lee
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-28 22:49:44
here's a few more with the slightly modified grass.  It's not as flat as before, an i lightened the tones quite a bit(alot more yellow)
(http://img.photobucket.com/albums/v220/pyrozen/ff71-1.jpg)
for comparision to the old shot

(http://img.photobucket.com/albums/v220/pyrozen/ff72-1.jpg)
near midgar, the dirt needs some more work too, it just doesn't look very "dirty"

lee
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-08-28 22:58:34
Even I still think they're a bit too strong :-P, but it's worth noting that there are a lot of old textures left in those world maps whose colours make the new ones look stronger than they are.
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-28 23:07:54
Too strong colours, If I would be you I would download some seamless grass and dirt textures that looks realistic. Yeah realistic, because they are a bit too toony atm. But it's a improvement, you need to modify every town too, and the beaches. They got the old textures...

seamless textures don't work, the world map doesn't apply things in a normal manner.  See the first picture in this thread to see what i mean.  Also, towns and such are last on the list, I won't compile any type of release until i get around 90% of the textures replaced. Also, once all the textures are replaced the coloring worn't even be noticable, i hate the bright washed out look of the stock textures.  These are hand created texures BTW, all of the premade ones i downloaded looked terrible ingame, especially the photo realistic ones.

lee

edit- you snuck one in one me! i'll try it right now.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-2.jpg)
it looks very good in-game, but when your moving around the texture get very noisy, to the point where it almost looks like static.  It's kinda hard to explain, but if all of the textures were this detailed, your eyes would get very tired from looking at the world map.  Maybe a lower resolution to remove some of the details?  I had this problem when i first started making these textures, and the only way to counter it was to blur them down.

lee
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-08-29 00:52:04
Realistic in Arctic tundra land maybe! :lol:

I think the best colour would be one halfway between pyrozen's one and the original
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-08-29 05:40:18
I drool over this progress, awesome job everyone :D
Title: Re: Help Identify World Map Textures!
Post by: Covarr on 2009-08-29 16:24:20
I like the color of the one in pyrozen's screenshot (is that hermoor's texture?), but it is too detailed. That color on a blurrier or less detailed texture would look great.
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-08-29 18:12:27
that has been my perfect vision of FF7 remade, well the grass anyway.
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-29 18:24:14
hermoor the problem with your grass is that there is too many details in it. i'd suggest taking a quarter of it, at a high resolution and using that otherwise it has that static-ey look to it, because there are just too many varied pixels close together
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-08-29 18:59:09
I think that colour is quite good. Maybe it could do with being a bit "warmer", but it's not bad.
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-29 21:17:31
I'm actually dropping into this, i'll do some renders tomarrow.  I'm patying my ass off today and i'm nopt bothering to screw around......................

lee
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-30 22:56:13
I look forward to seeing this new one ingame, color is good
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-31 20:42:19
okay, the smaller version that hermoor posted looked good, but pretty much the same as the first one.  Using his image, i tweaked the color on my grass to get a much more realistic coloring.  The original color is to the left, just before the very light grass.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-3.jpg)
IMHO, i think it looks good, and it's non-directional so you can't spot the repeats or strands as easily on hermoor's grass.  I may increase the brightness to get it looking like the original grass on the right, but i like the darkness, the originals are just washed out.
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-08-31 20:46:39
needs more yellow/brown, although grass /is/ green, ye must realize a lot of color comes from the dirt underneath
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-08-31 21:29:24
I agree with Timu, more yellow, grass that green only exist in american backyards and on golf courts :p

The grass in my backyard is as green as pyrozen's older textures :-P

Also, I like the shade of green used by the Chocobo farms in that last pic; it's bright and colourful, but not overpowering
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-31 22:12:19
i'm pretty happy with what i have now, and much thanks to hermoor and his textures since they helped me arrive at what i consider a happy medium.  I'm going to move forward with what i've got now, and once i release something I welcome everyone to create their own version of how they think things should look. I like the golf course look, since i'm not going for photorealism at all. I imagine a sorta mashup of all the best textures coming out at some point. 

Mainly, I'm doing the hard part of mapping everything out and create dummy textures for all of the stock ones.  Everyone after me will have a MUCH easier time since you won't be trying to ID 32x32 textures and where they go ingame.

But for now we're just gonna have to agree to disagree :-D

lee
Title: Re: Help Identify World Map Textures!
Post by: KnifeTheSky77 on 2009-08-31 22:14:59
Geez, i dont even know which grass i like now. Ill have to agree with you pyrozone i like the 'golf course' look
Good luck on your project and I cant wait for a release  :mrgreen:
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-08-31 23:42:44
just a lil side project i was testing....
(http://img.photobucket.com/albums/v220/pyrozen/Image1-4.jpg)
it all lines up for the most part, though the northern continent is wayyyy off on a few spots.  Still, it's enough to help you find your way around.

lee
Title: Re: Help Identify World Map Textures!
Post by: obesebear on 2009-08-31 23:46:18
Just to keep in mind...  The FF7 world isn't one of happiness and lollipops.  It's mostly about death and and being let down.  Very rarely is something WONDERFUL and YIPPEE HURRAY happening. 
Toned down, more dull, colors would be suitable.
I'm not talking about only using grays and browns, but don't make the water bright blue and the grass bright green, it just doesn't fit with the game's mood.

IMHO
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-08-31 23:50:24
just a lil side project i was testing....
(http://img.photobucket.com/albums/v220/pyrozen/Image1-4.jpg)
it all lines up for the most part, though the northern continent is wayyyy off on a few spots.  Still, it's enough to help you find your way around.

lee

I was planning on rediong the map for my 2d overhail. Do you wish to contribute this?
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-08-31 23:59:53
Just to keep in mind...  The FF7 world isn't one of happiness and lollipops.  It's mostly about death and and being let down.  Very rarely is something WONDERFUL and YIPPEE HURRAY happening.  
Toned down, more dull, colors would be suitable.
I'm not talking about only using grays and browns, but don't make the water bright blue and the grass bright green, it just doesn't fit with the game's mood.

IMHO

The game has several moods and there are plenty of happy moments, and the world map music is quite happy as well. Bright and colourful does fit in with the game's general colour scheme, too. It would be good if we could have a bright and colourful world map before meteor is summoned and a dull one later, but I'm not sure whether this is possible.

BTW, it would be great to see a higher resolution map, but those place names would have to go, as would the dots for places that don't have dots on the original (since they're often meant to be hidden; Round Island is an example).
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-09-01 00:34:47
I'll try n get the original done soon, on a note of the color scheme, ff7 uses very saturated colors, which arnt necesarily happy, but can still be bright. This gives them a sort of melancholy, depressed look
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-01 00:43:39
just a lil side project i was testing....
(http://img.photobucket.com/albums/v220/pyrozen/Image1-4.jpg)
it all lines up for the most part, though the northern continent is wayyyy off on a few spots.  Still, it's enough to help you find your way around.
lee

I was planning on rediong the map for my 2d overhail. Do you wish to contribute this?

That would be fine, however i didn't create this image, and i agree it identifies a few to many places(though we all know where they are anyway).  As for the color scheme, i find it hard to pull any type of mood from the original, because htey are super low-res and washed out.  They just look dated to me, and in my mind the ff7 is quite happy(pre-meteor) and colorful.  After meteor, yeah the music changes and things seem dreay(due to the music) but it's not possible to have 2 sets of world textures at this point(and probably not ever).
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-01 00:58:54
Ah if you didnt create that image nevermind.
Title: Re: Help Identify World Map Textures!
Post by: halkun on 2009-09-01 01:07:19
Take the original texture, and then squeeze/pull the hires map over it using layers. You need to remove the "bonus islands" because they are not in the original.
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-01 01:10:32
Should we realy be using an image that he didnt make? Unless he has permission that is
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-09-01 01:27:04
the map would be pretty easy to remake, just pass it along :P no need for that image
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-05 06:07:17
PYROZEN can you tell me how you replace your textures using Aali driver texture injection
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 06:11:23
PYROZEN can you tell me how you replace your textures using Aali driver texture injection

You need to open the tex file with a hex editor and insert EXT (filename) at the beginning of the pixel data. Make sure there is no space in between the filename and EXT
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-05 06:46:35
(http://img199.imageshack.us/img199/9969/74869534.th.png) (http://www.postimage.org/image.php?v=Pq1XycDS)
[img=http://img199.imageshack.us/img199/9969/74869534.th.png] (http://www.postimage.org/image.php?v=Pq1XycDS)
<a href="http://www.postimage.org/image.php?v=Pq1XycDS" target="_blank"><img src="http://img199.imageshack.us/img199/9969/74869534.th.png" border="0" alt="Free image hosting powered by PostImage.org" />[/url]
http://www.postimage.org/image.php?v=Pq1XycDS

Is this where its supposed to go? Or am i doing it wrong and putting it in the wrong place
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 06:51:37
(http://img199.imageshack.us/img199/9969/74869534.th.png) (http://www.postimage.org/image.php?v=Pq1XycDS)
[img=http://img199.imageshack.us/img199/9969/74869534.th.png] (http://www.postimage.org/image.php?v=Pq1XycDS)
<a href="http://www.postimage.org/image.php?v=Pq1XycDS" target="_blank"><img src="http://img199.imageshack.us/img199/9969/74869534.th.png" border="0" alt="Free image hosting powered by PostImage.org" />[/url]
http://www.postimage.org/image.php?v=Pq1XycDS

Is this where its supposed to go? Or am i doing it wrong and putting it in the wrong place

Wrong place. That is the beginning of the file. Not the beginning of the pixel data
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-05 06:53:36
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 07:00:25
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-05 07:54:41
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been  it was black and my app log said this about the texture

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 15:37:39
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been  it was black and my app log said this about the texture

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format

Its EXT not FXT
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-05 18:40:36
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one

the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black.  Everything after the pallete info is "00", so it makes it super easy to add your EXT call.  Also, you don't break the EULA by distributing the original content, making your mods completely legal.  Though i doubt square will come knocking if you were to distribute the originals.  For this mod i have created 7 custom TEX of various sizes that work for everything in the game.

lee
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-05 18:50:13
here's a few shots with the updated grass and dirt.  Gotta tweak a few values here and there but it's going well.  I'm working on the sand next, which is animated so that should be interesting.  After that is northern snow, and mountains will be last since i suck at making rock textures.
(http://img.photobucket.com/albums/v220/pyrozen/Image5-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image6-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image7-1.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image8-1.jpg)
ignore the gray edges, i was lazy and cropped them out of windowed mode.
lee
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 18:56:58
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before

You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one

the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black.  Everything after the pallete info is "00", so it makes it super easy to add your EXT call.  Also, you don't break the EULA by distributing the original content, making your mods completely legal.  Though i doubt square will come knocking if you were to distribute the originals.  For this mod i have created 7 custom TEX of various sizes that work for everything in the game.

lee

Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-09-05 18:58:25
Pyrozen, the most recent screen shots are beautiful. Just fantastic, amazing work.
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-05 19:01:44
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content

you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;)  Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 19:03:13
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content

you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;)  Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.

Good call, can you make available your black tex files? Might help me out a bit with what im doing
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-05 19:08:52
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip

there's 7 of them in there.  They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them.  I've already placed the EXT call in the files, you just have to specify your texture name.  I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals.  Hope it helps!

lee
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 19:20:15
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip

there's 7 of them in there.  They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them.  I've already placed the EXT call in the files, you just have to specify your texture name.  I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals.  Hope it helps!

lee

Awesome!
Title: Re: Help Identify World Map Textures!
Post by: drfeelgud88 on 2009-09-05 19:29:03
WOW! Those screenshots look absolutely fantastic! Great job!  :-)
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-05 20:53:17
all textures on the world map will be replaced in time.  I'll release something usable once the following are finished:

Grass*
Mud
Beaches
Snow
Bottom of towns

which will still leave:
Mountains and transition textures
snow mountain
rivers
ocean deep/shallow
underwater areas

The underwater areas will be last, if i decide to even do them. Such a small portion of the game is spent down there it hardly seems worth the effort.  I will probably end up doing it at some point, just for completion sake.

;ee
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-05 20:55:17
all textures on the world map will be replaced in time.  I'll release something usable once the following are finished:

Grass*
Mud
Beaches
Snow
Bottom of towns

which will still leave:
Mountains and transition textures
snow mountain
rivers
ocean deep/shallow
underwater areas

The underwater areas will be last, if i decide to even do them. Such a small portion of the game is spent down there it hardly seems worth the effort.  I will probably end up doing it at some point, just for completion sake.

;ee

You got PM
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-05 21:03:25
errr still not getting it to work do you just think its a posibilty that you cant change the textures in the battle fields i been trying to repalce a texture in the first battle opaa the texture i trying to replace is opac but everytime i try i dont get my texuture could you possible try to replace this opac texture and tell me if it worked or not please
Title: Re: Help Identify World Map Textures!
Post by: obesebear on 2009-09-06 01:06:34
Looking AMAZING :-o
You should really do the water soon, what with it being 75% of the world and all. 
Then you could say you're already 80% done  :-)
Title: Re: Help Identify World Map Textures!
Post by: aaronlite on 2009-09-06 01:08:45
Looking nice. : )
Title: Re: Help Identify World Map Textures!
Post by: Harruzame on 2009-09-06 04:34:49
when will this be available?

How do you install this if its ready for download?
Title: Re: Help Identify World Map Textures!
Post by: BlitzNCS on 2009-09-06 12:04:53
This is way epic, nice job dude!
However, i cant help but notice that because of these nice brand new textures, the 3D world map model looks, i daresay, a bit awful now. i did some research into the matter and it turns out there is one modelviewer for the world map, but nothing to edit it, sadly. I really want to do something like this now. anyone woth me on this? perhaps we can encourage someone with enough skill to make an extractor/reinserter for the world map models, since we know where they are, and what each map file has in it. im pretty sure, although i could be wrong, that those ".MAP" files are just archives with big .p files? i dont suppose they'd use a different model format just for that. perhaps there's also some script in there, but i dont think there'd be too much. at any rate, i'd love to edit the world map model, if it were possible.
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-09-06 14:55:12
The trick with making a new model for a world map is assigning polies to what you can walk on and what blocks you n all that, unless they used invisible polies as bounds
Title: Re: Help Identify World Map Textures!
Post by: willis936 on 2009-09-06 15:44:18
Excellent work!  This looks great. :-)

I'm just wondering: when it comes release time will you be sharing the world_us.lgp or the textures for repacking?
It's your preference but I am using the PRP world_us.lgp and if you do decide to just upload the lgp could you specify which files were changed in a readme so I can repack them in?
 :-D
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-06 15:57:23
when i release it i will package only the replaced textures so you can use LGP tools to repack the changed ones without altering anything else you might have done to the world_us.lgp.  Installation will be similar to the way the 2D overhaul works, with a patch.bat that does everything for you. 

On a side note, this project is now a part of the Team Avalanche 2D Overhaul.  Hopefully in the future we can have a full-featured, all-in-one installer that does everything in one download!

lee
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-06 18:33:20
when i release it i will package only the replaced textures so you can use LGP tools to repack the changed ones without altering anything else you might have done to the world_us.lgp.  Installation will be similar to the way the 2D overhaul works, with a patch.bat that does everything for you. 

On a side note, this project is now a part of the Team Avalanche 2D Overhaul.  Hopefully in the future we can have a full-featured, all-in-one installer that does everything in one download!

lee

Glad to have you aboard  :-D
Title: Re: Help Identify World Map Textures!
Post by: drfeelgud88 on 2009-09-07 05:41:01
when i release it i will package only the replaced textures so you can use LGP tools to repack the changed ones without altering anything else you might have done to the world_us.lgp.  Installation will be similar to the way the 2D overhaul works, with a patch.bat that does everything for you. 

On a side note, this project is now a part of the Team Avalanche 2D Overhaul.  Hopefully in the future we can have a full-featured, all-in-one installer that does everything in one download!

lee

Glad to have you aboard  :-D
Sweet! So, is this thread going to go bye-bye and all of its future updates will head directly to Team Avanlanche's?
Title: Re: Help Identify World Map Textures!
Post by: Harruzame on 2009-09-07 05:49:31
Now that is an epic SWEETNESS.....!!! :mrgreen:
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-07 08:06:34
Great good pyrozen the grass and dirt look amazing even better than i imagined
Title: Re: Help Identify World Map Textures!
Post by: Borde on 2009-09-07 18:58:18
If I recall correctly the world map format is more like a Doom/Quake/etc. map. It contains infomration that allows the game to process only a small part of the map each time.
Title: Re: Help Identify World Map Textures!
Post by: Harruzame on 2009-09-08 05:51:04
Well just don't MOD the Gold Saucer Sandy Area...I guess...

Its already quite grainy if ya ask me....  :lol:
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-08 19:46:28
i'm working on the sand now, and it's very difficult to get anything that looks good ingame.  I have a great texure created, but it tiles very noticably in game.  The original designers had it easy with their big blotchy textures, it's very easy to fit them together.  Only way to really get htem ingame is to blur them down, and add noise.  Unfortunatly it's very easy to make everything look exactly the same, just a different color.  I'm working on this in my free time, so i might end up releasing a small sample soon so others can see what i've done and possibly create their own textures as well.  It would make this whole process go much faster.

lee
Title: Re: Help Identify World Map Textures!
Post by: Harruzame on 2009-09-09 07:19:52
Awesome Pyrozen can't wait...

Uhmm...Can I ask you an off topic question?




Who is pyrozen? and who is lee?   :|
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-09 11:39:42
Wow pyrozon amazing job with the world man it looks great can't wait for a realease
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-09-09 16:02:46
Awesome Pyrozen can't wait...

Uhmm...Can I ask you an off topic question?


Who is pyrozen? and who is lee?   :|

I'm going to guess that Lee is Pyrozen's real name :-P
Title: Re: Help Identify World Map Textures!
Post by: drfeelgud88 on 2009-09-09 19:59:14
Awesome Pyrozen can't wait...

Uhmm...Can I ask you an off topic question?


Who is pyrozen? and who is lee?   :|

I'm going to guess that Lee is Pyrozen's real name :-P
I'm going to have to agree with KM's guess. But i've no idea who or what is Pyrozen lol.  :lol:
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-09 21:01:54
Sounds like a mixture of fire and ice to me. Pyro as in fire and the zen comes off of frozen and equals pyrozen  :-P
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-09 21:20:37
(http://img.photobucket.com/albums/v220/pyrozen/Untitled.jpg)
a small shot of the progress on the sand.  It's still a bit noisy but it fits nicely with my grass texture.  I've still got to do the animated portion, but i have a good idea of what i want to happen there.  Hopefully it looks good in the end.

Also, to explain my name the best i can:
I wanted a unique handle that i knew no one would ever think of(i hate that).  Basically fire/pyro=chaos and zen=peace.  Though costa07's is pretty good too, i never actually though about it that hard.  Anyways, I soley owned the name for about 13 years and never saw anyone else have the name.... that is until i found these a-holes....

http://www.pyrozen.com/

bastards even stole my domain!  I have no idea if they saw me and took the name.... but i have my suspicions.... bastards
lee
Title: Re: Help Identify World Map Textures!
Post by: Costa07 on 2009-09-09 21:24:46
Man almost got it  :-P but your texture is looking great cant wait for the animated part to be done to see how it looks. By any chance will this mess with ruby weapon since he stands in the sand or will it change no effect for him?
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-09-09 21:31:23
the sand could use a bit more noise, in the monochromatic ranges, some darker speckles n some lighter ones
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-09 21:36:17
the sand could use a bit more noise, in the monochromatic ranges, some darker speckles n some lighter ones
exactly what i was thinking as well.  Right now i have a good base texture that i can use for the deserts and beaches.  I gotta be very judical in the use of noise though, these already start to look very "static-y" from a distance due to the way the engine renders the world map.  So long as i can find a happy medium it should be alright.  The original sand i came up with looked great in the editor, but it was too complicated for the game to handle and it just tiled horribly. too many light/dark areas are very noticable once the game applies them to the world.

And this mod will have absolutly no effect on any towns, encounters, ports, caves, or anything else on the world map.  All it does is swap the old textures for new ones, everything else functions as before.

lee
Title: Re: Help Identify World Map Textures!
Post by: titeguy3 on 2009-09-09 21:38:32
I love the transition from grass to sand.. that looks great!
Title: Re: Help Identify World Map Textures!
Post by: Kudistos Megistos on 2009-09-09 22:43:15
I think that the Corel desert has always been quite rocky (this is certainly the case in the Corel prison, but maybe not in the Ruby Weapon fight); I think that in a lot of deserts there's more bare rock than sand dunes.

And also:

Its already quite grainy if ya ask me....  :lol:

 :-D
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-09 22:50:10
(http://img.photobucket.com/albums/v220/pyrozen/Untitled.jpg)
The transition texture has more texture than the sand. The desert has sand dunes all over. That can be seen from the sky. So maybe you could generate a cloud texture, that would simulate sand dunes?
(http://farm2.static.flickr.com/1364/1344500293_fd1e040ab9_o.jpg)
my original texture looked very similar to this one, and it generated a very noisy pattern ingame.  the directional nature of it also made for some areas that stood out very noticably, since they went the opposite direction from the texture surrounding them.  I agree that it could look better, but i'm very limited in what i can and can't do with these textures.  I would love more detail as well, but it simply doesn't work well without blurring them down.

Also, the desert floor is the same texture as the transitional one, you just can't see the detail from where I was at.

lee
Title: Re: Help Identify World Map Textures!
Post by: drfeelgud88 on 2009-09-09 22:52:50
Wow. Absolutely wow. And I agree with titeguy3 on this one.
I love the transition from grass to sand.. that looks great!
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-09 23:25:27
Not to be overly critical but it looks like clouds. Need to add some grain to that texture
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-10 01:36:18
(http://img.photobucket.com/albums/v220/pyrozen/desert.jpg)

i had the same idea you did hermoor.  I created this 2 days ago, but it looks terrible ingame.  To much contrast between light/dark, even though it does look like sand.  I'll keep working on the new one and hopefully i can make it a bit better.

lee
Title: Re: Help Identify World Map Textures!
Post by: Timu Sumisu on 2009-09-10 02:11:53
there is too many noticeable light/dark areas, it'll tear ingame. releif has to be done through noise, or very subtle base color variations
Title: Re: Help Identify World Map Textures!
Post by: Covarr on 2009-09-10 03:23:49
Tremendous amounts of noise would probably not look bad in something already as gritty and messy as sand.
Title: Re: Help Identify World Map Textures!
Post by: Harruzame on 2009-09-10 07:16:52
Amazing...I' ll take back what I said eariler..this is a Seriously Sandy issue..


You got me at:
(http://img.photobucket.com/albums/v220/pyrozen/Untitled.jpg)
a small shot of the progress on the sand.  It's still a bit noisy but it fits nicely with my grass texture.  I've still got to do the animated portion, but i have a good idea of what i want to happen there.  Hopefully it looks good in the end.

Also, to explain my name the best i can:
I wanted a unique handle that i knew no one would ever think of(i hate that).  Basically fire/pyro=chaos and zen=peace.  Though costa07's is pretty good too, i never actually though about it that hard.  Anyways, I soley owned the name for about 13 years and never saw anyone else have the name.... that is until i found these a-holes....

http://www.pyrozen.com/

bastards even stole my domain!  I have no idea if they saw me and took the name.... but i have my suspicions.... bastards
lee

If you want to really simulate the actual animations of a sand..then go look for a real one and put it in a large box and pour it ....
The actual sand ingame is kinda blotchy...So it may have been rocky sand dunes. or similar to a beach type..
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-12 15:46:24
sand is finished for the most part.  I went for a more subtle effect on the movement of the sand.  It's noticable ingame but not obnoxious like the original was.  Also, no lag from using 4 PNGs to create the animation either!
(http://img.photobucket.com/albums/v220/pyrozen/Image1-5.jpg)

I also caught a big error i had made in a few old textures as well.  I had been upsizing everything by x8, but had only gone x4 on a few big terxtures.  Once i fix them it should solve all of the mismatching problems i've been having.

lee
Title: Re: Help Identify World Map Textures!
Post by: squallff8 on 2009-09-12 15:52:33
MAN!This looks awesome!
Really GREAT work!
Title: Re: Help Identify World Map Textures!
Post by: Borde on 2009-09-12 16:16:33
pyrozen, I must say I very impressed with your work. It really breathes new life to that old pile of polygons. Very good job, and looking forward to see the final result.
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-12 16:33:27
Is it only me, or has that desert increased a bit in size. It looks much bigger. But it looks awesome as well!! :-D

It looks about the same size to me. Its just that when in highwind the game is at a more of a side view angle then when you are running around
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-12 16:34:52
it might be a hair larger than before, but not much more than that. I added the strands of sand to make it seem more natural, and it also makes it seem a bit larger as well.

I also just finished the gound under the golden saucer, it looks much better now.
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-12 16:40:47
it might be a hair larger than before, but not much more than that. I added the strands of sand to make it seem more natural, and it also makes it seem a bit larger as well.

I also just finished the gound under the golden saucer, it looks much better now.

Let me know when you are ready to do a release, even a partial. Ill add it to what we have already and throw up a new beta
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-12 16:53:21
sounds good.  I'll have to get all my TEX files together, i havn't really been keeping track of what i have and havn't used. There were also a few TEXs that looked so similar it didn't make sense to have 2 textures, so they both use the same one.  I have to figure out how many times i did that  :roll:

I ALSO have to go back and redo all of my TEX files since i want the entire world map reconstruction project (now called WMRP) to be located in one folder in /textures, with the various sub-directories underneath it.  Will make things much easier to use once more people get the hang of texture injection.  We don't want people releasing mods that just dump PNGs into our /textures folder now do we :-D

lee
Title: Re: Help Identify World Map Textures!
Post by: Hellbringer616 on 2009-09-12 16:56:05
Lovin the new sand :D

What happened to rocky cliff things that were in there though? I always thought they were small mountains haha
Title: Re: Help Identify World Map Textures!
Post by: sl1982 on 2009-09-12 16:57:39
sounds good.  I'll have to get all my TEX files together, i havn't really been keeping track of what i have and havn't used. There were also a few TEXs that looked so similar it didn't make sense to have 2 textures, so they both use the same one.  I have to figure out how many times i did that  :roll:

I ALSO have to go back and redo all of my TEX files since i want the entire world map reconstruction project (now called WMRP) to be located in one folder in /textures, with the various sub-directories underneath it.  Will make things much easier to use once more people get the hang of texture injection.  We don't want people releasing mods that just dump PNGs into our /textures folder now do we :-D

lee

Nooooo, if you noticed i have sorted all mine out as well
Title: Re: Help Identify World Map Textures!
Post by: pyrozen on 2009-09-12 17:04:18
mine are all sorted into different terrains ATM: desert, mud, grass, towns, etc....
But i would prefer to have them ALL under one directory named World Map.  I'm also an anal bastard about file organization though :D
For the time being, I would like to keep our releases separate since some people might not be too keen on loading up a half finished world map. 

I'm starting to reorganize my files right now, so hopefully i can get a beta out sometime this weekend.

lee

*edit* well, i've done the normal forest, but i need to do the tropical one still.  I havn't found a good base online yet but i'm looking.  Right now i'm kinda going over what i've already finished and making sure i don't have to make a pass at everything once i'm actually done. I've got a few small grass and mud texture to finish up, then i'll probably move to the northern continent.
Title: Re: Help Identify World Map Textures!
Post by: Harruzame on 2009-09-12 17:31:58
Is that the Sahara desert?... :-o

This is freakin huge!!....Now I'm..*drools* ... wanting a...

Release this Gracefully made mod...please!...

I thought you weren't gonna touch the Golden Saucer grounds..But you already fixed that so..
Keep it up!! Hopefully GUI beta 9 will be available!!! soon... :lol:
Title: Re: Help Identify World Map Textures!
Post by: obesebear on 2009-09-12 18:46:44
This is starting to look ridiculously good.
Thanks for taking your time on this to make sure everything looks right, it has clearly paid off!

I think I'm going to go ahead and stop playing FF7 (since I just left Midgar), and wait until you finish.  Just amazing..
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-12 22:03:49
I'm currently working on some of the 3d models for the world map, when they're done they should be backed in with the texture upgrades! (if thats okay with you, its all under the avalanche name)
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-12 23:11:11
That's fine with me, just let me know which ones you plan on replacing so i don't waste time re-texturing them.  Just for compatibility sake, please leave the ground underneath towns and such alone if at all possible.  I am retextuing them as well and could easily match them to your new models.

lee
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-09-12 23:12:50
WOW pyrozen what you have done is amazing good job.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2009-09-12 23:14:26
I'm currently working on some of the 3d models for the world map, when they're done they should be backed in with the texture upgrades! (if thats okay with you, its all under the avalanche name)

3D models? I take it that you mean things like the Weapons, the vehicles, the rocket etc.?

Is anyone doing the towns ATM? I think they would be the only things left...
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-09-13 00:27:15
I'm currently working on some of the 3d models for the world map, when they're done they should be backed in with the texture upgrades! (if thats okay with you, its all under the avalanche name)

3D models? I take it that you mean things like the Weapons, the vehicles, the rocket etc.?

Is anyone doing the towns ATM? I think they would be the only things left...

Yeah Team Avalanche initial goal of just 2d has kind of fallen by the wayside and kind of became replace whatever we can. Timu's battle models are going to be encompased in the final project as well as some other interesting things.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-09-13 00:29:57
SO now team avalanche everything overhaul lol  :-P
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2009-09-13 00:33:12
SO now team avalanche everything overhaul lol  :-P

Everything graphical, it would seem :-P

And it's a good thing as well. We now have lots of different people modding different parts of the game that haven't had the attention they need so far.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Matt2Tees on 2009-09-13 00:35:28
Well if you guys all continue to mod the game as well as you have so far, we're in for a treat!
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-09-13 00:36:32
Yeah like my battle scene Reconstruction even though i have my lighting problem. But anyway still awesome work on the map and spell team avalanche
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-13 05:10:42
Actually, i'm currently working on the highwind, but dont retexture the towns, they should be completely remodeled, imo, boxes with pyramids on top... havnt stood the test of time
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-13 06:39:55
i completely agree, i won't touch the towns.  As i stated before though, please don't alter the gound beneath them since i can match shadows, etc... to whatever you create to replace the originals.  If your deadset on changing the ground, i can PM you my base grass/dirt textures so we can mantain continuity between them and what I have finshed so far.

lee

Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Harruzame on 2009-09-13 06:49:55
Team Avalanche is the NEW FACE of FFVII game history.. It's like a new installer:

1.02 patch
YAMP
PRP FFVII
APZ Cloud/field model MOD
Aali's custom Graphics Driver
FFVII Music
TEAM AVALANCHE 2d/3d Overhaul w/ WMRP..

Aah..what a superb installer..hopefully these will up soon!...
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-09-13 09:29:50
Might get a release soon depend on how pyrozen feel about his work but it still wont be a complete release still too much stuff to redo and it takes time
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2009-09-13 11:30:21
i completely agree, i won't touch the towns.  As i stated before though, please don't alter the gound beneath them since i can match shadows, etc... to whatever you create to replace the originals.  If your deadset on changing the ground, i can PM you my base grass/dirt textures so we can mantain continuity between them and what I have finshed so far.

lee


I don't think changing the actual world map model is possible, as we discussed earlier in this thread. this means most of the houses (Squares with pyramids on top) won't be modifiable anyway.

at any rate, i think this project is the best project in a long time. with these textures, we don't even need a new world map model. one criticism, i think. the desert seems to have lost someof its depth; i cant tell the low parts from the high parts anymore. granted - this might actually work out pretty well ingame. overall, i think this is epic. :D
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Borde on 2009-09-13 13:46:36
Nop, don't worry, towns and co. are stored in separate P files. Which in some way leads me to belive the world map is some kind of heigth map. I guess It's got to be explained somewhere in this forum.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2009-09-13 13:53:31
D: wait, you mean they're all stored in the actual .MAP file, or that world_us.lgp thing? because the world_us.lgp only has things which change in it, like rocket town and stuff.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Borde on 2009-09-13 14:06:11
Mmmm... seems you're right. I thought I saw all towns models, butit  seems only some of them are stored as independent P files. Anyway, it seems we have enough inforation to chage the world map geometry. It would remain to be seen it such change wouldn't cause bugs.
The format is descrived in these threads:
http://forums.qhimm.com/index.php?topic=6057.0
http://forums.qhimm.com/index.php?topic=5825.0

A program to do that should be written, though...
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2009-09-13 14:13:31
WEll, i know a dude who MIGHT be interested. though he might need to ask someone a few questions about generally making modelviewing/editing apps, since he's never done it before. i'll get in touch, unless you were planning to do it, borde ;)
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Borde on 2009-09-13 14:27:38
I think I could do it (should have a closer look to the format), but if someone wants to do it instead, that's less troubles for me :-P

EDIT: By the way, it's also documented on the wiki (with a clearer format):
http://wiki.qhimm.com/FF7/WorldMap_Module
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2009-09-13 14:31:42
I think I could do it (should have a closer look to the format), but if someone wants to do it instead, that's less troubles for me :-P

TBH, he is in the middle of a lot of things right now, and since kimera, we can all trust you to make an epic program :P i'd certainly do some modding for the map. how do you plan on doing it, then? a viewer with one big extractor/importer? or something that can edit seperate pieces?
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Borde on 2009-09-13 14:37:00
I don't really know NeoCloudStrife. That's something that should wait anyway. I'm already delaying the new version of Kimera too much.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: jasimne on 2009-09-14 12:36:21
amazing looking forward of releasing this project, and what program do you use to resize the textures?? it is palmer??
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-09-14 17:08:42
palmer is just for 2d field backgrounds, i assume he uses photoshop shop, and i don't believe he resizes any textures. they are all hand made, right pyrozen?
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Tekkie.X on 2009-09-14 19:16:46
I'm doing a few of the buildings on the world map, not many, got the temple done and one or two other places, I'll show off what I've got at some point soon.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-14 19:18:07
yea post screens wip or ingame asap, that n good to post that your gonna work on something even before you start, incase someone else tries.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-09-14 19:20:27
This project has gotten too big. Any chance we can get a project sub-forum halkun?  I cant keep track of everything anymore.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-14 19:33:02
palmer is just for 2d field backgrounds, i assume he uses photoshop shop, and i don't believe he resizes any textures. they are all hand made, right pyrozen?
i resize the originals by x8 ajd use them as a template to build my new images.  Everything i've created so far has been 100% created by me, no prefrab texture pulled from the internet.  I use GiMP for most of my work, and PS for some more delicate work.  Sucks that my PS trial is over in a week though :P
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-09-14 19:35:51
palmer is just for 2d field backgrounds, i assume he uses photoshop shop, and i don't believe he resizes any textures. they are all hand made, right pyrozen?
i resize the originals by x8 ajd use them as a template to build my new images.  Everything i've created so far has been 100% created by me, no prefrab texture pulled from the internet.  I use GiMP for most of my work, and PS for some more delicate work.  Sucks that my PS trial is over in a week though :P


Oooh u better hurry up then
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Tekkie.X on 2009-09-14 19:39:55
yea post screens wip or ingame asap, that n good to post that your gonna work on something even before you start, incase someone else tries.

Haven't seen them in game yet though, need to get some more save games first.

EDIT: Seems the building don't like textures at higher resolutions than the originals, bugger, tried a 512x512 temple was only using the bottom left of the image and at 64x64 you can't see any detail.
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-14 21:33:50
I would like to mention there is a typo in the thread name :P I didnt know there was a team avalance
Title: Re: *Team Avalance: WMRP(WorldMap Retexture Project)*
Post by: Matt2Tees on 2009-09-14 21:36:50
I would like to mention there is a typo in the thread name :P I didnt know there was a team avalance

Very perceptive of you  :-)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-15 01:01:08
*fixed*  Ya know i could get alot more done if i didn't have to deal with your busy work ;)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-18 00:59:21
small update, i've finished the sand and dirt completely.  I have one grass texture i need to ever so slightly tweak and that will be finished as well.  My next objective is the beaches, then snow, then mountains.  I still need to do the forests, but they are easy and will be completed as i feel like it :)

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-09-18 01:07:41
small update, i've finished the sand and dirt completely.  I have one grass texture i need to ever so slightly tweak and that will be finished as well.  My next objective is the beaches, then snow, then mountains.  I still need to do the forests, but they are easy and will be completed as i feel like it :)

lee

Awesome work! Cant wait to add it to the release
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: willis936 on 2009-09-18 01:24:54
As awesome as this mod looks (and it does look frigging amazing) I have to wonder how much of a slow down this mod will create.

It might not even be noticeable if each texture is relatively small (I'm not sure of their resolution or the logistics of how much this will effect smoothness of gameplay).
pyrozen, I assume since you're creating and testing this mod you'd hold the answers to my worries.  What say you?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Harruzame on 2009-09-18 01:25:46
This and that are different ...meh! :lol:
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-09-18 01:47:15
As awesome as this mod looks (and it does look frigging amazing) I have to wonder how much of a slow down this mod will create.

It might not even be noticeable if each texture is relatively small (I'm not sure of their resolution or the logistics of how much this will effect smoothness of gameplay).
pyrozen, I assume since you're creating and testing this mod you'd hold the answers to my worries.  What say you?

If anything there will be an initial slowdown on load of the world map. Should be fine after that
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-18 01:51:09
the inital load is a bit slower, but i can't notice anything on my ancient rig.
Single-core 2800+ XP-M processor (2.3GHz)
2Gigs RAM
HD3850 AGP Gfx

i run the game at 1600x1200 (or whatever is close to that, im not at my computer now)
If it doesn't slow my computer down, i think you guys will be okay.

lee

*edit* the main resoultion for new textures is 512x512 or smaller, with only 1 texture weighing in at 1024x1024(it was 128x128 by default for some odd reason)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: knives on 2009-09-18 03:32:50
It's nice to see kickass projects whenever I get around to checking in with the old forum.
Keep it up. It looks amazing.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Qudeid on 2009-09-18 16:05:03
I'm truly looking forward to seeing the improvements myself in-game :D

Btw. Will stay a "mere" retextureing of the WorldMap or will you in the end really change the World's Geometry?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-18 23:17:31
small update, the beaches are much harder than i anticipated.  Apparently the texturing system works differently on the barch and it's much harder to anticipate how the game will "randomly" place the textures.  I'm getting alot of alignment errors, and i almost need to do the water before the beaches since the both textures overlap.

As far as chaning the geometry, Borde said he might be able to work something up to view and modify the worldmap, but it's not a priority.  I honestly think a totally retextured map would be plenty to transform the game, but in the future someone may rework the entire thing.  The drawback is that if you rework the world map, you will have to retexture the entire thing AGAIN.  That's a job i won't be applying for :D

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: squallff8 on 2009-09-18 23:44:15
Hi there! :-)
Just wanted to say:Thanx for your HARD work,pyrozen!!!This project is one of the BEST on this forum!I know how hard make something new work in this game,so what you done here is AWESOME!Respect! :wink:

Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-09-19 03:44:13
Honestly, I truly cannot wait for this to be finished. This is just so amazing Lee. Although I bet you have heard that hundreds of times hehe. Hope we can get a release soon and test it out.  :-)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Qudeid on 2009-09-19 07:36:28
pyrozen, that is exactly what I thought. You'd have to retexture every little bit.

What I was wondering (I only barely scanned over the wiki entry about the worldmap) is, if there then is a change in resolution. Meaning, if the Map gets larger so to display a little more detail. But I think, it won't work, as you'd have to change how you travel the world etc. Okay... I was just talking to me  :roll:
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2009-09-19 12:05:45
small update, the beaches are much harder than i anticipated.  Apparently the texturing system works differently on the barch and it's much harder to anticipate how the game will "randomly" place the textures.  I'm getting alot of alignment errors, and i almost need to do the water before the beaches since the both textures overlap.

As far as chaning the geometry, Borde said he might be able to work something up to view and modify the worldmap, but it's not a priority.  I honestly think a totally retextured map would be plenty to transform the game, but in the future someone may rework the entire thing.  The drawback is that if you rework the world map, you will have to retexture the entire thing AGAIN.  That's a job i won't be applying for :D

lee
to be honest, i think if borde made a tool like that, it would be less about changing the world's geometry, and more about changing towns and places etc so they dont look like boxes with pyramids on top coloured blue. textures are by far enough for the ground, the sky and the land, i think.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: halkun on 2009-09-19 14:37:10
can you post the original worldmap texture? I would like to see how the put it together....
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-19 14:54:49
(http://img.photobucket.com/albums/v220/pyrozen/midlmap.png)
the grey areas surrounding it are also part of the original.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-19 16:11:41
is that the actual resolution? jeez its small
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2009-09-19 16:22:39
is that the actual resolution? jeez its small


It's not really surprising; the world map looked incredibly pixellated when it was blown up on screen in the game. Hopefully a few filters should be enough to make the image a more reasonable quality.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-19 17:31:30
vectors my friend, vectors
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: halkun on 2009-09-19 19:45:48
I was talking about the 3D ground textures, not the world map.. I guess I wasn't very clear.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Qudeid on 2009-09-19 20:10:51
@ Kudistos Megistos:

Considering the first post screenshots the worldmap itself (as pyrozen posted) is already changed, isn't it?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Matt2Tees on 2009-09-19 20:21:20
@ Kudistos Megistos:

Considering the first post screenshots the worldmap itself (as pyrozen posted) is already changed, isn't it?

I think your right, it has been updated, the screenshot in the first post suggests that its done
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-19 20:43:15
The worldmap "map" will be redone, i just threw that one in there to see if it would work.  I will create an original map(or someone else may beat me to it) since the one i'm using now doesn't line up perfectly, and it's overly wordy for my tastes.

And halkun, are you asking for all of the worldmap textures?  I'm still not totally understanding what you need, because there are 100+ textures that makeup the world map.  Each different kind of terrain is made up of 4-5 different textures(plain, transistions, shadowed, etc) and they don't really seem coherent outside of them game(until you decipher their positions in-game anyways)  Just let me know what you need and i will happily provide it for you.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Qudeid on 2009-09-19 20:49:18
I'm quessing, but I think, he just wants to know how they look like, how they are built up. With that in mind, it doesn't matter if it is a grass texture or a sand texture. They should look similar (I guess).

Concerning the WorldMap Map... Yes, that bothered me too, that every thing had its name. I mean, for the main places, such as Nibel, North Corel, you could have the names in there, but isn't really necessary, in my book.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-19 23:41:09
here's a few early shots of the beaches.  I've revised the texture lik 20x already, but all the edges refuse to line up no matter what i do.  There's a bit of tearing, but i think it's good enough to move onto the next texture at this point.  I've been saving my workprint version of textures, so i can always go back and adjust the layer masks to try something else.  Saves alot of time so i don't have to recreate the whole texture everytime i don't like something.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-6.jpg)
(http://img.photobucket.com/albums/v220/pyrozen/Image2-1.jpg)

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-09-20 00:57:51
Wow that actually looks amazing i thought you said it was gonna be difficult to do the beach's  :-P Didn't take you too long to come up with something great good work man.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-09-20 02:19:52
To quote myself when i saw those beaches "Oh god jesus those are beautiful" sorry nerd moment :P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-09-20 03:57:00
dont make this an absolute i'm on a computer with a really bad screen, and the images seem dark, but i'd say add a slight bit of gaussian blur between the sand n the grass.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-20 06:55:02
dont make this an absolute i'm on a computer with a really bad screen, and the images seem dark, but i'd say add a slight bit of gaussian blur between the sand n the grass.

i agree, then blends could be better.  I already have a 25.00 gaussian blend(in GiMP, not PS) on the alpha mask that separates the two.  Anything more and the mis-matching becomes very apparent between texture slices.  I'm working on making it better, but the absolute randomness of worldmap texture placement is a helluva mountain to climb.  And my OS is XP/w SP3.


lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Qudeid on 2009-09-20 07:19:23
Looks really nice.
And, it would be stupid to not keep your work in pds (or what ever format GIMP uses) :)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Harruzame on 2009-09-21 06:39:49
Now that's a beach surf for ya!!!!  :evil:
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Evan Lee on 2009-09-23 11:24:35
how did you replace the world map?
can you tell me how to replace so that i can easily find the hidden islands
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-29 22:25:26
i was screwing around trying to upsize the default mountain textures and i discovered this oddity....
(http://img.photobucket.com/albums/v220/pyrozen/Image1-7.jpg)
its not noticable on the dafult since its so fugly, but a simple gaussien blur brougth it right out.  Did someone have to sell there soul to make one of the greatest RPGs ever... me thinks so :)

Also, upsizing the world textures is a completely no-go.  You can easily see the difference between those i created from scratch and the upsized mountains.  Guess i'm gonna have to learn how to make mountain textures now..... sheesh...

no other real updates, the beaches are as good looking as i can get them, the texture application is just such a nightmare nothing ever lines up perfectly.  It's still a major improvment over the original, and i don't think you guys will walk on the beach with as much scrutiny as i do.

I might release an Alpha sometime soon so other can get a leg up on how exactly you replace world textures as well.  I start college this week so much of my time will go towards studies instead of 10 year old game :P
lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: secondadvent on 2009-09-29 22:39:54
well there was the face on the moon in ffiv, and the one underwater in ffv, so i guess it only took us a good bit longer to find ffvii's rock face  8-).
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-09-30 04:04:59
Oh man a release soon that would be awesome
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-09-30 22:30:51
(http://img.photobucket.com/albums/v220/pyrozen/Image1-8.jpg)

preliminary shot of Cosmos canyon.  looks kinda wierd because everything turns red in that area. 3 more texture to go and all the canyon textures will be finished.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-09-30 22:36:03
(http://img.photobucket.com/albums/v220/pyrozen/Image1-8.jpg)

preliminary shot of Cosmos canyon.  looks kinda wierd because everything turns red in that area. 3 more texture to go and all the canyon textures will be finished.

lee
Nice. Absolutely nice.  :-)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-01 00:59:47
looks awesome Pyrozen :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-01 04:28:54
pyro, i'd scale up the texture, there are too many horizontal crags, also make it more red like the original, these are very brown.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-01 13:29:38
Wow man looking great i cant believe how good you made the world look man
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: titeguy3 on 2009-10-01 21:08:11
I've been playing with some upscaling filters on the world map's map... tell me what you guys think of this... I've no clue how it'd actually look in-game, but it's got a parchment-paper/fabric type of look to it that's preferable to the pixelated map that currently shows up in my opinion...

(http://img4.imageshack.us/img4/1074/midlmapcopy.th.png) (http://img4.imageshack.us/img4/1074/midlmapcopy.png)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-01 21:17:15
i think it looks pretty good.  I think it would look more convincing better if you changed the color to a more worn/yellowed paper map, rather than the full color version that you have now though.  However, some people may not like you to stray to far from the original design, but i say go for it.

Upscaling only goes so far though, since i can tell you just resized it and ran it through a texturizing filter.  The easiest way to reproduce the map in an original image would be with vector graphics.  I don't know how to use them "yet" but i'm working on the world textures now and i simply don't have time to learn something else(on top of snow, water, mountains, rivers, etc...)

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-01 21:42:48
I'll do a vector trace in the next couple days, no worries.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-02 00:27:25
I'll do a vector trace in the next couple days, no worries.
awesome, i know your good at working with them already so I'm exctited to see what you come up with.

And to feed the folks hungry to see whats going on so far....
Here's an ALPHA release!
http://www.mediafire.com/file/njuzozmmhwk/WMRP.zip
I'm offering zero support, no install question or problems will be answered(and promptly ignored).  If you don't know how to manually install TEX files, don't bother trying to use this.  This is strictly for the folks who are curious to see what's gone on so far in-game, this IS NOT user friendly.  Many areas are half-finished or not even started on yet, so don't even bother telling me or asking me about it.
think of it as a trailer to a full-feature mod.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-02 10:11:07
WOW...WOW This is totally awesome it looks even better when you play then the pics that you posted. Excellent job man good stuff mostly every thing is complete. I don't know if you haven't noticed but some of the forest ain't complete. Didn't know if you know that and you was gonna finish up later just thought i let you know. But again wow great job  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-02 17:30:38
yeah, the tropical forests aren't finsihed, and the northern continent hasn't even been touched yet.  I've still got alot of work to do, the alpha doesn't even really qualify as a releases in my mind.  It was just a work-in-progress release for people who wanted to see it in action.  Still lots to do, and many half-finished things to finalize.

lee

edit* one scary thing i've noticed, the alpha is already 16.6MB.  I sudder to think what the filesize will be for the final release.  Probably upwards of 50MB.  Not much in todays world of fast internet, but still...
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-02 20:43:15
yeah, the tropical forests aren't finsihed, and the northern continent hasn't even been touched yet.  I've still got alot of work to do, the alpha doesn't even really qualify as a releases in my mind.  It was just a work-in-progress release for people who wanted to see it in action.  Still lots to do, and many half-finished things to finalize.

lee

edit* one scary thing i've noticed, the alpha is already 16.6MB.  I sudder to think what the filesize will be for the final release.  Probably upwards of 50MB.  Not much in todays world of fast internet, but still...

Just wait until you see the size of the 2d graphical overhaul. Its already over 50mb and climbing
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hermoor II on 2009-10-03 09:34:38
Those mountain stripes should go vertical and not horizontally. Mountains usually go from bottom to top, not from left to right...Also a bigger distance between the cracks would make it looks better.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-03 19:21:16
Traditionally, yes they would be vertical.  But these aren't mountains, they're plateau's in a region that doesn't recieve much rain.  Instead of water erosion shaping the landscape, horizontal winds do the work.  All the other mountains will be vertical(as is normal).  Also, I'm taking quite a bit of artistic license with the project, I don't want the map to look the same as before otherwise what's the point?  The texture does need to be stretched out some, but I'll never finish if i tweak every texture to perfection the first time through.  Many textures are still rough-drafts of their final versions.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-03 19:25:44
If those are rough drafts i'll die of happiness when you finish haha. Assuming i ever get time to play.. i want to, but the horrid backgrounds mess with my head
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-04 00:25:47
(http://img.photobucket.com/albums/v220/pyrozen/Image1-9.jpg)
a shot of the mountains near Golden Saucer.  They will have a browner hue and more chunkiness in the future.  Acutally I made a really good mountain texture, but i forgot to save the PSD file and altered the flat PNG, so i couldn't tranfer the good texture to the other relevant files.  Ooops... oh well, i'll fix it soon.

(http://img.photobucket.com/albums/v220/pyrozen/Image2-2.jpg)
just a good looking texture.  Can't wait till i finish up the jungles, it'll look almost 100% after that.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-04 00:28:14
the first image my jaw dropped. that is fantastic work
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: romeo14 on 2009-10-04 01:10:23
(http://img.photobucket.com/albums/v220/pyrozen/Image1-9.jpg)

any one else like the mountains like this ^^. i like them that color
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-04 03:56:40
Wow just wow man you should of waited to release your alpha till you did those mountains  :-D but great job man fantastic work
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-10-04 04:13:35
I certainly can't wait for the actual patcher release! Hopefully that is some time soon.  :-)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-04 06:23:11
I certainly can't wait for the actual patcher release! Hopefully that is some time soon.  :-)

I dont know about any time soon pryozen takes his time so he does the job right and dont have to do it again. His work is exellent and making textures from scratch is time consuming and he still has the ocean and rivers ahead of him probably the toughest part out of them.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-04 06:29:45
HERMOOR there is no need to ruin a perfectly good there take your nansence elsewhere i know pyrozen will not appreciate this as well as everyone else that supports this mod.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: DeadManInBlack on 2009-10-04 12:01:06
Awesome work, now if we can perhaps beg Timu to make a new Highwind  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2009-10-04 13:49:27
Awesome work, now if we can perhaps beg Timu to make a new Highwind  :-D

hmmm... That's something I might try my hand at.

At any rate, Can't wait for a proper release of this, looks epic.
The only thing, i think, is it just looks a little....plain?
i dunno. perhaps a better way of explaining it is that it looks like a "perfect" world, i.e it's all too....clean? Just looking at those mountains, it looks like they're maintained by some guy every day, same with the deserts. not complaining, however, i'd still use it any day :D it's just a little criticism.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-04 16:56:40
I agree more highlights and shadows are needed, but because of the tiling system it makes it quite difficult, so short of making a custom map model (if that is even possible) Im not sure how good we can do on that.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: DeadManInBlack on 2009-10-04 22:26:49
Awesome work, now if we can perhaps beg Timu to make a new Highwind  :-D

hmmm... That's something I might try my hand at.

At any rate, Can't wait for a proper release of this, looks epic.
The only thing, i think, is it just looks a little....plain?
i dunno. perhaps a better way of explaining it is that it looks like a "perfect" world, i.e it's all too....clean? Just looking at those mountains, it looks like they're maintained by some guy every day, same with the deserts. not complaining, however, i'd still use it any day :D it's just a little criticism.

That would be great if you could  :-D

In response to comments about the mod I can see where your coming from but I suppose its one of things that is going to happen trying to make textures fit together in such complicated way on such a old game engine on todays pcs and screen resolutions,but overall I think this is a awesome mod and certainly one of best to be made and im sure will be one of the most appreciated.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-05 20:29:01
Awesome work, now if we can perhaps beg Timu to make a new Highwind  :-D
funny you should say that, the original Highwind looks like an odd flying triangle within the retextured world.  I've hunted a bit for the textures but havn't found them yet.  Even a basic reskin with darker, more metallic textures would do it some justice until someone gets around to making a remodeled version.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-05 20:42:45
Awesome work, now if we can perhaps beg Timu to make a new Highwind  :-D
funny you should say that, the original Highwind looks like an odd flying triangle within the retextured world.  I've hunted a bit for the textures but havn't found them yet.  Even a basic reskin with darker, more metallic textures would do it some justice until someone gets around to making a remodeled version.

lee

Ill look and see what i can find when i get home. If i remember correctly highwind doesnt have any textures.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2009-10-05 20:49:46
Ill look and see what i can find when i get home. If i remember correctly highwind doesnt have any textures.
You may be right, but I'm pretty sure it's possible to give any 3d model a texture.  If nothing else, the Highwind texture from the bonus disc could always be mapped to the original model.... I don't think that is against the rules?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-05 21:32:11
(http://img.photobucket.com/albums/v220/pyrozen/Image1-10.jpg)
small WIP shot. I'm workin on the snow now, and this is an example of why many of the textures i create are very noisy.  I tried going for a smooth snow, and it looks awesome in GiMP.  Once in game though, it tiles all over the place and generally looks like crap.  That's why many of the request for more detail/highlights/depth have gone seemingly ignored.  I'm trying to get the best balance but sometimes the just isn't a compromise.  Also, take a look at the stock snow, it tiles horribly as well!  Acutally, many of the stock textures do this as well, look at the mountains on the eastern continent, they look like crap since the're made out of three different textures.  No other place on the map is like it, some it appears there was some forward/backward development when the world map was created, and they just learned as they went along.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-05 22:55:00
the snow has a bad repeating problem, but looks like it tiles quite decently (in terms of how the tiles are laid out). One idea, that i had when you sent me the grass files, was that the textures seem to be (the original ones) a solid color with specks all over it, perhaps you could go with a not solid but low noise texture like you have with the sand, then draw full on details over the specks, that dont rly matter which way they face (preferably not on the edge of a texture). gimme yer thoughts on this.

As to the highwind issue, texturing one of the games models that dont have textures is something i want to look into, but you'd still have to export the model and unwrap it, because not having a texture, there are no uvs. for something blocky like the highwind... make a new one :P I will be experimenting wtih this concept for summons, as it would save a ton of time modeling, (and the models arnt that bad to start with)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-05 23:24:19
(http://img.photobucket.com/albums/v220/pyrozen/Image1-11.jpg)
i simply created a noise layer and applied a light median to it to take away the sharp edges.  Layered it at about 50% over the image above and i got this.  Looks much better, but it still needs some tweaking.  good idea :D

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-05 23:26:06
I think my idea applies more for the grass, which needs lil bits of stuff in it, the snow looks good! - questions, whats with the line in the sky? :P Also are you redoing meteor or did you already and my eyes suck?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-06 00:44:59
I think my idea applies more for the grass, which needs lil bits of stuff in it, the snow looks good! - questions, whats with the line in the sky? :P Also are you redoing meteor or did you already and my eyes suck?
I've started eyeballing the grass, it's inline for a retouch but i'd like to get more original textures before i start back tracking.  The line in the sky was me replacing the clouds, but it can't be done correctly unless Aali enables alpha channels for the PNGs.  The default clouds are at kinda 60% opacity through the engine, and i was experimenting with some generic clouds.  I meant to put the original back but i got sidetracked for about a month ;) and i havn't even touched meteor yet, that's not even on the radar right now.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: LeeHiOoO on 2009-10-06 04:35:48
Pyrozen can you list progress? I mean what textures are done... in progress.. or yet to mess up.
It's an amazing job so far. I'm impressed with the quality of your textures and really looking forward to use'em.. gratz. Keep your awesome work.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-06 19:33:17
here's a rough estimate, there are still quite a few odd texture that are only used in on place on the world map that i have to hunt down.

grass 95%
sand 98%
dirt 95%
transitions between ground types 60%
mountains (nonsnow) 25%
mountains (w/snow) 0%
snow 10%
oceans 0%
beaches 80%
forests 50%

that's a "very" rough estimate.  I still have alot of work to do, and i will be going back over many of the textures i've already finished.  As i have worked on the project i have learned and refined alot of new techniques, so the first textures i created(grass) look very noobish to me now.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: secondadvent on 2009-10-06 20:37:00
i hope you plan on releasing an installer before you go back over all of the already done textures  :roll:.

not that i have even been on the world map in a few years... i have been too busy playing around in the midgar areas  :-P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-07 00:14:59
apparently the snow covered mountains use the same random textue application technique as the beaches, so this is gonna ge a helluva job to do..... stupid squeenix and their overly complicated world generation tech

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-07 00:18:00
apparently the snow covered mountains use the same random textue application technique as the beaches, so this is gonna ge a helluva job to do..... stupid squeenix and their overly complicated world generation tech

lee

lol well im glad you decided to tackle it  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-07 19:47:46
Sorry to double post but i installed the stuff you have done so far and it looks promising. The only thing i would suggesst to improve is that the moving sand around the gold saucer is barely even noticeable. If i wasnt looking for it im sure i would not have noticed it was there. Great job so far though!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-09 00:34:34
Wow bro great job your snow looks amazing. Any clue on what your gonna do for the water that seems like its gonna be hard. keep up the good work.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-09 17:49:40
i have no clue what i am going to do with the water ATM.  It all depends on how it tiles, if it's like the grass it will be easy, if it's like the beaches or mountains.... well... it'll be pretty tough.  I have toyed with idea that if i cannot get it to look good animated, i could change it to a nice static water texture but it would probably look very odd.  It's still all up in the air though, i haven't even attempted it yet and this snow is gonna take me awhile.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-09 23:03:03
Hey take your time good work doesn't come easy. Your doing great
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sexymonkeys on 2009-10-10 08:24:07
My current game shall be put on hold until this is complete. No matter how long it takes.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-10 22:04:30
they look decent from a distance....
(http://img.photobucket.com/albums/v220/pyrozen/Image2-3.jpg)

but a close look reveals the madness that hides within FF7 world map textures
(http://img.photobucket.com/albums/v220/pyrozen/Image1-12.jpg)

it my first attempt, but it's going to be very difficult to get good results...

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-11 03:24:52
looking pretty goog for a starter
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-11 03:26:02
I feel bad for you. That looks like a nightmare to teture
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sacrife on 2009-10-11 20:29:42
Try to fill the edges with brown, so wherever the ends meet its brown on brown.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: gjoerulv on 2009-10-12 03:27:17
Looks good. I haven't tested this, but are the textures seamless? You should at least try to make those snowy mountain textures seamless.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2009-10-12 04:00:32
the problem is the fading on the snowy bits... snow isn't transparent anyway, so give it hard edges and it'll immediately be easier to work with.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-12 19:43:04
the problem is the fading on the snowy bits... snow isn't transparent anyway, so give it hard edges and it'll immediately be easier to work with.
I'll give it a go and see how it looks.  That's actually how the original texture is done anyway.

Looks good. I haven't tested this, but are the textures seamless? You should at least try to make those snowy mountain textures seamless.
the textures on the worldmap don't tile uniformly, so simply making them seamless doesn't do anything.  Most textures are divided into 4 sectors, and the game picks and flips the quadrants around.  Not sure why they did it that way, probably to cut down on visable tiling due to the superlow resolution on their stock textures.  It causes the opposite effect on hi-res textures though, so i guess they never planned on geeks revisiting their work 10 years later.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-12 19:51:39
i know the tiling messes up traditional seamless textures, which is that the top flows into the bottom and left flows into the right and likewise. however, do the low rez act seamlessly in some way? do different edges match with other edges? would drawing the new textures high rez with the edges matching to the pixel like the originals did work? eg. the dark rocky part is dark to the perfect pixel, and white for the snoy area... would that work or am i wasting time theorizing this? :P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-12 20:00:52
that's actually exactly how i create these new textures. 

I enlarge the original, pixel for pixel, to the size i want, and then turn the opacity down to 50% and work underneath it. I match all the dark/light areas as best as i can(wish i had a tablet). I'd say i get within a reasonable tolerance, maybe 2-9 pixels in or outside of the lines in some areas.  What's hard it that you can't tell which areas are supposed to match up, so if it looks bad or doiesn't line up correctly, your stuck recreating the entire layer mask again.

The blur is what causes the edges to misalign, but it usually looks alot better than the snow just cutting right off.  The low-res texture's actually don't blend together well at all, take a look at any mountains ingame, especially near corners.  The low-res, muddy nature of them makes it much less noticable than a hi-res texture.  The mountains near midgar are a perfect example of this.

lee

(http://img.photobucket.com/albums/v220/pyrozen/Image1-13.jpg)
here's a nearly direct copy of the rock areas on the stock texture.  It all lines up fairly well, better than anything i've freehanded.  now i just ahve to find a way to make it look smoother.

*nope, any amount of smoothing causes the tiles to be very visable.  It's the blockiness of the stock textures that mask this effect... damn...
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-13 01:25:42
make the blur the same on any edge? like, make a blur of the same amount of pixels around each edge of rock/snow. that should compensate
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-13 01:37:16
any sugestions on which one to use?  I tried using a gauissen at 10 pixels, but the was too much even though it was barely visable.  The tiling popped right out.

The way i made this texture was to lay down the mountain, then the snow on top of that.  I extracted the original rock formation from the stock texture using the magic pen, and pasted a black and white version onto a layer mask on the snow.  That's how i arrived at the current texture.  The alpha layer is easily modified, which lets me see any changes immediatly(after i load it up ingame) and blurring it has no effect on my base snow or mountain textures.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-13 01:50:20
if i'm getting this right, your trying to create a blur/smooth transition betwen the snow n the rocks? take a linear white to transparent, however many pixels long you want the transition to be, and put it on the edge of every snow/rock transition that is against the edge of a texture. for the interior just make it looks okay with the rest of the work you did like i mentioned above.

EDIT:
let me reitterate, use the same linear gradient, paste the same one everywhere.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-13 23:18:03
i tried yotu method timu, but still got the same results.  The rock areas don't line up at all, the blockiness is what makes them seem to blend together.

(http://img.photobucket.com/albums/v220/pyrozen/Untitled-1.jpg)
I tried to cheat and just use snow on the tops and bottom of the texture.  It looks passable, except for this one stupid spot.  Why on earth would they decide to flip the texture upside down right there, and nowhere else??????????

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: romeo14 on 2009-10-13 23:27:57
ya it doesnt look bad except for that one spot. its crazy that theres no ryme or reason for that one tile to be flipped. imagine how much of a nightmare it must have been for the game developers to make textures from scratch to fit the engine. Just keep thinking man, how awesome you will make the world map when your finished though...all that hard work will pay off dude
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: secondadvent on 2009-10-14 00:15:28
unless they made the background fit the textures they had, not the other way around. maybe they just figured that spot looked better with the texture flipped, and went with it (or someone just fudged up and put the texture the wrong way, but since there are many places where the textures are every which way, i am just assuming they fit the game to their textures).
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-14 00:29:09
Dont look bad besides that spot the one pic before that ain't bad either way better than the original
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-14 00:48:45
to bad you couldn't just flip that texture.. anythin in the tex file or some other file that could flip it around maybe?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-14 01:15:03
i have no idea how to flip it around.  It's definitly not in the texture, and i don't think anyone around here has the tools or the know how to flip in around on the worldmap.  Someday i suppose.....

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-14 01:15:37
Aali! get in here! we need you! haha :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2009-10-14 03:32:22
My suggestion:

Copy the shapes of the brown edges on the original texture... Rescale it to the new size, and draw, on a new layer, the same shapes, but don't follow the exact pixel corners. Follow the implied edges freehand. (if something looks like it should be round, make it round.) But don't use any blur.


Did that make sense? I really think the only way to get a flowing texture is to copy the shapes they originally used. As for corners... well... they didn't bother to make them flow, so you'll likely have to deal with whatever happens there...(by that I mean, "Put up with") OR add geometry to the corners, that you have textured yourself. (But as I don't think map geometry is currently moddable....)

If you could SOMEHOW manage to get the game to read some other file format for 3D map mesh... you could use a new model entirely... but that sounds even more difficult and pointless...(I think Aali is probably the only one who could even attempt it and I don't think he knows much to do with 3D... could be wrong... but I don't think it's his specialty.)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-10-14 03:51:13
If anyone we should probably ask borde, but alas, if we /could/ add geometry, we'd probably just remake the entire map from scratch :P it'd be much faster hehe. except we'd not only need to change the model, but assign boundaries n such
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-14 19:38:58


we'd probably just remake the entire map from scratch :P it'd be much faster hehe.
dont you even say that! at least let me finish before it become obsolete!

My suggestion:

Copy the shapes of the brown edges on the original texture... Rescale it to the new size, and draw, on a new layer, the same shapes, but don't follow the exact pixel corners. Follow the implied edges freehand. (if something looks like it should be round, make it round.) But don't use any blur.

This is how i made almost 90% of the texture i've redone.  The beaches were a pain, but they only tiled left-right, and never tile top-bottom.  This snow is a major pain. what i've got is passable, but i'm a bit of a perfectionist(at least when it comes to edges lining up) and i may just have to roll with something i'm not entirely happy with.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2009-10-14 22:19:16


we'd probably just remake the entire map from scratch :P it'd be much faster hehe.
dont you even say that! at least let me finish before it become obsolete!


A. I wasn't suggesting adding new functionality to the map, just using an image plane to cover up bad corners...

and B. this isn't currently even feasible, so don't worry.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-16 21:01:31
Well i've finally got something im happy with.  i ditched the original snow pattern because it was clearly gonna be impossible to get anythin i was happy with.
Here's the new snow, i'm very happy with it.  I've gotta blend it with the snow underneath, but you get the idea.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-15.jpg)

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-10-16 21:10:11
Wow. I got to say, yet another awesome improvement! Good job lee! :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-16 21:16:51
(http://img.photobucket.com/albums/v220/pyrozen/Image1-16.jpg)

got excited and posted the above image too fast.  Here's the snow with a blend. It only took me 5 mins to blend with the snow underneath :D  The ground texture won't line up perfectly with the mountain, but it's still a vast improvement on the original(the right side of the image).  Now i just gotta tweak the contrast to get the dark sides of the mountians and the northern continent will be nearly finished(i already did the forgotten forest).

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2009-10-16 21:27:17
Ah, that looks *much* better :-D

I'm very pleased to see how this is coming along. Usually, people make big plans for big mods but never follow through with them; it would seem that this is not the case for Team Avalanche :-)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2009-10-16 22:33:11
Ah, that looks *much* better :-D

I'm very pleased to see how this is coming along. Usually, people make big plans for big mods but never follow through with them; it would seem that this is not the case for Team Avalanche :-)


That's because we gathered support rather than being one guy trying to do all the work...

And it is indeed looking good.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-10-16 22:48:46
WOW! I retract my statement from the previous post. This is looking even more SWEETER! Thumbs up on this!  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Costa07 on 2009-10-16 23:07:41
Wow thats incredible maybe you can texture my highwind when im done  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: romeo14 on 2009-10-16 23:11:08
looking very good dude, thanks for your effort :)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-17 02:25:51
Wow, that looks great! Whats left now? Jungle and water?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Marc on 2009-10-17 14:55:05
I really liked the earlier efforts but this latest one actually looks like a mountain and not like some cow has been splattered on the side of the mountain.

This is a very exciting project to say the least.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-18 16:16:35
Wow, that looks great! Whats left now? Jungle and water?

bascially yeah, that's it.  There are a TON of small textures that only appear in one or two places, so nailing those down will be somewhat time consuming.  Also, the underwater area's will be completed at somepoint, though only for completion sake.  So little of the game is spent there im not worried about it, and it's pitch black to boot.

I will be gone Oct 25th to Oct 31st since im going to cancun :D  I might squeeze in one more update between now and then, but i'm also buried in school work trying to get ahead before i leave.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-18 23:36:36
here's a quicky release of some more content.  it contains everything in the 0.1a, plus cosmos canyon and the northern continent.  Some files may be missing, if they are i apologize. Alot of things oin the northern continent need to be straightened out, but this is basically how it's gonna look in the end. This contains basically everything i have completed up to this point.

This is just a teaser, so don't bother telling me "X" isn't finished ;)
WMRP v0.2a (http://www.mediafire.com/file/dliamrqvggy/WMRP-v02a.zip)

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-18 23:49:53
here's a quicky release of some more content.  it contains everything in the 0.1a, plus cosmos canyon and the northern continent.  Some files may be missing, if they are i apologize. Alot of things oin the northern continent need to be straightened out, but this is basically how it's gonna look in the end. This contains basically everything i have completed up to this point.

This is just a teaser, so don't bother telling me "X" isn't finished ;)
WMRP v0.2a (http://www.mediafire.com/file/dliamrqvggy/WMRP-v02a.zip)

lee

I can't believe you havnt finished "X"!!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-23 17:42:48
I can't believe you havnt finished "X"!!

I promise i will finish X when i return, have fun in the cold chumps.  I've a drink with an umbrella in it waiting for me next to the beach :D

On a serious note, nothern continent is finished except for the cliffs around the ancient city, nothern crater "crater" and a few odd sea walls that didn't change with all the others.  Pics in a minute....

*edit*
mountains are complete, so are 90% of the sea walls.  Looks pretty sweet, but i gotta find a few errent textures that aren't grouped correctly with the others.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-17.jpg)

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-23 18:00:28
I can't believe you havnt finished "X"!!

I promise i will finish X when i return, have fun in the cold chumps.  I've a drink with an umbrella in it waiting for me next to the beach :D

On a serious note, nothern continent is finished except for the cliffs around the ancient city, nothern crater "crater" and a few odd sea walls that didn't change with all the others.  Pics in a minute....

*edit*
mountains are complete, so are 90% of the sea walls.  Looks pretty sweet, but i gotta find a few errent textures that aren't grouped correctly with the others.
(http://img.photobucket.com/albums/v220/pyrozen/Image1-17.jpg)

Lee

You arent seriously down on vacation and posting on here are you?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-23 18:22:29
hell no!
I leave tomarrow around 3pm, so consider this my last communication until i return! Don't burn down the forums while I'm away ;)

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-10-23 18:53:09
hell no!
I leave tomarrow around 3pm, so consider this my last communication until i return! Don't burn down the forums while I'm away ;)

lee

I'll try to keep surprises to a minimum
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-23 21:06:54
Lookin great. i can't wait till this is complete. it will look beautiful  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-10-24 03:51:17
Lookin great. i can't wait till this is complete. it will look beautiful  :-D
Same here. Everything in this project is looking absolutely beautiful.  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2009-10-26 03:01:33
hell no!
I leave tomarrow around 3pm, so consider this my last communication until i return! Don't burn down the forums while I'm away ;)

lee

I'll try to keep surprises to a minimum

Surprises can be good... just keep the bad surprises down, mate.


Besides..... interwebs are what I DO on vacation... seriously. I went on a 7 day cruise and had to bring my wifi "tools" with me to keep my interwebs....(though they did cut out a lot)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-10-31 21:44:33
Besides..... interwebs are what I DO on vacation... seriously. I went on a 7 day cruise and had to bring my wifi "tools" with me to keep my interwebs....(though they did cut out a lot)

Well, i back and i had a blast.  Any computer access was strictly forbidden by my girlfriend. Not that i really minded, i'm always on the computer at home.

Normal work will begin on the WMRP by next weekend, i gotta lot of catching up to do with homework.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-10-31 22:11:05
awesome to hear from you again, and glad you had fun :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-02 03:11:49
Pyrozen with the new graphics driver you need to make some of your png's 32bit. They are 24bit only.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-11-02 19:53:39
Pyrozen with the new graphics driver you need to make some of your png's 32bit. They are 24bit only.
gotcha, i just realized a newer version was released.  This will be the first thing i do before proceeding with new textures.  Hopefully i can do a few tomarrow night, otherwise it'll happen this weekend.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-03 01:30:08
Pyrozen with the new graphics driver you need to make some of your png's 32bit. They are 24bit only.
gotcha, i just realized a newer version was released.  This will be the first thing i do before proceeding with new textures.  Hopefully i can do a few tomarrow night, otherwise it'll happen this weekend.

lee

Its not hard, basically anything that needs a transparency layer just duplicate the existing layer and delete the original (if you are using photoshop)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jewels on 2009-11-06 05:38:38
I have a preview of a world map (first draft):

(http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview.jpg)

That's 3x the size of the default map, although the original is 8x larger (2048 x 2048 = 1728 x 1344). I realised the default map is inaccurate with regards to the northern continent; it's positioned slightly too high, so I had to do some continental shifting.

There's also a second version containing the crater and waterfall on the eastern continent.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-06 05:50:13
Very nice, lets see if pyrozen likes it. Since he is in charge of all world map art.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-11-06 17:39:56
I have a preview of a world map (first draft):

(http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview.jpg)

That's 3x the size of the default map, although the original is 8x larger (2048 x 2048 = 1728 x 1344). I realised the default map is inaccurate with regards to the northern continent; it's positioned slightly too high, so I had to do some continental shifting.

There's also a second version containing the crater and waterfall on the eastern continent.

this looks great!
my only critique would be to flatten the image more, the embossed sections look very tall right now. Dont forget the small minimap in the corner either. i'd just remove the mountains, make the image grey scale, and resize accordingly. you killed 2 birds with one stone if you do that.

A side note, i prefer a map-look also.  It doesn't fit with the original, but a textured, yellowed paper map would look pretty good.  Not a priority, just my preference.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-11-06 18:27:11
gongaga doesnt have a dot T.T
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2009-11-06 18:33:31
gongaga doesnt have a dot T.T

Hold on, do you mean that Gongaga on Jewels' map doesn't have a dot but it should, or are you saying that he put a dot on there by mistake?

The dot in the south west of the second continent is Cosmo Canyon, and I don't think that Gongaga ever had a dot on the original map (http://cdn-write.demandstudios.com/upload//5000/800/30/9/55839.jpg).

edited for ridiculous spelling
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-11-06 18:35:32
I have no idea if it did, i never really looked at the dots, just noticed it there, and I QQ'd. Its not a big deal though
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jewels on 2009-11-06 20:14:36
My intention was to stay relatively faithful to the original, so I chose not to include Gongaga, Cactus Island or Round Island.

Modifications:
(http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview2_Thumb.jpg)

Lowered mountains, with crater on eastern continent (click for 4x size):
(http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview3.jpg) (http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview3.jpg)

Map Style (click for 4x size):
(http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview2.jpg) (http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview2.jpg)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-11-06 20:20:27
I'd lower them just a slight bit more, and I'd go with the grayscale mini map, stick to the original
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: willis936 on 2009-11-06 20:52:58
I like the grayscale mini map but will there be scale down issues when it's put in place?
The loss of quality might add some ugly edges.  The minimap is only ever about 40x30.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jewels on 2009-11-06 21:10:17
Images have been updated.

I think the original mini-map works best, because it really is tiny.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-11-06 21:26:56
they look fantastic!

here's a shot of the large map in-game:
(http://img.photobucket.com/albums/v220/pyrozen/Image1-18.jpg)

great job on these, they will be included in the next release of WMRP.  Alternatively, you could ask sl1982 to include them in the
2DO project if you prefer. Only difference is they may be released sooner in the 2DO project.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jewels on 2009-11-06 21:37:15
I can provide both versions of both maps (normal + cratered east).

Edit: And I'll add transparency to the map style for a more tattered look.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-06 21:44:58
they look fantastic!

here's a shot of the large map in-game:
(http://img.photobucket.com/albums/v220/pyrozen/Image1-18.jpg)

great job on these, they will be included in the next release of WMRP.  Alternatively, you could ask sl1982 to include them in the
2DO project if you prefer. Only difference is they may be released sooner in the 2DO project.

Lee

Your WMRP will be included in the next release of the graphical overhaul. Seperate install option of course
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2009-11-06 21:50:01
That map looks pretty good ingame, kudos to you, Jewels.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-06 21:52:33
Can you test the real map looking one pyrozen?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-11-06 22:03:20
(http://img.photobucket.com/albums/v220/pyrozen/Image1-19.jpg)

i'm really liking this one.  Might be possible to add alpha transparency to it to make the edges look tattered.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-06 22:04:54
(http://img.photobucket.com/albums/v220/pyrozen/Image1-19.jpg)

i'm really liking this one.  Might be possible to add alpha transparency to it to make the edges look tattered.


Damn i really like that one
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Covarr on 2009-11-07 01:03:59
If you're going to try to make it look like a real map, why not add a border of sorts, rather than just a plain rectangle? Because it's clear that there's a bit of depth, and the shading would imply that you're looking at the map from a slight angle, not perfectly straight on, so it's unrealistic that it'd have edges that align so neatly with the pixels on the screen.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jewels on 2009-11-07 01:19:16
If you're going to try to make it look like a real map, why not add a border of sorts, rather than just a plain rectangle? Because it's clear that there's a bit of depth, and the shading would imply that you're looking at the map from a slight angle, not perfectly straight on, so it's unrealistic that it'd have edges that align so neatly with the pixels on the screen.

The latest: http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview4.png (http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview4.png)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: willis936 on 2009-11-07 01:20:44
Is there any way to tweak the level of transparency without cracking opening the kernel?  That map looks like it'd be better if it were a hair more opaque.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-07 01:44:49
Is there any way to tweak the level of transparency without cracking opening the kernel?  That map looks like it'd be better if it were a hair more opaque.

Could make it more transparent, but not more opaque.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-11-07 05:19:40
Hey! That orange one does look pretty nice!! Cool, great job!  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-11-07 23:07:09
transparency is functional for the world map.  I think this looks awesome! great job jewels!
(http://img.photobucket.com/albums/v220/pyrozen/Untitled-1-1.jpg)
I've gotta implement the other 2, but it won't take very long.

(http://img.photobucket.com/albums/v220/pyrozen/Image1-20.jpg)
The greyscale minimap also looks much better than the original.  Instead of a blur it has definition. I need to bo back and color the dots, but otherwise it's great.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-11-07 23:35:21
Awesome work man, I can't wait for the next release :)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2009-11-07 23:38:40
Awesome work man, I can't wait for the next release :)

Yes you can  :-P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Tekkie.X on 2009-11-07 23:39:44
Not like he actually has a choice.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-11-07 23:55:41
Awesome work man, I can't wait for the next release :)

Yes you can  :-P

PFFT. PPPFFFFFTTT!!!! I'll hax all joo guys i am 1337 hax0r!!!

Haha sorry couldn't resist, Just because i can't wait doesn't mean i won't sheesh :-P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Marc on 2009-11-25 03:24:51
hey

just curious about the status of this mod.

not that i plan on playing the game soon as I just finished a script dump playtrough but I really like your work so far.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-11-25 15:55:15
i'm slowly moving forward. I've started college so I cannot dedicate all of my free time to the project anymore. I'm working on all the cliffs right now, which will complete a large portion of the mod once finished. I'd put it at around 75% completion at this point, and most of the left overs are just odds and ends that only appear on the world map in maybe 1 or 2 corners. Can't give a definite "finish" time, but it will definitly be sometime next year.

Fortunatly i completed what i have so far before returning to college, which i feel is acceptable in it's unfinished state. It's just alot harder to finish textures when i keep leaving and coming back to it, it's very easy to lose your place and train of thinking in the project to. Soooooo many files that are similarly named, and the names have absolutely no bearing to what the texture is.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-11 23:36:12
 I making some progress with the texture you gave me.Ignore the pm sorry. I'm having some trouble committing any suggestions.(http://i976.photobucket.com/albums/ae246/Mako_07/Jungle01.jpg)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2009-12-11 23:38:37
i beleive thats the jungle texture correct? i'd try and upscale it, then paint over the details to smooth everything out and then add details as you see fit, just remember to make all the edges seam up nicely.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 00:03:48
Believe it or not it is upscale I got this weird tile effect from saving it don't know whats going on... will try again.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 02:24:44
it could possibly be from saving it as a JPEG with high compression.  Try saving it as a PNG and see what happens, also photobucket will auto compress images as well, so maybe try a different host or upload it as a ZIP for me to download.  the image looks pretty good here, the colors need to be towned down a hair to match what i've done so far, but otherwise it's a good start. I'll have to see it ingame to give a real opinion on it though.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 02:54:41
Hello all this is another try...


(http://i976.photobucket.com/albums/ae246/Mako_07/Jungle03update.png)

Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-12-12 03:37:53
lookin good, hows it going ingame?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 03:49:44
lookin good, hows it going ingame?

Just testing the water now not going in game with everything but my second one doesn't look that bad first one is more like the original.l
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 14:35:35
(http://img.photobucket.com/albums/v220/pyrozen/Image1-24.jpg)

i'm really liking this one! I needs a bit of work to remove the tiling, but it fits in very well with what's already been completed.  I may actually make a few palette swaps of this and use it for all of the forests, since i'm not really happy with any of them.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-12-12 14:58:36
Damn lookin nice :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 15:29:57
WOW That does look good sure I can  try to do whatever textures you want pyrozen but for future less hassle ability "go with it" how can I help reduce the tile effect I can dim the boarders. 

EDIT Also can you post the orig. forest tex.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 16:21:43
(http://img.photobucket.com/albums/v220/pyrozen/jun.png)
here's the original, don't worry about making your look similar.  I've already taken a huge amount of artistic license with the project, so i'm not worried about it at all.  To reduce the tiling, decrease the bright areas near the edges.  I turned it into a seamless tile, but the effect is still somewhat noticable.

ideally, i was trying to combine jungle3 with jungle1, since jungle one has individual leaves. I think that would be an ideal balance, but the tiling may become even more noticable.

And i will probably modify these in different ways for the rest of the forests, they look that good!

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 16:47:46
There added a blended boarder and a little bump mapping with some small shadow effect's.
On another note its hard to try and get the palm tree look no matter what I do it looks bad in game flat and unimaginative.


(http://i976.photobucket.com/albums/ae246/Mako_07/Jungle08.png)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 16:52:14
you can just post the raw image, the light green boarder on the edges doesn't need to be there.  I added it in some of my images, but it make no difference if it's there or not. I would actually prefer it without, since the black edge at the bottom is visable ingame. looking good!

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 16:59:43
*Noted* Your right it IS VERY visible but feel free to alter the image any way you want I'm not here to mark any territory I'm here to make ff7 better!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 20:23:19
(http://img.photobucket.com/albums/v220/pyrozen/Image1-25.jpg)

i messed with the colors a bit and added a bit more bumpiness.  Looks pretty good, i still need to tweak it a bit more, but after that i'm gonna shift the colors and apply it to the rest of the forests.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 20:55:00
That looks stunning!!! Just when I was going to unveil another texture for you....awe heck here it is any way I spent a lot of time on this one trying to give the illusion of leaves and trees.

(http://i976.photobucket.com/albums/ae246/Mako_07/Jungle09.png)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 21:34:11
i'll give that one a go as well and see it it makes a difference.  I just finished palette swapping the other texture, so all of the forests now have nice looks textures on them.

On a side note, I finally got around to making a list of textures that need to be finished. This basically meant i ran through a sacrifical world.lgp and removed all the  textures i have already completed, as well as the files that don't apply to this project.  It's still a mightly long list, but i'm slowly whitling it down.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 22:12:55
Well let me know if you want me to do anymore...I am going to stop making jungle for now and let you guys do your thing. Unless you would like me to continue doing jungle.
Just post the textures you would like me to work on.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-12 22:15:51
well, if you want a larger project your more than welcome to tackle the entire underwater area. I'm not even close to working on it, and i might not even bother unless people really want it. I'll look around and see what else you can do, at this point alot of textures are dependant on ones i've already created, so you need a whole bunch of my original files to make sure it all matches up nicely.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-12 22:22:22
Underwater sounds like fun best that way you don't have to match up what you did with mine...Also if you would like could you show me how to extract all of the underwater textures and send me a zip or something when you get a chance I'd like to someday figure out how to view the textures that I have done in game.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-13 21:42:59
just an update on where this stands right now:

forests: 100%
Mountains: 75%
Grass: 100%
Dirt: 100%
Seawalls: 95%
Snow: 95%
Beaches: 95%
Rivers/Oceans: http://forums.qhimm.com/index.php?topic=9297.0

Things suddenly started moving very quickly for this project. It should be an offical 1.0 release by the end of Q1 2010, but more likely sometime in January. Once the 1.0 relase is out, i encourage everyone to find textures that aren't quite perfect and improve/fix them.  This way the project can contiue to grow and improve even though it is finished. More on this once it's actually finished though.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Hellbringer616 on 2009-12-13 22:19:40
(http://img.photobucket.com/albums/v220/pyrozen/Image1-25.jpg)

i messed with the colors a bit and added a bit more bumpiness.  Looks pretty good, i still need to tweak it a bit more, but after that i'm gonna shift the colors and apply it to the rest of the forests.

If the waters were finished it would be a completely redone scene!  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-13 22:24:39
it should be very soon, albertopsp came out of left field with his work and it's really great! This will save a ton of time, and since albertopsp is willing to do the oceans, the project just got on the fast track to completion. Once he gets the river's nailed down then i'll get some shots of them next to everything! Sooooo mcuh has been completed since the last release, and it will have a huge impact once you see it in action. You can barely tell that this is a WIP anymore, so few things are left to be finished.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2009-12-14 01:10:56
Just wondered if you got a chance to use my last forest texture.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: drfeelgud88 on 2009-12-14 14:50:50
WOW! I almost missed looking at this project! How dare me?  :-D
Anyways that is one hell-of-a progress you got there guys! Keep it up, I'm impressed as always.  :-)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2009-12-14 20:49:08
Just wondered if you got a chance to use my last forest texture.

i tied it out and it looked good, but the light/dark areas are very apparent and cuase severe tiling of the texture.  The one you provided me with earlier works perfect, and minimal tweaking on my end got the tiling to nearly disappear completely.

any luck extracting the underwater textures? PM me.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: AngeBleu on 2010-01-05 13:42:51
It"s Awsome !! Team Avalanche's POWER !!! Great Job =D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: willis936 on 2010-01-10 02:21:14
Hey, has anyone found slash planned on redoing meteor?

It seems like a small task that would make the world map a good 10% better during the last act.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-01-10 03:02:29
nope, haven't touched it yet, your more than welcome to take a stab at it if you like.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jaitsu on 2010-01-10 03:42:29
i know it was probably asked earlier but what files does the installer (the actual installer, not manual) edit, i'd like to know so i can back them up before trying this, just in case my computer pulls a stunt :P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timber on 2010-01-10 08:04:39
i know it was probably asked earlier but what files does the installer (the actual installer, not manual) edit, i'd like to know so i can back them up before trying this, just in case my computer pulls a stunt :P

There is an uninstall option, so the installer automatically backs up the files it overwrites (in a folder called Backup Files).
That said, I always keep a backup of my whole data folder, just copy and paste it, takes 2 seconds.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jaitsu on 2010-01-10 15:06:33
i know it was probably asked earlier but what files does the installer (the actual installer, not manual) edit, i'd like to know so i can back them up before trying this, just in case my computer pulls a stunt :P

There is an uninstall option, so the installer automatically backs up the files it overwrites (in a folder called Backup Files).
That said, I always keep a backup of my whole data folder, just copy and paste it, takes 2 seconds.

ight, wicked, thanks dude
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-01-10 15:11:54
another note, the installer only replaces files pertaining to the mod itself. It does not completely overwrite any of your LGP files, so it should be compatible with other mods. The only time it would not be compatible is when another mod replaces the same files that we are using. This is very unlikely though, since we are the first to replace any of these files.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jaitsu on 2010-01-10 16:09:49
ok, i just had another extremely weird crash, but i don't think its continuouse

anyway, i just used the graphic overhaul and am going to give some of my own feedback

first off, everything is beautiful, i only have two slight issues, the font change is a little hard to take in, and, i dunno if its just on my own computer, but on the health and limit bars,the back and the bar itself are to close a color, so me, being colorblinde, having trouble telling how close i am to limit and such, anyway, its still great and well thought up, good job guys


-EDIT-

ok, just had something weird but funny happen, dunno if this has to do with this release but i haven't had it happen before installing so..

anyway, you all know the fight at fort condor for the huge materia, where if you let the enemy reach you then you gotta fight this weak little boss right? well, i just reached that fight and someone..... unexpected, replaced that boss


Ultamite WEAPON O.o but he left after a single attack so... YAY, free fight, no exp though TT.TT, anyway, thought i should let you guys know, later dudes
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: albertopsp on 2010-01-11 21:13:31
I've already sent the files .. I wait answers..  :wink:
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-01-11 22:22:18
ok, i just had another extremely weird crash, but i don't think its continuouse

anyway, i just used the graphic overhaul and am going to give some of my own feedback

first off, everything is beautiful, i only have two slight issues, the font change is a little hard to take in, and, i dunno if its just on my own computer, but on the health and limit bars,the back and the bar itself are to close a color, so me, being colorblinde, having trouble telling how close i am to limit and such, anyway, its still great and well thought up, good job guys


-EDIT-

ok, just had something weird but funny happen, dunno if this has to do with this release but i haven't had it happen before installing so..

anyway, you all know the fight at fort condor for the huge materia, where if you let the enemy reach you then you gotta fight this weak little boss right? well, i just reached that fight and someone..... unexpected, replaced that boss


Ultamite WEAPON O.o but he left after a single attack so... YAY, free fight, no exp though TT.TT, anyway, thought i should let you guys know, later dudes
that should have nothing to do with the team avalanche mod. We have not modified the battle system in any way, all we have done is exchanged lowres graphics for higher resolution ones. I would double check any other mnods you may have installed, especially the multi-mod pack thats available in game tweaking.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jaitsu on 2010-01-11 22:33:57
ok, i just had another extremely weird crash, but i don't think its continuouse

anyway, i just used the graphic overhaul and am going to give some of my own feedback

first off, everything is beautiful, i only have two slight issues, the font change is a little hard to take in, and, i dunno if its just on my own computer, but on the health and limit bars,the back and the bar itself are to close a color, so me, being colorblinde, having trouble telling how close i am to limit and such, anyway, its still great and well thought up, good job guys


-EDIT-

ok, just had something weird but funny happen, dunno if this has to do with this release but i haven't had it happen before installing so..

anyway, you all know the fight at fort condor for the huge materia, where if you let the enemy reach you then you gotta fight this weak little boss right? well, i just reached that fight and someone..... unexpected, replaced that boss


Ultamite WEAPON O.o but he left after a single attack so... YAY, free fight, no exp though TT.TT, anyway, thought i should let you guys know, later dudes
that should have nothing to do with the team avalanche mod. We have not modified the battle system in any way, all we have done is exchanged lowres graphics for higher resolution ones. I would double check any other mnods you may have installed, especially the multi-mod pack thats available in game tweaking.

Lee

im not to worried about it, i was laughing my ass off the whole fight anyway
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: secondadvent on 2010-01-12 00:05:05
Jaitsu, it sounds like a kernel.bin problem to me, the scene data is incorrect. try to open up your scene.bin file in either Hojo (http://www.ffheaven.fr/projects/Hojo 1.1.zip) or Prod Clod (http://www.filefront.com/15202387/ProudClod133.zip/), and update the kernel from there (hojo has an update kernel file option in the file menu, and PrC will ask to update upon saving the kernel if it finds a mismatch), otherwise enemies later in the game may all be in the wrong spots, like fighting Safer as a random encounter in the northern crater (which would likely freeze the game if you won). This likely happened if you changed data within the scene.bin file, making it too large (most likely case, smaller is harder to do :-P), or if you downloaded a mod and THEY forgot to update it :-D.

Hojo would likely work better though, as you can force it to update the kernel, which i tend to like better, not that it matters or anything :wink:.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-12 01:10:47
hey guys, i tried putting this mod in my game. it works perfectly.
except that i found some black and white wholes when im in nibleheim area..
is that normal??   :?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-01-12 01:19:49
if you used the installer in this thread, then you are using a very old version of the wmrp that likely include many missing textures.
Actually i should probably take those beta versions down.

sl1982 is releasing a new installer in the coming days that will feature the newest version of the world map, as well as his enhanced 2d effects. I would recommending installing that to get the full effect, becuase both packagesare very near completion.
.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-12 01:24:50
oh great.. okay then..  :-D

will it include grimmy's towns patch??  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-01-12 01:33:06
oh great.. okay then..  :-D

will it include grimmy's towns patch??  :-D
yes, the only things missing from the WMRP will be:

All animated beaches, these have not been finished yet
The rivers, alberto made some great base texture but they need more polish
A few odds and ends, which you will no doubt find.

Most of the map is finished, and you will likely be able to play on it just fine and the omissions won't bother you. All of the mountains have to be redone, due to a huge error on my part. I accidently overwrote ALL of them with one that has no shading, so they all appear the same color(oops). But i  stand by what has been completed so far, it looks new and it looks good, and i am sure you will be pleased with it and everything else that will be included in the newest Team Avalanche patch.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-12 06:23:42
that would be great!  :-D
now you get me excited.. when will be the estimated time of release?
so that i will have an idea when will i download it..  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-12 17:35:43
that would be great!  :-D
now you get me excited.. when will be the estimated time of release?
so that i will have an idea when will i download it..  :-D

Soon, I just need to find a save point right before diamond weapon so I can test if Grimmy's new model is working correctly with the installer.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-01-12 20:11:07
Oh, here you go. http://www.filefront.com/15343599/save09.ff7/ (http://www.filefront.com/15343599/save09.ff7/) Disc two with Diamond still walking to Midgar.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: d33eniz on 2010-01-12 21:01:04
Oh my gosh, it's almost done! I can't believe it, really!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-13 04:58:32
New release out. Go get you some.

http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629 (http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timber on 2010-01-13 05:14:41
New release out. Go get you some.

http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629 (http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629)

Woohoo!! Thanks to everyone involved!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-13 05:32:48
At last! the most awaited release..  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: KnifeTheSky77 on 2010-01-13 05:35:20
Go get you some.

yes sir
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timber on 2010-01-13 06:33:06
Just tried the latest installer, the world map doesn't seem to be updated from the previous beta (no new snow, mountain sides, oceans, etc)?
And no Grimmys re-textured Towns? :(

Also just as a suggestion, the exp / limit bars are WAY too bright / light colored, I can hardly read them.

Once again thanks for everyone's hard work on this, looking forward to every release. :D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-13 07:45:48
weh? is that true? im downloading it right now..
not the updated wmrp?
doesn't have grimmy's town patch?
doesn't have the diamond patch??
WHY?  :-(

but hence, im just really want to try this project!  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: AlbusJC on 2010-01-13 10:31:07
Sorry, only one question. If my resolution is 1280x1024 what release would have to install? High res or Low res?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Tekkie.X on 2010-01-13 12:08:51
"The file you are trying to access is temporarily unavailable."

for the High res pack, I'll try again later though.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jaitsu on 2010-01-13 13:10:04
New release out. Go get you some.

http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629 (http://forums.qhimm.com/index.php?topic=9151.msg122629#msg122629)


looks great! though just like the last time, for some reason on my com the text looks like small bits have been cut away....
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-13 15:43:21
PLease post any problems in the troubleshooting thread. Also screens are helpful. I didnt have much time to test everything out but i know diamond weapon works on my computer. As for the world map not everything is completed
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-01-13 15:49:13
Just ran both installers on clean unmodded lgp's. Both battle models are installed correctly. The Diamond world map model is installed. Magic textures are good. Menu is installed but the limit bar fix is named btlbl_01working.png, and the old btlbl_01.png is installed as the main one. All the WMRP png's are included, but the .tex files are the originals so the new png's don't load. also the low res menu png's are misaligned.


World map pic

(http://i689.photobucket.com/albums/vv252/grimmy307/ScreenShot003.jpg?t=1263401980)

Both battle models and old limit bar without fix.

(http://i689.photobucket.com/albums/vv252/grimmy307/ScreenShot005.jpg?t=1263402022)

misaligned low res menu

(http://i689.photobucket.com/albums/vv252/grimmy307/ScreenShot002.jpg?t=1263402074)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-13 16:04:17
Ill take a look into it.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-01-13 17:34:34
sl1982 : I sent you a link to the diamond world map model. The last one I sent you had animation problems, but this one is fixed.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: d33eniz on 2010-01-13 18:03:53
weh? is that true? im downloading it right now..
not the updated wmrp?
doesn't have grimmy's town patch?
doesn't have the diamond patch??
WHY?  :-(

but hence, im just really want to try this project!  :-D

Quote
Find the latest releases from Team Avalanche here :

The newest releases are encapsulated in an installer. Select the options you wish to install and it will do all the hard work for you. Enjoy!

High Res (works best with higher resolution gaming)
http://www.megaupload.com/?d=JVRKVAQM Beta 9 (High Res)

Low Res (Will give better results with lower resolutions, eg. 1280x800)
http://www.megaupload.com/?d=K36YU2ZF Beta 9 (Low Res)
Okay, should I download it now or should I wait? I'll wait until my artwork's on the installer screen ;P
But is that guy right, are those mod's not included? Because I'm releasing all available good mods on the official FinalFantasy-Forum in Germany- so, what's your answer ;P

EDIT: Another question:
What exactly does the installation package contain? Which modifications are inside of it?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-01-13 18:07:03
Just wait a little longer. A few bugs need to get worked out. Your artwork is already on the installer though.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: d33eniz on 2010-01-13 18:22:17
Oh, yeah, cool :D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Jaitsu on 2010-01-13 19:49:56
yeah, i just went into textures and noticed many that weren't being used on the game after i installed, so im guessing grimmy is right about the .tex files (for instance, theres a texture for the chocobo tracks on the world map, but it ain't showin up in my gameplay, i'll see if i can get a screenshot of the weird text issue im getting
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: AngeBleu on 2010-01-14 06:55:00
World Map Retexture Project release 1.0 is not yet ?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-14 07:49:36
are the colored icons part of this release??
i totally forgot those..  :-D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-14 15:22:10
are the colored icons part of this release??
i totally forgot those..  :-D

Good question, I have them but not sure if i included them in the installer
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-15 08:58:26
hmm.. why not? hehe..  :-D
those are one of the good graphic improvements for ff7..
but its okay, at least you will include them in the next release..  :lol:
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: makina323 on 2010-01-16 20:55:14
Did you guys fix the bugs? is it safe to re download ??
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-17 05:50:13
Did you guys fix the bugs? is it safe to re download ??

I havnt re-uploaded it yet. Give me some time, the high res one is almost done. The low res will be much more work
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Soul on 2010-01-17 06:14:16
hmm.. when i downloaded the low res release, it doesn't updated the towns and retextured the world map..
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-01-17 08:05:44
Run the installer a second time selecting only the WMRP. Make sure that the Diamond Weapon field model is deselected.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timber on 2010-01-17 09:15:15
Run the installer a second time selecting only the WMRP. Make sure that the Diamond Weapon field model is deselected.

Thanks Grimmy, that worked!

Just played on the new WMRP, it is really coming together nicely! Great work!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: The_Scarred_Raven on 2010-01-17 19:07:43
I am using the 9 Beta release. And I did the fix where you run the installer a second time, with the absence of the diamond weapon add-on being checked.
And it seemingly worked... But there is a lot of "wear and tear" that wasn't there previously... Now I may pass off as an idiot, cause i didn't really read this entire thread.. cause well i am about 6 pages behind, I rarely get onto the computer. hehe.

here is one of the issues i found:

(http://i585.photobucket.com/albums/ss295/Wildsai/FF7Snow.png)

the tracks look like a different texture than the snow. I don't know if this is a known problem, is it is fairly obvious. Just wanted to point it out. ^.^.

P.S

Also, i don't know what you folks are talking about when you say "Print screen" doesn't work on windows 7, it did for me.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-01-17 19:40:13
Those chocobo trails have not been redone yet as far as i know.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-01-17 21:02:21
nope, those tracksaren't finished yet. Anything you find that looks out of place hasn't been redone yet, and i already know about it.  This release was put out as an update to the very outdated last release, not as a final. Any glaring ommissions will be fixed in the next version and will possibly be the final version.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2010-01-24 23:00:22
I'll take a look at the tracks if someone can get me the originals and the new base ground textures...

If you can't provide the originals I'll have to reinstall the game... which could take a while... I've lost my discs...(again... my damn cats decided to scatter all my CDs about my room... I can't find FFIX disc one either...)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-02-14 16:36:38
I actually found a WMRP mistake in the new installer and it was my fault. I included the wrong jutmpl01.tex file. Instead of using the 64x64 template I used the 32x32. So the Temple of the Ancients was mapped wrong. I've fixed it now.

Correct jutmpl01.tex

http://www.filefront.com/15584459/jutmpl01.tex/ (http://www.filefront.com/15584459/jutmpl01.tex/)

Just extract the world_us.lgp copy and replace the new jutmpl01.tex, and recompile the lgp.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-02-23 01:31:55
pyrozen is leaving WMRP so how will this project continue ?  :'(
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-02-23 02:21:35
that is really up to some interpid individual.
I have providedall the tools necessary, and will be available to help, but my contributions will be minimal otherwise. I may work on a texture hereand there, but at this point the damn thing is over 75% finished anyways.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-02-23 02:38:30
pyrozen is leaving WMRP so how will this project continue ?  :'(

No worries, I am sure someone will pick up the torch.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-02-23 08:59:38
that is really up to some interpid individual.
I have providedall the tools necessary, and will be available to help, but my contributions will be minimal otherwise. I may work on a texture hereand there, but at this point the damn thing is over 75% finished anyways.

lee
Okay so where is the version with improved lakes and ocean too? Or hasnt it been released yet?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-02-23 19:18:50
it is the newest version, but the rivers are not included. They wern't quite up to par with every thing else, and i think alberto has since disappeared. I can dig them up from my hd if your interested in the rivers.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-02-23 19:45:19
Pyrozen please put up the rivers if you would.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-02-23 23:20:49
it is the newest version, but the rivers are not included. They wern't quite up to par with every thing else, and i think alberto has since disappeared. I can dig them up from my hd if your interested in the rivers.

Yes I sure am :) Upload
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: albertopsp on 2010-03-07 15:13:30
Hi all!
I've been very busy and have hardly had time to post anything. Pyrozen explicame How's the project.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2010-03-07 15:14:56
Hi all!
I've been very busy and have hardly had time to post anything. Pyrozen explicame How's the project.


http://forums.qhimm.com/index.php?topic=9449.0
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: albertopsp on 2010-03-07 15:25:33
Thanks.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2010-03-15 20:24:09
I just remembered I still have Genuine Fractals from a few months back.  So I can easily upscale all the textures with decent results.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-03-16 00:42:11
I dont really think that was the intention of the project. All textures have been remade, none have been upscaled.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-03-16 18:00:10
Here is an add on pack for the WMRP. I used Pyrozen's original texture to fill in allot of the missing textures. Most every area is completed, but no rivers or shore lines. only a few grass-mountain textures are currently outstanding.

http://www.filefront.com/15846855/WMRP-add-on.zip/ (http://www.filefront.com/15846855/WMRP-add-on.zip/)

These are not really intended to be final, but a step in the direction of a completed world map overhaul. Anyone out there who wants to modify-improve on them please do.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timber on 2010-03-16 19:51:02
Sweet, thanks Grimmy.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-03-19 11:59:52
Okey this thread deserves a bump  ;D

Didn't someone make the rivers? I remember seeing some pictures of new rivers. They looked awesome, If someone can put them ingame with grimmy's new work that would be great!  8)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-03-19 18:27:22
alberto did the rivers and oceans when i was heading up this project.  The oceans looked great, but the rivers needed a little bit of tweaking since they didn't quite fit in. Not sure if grimmy has made any changes yet, but i might be able to dig up a link if you really want them.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-03-19 20:34:32
yeah sure upload it to megaupload or mediafire :) 
Can you give instructions how to install them?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: albertopsp on 2010-03-21 10:13:53
Hi!
Can I help?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-03-21 13:24:58
pyrozen hasn't uploaded them yet.  ;D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-03-25 00:36:41
here's a link to the rivers:
http://www.mediafire.com/file/udyzuzinoyj/rivers.zip

it also contains 2 versions of the oceans as well, this is the original that alberto sent to me. sorry it took so long, lots of drama in life as of late. House got robbed and a bunch of people died...weak...

Great job on the WMRP grimmy, i knew you would be okay.

Lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Cloud1000 on 2010-03-25 01:35:48
Thanks pyrozen  :-D

Sorry to hear about ya house  :o
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timber on 2010-03-25 04:46:11
House got robbed and a bunch of people died...weak...

Whoa I read that as 'People died during a robbery at your house'
I hope that's not that case coz that's horrible....
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-03-25 19:55:40
sorry, the robbery and the deaths were unrelated. Getting back to normal somewhat, but i've gotta buy a new laptop, and i just got that one less than 3 months ago. grrrrr....
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-03-26 03:17:05
Problems with the asus?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2010-03-26 04:09:11
Problems with the asus?

I presume it's one of the things that got robbed; Asus are very reliable n'est-ce pas?

Of course, that's just my hypothesis :D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-03-26 04:16:27
I am hoping so. I just bought one.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Kudistos Megistos on 2010-03-26 04:19:37
I am hoping so. I just bought one.

Good news! (http://www.techradar.com/news/mobile-computing/laptops/asus-and-toshiba-make-most-reliable-laptops-651331)

Unfortunately, I have an HP :'(
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-03-26 05:09:01
I am hoping so. I just bought one.

Good news! (http://www.techradar.com/news/mobile-computing/laptops/asus-and-toshiba-make-most-reliable-laptops-651331)

Unfortunately, I have an HP :'(

Aww thats not cool. It doesnt have a go7000 series graphics card does it?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-03-27 02:03:43
Problems with the asus?
no, i assume the computer is working flawlessly for whomever has it now. I'm getting another Asus though, but it sucks because the one i got for a steal of a price. Im gonna have to pay almost $200 more for basically the same thing.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: secondadvent on 2010-03-27 05:36:00
Well it seems as if someone got the same computer for a steal as well :|. if someone decided to steal mine, they would end up with a nice computer, but mine does need fixed, so they would need to steal parts/pay someone to fix it :-P
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-03-27 15:29:03
Problems with the asus?
no, i assume the computer is working flawlessly for whomever has it now. I'm getting another Asus though, but it sucks because the one i got for a steal of a price. Im gonna have to pay almost $200 more for basically the same thing.

Damn that sucks dude. And not just the cost of replacing the laptop its all the lost information on it that could be priceless.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2010-04-18 06:15:28
Well in case anyone has the idea to update Meteor on the world map, here's what it looks like

(http://i42.tinypic.com/11h44fk.jpg)

Excuse the map plz.

If anyone has better suggestions I'm all ears.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Nightmarish on 2010-04-18 08:40:16
realistically, flames like that would mean that the meteor had stopped.

Anyway, i'm loving that map, looks really like a treasure map. While looking at it an idea popped up. Is it possible to use various types of maps? Would be nice to have such a map from Midgar to Rocket Town (meaning you would use a map such as that like worn paper by foot and in the buggy) and when using Tiny Bronco and the airship you would use a better one (like the one in the remix patch for example). Would be an interesting feature i'd say.  :D
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2010-04-18 14:01:53
Actually, I like that Idea. You could find different maps in chests at progressing parts in the game (or automatically given them if it's needed to progress the story), and gradually they reveal more of the world map. I like this idea :D Though I'm not sure how easy that would be to implement. Probably not very.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2010-04-18 16:48:55
Well in case anyone has the idea to update Meteor on the world map, here's what it looks like

(http://i42.tinypic.com/11h44fk.jpg)

Excuse the map plz.

If anyone has better suggestions I'm all ears.


can you pm me the original meteor textures? I'll have a whack at em.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2010-04-18 17:20:40
can you pm me the original meteor textures? I'll have a whack at em.
I decided I didn't need to back it up, so I no longer have it.  But if you check Grimmy's post in WMRP (it's 1 page back). His WMRP Add On has it in there.


edit

Raised the contrast

(http://i39.tinypic.com/91mnig.jpg)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: BlitzNCS on 2010-04-18 17:36:03
(http://content.screencast.com/users/NeoCS/folders/Jing/media/348a747c-0fa6-4315-a501-0347c62ea35a/2010-04-18_1835.png)
I already had a wack at it earlier, but then I gave up.  :P
edit

Raised the contrast

(http://i39.tinypic.com/91mnig.jpg)

I like it, but I don't think it really looks like a meteor, More like just the energy waves.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-04-18 20:14:01
im surprised no one has taken a stab at the clouds yet. I had good looking set on my laptop before it was swiped... they were very "wispy" and it actually had a dramatic impact on how the world map looked. It was almost a bigger impact that redoing all of the other textures!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2010-04-18 21:37:30
im surprised no one has taken a stab at the clouds yet. I had good looking set on my laptop before it was swiped... they were very "wispy" and it actually had a dramatic impact on how the world map looked. It was almost a bigger impact that redoing all of the other textures!

I gave up!. I thought grimmy was going to finish or has already finished texturing? If not  I'd love to take a whack at the sky...
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2010-04-18 22:21:42
I like it, but I don't think it really looks like a meteor, More like just the energy waves.
I wanted to keep all of its pieces surrounding it, but I can't quite make it look right.  It also looks like it's entered the atmosphere...which is horrible.  I think I give up, lol
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2010-04-19 01:45:37
(http://content.screencast.com/users/NeoCS/folders/Jing/media/348a747c-0fa6-4315-a501-0347c62ea35a/2010-04-18_1835.png)

How exactly does the coloring work on this... shall i just paint the purplyness onto it?

well going iwth the red coloring, can change to purple later.

thoughts?


(http://img697.imageshack.us/img697/9133/picture310.png)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2010-04-19 05:47:11
Putting it in-game is the best way to tell if it's good or not.  It looks different in the sky than just as a picture
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-04-19 06:01:32
Popcorn!
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: obesebear on 2010-04-19 18:05:48
Shazam
(http://i44.tinypic.com/e6f7l1.jpg)

Looks pretty good in game to me.  Maybe a little too pink, but that's just nitpicking
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: willis936 on 2010-04-19 19:46:36
Try messing with the color.  Maybe making it a little darker and little more orange would make it look better in game.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-04-19 22:21:45
I gave up!. I thought grimmy was going to finish or has already finished texturing? If not  I'd love to take a whack at the sky...

not sure if grim is still working on this or not, but i dont think he would mind if you did the clouds. Its not a major piece and it's only 1 texture (wm_kumo), just make sure you use the alpha channel to get the soft transparency. It takes a bit it get it looking right, but its good practice for organic texturing.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2010-04-20 18:34:53
The pinkness is accurate compared to my original PSX FFVII...

And quite frankly it can't be removed anyway as long as the sky is blue.

Whenever you add a translucent red object to a bright blue scene, it will look either pink or purple...

If you screen red over blue you get pink. Simple as that. Try it in photoshop sometime, you'll see what I mean.

Making it darker will only allow more blue to show through. Due to the blending method used, the lighter the color is the more opaque it is.

The advantage and reason they chose to use the Screen method, is that it allows images to have transparency without being encoded with any transparency.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Grimmy on 2010-04-22 16:25:07
not sure if grim is still working on this or not

I'm not working on this anymore. So I hope someone takes up the rest of the outstanding textures.
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2010-04-23 03:25:29
We wouldn't need to if the game had outstanding textures to begin with >.>
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sl1982 on 2010-04-23 03:35:06
Hah Hah
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-04-23 18:47:20
from what i can tell, 90% of this is finished, the only leftovers are texture that are rarely used. I suppose i can finish this in the summer if someone doesn't beat me to it. Still trying to save up for a new PC, until then my hands are tied(to a damned macintosh).
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Mako on 2010-04-23 19:01:51
Quote
to a damned macintosh

Trust me when I say this, I am truly sorry for you. If there is a god he is being unkind to you...
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: KnifeTheSky77 on 2010-04-23 19:04:31
wow, a macintosh? i didnt know it was so serious.
Im truly sorry for you  :'(
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sithlord48 on 2010-04-23 22:28:25
just put linux on the mac and problem solved :)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-04-23 22:35:32
just put linux on the mac and problem solved :)
i would've already done it, but its a loner from my mom.
Can someone explain why apple tried so hard to be different by getting rid of the right mouse button? Not only is it a pointless "improvment", but i have to press CTRL to make a right-mouse click, so NO TIME WAS SAVED BY GETTING RID OF THE RIGHT MOUSE BUTTON BECAUSE I STILL HAD TO PRESS ANOTHER BUTTON. if anything, it makes it LESS intuitive to use. Sorry, just had to vent a little.

lee
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Timu Sumisu on 2010-04-24 06:03:37
just put linux on the mac and problem solved :)
i would've already done it, but its a loner from my mom.
Can someone explain why apple tried so hard to be different by getting rid of the right mouse button? Not only is it a pointless "improvment", but i have to press CTRL to make a right-mouse click, so NO TIME WAS SAVED BY GETTING RID OF THE RIGHT MOUSE BUTTON BECAUSE I STILL HAD TO PRESS ANOTHER BUTTON. if anything, it makes it LESS intuitive to use. Sorry, just had to vent a little.

lee

Why are you using the mac mouse? I mean dood... I've used nearly exclusively mac for years, and even do all my ff7 work on one, but NEVER, EVER use the mac mouse, plug in any other mouse, right clicks will work normally. (I'm using a 17 button mouse on my mac now :D)
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: sithlord48 on 2010-04-24 14:36:59
Quote
i would've already done it, but its a loner from my mom.

persistent live usb drive :) that is if u have a decent sized usb stick.

just about ne other mouse should work just fine with that mac. mac mice never had a right click iirc even the old ones are just one button
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: Satoh on 2010-05-09 18:53:27
The first computer to be proposed to use a mouse with a graphical OS was the pitched idea for the first PC that was pitched to Xerox.

It had a 3 button mouse. Xerox thought the idea was stupid, no one would need a "personal computer."

Good job, Xerox, good job.

Anyway, what's the status on the world map anyway?
Title: Re: *Team Avalanche: WMRP(WorldMap Retexture Project)*
Post by: pyrozen on 2010-05-10 02:21:50
from what grimmy said last i talked with him, nearly everything is finished. Major areas are grass/river transistions and a few textures that are only used once. I would say that completion stands around 95% as a first draft. I want to go back and redo the mountains, since a major oversight on my part caused them all to be the wrong color(oops) so at some point i will return to correct some errors and finish up the remaining textures.

Aali's newest driver will significantly speed the process, since the old method required me to take shots in the dark on which texture i was replacing. Now the driver will indenitfy what textures are missing, so that makes it alot easier.

However, im still without a decent laptop and i dont even have FF7 installed right now. I'm finishing up a ton of school work as well, and have a whole other slew of junk going on IRL at the moment. I'm still keeping a ken eye on the the developments in the TA camp though, so when i do return i won't be horribly out of the loop. I just hope the project isn't finished by then ;)

Lee