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Messages - snouz

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176
I've applied other models to all the screens, and mixed some of them with moguri images. I've partially mixed some (a bit more than 100) screens with other renders. Here's a small comparison (click to enlarge):







I'm back to making progress on the mask redrawing

177
Thanks for the encouragement!

I have a few goodness to show off, a lot of scenes made better thanks to comparisons with other esrgan models (especially "fatality"). The massive implementation of soft light is a big success as far I can see.

178
I'm working on softening the lights.
Here's a random before/after comparison


To achieve this result, I upscale with ESREGAN and zePilot's model, and soften with the "remove noise" (100%) filter in photoshop, applying "removing color noise 100%", I apply it twice, then blur a bit and apply a level filter to make black really black, without obscuring the light. Of course, all is automated with python and photoshop.

179
I have snapped a bunch of comparison screenshots today, and doing gifs of them:

https://imgur.com/a/wjsWmI7

I'm adding them to the main post

180
Thanks all : )

I'm almost done with battle scenes textures, so here a comparison

More screenshots to come

181
so if I install this I damage the Moguri Mod?
Moguri has its own texture folder, located by default in C:\Program Files\Moguri Mod\StreamingAssets\
The worldmap texture file is only p0data3.bin, so go in C:\Program Files\Moguri Mod\StreamingAssets\, backup p0data3.bin, and replace with mine. It does not damage anything.

182
What kind of Program do you use to open the fbx to look into the code?
If I open it with Notepad++ I only get garbage.

Notepad++
Depends on the fbx. When I looked around, I realized there are 2 types of FBX apparently: ascii (with readable characters) and compiled. Those in "3" (monsters) are readable. Those in "5" not.
I tried opening both types in blender and unity to try and edit UV: blender does not recognize either, and unity understands ascii ones but sees it as a package of different stuff, including animations, models... but it was a dead end for me.

183
Awesome work!!

Is it gonna be integrated into Moguri mod or is it gonna be a separate release?

ZePilot told me he wants to add it, but you can already download it and play with it. Be aware that I only tested the first CD, so it will probably evolve a bit.

184
Would you care to take some time to snag and upload some screenshots when you get a chance?
Sure, I'll add some soon.

Great news!!

So, would it be a 7.0.2 release or a 8.0 release?
I need to discuss this with ZePilot, but this is a huge endeavor, so I guess it would be 8.0

185
is this going to work with non steam versions of the game and any idea on an ETA on the download?

It's a development of an existing mod that only works on the steam version.

ETA: When it's done™️

186


D O W N L O A D

THE UPDATE HAS NOW GONE LIVE OFFICIALLY

Spoiler: outdated • show
NEW 2020-05-23 - MOGURI 8 BETA V5 changelog -> Make a shortcut of the file to your drive then go into your drive, find the shortcut there and click "make a copy"
(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1



I N S T A L L _ G U I D E

IF YOU DON'T HAVE MOGURI INSTALLED
1) Extract and replace the files in the .zip to SteamLibrary\steamapps\common\FINAL FANTASY IX\

IF YOU HAVE MOGURI INSTALLED (not required!)
1) If you installed it before 2020-04-2, uninstall and re-install Moguri again (SquareEnix pushed a Steam update that temporarily broke the game and Moguri)
2) Extract the content of StreamingAssets in \Program Files (x86)\Moguri Mod\StreamingAssets\
3) Extract \x64\FF9_Data\resources.assets & \x64\FF9_Data\sharedassets2.assets to SteamLibrary\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\
   but DON'T replace Assembly-CSharp.dll

To check you have the right version, here's how the first frame should look


Spoiler: UNINSTALLING • show

1) In steam, right click the game, go to "properties...", go to the LOCAL FILES tab, click VERIFY INTEGRITY OF GAME FILES. This will re-download the original files, but your saves are still intact.

Spoiler: CONTENT OF FILES • show

p0data2.bin - Battle backgrounds
p0data3.bin - Worldmap textures
p0data4.bin - NPC, monsters and background items
p0data11.bin to p0data19.bin - Main backgrounds
resources.assets & sharedassets2.assets - UI stuff (maps, title screen...)
Assembly-CSharp.dll - The patched file that allows for the augmented resolution of backgrounds. (The one here and the one in moguri are different)

Note: If you have uninstalled Moguri and/or Memoria and you have names like ZidaneZidane, ViviVivi, you can salvage your save with this tool: http://forums.qhimm.com/index.php?topic=11494.0
Note: Alternate Fantasy is not currently supported.


F E A T U R E S
  • Backgrounds
  • Fixed : almost all visual glitches
  • Redrawing of all layer edges (all 11000+)
  • Cleaner / sharper graphics (all 6000+)
  • Better & cleaner lighting (all 1400+)
  • Countless manual image doctoring
  • Manually redrawn some parts (some partially based on portfolio images by Wesley Cann & Behrooz Roozbeh)
  • Background animations better integrated
  • Several bugs from the Steam & PSX versions fixed
  • Recreated all places names with original fonts (for English and French, rest to follow)
  • Seamless scrolling skies & backgrounds, removed 'staircase' edges
  • Recreated baked in textures NPCs
  • Background objects
  • HD background 3D objects
  • HD NPC (with exceptions)
  • Worldmap
  • HD worldmap textures (upscaled and manually redone, mostly seamless and faithful)
  • Subtly moving seas
  • HD worlmap items (ships...) textures
  • Battles
  • HD monsters (with exceptions)
  • HD battlefields with redrawn edges (exceptions for animated textures)
  • Seamless skies (not 100% on point)
  • Fixed missing monster death sounds (credit: Tirlititi)
  • UI
  • Recreated faithful HD maps
  • Recreated Start menu and game over screens
  • Character portraits edges


OLD POST
Spoiler: show

2020-04-23 - Finally, here's a beta file of the backgrounds!
For those who chose to install it, please screenshot any problem or potential improvement, as major or minor it is.

If you can't post in this thread, you can contact me on reddit



Other parts of the mod available to download:
NPC & Monsters HD V2 DOWNLOAD
Battle Backgrounds HD V1 DOWNLOAD
Worldmap HD V2 DOWNLOAD
UI Stuff V1 DOWNLOAD


Maybe save the original files beforehand

-------------------------------------------------------------

Hi everyone,

I'm making a thread to track my progress with my reworking of Moguri since June 2019

◈ Finishing touches, corrections & testing ◈

◈ Backgrounds masks (redrawing by hand) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 678/678

◈ Blended/light layers upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 1479/1479

◈ Re-drawing of transparency for fight scenes textures ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 186/186

◈ Monster texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 124/124

◈ NPC texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 150/150

◈ Item on field texure upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 101/101

◈ Worldmap re-texture ◈
http://forums.qhimm.com/index.php?topic=19178.0
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100%

◈ Place names upscaling (when introduced to a new place) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 44/44




◈ (background) Videos improvement ◈
(⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 0/18) -> might try this in a next update

◈ Extra ◈
-Backgrounds were improved with various ESRGAN models
-Numerous visual corrections
-Upstairs of Dali's Windmill debugged / recreated
-Removed seams in scrolling sky/smoke/sand textures.
-re-created a lot of sky textures for fight scenes, making them seamless and beautiful: 64
-regenerated the battle textures to remove white outlines
-corrected a bug with animated textures in battle scenes
-Multiple other bugs ironed out

◈ Ideas for later ◈
-drawing shadows for some chests/items
-look if I can improve fluidity of the videos with AI video interpolation: https://github.com/sniklaus/pytorch-sepconv (can't make it work yet)
-upscale contextual FMVs?

SCREENSHOTS
Spoiler: show

Click to enlarge


187
Also the same thing happenes to all Enemy Modell that are vissible in the Fields like the bandersnatches that chase you. In Battle they look normally, but in Field...oh lord they're messed up.

Fortunately, I discovered that field enemies are not the same textures as regular ones.
You have to exclude from the upscaling process folders 245->256 and 524->535 and 574 and 617. The beautiful thing is they will still be upscaled in combat

188
I found this in the fbx file \p0data4\assets\resources\models\3\9 (the griffin)


Code: [Select]
Video: 401207184, "Video::9_2.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_2.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_2.png"
}
UseMipMap: 0
Filename: "9_2.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_2.png"
}
Video: 401200320, "Video::9_1.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_1.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_1.png"
}
UseMipMap: 0
Filename: "9_1.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_1.png"
}
Video: 401201112, "Video::9_0.png", "Clip" {
Type: "Clip"
Properties70:  {
P: "Path", "KString", "XRefUrl", "", "9_0.png"
P: "RelPath", "KString", "XRefUrl", "", "C:\Users\Max\Desktop\hades\9_0.png"
}
UseMipMap: 0
Filename: "9_0.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_0.png"
}
Texture: 167414080, "Texture::9_2.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_2.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_2.png"
FileName: "9_2.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_2.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
Texture: 167417928, "Texture::9_1.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_1.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_1.png"
FileName: "9_1.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_1.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
Texture: 167414376, "Texture::9_0.png", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::9_0.png"
Properties70:  {
P: "UVSet", "KString", "", "", "DiffuseUV"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::9_0.png"
FileName: "9_0.png"
RelativeFilename: "C:\Users\Max\Desktop\hades\9_0.png"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}

I don't know what to make of it yet.

189
Damn, it only accepts one resolution by model, if I use 512x512 for the body, and 128x128 for the eyes, it creates a weird 4 eyed monster


Using both resolutions for battle scenes textures does work correctly though.

190
I found that this problem also happens on battle scenes. When you have flame or waves animations, it's fucked up.
It's also the case when you upscale worldmap object textures, like the chocobo chest.

Until someone finds the solution, I will just keep these animated textures non-upscaled OR in some case, remove small flames in battle textures.

191
I've been enjoying your works and completed the games on god knows how many times.
your work of art is the closest thing we have on FF IX remaster, and thank you very much for restoring my childhood
but what if i tell you there are archives of from the former FF IX development team spread on the internet.
please check https://www.neogaf.com/threads/the-lost-art-of-final-fantasy-ix-mama-robotnik-research-thread.551612/
it's not complete but combined with your works it should be complements each other

Unfortunately, there are at least 3 good reasons no modder is getting close to these artworks, while being aware of them.
1) they're very much copyrighted, they are on the artist's portfolio, and taking material from other sources (like other FF games or original artwork) is pretty much forbidden
2) it's very mych incomplete (there are 816 background images in the game, about 28 here), and does not have the final light applied. This would compromise the visual unity
3) Most fields also have animation frames, surimposed stuff etc. A static image is not enough.

192
Thanks : )

Here's a download link if anyone wants to try the current version:
https://drive.google.com/open?id=1jNcSjJb45YgQ5bcaqXDZYbBspl2PPZJF

Just put the content (p0data3) in \FINAL FANTASY IX\streamingAssets (save the original file first)

194
Thanks Aavock : )

I just found the page I've been seeking for a while: a database of most ESRGAN models available.
https://upscale.wiki/wiki/Model_Database

I've scripted ESRGAN so it to output the result of every model:



Now I need to choose and import the best of each, and mix them together manually

195


NOW INCLUDED IN MOGURI BETA V2


Final version 0.2 is OUT !

NEW 2020-04-14 - HD Worldmap 0.2

(outdated) 2019-08-21 - HD Worldmap 0.1

Just put the content (p0data3.bin) in \FINAL FANTASY IX\streamingAssets\ (save the original p0data3.bin first)

Screenshot comparisons


I'm using various upscaling models for ESRGAN (manga109, zePilot's FF9 model, waifu2x...) as well as manual texturing.
Credit: zePilot (for his script that introduced me to ESRGAN), Fraggoso for all the help, Tirlititi for Hades Workshop

This will eventually be part of Moguri.



196
Just wanted to share the level of detail I went for with the masks:





Ingame, it's MUCH nicer than before.

197
Update: I have finished Lindblum. 212/678

198
I'm 28% done (190/678) (59 to go to finish the first CD, as it's the biggest)
For ref. I'm beginning Lindblum Castle.

I experimented a bit with worldmap texturing as well, walking on Fraggoso's steps.

Waifu2x:

Edit:ESRGAN:

199
Bets of luck on that one. Making masks by hand is crazy and that is what we're, right? ;)
Thanks : )

So here's my advancement update: about a week ago, I managed to test everything ingame. I modified zePilot's script to be able to work quicker. He kindly sent me all the finished images to help me.
I realized I had a bunch of black zones due to a fact I did not foresee. I'll be more efficient in the future. I had to manually correct each background to correct that.
Now, everything up to Dali is finished completely.

I also improved most of the animations to avoid the border strangeness on them.

I fixed the images/animations of the windmill's upper floor in Dali, and a few others.

I'll come up with comparison shots soon.

200
Hi everybody,

Just want to let you know I'm currently redoing masks by hand. I developed a technique to be efficient, and after about 2 weeks (while working a full time job), I'm at 140 fields out of 667 (between Dali & Lindblum). I'm confident I will be able to work on this to completion.

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