Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - lansing

Pages: [1]
1
Archive / Re: FF7 PSX videos
« on: 2009-11-19 06:55:20 »
photoshop is not for handling of videos, in addition, the resizing filters that it uses are simple bilinear or bicubic (VirtualDub has this filter as its internal resizer too).

hellbringer616, if you're really into video editing, you should spend a couple of days looking into AviSynth, it has a large base of filters which are suitable for many purposes.  For resizing filters, the best I can think of is NNEDI2


For a quick general usage in your case:

  • download and install Avisynth
  • download nnedi2.zip, extract the nnedi2.dll file to the avisynth installed directory/plugins
  • create a new text file with extension of avs, write these lines in it and then save it (change the areas indicated accordingly)
Code: [Select]
AviSource("your source file.avi")
nnedi2_rpow2(rfactor=2,cshift="spline36resize",fwidth=x,fheight=y)  #this is the resizing filter, x and y are your final width and height of the video
  • open the avs with some video editing program, like VirtualDub, and there you can do whatever you want to it

2
FF7 Tools / Re: [Release] FF7PC Savegame Compilation
« on: 2009-11-11 16:34:53 »
ok link working now, thanks

3
FF7 Tools / Re: [Release] FF7PC Savegame Compilation
« on: 2009-11-11 15:57:15 »
Just been looking for these for testing purposes, thanks.
But the link seems to be broken.

4
I have k-lite codec packs installed as well, the orignal fmv plays fine outside of game, but just doesn't play the pcm audio during the game.  I know it should be something related to decoding audio, but don't know what's to use to decode it during game.  Here's a comparison info of the mp3 encoded opening.avi to the rest of the orginal fmv using GraphStudio:

Ah, I think know what your problem is. Is the sound sort of dithering out as soon as the opening FMV plays? Is it just the high quality fmv's that have issues? If so, then the problem might be that your computer can't handle decoding the high quality fmv's in-game, and aali's driver's decoder just simply dithers out the audio when the audio and video can't sync up.

Solution: copy the fmv's from your original game discs into the movies folder, overwriting all of the high quality ones. If this is in fact your problem, then doing this should fix it right up.

It's the opposite, the high quality fmv (1280x960) are working fine. It's the orginal fmvs (320x224) that I'm having problem with.
I see... well since you said that they play fine in a media player, i'm inclined to believe that this isn't the problem, but try installing this and this then verifying that this file is in your system32 folder.

I try reinstalled the true motion 2 decoder, but the same problem still exist, still no audio.

I've done another quick test, by replacing the hq opening fmv with any other videos from the original fmvs (renaming it to opening.avi), and surprisingly the audio came out when i choose start new game.  It seems like the audio only works on the opening fmv at the start of the game, and didn't work after that.  So I suspect that it was the Aali's driver issue you mentioned earlier that's causing the problem.





UPDATE: I reinstalled the whole game and the remix patch, and everything is working fine now, thanks for the help.

5
I have k-lite codec packs installed as well, the orignal fmv plays fine outside of game, but just doesn't play the pcm audio during the game.  I know it should be something related to decoding audio, but don't know what's to use to decode it during game.  Here's a comparison info of the mp3 encoded opening.avi to the rest of the orginal fmv using GraphStudio:

Ah, I think know what your problem is. Is the sound sort of dithering out as soon as the opening FMV plays? Is it just the high quality fmv's that have issues? If so, then the problem might be that your computer can't handle decoding the high quality fmv's in-game, and aali's driver's decoder just simply dithers out the audio when the audio and video can't sync up.

Solution: copy the fmv's from your original game discs into the movies folder, overwriting all of the high quality ones. If this is in fact your problem, then doing this should fix it right up.

It's the opposite, the high quality fmv (1280x960) are working fine. It's the orginal fmvs (320x224) that I'm having problem with.

6
i'm having problem with the fmv audio.

Game sound effect and music working fine, the opening fmv is fine too, but the fmv doesn't have sound.  I haven't pay attention to the problem until playing disc 2 today, so i'm not sure whether the previous fmv had this problem, so far as i remember, the death of aerith fmv on dics 1, the explosion of the north crater on disc 2 both don't have sound.

how do i find out what the problem is?

Codec Issues. Google "CCCP" and download it. It should be a codec pack that'll solve your issues.

I have k-lite codec packs installed as well, the orignal fmv plays fine outside of game, but just doesn't play the pcm audio during the game.  I know it should be something related to decoding audio, but don't know what's to use to decode it during game.  Here's a comparison info of the mp3 encoded opening.avi to the rest of the orginal fmv using GraphStudio:




7
i'm having problem with the fmv audio.

Game sound effect and music working fine, the opening fmv is fine too, but the fmv doesn't have sound.  I haven't pay attention to the problem until playing disc 2 today, so i'm not sure whether the previous fmv had this problem, so far as i remember, the death of aerith fmv on dics 1, the explosion of the north crater on disc 2 both don't have sound.

how do i find out what the problem is?


8
you have to hex edit the original background the make it call an external texture.  Search the forums for info on how to do this, or wait a while and there will be an Avalanche ;) of new ones premade for you. Simply replacing the original TEX file will not give you the fullscreen aspect.

Lee
thanks, I'll wait for the patches then.

9
i've been experiencing random crashes on the new version. Either going into town map or entering battle crashes.

crash.dmp

Code: [Select]
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: NVIDIA Corporation GeForce 8600 GTS/PCI/SSE2 3.1.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 800x600, output resolution 800x600, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.788000, frames: 3717
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save01.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 324
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

10
thanks for the update Aali.

I was trying to get the full screen start menu effect, I used the picture here, i've converted the tex file back to png, how am i suppose to make it work? Where do i need to put the picture in?

11
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-10-25 01:02:56 »
I've read all 22 pages of this thread, and I want to say thanks for the awesome work on the Cloud model.

And just a wonder, what do you base your model on, cartoon or realism? Because to me, Cloud's hair and clothing looks real, but the face is nowhere near realism.


I know you are new to the forums (welcome btw) and this thread should be near the top of the forum, be careful with regards to posting in threads that have been inactive for a long time. 1 month is probably close to the limit of what is acceptable.

got it, thanks for the reminder

12
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-10-24 18:49:56 »
I've read all 22 pages of this thread, and I want to say thanks for the awesome work on the Cloud model.

And just a wonder, what do you base your model on, cartoon or realism? Because to me, Cloud's hair and clothing looks real, but the face is nowhere near realism.

13
[sigh] If I were to include the PRP, I'd have to either back up my files and delete my ff7 folder or use another computer, make a fresh install of FF7, apply the patch, find out which files do what (00.lgp, 01.lgp, and 02.lgp aren't very descriptive names), then extract the files from the PRP files and combine them with my existing archive, hand-selecting the ones that are obviously an improvement (most likely just random NPC's and minigame models), then repack and upload the new patch. Not exactly a simple process.

I *might* do this in the future, although I've got more pressing matters ATM.

this is the separate release of the char.lgp I've found from their thread (as of 08-31-09). As for the 00.lgp naming, post #475 on that very page should explain it.

I really think that the PRP group should make their progress more transparent, like linking important updates on the first post, so people who're interest in their project know what's going on from time to time, without digging up the entire thread.

14
The installer hangs when you try to install it onto already modded files. It should work fine on a fresh install.

Well then I don't see a problem with PRP over NPC RP. The only difference should be the time spent on reinstall the game.

15
This includes the NPC Reconstruction patch and does *not* include the Phoenix rejuvenation project for various already stated reasons:
1) It's easier to install - In the Phoenix Rejuvenation Project, the game's files have been renamed and crammed into an executable that doesn't work on all setups. I've personally never been able to successfully install it, but if somebody were to give me some of the modded PRP files with their original filenames, I'd definitely check them out and consider throwing them into a newer version of the patch (*if* that's okay with the people who made the PRP...I know they were going for an all-encompassing patch with their project, so I wouldn't want to rain on their parade)

2) There's been some controversy over some of the PRP models...they've begun to insist upon creating all of their models from scratch, rather than rehashing the game's models, but some people seem to think that some of the models used deviate too much from the original feel of the game, or that they aren't an improvement from previous versions. As such, I decided that playing it safe with the older, more familiar version wouldn't be a problem.

Furthermore, installing the PRP patch on top of this will not work due to incompatibility issues. I've tried it.

is this the issue you're having with the prp installer? The method in the link works for me when I tried it yesterday

16
Dont quote me on this but i believe the remix includes the PRP package.

this is what i'm wondering, since the his first post never mention about it:

Code: [Select]
NPC Reconstruction Project for FF7PC 0.6
well, I think I'll need to wait for titeguy3 to clear things out.

17
PRP is the latest concerning field npc models

So if I want the lastest one, I should install the PRP installer after this remix patcher?

18
After reading posts in this forum this last two days, I'm kind of confuse about history of the remodeling patches.

As far as i've read, I believe the Reunion Project was the first to came out, and then some times later came NPC Reconstruction Project, and then it renamed to Final Fantasy VII Phoenix Rejuvenation Project after v0.6 in 2008? So is FF7-PRP the latest project on remodeling patch?

I was wondering why you chose NPC RP instead of FF7-PRP.

Pages: [1]