[FF7PC-98] Upscaled Magic Textures (2012-02-19)

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INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/Brizad_00.png, failed
This shouldn't happen since there is no brizad.tex in an original magic.lgp. You are most likely using the kela51 models so it is being told by the brizad.rsd to look for the brizad.tex, but I'm not sure. A fix would be to convert Kela's brizad tex to png, and name it Brizad_00.png then place it in that location. I may include that in the fixes just so others don't get the same issue.

INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/Bootleg/magic/HVSHOT_01.png, falling back to palette 0
That is from the TA magic textures. I was unaware it had a second palette, so I didn't add one. It will load the one I included when it does the falling back on palette 0 I think. Or yes just copy paste the HVSHOT_00.png and rename it HVSHOT_01.png.

Keep reporting any issues and I will put together a fixes pack soon.
 
This shouldn't happen since there is no brizad.tex in an original magic.lgp. You are most likely using the kela51 models so it is being told by the brizad.rsd to look for the brizad.tex, but I'm not sure. A fix would be to convert Kela's brizad tex to png, and name it Brizad_00.png then place it in that location. I may include that in the fixes just so others don't get the same issue.

That is from the TA magic textures. I was unaware it had a second palette, so I didn't add one. It will load the one I included when it does the falling back on palette 0 I think. Or yes just copy paste the HVSHOT_00.png and rename it HVSHOT_01.png.

Keep reporting any issues and I will put together a fixes pack soon.
Yeyyyy! Kela 51's upscaled pngs! I guess I will keep playing when I have time :)
 
This makes battles look so much better! Thanks.  :-D I did notice one issue that was annoying enough to remember:

The main issue you will encounter is on grey scale textures. For some reason if the original texture was in grey scale the mod path method doesn't properly remove the black that should appear transparent. The result is a black square around the magic spell. The way to fix this problem is to identify the offending texture. open the png in an image editor and delete the black leaving a transparent area. If you guys pm me or post up what textures are having this problem I'll put together a fix pack for them.
The leaf textures in special/konoha/ are showing this graphical issue. I got it sorted and stuck it up on mediafire if you'd rather not redo them yourself: http://www.mediafire.com/?8n7qp726xq7ou7q
 
This makes battles look so much better! Thanks.  :-D I did notice one issue that was annoying enough to remember:

The leaf textures in special/konoha/ are showing this graphical issue. I got it sorted and stuck it up on mediafire if you'd rather not redo them yourself: http://www.mediafire.com/?8n7qp726xq7ou7q
Are they supposed to look so bright?


ha100.png


ha100.png
 
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I have no idea why they look so bright in GIMP (they do for me, too) but when I tested them in game they looked fine. Irfanview also shows me a normal looking texture

I certainly could've messed something up though. I freely admit I don't really know what I'm doing with a real texture editor. Paint's more my speed.  :P

I easily could've fixed the textures by doing something that works but is also 'wrong.'
 
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Edit: the bug seems to be unrelated to your texture pack. Off to do more investigation!
 
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Edit: the bug seems to be unrelated to your texture pack. Off to do more investigation!
i suspect that my mod path with opengl does not work at all. I have the ff7 remix multipatch installed from this forum -- https://www.ff7catalog.com/threads/5930/ -- which has a mod folder of it's own called "textures" which i have used to mod custom avatars and limit break textures successfully. I just can't figure out how to use this to mod your magic pack. I really suspect this is the source of my problem.
 
i suspect that my mod path with opengl does not work at all. I have the ff7 remix multipatch installed from this forum -- https://www.ff7catalog.com/threads/5930/ -- which has a mod folder of it's own called "textures" which i have used to mod custom avatars and limit break textures successfully. I just can't figure out how to use this to mod your magic pack. I really suspect this is the source of my problem.
If you're changing textures you need to delete your cache folder so that the driver can rebuild the cache with the new textures.
 
The TEXTURES folder is a deprecated feature.
Installing textures in the TEXTURES folder requires that you hex edit the original texture in the .LGP archive and add a pointer to the new texture in the external TEXTURES folder.
If a file already exists in TEXTURES, then the hex editing it most likely already done.
Also, the folder structure of TEXTURES is different than that of the MODS folder.
 
Hi there. I am a new user on qhimm but not new to the forum itself. I think one of my videos was recently posted here by Leonhart7413. Hope i've found the right troubleshooting thread...now my problem is quite weird. Some of the magic textures, creature non physical attacks like Firaga, Thundaga, Blizzaga, Stonaga when cast on a single target[i.e. not using All materia] do not appear as in are invisible. But they appear using All materia on multiple targets. It's not a simple matter of texture loading error cuz: 1) No error message received. (2) The effects while invisible when i play, appear when i see the recordings of fraps or screenshots!  ??? Same problem with certain summons like ifrit's fire effects, shiva's ice effects.....It's impossible for me to post any pics or screen shots of this problem cuz according to the pics, they are there! anyone encountered such?  Plus another possible related problem: countdown timer, or numbers such as television ratings during the shinra parade, nibelhime safe numbers are not displaying either...played those parts with mods disabled...First time i've seen this problem was when i installed Grimmy's textures. My most recent mod addition.

Mod's i use:
Team Avalanche graphical overhaul HQ[no custom avatars, magics from this pack installed]
Team Avalanche's GUI
Grimmy's new prelude[i think it's Grimmy's]
Leonhart7413's new opening and other vids posted by users on qhimm
Advent Children Complete Patch
Final Original Barret by jinkazama2k7( additionally credited to Timu Sumisu and Millenia)
new diamond weapon by Grimmy[i think]
FF7 Music Patch
Aali's driver 0.7.11b

OS:
Win 7 Home premium x64
 
You won't find much support around here when you are using the Advent Children Complete Patch.
That mod contains copyright material.
Not only is it illegal, it's full of bugs.
 
Inside your archive is a file structure like this:Code: [Select]
Code:
data\         several.pngs         magic\                several.pngs                ff7\                     data\                           battle\                                   severalsubdirs\                                                    somehave.pngs                                                    somehavesubdirs\                                                                   withafew.pngs
I can't imagine that structure works, unless directory structure is irrelevant, so I rearranged this as follows:

Code: [Select]
Code:
mixed\         magic\                pngsfromyour"data\magic"         battle\                subdirsfromyour"data\magic\ff7\data\battle"
I'm particularly concerned about the files in mixed\battle\subdirs, because I'm seeing only a hodge-podge of your enhanced textures.

Are the subdirectory structures correct? Do those files belong in subdirectories of subdirectories of battle?

Long overdue edit: Yeah that was a bad idea. The directory structure is based on the original lgp file contents; the mess belongs to the developers at Square.
 
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The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.
 
The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.
Is there any documentation to make sense of this?

I understand the Menu Overhaul project uses the mod\DK folder and Team Avalanche uses the mod\AVALANCHE folder, and Grimmy's textures go in mod\Data.

As far as I can tell, all of these folder names are arbitrary.
It does not, or should not, matter what the name of the mod folder is.

What matters is where Aali's driver expects to find the files inside that folder...

I doubt that Aali has encoded separate pathways for AVALANCHE\whatever\they\do and DK\whatever\happens\there and Data\which\could\have\been\"bannanas".

There should be a certain layout of directories inside the mod\whatever folder.

**Edit**
So that crazy pathway is the expected one... ok.... weird.
 
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You won't find much support around here when you are using the Advent Children Complete Patch.
That mod contains copyright material.
Not only is it illegal, it's full of bugs.
I guess most people don't care, since they have a pirated version of FFVII already.  ::)
 
The folder structure of the archive is correct.
It is set up for a mods path of DATA.
So you would place the DATA folder from the archive in your MODS folder: .\mods\data\
Then change the mods path in F7_OpenGL.cfg to match: mods=data

If you're using a different mods path, then change DATA to match.
Menu Overhaul uses DK and Avalanche uses AVALANCHE.

Don't alter the file structure or change any of the subfolders.
To make more specific for newbies;

Archive has these hives;
----Data
     -----magic + some pngs
            -----ff7
                   ------data
                           ------battle + some pngs
                                   -----blue
                                   -----limit
                                   -----limit2
                                   -----limit3
                                   -----magic
                                   -----special
                                   -----summon
                                   -----weapon


So mod path is \FF7 Installed Folde\mods\Data accrding to ff7_opengl.cfg defining mod_path = Data.
Now should I copy some pngs in the archive folder -----magic with some pngs excluding ff7 folder in it

to  \FF7 Installed Folde\mods\Data\magic

Is this correct ?

And the rest;

------battle + sone png's
                     -----blue
                     -----limit
                     -----limit2
                     -----limit3
                     -----magic
                     -----special
                     -----summon
                     -----weapon
battle folder including pngs and folders is to go under  \FF7 Installed Folder\mods\Data\ such as
 \FF7 Installed Folde\mods\Data\battle  ?

***************************************
https://www.ff7catalog.com/posts/215051/

He said rain and seffect pngs shall be "root" in mod path i.e. \FF7 Installed Folde\mods\Data\.
I got confused. Help me to straighten up.
 
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Sorry for the slow response. It took me ages to figure out what exactly you were asking since you quoted the answer. You are making it way to complicated on yourself. Don't change or move any files or folders. Just copy/paste it exactly as it is. The file structure has to be set up exactly like that to mirror how the original magic.lgp was set up. If you want to see the original file structure just extract the magic.lgp with aali's unlgp tool and you will see those files and folders in those locations.In other words it all goes in the magic folder under your modpath. Nothing goes into the battle modpath folder.
 
Don't change or move any files or folders.
I think he was confused by the same thing I was three years and six posts ago. I didn't expect to find such a directory tree and did not know why this texture pack seemed to be scattered throughout. I also tried to make a directory structure that made "logical" sense to me.

I was unaware that the folders are laid out as in the original lgp--not simply according to the category of textures in the folders.

The beauty of this is that every texture pack fits into the same directory tree, so it's easy to mix-and-match:
mods/:
Code: [Select]
Code:
Reunion/:(PNG Magic textures)*https://www.ff7catalog.com/threads/8585/  battle/:  (PNG Battle Scene textures)  https://www.ff7catalog.com/threads/9825/  https://www.ff7catalog.com/threads/9927/  Chocobo/:  (PNG textures installed by Reunion)  cr/:  (PNG textures installed by Reunion)  disc/:  (PNG textures installed by Reunion)  field/:  (subfolders of PNG Field textures)  https://www.ff7catalog.com/threads/10495/  https://www.ff7catalog.com/threads/8174/  Flevel/:  (PNG textures installed by Reunion)    Magic/:  (PNG Magic textures and subfolders of PNG Magic textures)*  Menu/:  (PNG textures installed by Reunion)  (PNG Avatar textures)  https://www.ff7catalog.com/threads/8962/  https://www.ff7catalog.com/threads/10411/  (zeni_h_00.png)  https://www.ff7catalog.com/threads/8967/  World/:  (PNG World Map Textures)  https://www.ff7catalog.com/threads/9825/
 
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Sorry YES I AM REALLY CONFUSED!!

Please get me straight up like this;
In Grimmy's file there is a folder "weapon4" including two pngs, bomb_1_00.png and smoke_1_00.png;
     \data\magic\ff7\data\battle\weapon\weapon4
Where must I place this "weapon4" folder into;
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\mods\Data ?

NOTE: mod_path = Data
 
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