S
satsuki
Guest
SO maybe some bad configuration in another addon, because if the folder is here it must be used (you don't have 2 subfolders "..\battle\battle\" ?)
The constrast haven't be modified but the video player plugin's may work in it's own way.If there is some criticism that I could leave it's that the blacks in your FMVs are too bright. Maybe they need more contrast? Because your FMVs don't transition seamlessly from background to video.
maybe, a tv range is typical 16-235 and a computer screen 0-255 but why the range would be différent in game screens and in videos ?That sounds like a simple Tv/full range problem that could be solved with a change in the Aali video shader or by recoding the video.
That sounds like a simple Tv/full range problem that could be solved with a change in the Aali video shader or by recoding the video.
Well I didn't have this issue before. Original FMVs look fine and even Rumbahs FMVs work correctly too. And yeah my PC is connected to a TV. I'm no good at encoding stuff though. How do I change the video shader and which shader would be best?The constrast haven't be modified but the video player plugin's may work in it's own way.
Have you tried with the original videos ?
#version 110uniform sampler2D y_tex;uniform sampler2D u_tex;uniform sampler2D v_tex;uniform bool full_range;const mat3 mpeg_rgb_transform = mat3( 1.164, 1.164, 1.164, 0.0, -0.392, 2.017, 1.596, -0.813, 0.0);const mat3 jpeg_rgb_transform = mat3( 1.0, 1.0, 1.0, 0.0, -0.343, 1.765, 1.4, -0.711, 0.0);void main(){ float y = texture2D(y_tex, gl_TexCoord[0].st).x; float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5; float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5; vec3 yuv_color = vec3(y, u, v); vec4 rgba_color; if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0); else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0); gl_FragColor = rgba_color;}
#version 110uniform sampler2D y_tex;uniform sampler2D u_tex;uniform sampler2D v_tex;uniform bool full_range;const mat3 rgb_transform = mat3( 1.0, 1.0, 1.0, 0.0, -0.344, 1.77, 1.403, -0.714, 0.0);void main(){ float y = texture2D(y_tex, gl_TexCoord[0].st).x; float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5; float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5; if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0)); vec3 yuv_color = vec3(y, u, v); vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0); gl_FragColor = rgba_color;}
Feel free to add your own and i'll paste then in the first post ^^Just a suggestion, it might worth adding some screenshots in the first thread where also battle and more open world pictures are showed.
Hmm, I'm going to try to make my own field only .iro file by taking that one apart and trying to put yours together the way it looks.. An .iro that lets you select what you want on and off would be a godsend, for this project, though..Yes you can replace the remako ones, it'll works.
I uploaded a newer version to dropbox, so if you can upload it somewhere better please do, as I highly doubt I have bandwidth for much, I'll explain the changes below..Thanks for doing this, feel free to share it once it'll be final (i'll add alink to your .iro in the first post ^^)
Tested both battle and field+char in Midgar areas, working beautifully so far with 7th Heaven. Will update once I hit the outside world.Thanks i've updated the files you sent me (only cleaning and some fields optimisation 2 or 3)
I sended an email with the links to you, s you can test them, and if it's all right, i'll update the first port to add the iro's links.
Just got to world, and the world .iro you made works perfectly.Tested both battle and field+char in Midgar areas, working beautifully so far with 7th Heaven. Will update once I hit the outside world.