[FF7PC-98] Re:Sampled - High Resolution Pre-Rendered Backgrounds (v2.0)

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Well due to the overwhelmingly positive feedback, I think I'll stick with process.

I'll get to work.  8)
 
Is it possible to use this for the magic effects as well?
But I think we need a tool first, which is able to cut out the effects properly from the texture, connect a composite magic texture (as the lightning texture) and finally repack/rebuilt modified effects in the texture.
 
I believe it would be possible seeing how Grimmy seems to have done something similar except I think it was with fractals.  Maybe he has a script or something, although I dunno if he has been around lately.
 
No, he has only upscaled the texture. For me is there no difference to use his texture pack or the linear filter of the custom driver, except that the upscaled textures wasting memory. I don't think that we have such a tool or script, I also don't know if there is even a logic a tool could use for effects which are built out of multiple textures.
 
Okay I see, its a layering issue then, I haven't looked at the source files before.  I could look into it and see what can be done after the next release.
 
For me is there no difference to use his texture pack or the linear filter of the custom driver, except that the upscaled textures wasting memory.
The upscaling method is different. This creates a sharper image than linear filtering, but at the expense of adding in haloing and screwing with contrast. Some people like this trade-off, others don't, it's all a matter of taste.
 
I have found two small transition problems so far.

Here's the first -
The backgrounds it pertains to are md_e1, cosmo2 and (can't find the one with Bugenhagen):(

Here's the second -
This background file is bugin1a.

I've nearly gone through the entire game so everything is looking good so far.
I do spot certain backgrounds that stand out a lot more because of their jagged nature - such as http://www.mediafire.com/view/blpdty87swa5lb2/ff7_2014-07-16_16-59-56-62.jpg

But I haven't been reporting these because I imagine they are unavoidable.
 
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I have found two small transition problems so far.

Here's the first -
The backgrounds it pertains to are md_e1, cosmo2 and (can't find the one with Bugenhagen):(

Here's the second -
This background file is bugin1a.

I've nearly gone through the entire game so everything is looking good so far.
I do spot certain backgrounds that stand out a lot more because of their jagged nature - such as http://www.mediafire.com/view/blpdty87swa5lb2/ff7_2014-07-16_16-59-56-62.jpg

But I haven't been reporting these because I imagine they are unavoidable.
Oh man thanks so much for the help.  The transition problems may or may not be fixable on my end.  It might have to do with the fact that aali's driver doesn't handle lighting effects properly for custom field scenes. 

As for that last picture, actually I would like you to report everything like that.  I can easily fix it, it just has to be done by hand, its hard to explain but basically their are different parts on different layers and it would be impossible to automate with a script since you would need a human to deduce what piece belongs on what layer, whereas the script would just put them on top of each other and cover critical pieces.  Also these types tend to confuse Facepalmer into thinking they are a door so the black edges are because they were not rendered into the original background scene but came afterwards. There are only a few scenes like this but they give me the most trouble when I find them.

I remember doing that scene in my first project Blackfan so I know I can fix it for sure.  Please direct me to anything you find of a similar nature.  Seriously though I really appreciate the help!
 
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Nice to see such passion going into making Sampled better and better, yarLson!

I am looking forward to see nRage come here and provide feedback in the same excellent manner he did for FF8!
 
No worries YarLson, glad to help. There isn't anymore real obvious mistakes or errors which is great. So here's a list of minor stuff.

Okay apologies in advance here because some of these are laughably minute in error but I said i'll report them anyway. Some im pretty sure are in all PC versions (the pixel colour errors). Some are possibly not mistakes at all and im just going mad! You can make of them what you will.

ncorel2http://www.mediafire.com/view/o6uwudegbrqsgu5/ncorel2.jpg
mogu_1 - http://www.mediafire.com/view/nh2gbso12s5gt18/mogu_1.jpg
blin1- http://www.mediafire.com/view/1kn5at5gd22o69s/blin1.jpg
fship_3 - http://www.mediafire.com/view/tcraa2pnftbgs8h/fship_3.jpg
fship_2 - http://www.mediafire.com/view/2icu655t2uzedpj/fship_2.jpg   (There is some other variation fship backgrounds like this one)
blin2 - http://www.mediafire.com/view/ztijhizkazg29h1/blin2.jpg
blin68_1 - http://www.mediafire.com/view/jep5a4hcmbdhu7n/blin68_1.jpg
del1 - http://www.mediafire.com/view/offldzkk575yg26/del1.jpg
junbin21 - http://www.mediafire.com/view/g4kxdc3ltla22ls/junbin21.jpg
ithill - http://www.mediafire.com/view/j29yrlb12vvcj0p/ithill.jpg
junbin22 - http://www.mediafire.com/view/8bg8tgnb995qqak/junbin22.jpg
crater_1 - http://www.mediafire.com/view/37rici53416llc9/crater_1.jpg
delinn - http://www.mediafire.com/view/rgpta06awj2bumq/delinn.jpg
hyou5_3 - http://www.mediafire.com/view/mn8ls23l3e4vpag/hyou5_3.jpg
fship_1 - http://www.mediafire.com/view/ad3rc34wfmf5z3d/fship_1.jpg
trnad_2 -http://www.mediafire.com/view/b00au03vcco847l/trnad_2.jpg
ghotel - http://www.mediafire.com/view/fcj1fxdbyjn6qpx/ghotel.jpg
hill + hill2 - http://www.mediafire.com/view/mz85m4g1ajfruul/hill_hill2.jpg
delmin2 -http://www.mediafire.com/view/399c4bl4bd2i67s/delmin2.jpg
mtcrl_4 - http://www.mediafire.com/view/7nyqohgi7tbnjt7/mtcrl_4.jpg
bigwheel - http://www.mediafire.com/view/v1dllxc8x8on8uf/bigwheel.jpg
white1 - http://www.mediafire.com/view/dzgv5zu9jhuv4br/white1.jpg
 
Thanks so much Napper, this is exactly what I needed.  Most of this is just stuff that needs to be fixed by hand but is doable.  I'll take care of it all before releasing 2.0.  Don't be shy about posting anything else you find.  I added you to the credits for all your help!
 
Just a small update, I haven't had a day off in almost two weeks so progress is slow right now.  Also I am working on restoring a few of my old consoles in my spare time so I am split between two projects.  The script has finished its work for the next 2.0 release so now all that's left is to hand edit all the stuff that napper has found; which can take a lot of time in some cases.  But the next release should be relatively soon.  Its taken almost 4 days to compress the source PNG's and I am barely half way so I am also waiting for that to finish as well.  So for those that are anticipating the release I apologize for all these delays but I promise it will be worth it in the end ;D
 
Hi all,

What is the difference betwen this pack and Omzy's field pack ?
Which one is better ?
 
The difference is the process used.  My new pack tries to maintain an accurate representation of the original images in the following areas: color, sharpness shaping and detail.  Omzy's pack uses fractals which cause a bit of blotched look but are really sharp and almost have a hand painted feel.  Better is a subjective term and obviously different people will have varying opinions.  I have a 2.0 release coming soon which will completely revamp what I have done in 1.1 so it won't really look the same as the current release at all.

One significant difference, once mine is finished, is that I will supply quite a few hand finished fixes which a script alone could never apply.  Therefore mine will hopefully contain a lot less buggy or unsightly layering issues which does harm to the purpose of the project; to make the game look better.  However I will be documenting my fixes so if Omzy's feels the need to do the same to his pack he can.

Its just a matter of taste really.  I'll supply plenty of sample images as well as a new demo when 2.0 is done and Omzy has plenty of samples as well, so whichever you feel looks better you can use.
 
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I guess there is no hope to fix the issue with transitions.  :(

I find this to be quite a deterrent in the overall scope of the project.
 
I guess there is no hope to fix the issue with transitions.  :(

I find this to be quite a deterrent in the overall scope of the project.
What issues exactly?  The ones that napper has posted about or are you speaking of something else?  Anyway, since aali is the only one with the code for his driver, for now, he is the only one who can fix it.  Luckily he is a genius :D

Personally I am more annoyed by the lighting issues myself.  But I trust that one way or another they will eventually be fixed.  Whether in Aali's driver, and unforeseen new driver or Q-gears.  Its beyond the scope of my project to try and fix it myself at this point.  I have a hard enough time just trying to code in python and javascript lol.  Besides I am doing this mostly for myself, and I am not deterred in the least bit  :P

Of course I want it to be as useful as possible to others from a practical standpoint, but I can't force people to accept the trade-offs.  Nor would I want to.  The whole point of this project is to allow people to decide for themselves what they like.  It really does bother me that after all my efforts the textures don't "just work" in all cases.  But I said I was gonna do it.  So I am gonna finish it dammit.  lol

Seriously though its just a fun thing to do in my spare time.  When I even have spare time  :roll:
 
What issues exactly?  The ones that napper has posted about or are you speaking of something else?  Anyway, since aali is the only one with the code for his driver, for now, he is the only one who can fix it.  Luckily he is a genius :D
The issues with the wrong lighting at transitions that Napper posted about (https://www.ff7catalog.com/posts/205128/), yes.

And of course I appreciate enormously the work you are putting into Sampled.

I used the word "deterrent" because I personally rather play a game with a general less good looking graphic than one with a nicer looking graphic but with graphical issues.
 
Well I definitely know what you mean.  Its the very reason I avoid most emulators.  I even have gone so far as to purchase a Framemeister and RGB mod some of my consoles just to get the best possible image without distorting the original intended graphics.  However all games and modifications of games start out buggy at first, so hopefully someday these issues will be resolved.  At least in time for when TA has all their high quality redone backgrounds finished.
 
*Update*
so I finished all the hand edits, now I just have to deal with palmer and then compress the output.  Should be a release in a day or two
 
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