Aavock UI 1:1Remastered

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Definitely not happy on how things are turning out. I guess it's a driver thing, semi transparency are not being displayed correctly.

Here you can see that the chocobo avatars borders are all messed up and there's also some artifacts on the neck despite that zone being single layered.

Best I can do is using hard edges textures (in this preview the gold chocobo), borders are harsh but at least the neck is okay.

I'll try a 800% or even a 1600% sized texture see if I can improve it.

QfwGSWZ.png
 
Cannot wait to see how you polish it, but to me it does look already quite great!
 
Due to bad coding in the original game I'm encountering a few obstacles. Here, you can see tons of misalignment, bad cropping, distorted texture display, unconsistent X,Y placements...

89fi0nM.png
 
Due to bad coding in the original game I'm encountering a few obstacles. Here, you can see tons of misalignment, bad cropping, distorted texture display, unconsistent X,Y placements..
Yeah dude, my single least favorite thing I encountered when working onthe Remake font for ESUI. So many inconsistencies and misalignments inherent in the original. Often felt like I was being punished for being consistent with my own measurements, to have to misalign my own work in order to get it to display cleanly. *smh*
 
Yeah dude, my single least favorite thing I encountered when working onthe Remake font for ESUI. So many inconsistencies and misalignments inherent in the original. Often felt like I was being punished for being consistent with my own measurements, to have to misalign my own work in order to get it to display cleanly. *smh*
Exactly, for a CRT screen back then it was not a priority to get that sort of accuracy I guess.

I'm trying my best to get a well balanced result. Until next update, here are the different type of crowns (too bad they don't show up on top of the bubbles).

W6VCeQD.png


The stamina gauge is now perfectly centered too!
 
Out of curiosity, did you work on the images themselves or did you rearrange the pieces via hex editing?
 
It's all textures, I'm trying to get the most balanced results and I know there's definitely room for improvements with hex editing like dragging all items up in order to make the bottom space larger for instance. The numbers for both speed and stamina needs to be slightly higher too and so on.

As far as I know I've never seen such hex addresses anywhere in the forums.
 
Thanks for the encouragements!

Quick update: I just found a slightly better source for Yuffie's avatar, she now looks crispier than ever!

J7x7bHb.png


Not to brag but unless Square-Enix decided to release better sources I can safely say that my avatar set is the best you can possibly get :mrgreen:
 
My eyes are not so well trained to spot much of a difference but I love the perfectionism behind your production, Aavock!

Keep it up!
 
Great!! Aavock I'm not sure if this post can be helpful, check it out, because I know also Vincent source isn't great.

But fantastic job as usual!!
 
Thanks Kuraudo. Those are the "full body" artworks and they're different from the ones used for in-game menus.

I'm confident with my work and I think all avatars are fully optimized by now.


Currently working on the chocobo "C class" screen, next update soon!
 
AAvock are you using the stock font spacing?


I will be updating the controller addon I made to support more UI mods, at the time I made it ESUI was the only active menu mod on qhimm and so I didnt feel a need to support anything else, but it wasnt the intention to lock people to ESUI who want icons so I am working on supporting other fonts.


I will be testing the controller addon update with the Zomiray font but I noticed when doing some testing the spacing wasnt quite the same as stock so I fear once I release the update it may not work cleanly for all font's, DFUI, Zomiray font, and Aavock font, but I will aim to try and get it working as best as possible between all three.


For it to work it will expect the icons in the same place in the font pallete.


Also I dont mind supply hext to allow you to add icons to the config menu (this isnt done in controller addon).
 
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Thanks Kuraudo. Those are the "full body" artworks and they're different from the ones used for in-game menus.

I'm confident with my work and I think all avatars are fully optimized by now.


Currently working on the chocobo "C class" screen, next update soon!
Your avatars are simply the best!
 
AAvock are you using the stock font spacing?
I'm using the original windows.bin but a few character widths (maybe 10-15) were changed.

You can find the edited windows.bin file in my pack and compare it to the original.
 
C-class Chocobo screens are done.
pzJHa5e.png


Some textures are stretched in-game and the original ratio is not met which explains the distortions here and there. I tried my best to get a well balanced result by editing textures only.
34JQAmS.png


And here's a preview of the chocobo avatars and bubbles using hard edges since semi transparent pixels are not game friendly.
2BUwWWE.png

3lRgubQ.png
 
semi transparent pixels are not game friendly.
Is that specifically for the chocobo minigames or are you speaking generally? I ask because a lot of menus/mods have been created with partial transparency.
 
Is that specifically for the chocobo minigames or are you speaking generally? I ask because a lot of menus/mods have been created with partial transparency.
During the Chocobo race only, I did not encountered that particular issue anywhere else.
That's why I left the Chocobo minigame last on my list because I knew it was a complete mess.

Minor improvements has been done today. B class is next!

UvHSEtz.png


AdOt6MT.png
 
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