[FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]

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Reshade is the ultimate post effect injector. The installation is actually pretty easy. Download the exe, run it and chose the installation path of your  game.  If I recall it should select opengl by default if not then you can select it and install then the reshade files to the  game.
 
Reshade is the ultimate post effect injector. The installation is actually pretty easy. Download the exe, run it and chose the installation path of your  game.  If I recall it should select opengl by default if not then you can select it and install then the reshade files to the  game.
Is there a link to that version somewhere? Because the one I linked to on Steam is what makes the launcher completely FUBAR on Windows 10, it makes it so I have to completely reinstall the game.
 
You can add a lot of post effects what you are looking for is CRT.fx and it probably doesn't hurt to use SMAA.fx, too. The rest can be ignored but maybe you want test a few things.
 
You can add a lot of post effects what you are looking for is CRT.fx and it probably doesn't hurt to use SMAA.fx, too. The rest can be ignored but maybe you want test a few things.
I did see a few presets for Final Fantasy VII and downloaded the TXT file for it, it seems to be a CRT scaline effect, and again, I hope this doesn't make the launcher stuck in an infinite loop.
 
This needs to be taken to another thread, really.  Looking at the files, it's more like,tp be a problem with the shader package.  There's no way I could debug it.
 
This needs to be taken to another thread, really.  Looking at the files, it's more like,tp be a problem with the shader package.  There's no way I could debug it.
Sorry -_- won't happen again
 
I'd do some testing.... see what options make any difference.

With luck, R06 won't suffer the same issue.
 
I'd do some testing.... see what options make any difference.

With luck, R06 won't suffer the same issue.
Again, thank you, and my apologies for my posts.
 
It's cool.  I don't mind discussion - just when it starts to veer off too much.  Open a new thread and carry it on - or come to discord.
 
It's cool.  I don't mind discussion - just when it starts to veer off too much.  Open a new thread and carry it on - or come to discord.
Didn't know there was a Discord server for this (no idea where to find that), I'll test that and make a new thread and/or the server.
 
"The models are mostly from Kaldarasha's unshaded updates. The battle models are largely the same, owing to the fact that they already fit in stylistically with the original game."

Unfortunately the unshaded models have lesser quality than that of the battlemodels. I've made Aerith/Aeris exactly like the battlemodel by using the same model in the field - it looks soo much better. Not sure why Kaldarasha didn't use the battlemodels in both places..

They really look HD in an oldschool way.

A shame i can't post pics or anything here.
 
Because they are shaded and stand out like a sore thumb.  And then all the other models don't fit in with those.  It's not the resolution that matters - it's if it fits in as a whole mod.
 
"The models are mostly from Kaldarasha's unshaded updates. The battle models are largely the same, owing to the fact that they already fit in stylistically with the original game."

Unfortunately the unshaded models have lesser quality than that of the battlemodels. I've made Aerith/Aeris exactly like the battlemodel by using the same model in the field - it looks soo much better. Not sure why Kaldarasha didn't use the battlemodels in both places..

They really look HD in an oldschool way.

A shame i can't post pics or anything here.
The battle models are specificly made for the battles and have some backed shadow and light information on them, because the battles have no positional light like the field module has. I can bake shadows in kimera but they are much to strong and I have to do a lot of fine tuning to get a similar effect as the original battle models.  As I said the field has some light processing which gets absorbed by the by the pre-baked shadow and light. On the other hand the battle models loose a lot of information when they are recolored with solid colors. And to restore this information it needs again a great amount of work.  The whole problem is that the NPCs would need much more time to fit in the style of the ported battle models. This means for me it's easier to make the field models higher quality and port them to battle.
 
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I've been lurking for quite some time and am very excited for the next release - I used your patch for my first playthrough and really enjoyed it. I was wondering - will the next release allow replacing of the pre-rendered backgrounds? Because that's, at least for me, quite a glaring issue with the PC port. Even something as simple as a x2 upscale with xBRZ or something would be better imo.
 
Apart from the fact this guy is a troll - what is more annoying is that he will eventually get to click a few buttons to do what took me weeks. The mentality of someone demanding more and more and actually ridiculing the person putting free time into a massive mod is just beyond me.

I am sure from his limited vantage point, it does appear as if nothing is happening.  I guess that's easy to imagine when your own imagination is next to dinosaur bones it's that low down.

Anyone following this mod will know that

1.  I am adding a completely new way to mod the game.
2. I have completely replaced the audio engine - which included manually recording and looping some 800 SFX and musics.
3. Fixing numerous bugs.
4. Making my own mods optional.
5. Merging Aali's dll with my own dll.
6. Completing localization with on-going proof check by Charlie Beer
7. Updating Roses and Wine
8. Working - as in real life work.
9. Trying to complete a huge backlog of things I have to do in my personal life.

The mod is in good hands and is edging closer to a release.

Some things need the input of others:

FMV audio is broken - Luksy/JWP
2 or more camera sequences are broken in 60fps interpolated mod - NFITC1
Bahamut Zero flickers violently in 60fps mod.
Opengl error when using post shader - Luksy/JWP
 
Troll aside, what about the question of that fan?

I was wondering - will the next release allow replacing of the pre-rendered backgrounds? Because that's, at least for me, quite a glaring issue with the PC port. Even something as simple as a x2 upscale with xBRZ or something would be better imo.
I agree, but I imagine this isn't a particularly easy thing to achieve.
 
Nah - but I will release an optional shader that does a decent job....  Still...  we need a better option. i don't touch background enhancers because you lose more than you gain.  Looks plastic.
 
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