A
asurus
Guest
The Download of the field pack stops at 2 gb...and the rar-files are corrupt.
This is currently all you can use with the 2012 version: https://www.ff7catalog.com/threads/8995/hello everyone.
I have the 2012 version of Final Fantasy 7, I'd like to know how to install games on this version.
I do not want to downgrade the game to version 98
This is FacePalmer's textures. We report the bugs here, and he releases new packs with the fixes. Until the next release of Bootleg, it requires a manual install which is to simply copy/paste them to ...\mods\Bootleg\field inside your FF7 installation folder.Hello everybody. Sorry for my noobish but.. what is the difference between this pack and the facePalmer ?
It's FacePalmer improved textures again ?
Thanks a lot
and how did it?This is currently all you can use with the 2012 version: https://www.ff7catalog.com/threads/8995/
To fully mod the game, you will need to convert to the 1998 version.
Try this : https://www.ff7catalog.com/threads/9000/and how did it?
... he said he'd pass on the feedback, but I don't have a lot of faith that SE will actually do anything. :-\SEE Agent Michael: Hello and thank you for contacting SQUARE ENIX Customer Support. Just a few moments while I review your question, please.
You: ok
SEE Agent Michael: I understand you have some issues with FINAL FANTASY VII?
You: yes, the re-release comes with updated model textures but not updated background textures
You: all the models are smooth and high-res, but the environment is still blocky and pixelated
You: i was wondering if SE had any plans to update the environments in the same fashion as they have the models?
SEE Agent Michael: Unfortunately, due to the way the backgrounds were originally rendered it is not really possible to update them with starting
from the very beginning.
File attachment upload has started.
The file Screen Shot 2012-08-29 at 02.59.34.png (313.38KB) was received.
You: Oops, sent that before you responded as a visual aid of what i mean
SEE Agent Michael: I understand that the updated characters may not fit in with the background all the time.
SEE Agent Michael: We can only apologise for this.
You: I have seen on the internet some updated textures created by the community, but they do not currently work with the re-release of FFVII
You: couldn't SE do the same?
SEE Agent Michael: I do not have any information on this unfortunately. All I can really do is pass your feedback on to the development team.
File attachment upload has started.
The file uttmpin4comp.png (888.6KB) was received.
You: Here is an example of what I mean
SEE Agent Michael: I can pass on your feedback, but you may be better posting on the forums.
You: The author of this picture has updated environments for the entire game I think, but they only work with the 1998 release, not the 2012
release. It would be really good if SE could do something similar - it would complete the spirit of the re-release and make the game that much more enjoyable
SEE Agent Michael: This is only the technical support department, I will pass this on but there is not much else I can do.
You: Ahaha
You: I'd very much appreciate that, thanks
You: I just hope they take it on board
This is pretty much spot on. It would be a big project indeed. There is no reason to use the original photoshops, however, since the converted files distributed in the release are of the same format that the game engine expects (16x16 blocks). You would have to add a header to each image file and index each color with palettes like bloodygood suggests. However, this would probably require a larger palette, among other things. Perhaps its a better idea to alter the driver of the re-release than to alter the game itself, but I lack knowledge in that area, unfortunately.Considering no one has posted information specifically about what would go into making this possible here it goes. Information from here: http://wiki.qhimm.com/FF7/Field_Module
Due to the way the decompiled files store the backgrounds. The easiest method of re-inserting them was to have the driver pull the picture from somewhere else. Instead what you would have to do here is:
A. Update the Palette section of every file to make sure you have absolutely every colour that will be used in the background.
B. Update the section that tells the driver how to put together the pieces (16x16 pixels) in order. Since the new backgrounds are 4 times larger. That means completely updating it or finding a way to tell the driver to use 64x64 chunks instead. And also that would still mean re-writing where the top left pixel of each chunk is since that would change from using the larger images.
C. Updating the actual background data with the new data and making sure every pixel grabs its colour from the correct palette.
Now I am in no way saying this is an impossible feat, I am only saying it will take a lot of work. But who knows, the members of this forum have always surprised me with their accomplishments so I believe someone will figure this out. I personally have been wrapping my head around this very idea since the re-release came out.
I've been wondering what exactly the problem with those was. Thanks for reporting that. Not a huge deal, in my opinion, but hopefully it gets worked out in the future.None of the color cycling animations work with the .png textures.
It's a limitation of the OpenGL driver.