[FF7PC]FF7 SYW V3, Battle, world map and fields with ERSGAN (WIP)

  • Thread starter Thread starter satsuki
  • Start date Start date
Status
Not open for further replies.
A portable version can't be easily made.
Can't be with steam version without heavy hacking.

With a converted 98 version where's may be a way:
FF7 needs registry entry and select the right audio with it's own config exe to works.
So you'll need to do a launcher witch take care of it for you them clean the registry once game over.
You'll need to found a way too for the cd verification needed at launch.

I don't have to do it right now but maybe someone'll have the time, try to post it in the game tool forum
 
here's a video test of a part of the opening, filtered from psx version then esrgan : http://wowsatsuki.free.fr/optest.mkv
don't know if i prefer the steam version or this one, mine don't have aliasing and is sharper , but steam seems to bring out more details
 
The game tool forum is for releases only. But excuse me for being short not related to the topic.

The game can be made portable on an usb stick, some one had made a tool for it. But since it needs the CD check removed from the exe, it was removed from Quinn (at last the bundle with the hacked exe).
 
here's a video test of a part of the opening, filtered from psx version then esrgan : http://wowsatsuki.free.fr/optest.mkv
don't know if i prefer the steam version or this one, mine don't have aliasing and is sharper , but steam seems to bring out more details
Thats actually a much better result then what I got during testing!!! You should use the videos from https://www.ff7catalog.com/threads/5530/. I personally use Toshiba DVD<No Chibi<AC,ACC

Higher quality base, and then replace any FMV that has horrible chibis, and then finally replace anything I can with AC/ACC. This gives me the best results until some of the FMV's that had chibis are just remade... I know Echo-S is already working on a few for testing now.
 
Yeah, NNEDI3 (I meant that version) would be meant here for image doubling. At its time, it was the best scaler by far, and it yielded some very light denoising and great antialiasing as a side bonus. And it was developed with neural networks.

As for M(V)Degrain3, it's just the latest motion compensated denoiser I know of. It is quite slow (much more than, say, dfttest) and at its time struck a great balance between denoising and actual detail removal. Where can I read about KNLMeansCL and V-BM3D?
https://en.wikipedia.org/wiki/Block-matching_and_3D_filtering

https://en.wikipedia.org/wiki/Non-local_means

https://github.com/Khanattila/KNLMeansCL/wiki

https://github.com/HomeOfVapourSynthEvolution/VapourSynth-BM3D

This is a really good (but sloooooow) artifact remover too: https://forum.doom9.org/showthread.php?t=173470

Doom9 has some good threads on all of em, and the vapoursynth fatpack supports all those filters right out of the box. You can also enhance those filters by using cutting edge masks to further preserve detail, like retinex.

Someones working on a GPU BM3D, but it doesn't support temporal denoising yet, which means it really doesn't have an advantage over the ML-based image denoisers that are out there.

https://github.com/JeffOwOSun/gpu-bm3d

Also, if you think MVDegrain3 is slow, just wait until you try BM3D or Oyster on the CPU :D
 
Last edited:
I'm trying to filter as much elements of the game i can but i got 2 battle elements i can't found/extract from the original game.

the logo of the truck witch bump palmer in the rocket village battle:
logo.jpg


the crackle in the stalactite at the end of the battle in gaia mountain:
ice.jpg


Any gess ?
Thanks
 
Wait, if you can't find them in the game, how do you know you need them?
 
The problem is that he can find them in the game but not in the game files.
 
Those are going to be most likely contained within their respective model.  GKAC will be the truck, IJAC will be the icicle.  You'll need to rename them to gkac.tex and ijac.tex then download image2tex to convert them to bmp files
 
I managed to extract and convert them but in witch subfolder of my mod do i need to place them ?
thanks again
 
I don't know your folder structure nor your method of injecting these textures into the game.
 
I don't know your folder structure nor your method of injecting these textures into the game.
I only use the "mods" folder set up in "ff7_opengl.cfg"
So here's my mods folder:
fld.png

Thanks again
 
The textures from battle have to be placed into the battle folder. If I remember right the name structure was as following: 'texture name'_00.png. So the texture rtac would be replaced by rtac_00.png from the mod folder.
 
The folder is right but I think the name may be wrong.  you could try rtac_t00_00.png.  I can't remember how you find out the correct names.   You could instead use your direct folder for the time being, or just convert it back to a .tex file and put it back in the battle.lgp
 
Spotted with the app.log and show missing texture option
ijac need to be named ENEMY217_T00_00
gkac need to be named ENEMY166_T00_00

Thanks for helping
 
Last edited:
Sorry I forgot that Aali's driver has a hidden option: save_textures = on
This way you can dump all textures the game loads in memory. But keep in mind it will be written into the current active mod folder.
 
Status
Not open for further replies.
Back
Top