[FF7PC] Texture Upscales - Final Fantasy VII Texture Enhancements (2014-07-17)

  • Thread starter Thread starter EQ2Alyza
  • Start date Start date
Status
Not open for further replies.
E

EQ2Alyza

Guest
I feel it's time I made an attempt at creating a mod, and with the introduction of the first Mod Manager for Final Fantasy VII, now is the right time. My goal is to apply the resizing and filtering methods of Omzy's FFVII Field Pack into every possible texture. I really like the FacePalmer textures because of its ability to keep the old school style in tact while giving it the right amount of face lift, so I'm hoping after this is done, the texture transitions between field, battle, and world will be a nicer match.

What I'm Doing...

Battle Scenes

[list type=decimal]
[*]Unpack battle.lgp and copy the files og** to rr** into a temporary folder. These are all the files associated with battle scenes.
[*]Use TexTool by Iros to batch export TEX -> PNG. Textures for the environment are only those labeled **ac through **aj.
[*]Use an editing program of your choice to resize and filter. I apply the settings from the FacePalmer_v3.0.jsx Script within Photoshop.
[*]Use TexTool by Iros to batch import PNG -> TEX.
[/list]
World Map

[list type=decimal]
[*]Unpack world_us.lgp and copy its files into a temporary folder.
[*]Use TexTool by Iros to batch export TEX -> PNG.
[*]Use an editing program of your choice to resize and filter. I apply the settings from the FacePalmer_v3.0.jsx Script within Photoshop.
[*]Use TexTool by Iros to batch import PNG -> TEX. (WIP = LGP Files)
[/list]
What It Looks Like...





89/89 Battle Scenes - Project Complete

Code: [Select]
Code:
LGP----Scene Name ---------------------- PNGoh-----Bizarro Sephiroth --------------- STAGE01_T0x_00oi-----Grassland ----------------------- STAGE02_T0x_00oj-----Mt. Nibel ----------------------- STAGE03_T0x_00ok-----Forest -------------------------- STAGE04_T0x_00ol-----Shoreline ----------------------- STAGE05_T0x_00om-----Desert or Mt. Corel ------------- STAGE06_T0x_00on-----Arctic -------------------------- STAGE07_T0x_00oo-----Swamp --------------------------- STAGE08_T0x_00op-----Sector 1 (Opening) -------------- STAGE09_T0x_00oq-----Reactor ------------------------- STAGE10_T0x_00or-----Reactor (Guard Scorpion) -------- STAGE11_T0x_00os-----Reactor 1 Entrance -------------- STAGE12_T0x_00ot-----Subway -------------------------- STAGE13_T0x_00 (unused)ou-----Mythril Caves ------------------- STAGE14_T0x_00ov-----ShinRa HQ ----------------------- STAGE15_T0x_00ow-----Subway -------------------------- STAGE16_T0x_00ox-----Hojo's Lab ---------------------- STAGE17_T0x_00oy-----Elevators ----------------------- STAGE18_T0x_00oz-----Roof ---------------------------- STAGE19_T0x_00pa-----Highway ------------------------- STAGE20_T0x_00pb-----Don Corneo's -------------------- STAGE21_T0x_00pc-----Cathedrel ----------------------- STAGE22_T0x_00pd-----Ancient Forest ------------------ STAGE23_T0x_00pe-----Midgar Slums -------------------- STAGE24_T0x_00pf-----Reactor 1 ----------------------- STAGE25_T0x_00pg-----Reactor ------------------------- STAGE26_T0x_00ph-----Sector 7 Pillar Stairs ---------- STAGE27_T0x_00pi-----Sector 7 Pillar Control --------- STAGE28_T0x_00pj-----Sector 8 ------------------------ STAGE29_T0x_00pk-----Sewers -------------------------- STAGE30_T0x_00pl-----Cave ---------------------------- STAGE31_T0x_00pm-----Cave ---------------------------- STAGE32_T0x_00pn-----Corel Passage ------------------- STAGE33_T0x_00po-----Junon Beach --------------------- STAGE34_T0x_00pp-----ShinRa Freighter ---------------- STAGE35_T0x_00pq-----Corel --------------------------- STAGE36_T0x_00pr-----Battle Square ------------------- STAGE37_T0x_00ps-----Da Chao ------------------------- STAGE38_T0x_00pt-----Cid's --------------------------- STAGE39_T0x_00pu-----Lifestream Descent -------------- STAGE40_T0x_00pv-----Reactor 5 Entrance -------------- STAGE41_T0x_00pw-----Ancient Temple ------------------ STAGE42_T0x_00px-----ShinRa Mansion ------------------ STAGE43_T0x_00py-----Junon Aerodrome ----------------- STAGE44_T0x_00pz-----Cave ---------------------------- STAGE45_T0x_00qa-----Under Sector 8 ------------------ STAGE46_T0x_00qb-----Gongaga Reactor ----------------- STAGE47_T0x_00qc-----Gelnika ------------------------- STAGE48_T0x_00qd-----Train Graveyard ----------------- STAGE49_T0x_00qe-----Ice Cave ------------------------ STAGE50_T0x_00qf-----Hojo ---------------------------- STAGE51_T0x_00qg-----Sector 8 ------------------------ STAGE52_T0x_00qh-----Cetra Altar --------------------- STAGE53_T0x_00qi-----Cave ---------------------------- STAGE54_T0x_00qj-----Spire in the Crater ------------- STAGE55_T0x_00qk-----Crater (Jungle) ----------------- STAGE56_T0x_00ql-----Sephiroth's Vortex -------------- STAGE57_T0x_00qm-----Midgar Area --------------------- STAGE58_T0x_00qn-----Seafloor Tunnels ---------------- STAGE59_T0x_00qp-----Corel Railways ------------------ STAGE61_T0x_00qq-----The Crater ---------------------- STAGE62_T0x_00qr-----Corel Railway Bridge ------------ STAGE63_T0x_00qs-----Rope Bridge --------------------- STAGE64_T0x_00qt-----Da Chao ------------------------- STAGE65_T0x_00qu-----Ft Condor ----------------------- STAGE66_T0x_00qv-----Midgar Area --------------------- STAGE67_T0x_00qw-----Bizzarro Seph R/L --------------- STAGE68_T0x_00qx-----Bizzarro Seph L/R --------------- STAGE69_T0x_00qy-----Jenova SYNTHESIS ---------------- STAGE70_T0x_00qz-----Coal Trains --------------------- STAGE71_T0x_00ra-----Cosmo Canyon -------------------- STAGE72_T0x_00rb-----Gi Cave ------------------------- STAGE73_T0x_00rc-----Nibelheim Basement -------------- STAGE74_T0x_00rd-----Cetra Temple -------------------- STAGE75_T0x_00re-----Cetra Temple (dragon) ----------- STAGE76_T0x_00rf-----Cetra Temple -------------------- STAGE77_T0x_00rg-----Final Battle -------------------- STAGE78_T0x_00rh-----Forest -------------------------- STAGE79_T0x_00ri-----Highwind ------------------------ STAGE80_T0x_00rj-----Corel Reactor ------------------- STAGE81_T0x_00rl-----Wutai Temple -------------------- STAGE83_T0x_00rm-----Seafloor ------------------------ STAGE84_T0x_00rn-----Reactor ------------------------- STAGE85_T0x_00ro-----Bloody ShinRa HQ ---------------- STAGE86_T0x_00rp-----Gongaga Reactor ----------------- STAGE87_T0x_00rq-----Corel Prison -------------------- STAGE88_T0x_00rr-----Forest--------------------------- STAGE89_T0x_00
413 World Map Textures - Project Complete

Code: [Select]
Code:
aad_00.pngaid_00.pngauc_00.pngaud_00.pngaue_00.pngbdb_00.pngbdc_00.pngbdd_00.pngblb_00.pngblc_00.pngbone2_00.pngbone_00.pngbornwd_00.pngbridge2_00.pngbridge_00.pngbzdun_00.pngcave2_00.pngcave_00.pngcave_s_00.pngcdl_cl2_00.pngcf01_00.pngcfa_00.pngcga_00.pngcgb_00.pngclfegd_00.pngclfeg_00.pngclftop2_00.pngclftop_00.pngclf_bgs_00.pngclf_ggl_00.pngclf_ggs_00.pngclf_ld_00.pngclf_lf_00.pngclf_lg_00.pngclf_lr_00.pngclf_lsg_00.pngclf_l_00.pngclf_r_00.pngclf_sd_00.pngclf_sf_00.pngclf_sg2_00.pngclf_sg_00.pngclf_sr_00.pngclf_ssd_00.pngclf_ssw_00.pngclf_ss_00.pngclf_sw_00.pngclf_s_00.pngclf_w02_00.pngclf_w03_00.pngclf_was_00.pngcltr_00.pngcme_00.pngcndlf02_00.pngcndlf_00.pngcndl_cl_00.pngcne_00.pngcoa_00.pngcomtr_00.pngcosinn2_00.pngcosinn_00.pngcpa_00.pngcqa_00.pngcsmk2_00.pngcsmk_00.pngcstds01_00.pngcstds02_00.pngdes01_00.pngdes02_00.pngdes03_00.pngdes04_00.pngdesert_00.pngdesor_00.pngdja_00.pngdka_00.pngdmd_00.pngdme_00.pngdna_00.pngds1_00.pngds2_00.pngds3_00.pngds4_00.pngdsee1_00.pngdsee2_00.pngdsee3_00.pngdsee4_00.pngdsrt_d_00.pngdsrt_e_00.pngds_s1_00.pngds_s2_00.pngds_s3_00.pngds_s4_00.pngedes01_00.pngedes02_00.pngedes03_00.pngedes04_00.pngekc_00.pngelm01_00.pngelm02_00.pngelm_gro_00.pngelm_r2_00.pngelm_r_00.pngfall1_00.pngfall2_00.pngfall3_00.pngfall4_00.pngfall5_00.pngfall6_00.pngfall7_00.pngfall8_00.pngfarm01_00.pngfarm02_00.pngfarm_g_00.pngfarm_r_00.pngfiles.txtfld_00.pngfld_02_00.pngfld_s2_00.pngfld_sw_00.pngfld_s_00.pngfld_vd2_00.pngfld_vd_00.pngfld_v_00.pngfvedge_00.pnggclfwa2_00.pnggclfwag_00.pnggclfwa_00.pnggclf_d_00.pnggclf_g_00.pngggmk_00.pngggmtd_00.pngggmt_00.pngggmt_ed_00.pngggmt_eg_00.pngggmt_e_00.pngggshrg_00.pngggshr_00.pngggs_g_00.pnggg_gro_00.pnggg_mts_00.pnggia2_00.pnggia_00.pnggia_d2_00.pnggia_d_00.pnggia_g2_00.pnggia_g_00.pnggmt_eda_00.pnggonclf_00.pnggredge_00.pnghokola01_00.pnghokola02_00.pnghyouga_00.pngiceclfd_00.pngiceclfg_00.pngiceclf_00.pngjunmk_00.pngjunn01_00.pngjunn02_00.pngjunn03_00.pngjunn04_00.pngjun_00.pngjun_d_00.pngjun_e_00.pngjun_gro_00.pngjutmpl01_00.pnglake-e_00.pnglake_a_00.pnglake_ef_00.pnglake_fl_00.pnglostclf_00.pnglostmtd_00.pnglostmts_00.pnglostmt_00.pnglostwd_e_00.pnglostwod_00.pnglst1_00.pnglst2_00.pnglst3_00.pnglst4_00.pnglstwd_e2_00.pngmd01_00.pngmd02_00.pngmd03_00.pngmd04_00.pngmd05_00.pngmd06_00.pngmd07_00.pngmdsrt_ed_00.pngmdsrt_eg_00.pngmdsrt_e_00.pngmd_mtd_00.pngmd_mts_00.pngmd_mt_00.pngmd_snow_00.pngmd_snw2_00.pngmd_snwd_00.pngmd_snwe_00.pngmd_snws_00.pngmd_snwt_00.pngmd_snww_00.pngmd_swd2_00.pngmd_swnp_00.pngmd_sw_s_00.pngmeteo_00.pngmidg_00.pngmidild_00.pngmidil_00.pngmidlmap2_00.pngmidlmap_00.pngmtcoin_00.pngmtwas_ed_00.pngmtwas_e_00.pngmt_ewg_00.pngmt_road_00.pngmt_se2_00.pngmt_se_00.pngmt_sg01_00.pngmt_sg02_00.pngmt_sg03_00.pngmt_sg04_00.pngmzes_00.pngmzmt_edw_00.pngmzmt_ed_00.pngmzmt_ew_00.pngmzmt_e_00.pngmzmt_od_00.pngmzmt_o_00.pngmzmt_sd_00.pngmzmt_s_00.pngncole01_00.pngncole02_00.pngncol_gro_00.pngnivlr_00.pngnivl_gro_00.pngnivl_mt_00.pngnivl_top_00.pngpond_00.pngport_00.pngport_d_00.pngradar_00.pngrct_gro_00.pngrivrclf_00.pngrivr_00.pngrivs1_00.pngrivs2_00.pngrivs3_00.pngrivs4_00.pngrivshr_00.pngrivssr_00.pngrivstrt_00.pngriv_cls_00.pngriv_l1_00.pngriv_l2_00.pngriv_l3_00.pngriv_l4_00.pngriv_m2_00.pngriv_m_00.pngrm1_00.pngrm2_00.pngrm3_00.pngrm4_00.pngrocet_00.pngrock_00.pngrs_ss_00.pngrzclf02_00.pngsango2_00.pngsango3_00.pngsango4_00.pngsango_00.pngscave_00.pngsdun02_00.pngsdun_00.pngsh1_00.pngsh2_00.pngsh3_00.pngsh4_00.pngshadow_00.pngshedge_00.pngshlm_1_00.pngshlm_2_00.pngshlm_3_00.pngshlm_4_00.pngshol_00.pngshol_s_00.pngshor_00.pngshor_s2_00.pngshor_s_00.pngshor_v_00.pngsh_s1_00.pngsh_s2_00.pngsh_s3_00.pngsh_s4_00.pngsilo_00.pngslope_00.pngsng01_00.pngsng02_00.pngsnow4_00.pngsnow5_00.pngsnow_es2_00.pngsnow_es3_00.pngsnow_es_00.pngsnwfld2_00.pngsnwfldl_00.pngsnwfld_00.pngsnwfld_s_00.pngsnwgra_00.pngsnwhm01_00.pngsnwhm02_00.pngsnwods_00.pngsnwood_00.pngsnwtrk_00.pngsnw_mtd_00.pngsnw_mted_00.pngsnw_mte_00.pngsnw_mts2_00.pngsnw_mts_00.pngsnw_mt_00.pngssand_00.pngssee1_00.pngssee2_00.pngssee3_00.pngssee4_00.pngsse_s1_00.pngsse_s2_00.pngsse_s3_00.pngsse_s4_00.pngsst1_00.pngsst2_00.pngsst3_00.pngsst4_00.pngstown_r_00.pngstw_gro_00.pngsubrg2_00.pngsusbrg_00.pngswall02_00.pngswclf_ld_00.pngswclf_lg_00.pngswclf_l_00.pngswclf_sd_00.pngswclf_sg_00.pngswclf_s_00.pngswclf_wg_00.pngswfld_s2_00.pngswfld_s3_00.pngswmd_cg_00.pngswmd_clf_00.pngswp1_00.pngswp2_00.pngswp3_00.pngswp4_00.pngsw_se_00.pngtrk_00.pngtyosnw_00.pngtyo_f_00.pnguf1_00.pnguf2_00.pnguf3_00.pnguf4_00.pngutai01_00.pngutai02_00.pngutaimtd_00.pngutaimtg_00.pngutaimt_00.pngutai_gro_00.pngwa1_00.pngwa2_00.pngwa3_00.pngwa4_00.pngwa5_00.pngwa6_00.pngwa7_00.pngwa8_00.pngwasfld_00.pngwas_00.pngwas_d_00.pngwas_gs_00.pngwas_g_00.pngwas_s_00.pngwdedge_00.pngwe1_00.pngwe2_00.pngwe3_00.pngwe4_00.pngwe5_00.pngwe6_00.pngwe7_00.pngwe8_00.pngwedged_00.pngwe_s1_00.pngwe_s2_00.pngwe_s3_00.pngwe_s4_00.pngwe_s5_00.pngwe_s6_00.pngwe_s7_00.pngwe_s8_00.pngwm_kumo_00.pngwod-e2_00.pngwood_00.pngwood_d_00.pngwpcltr2_00.pngwpcltr_00.pngwtrk_00.pngwzs1_00.pngwzs2_00.pngwzs3_00.pngwzs4_00.pngwzs5_00.pngwzs6_00.pngwzs7_00.pngwzs8_00.pngwzshr2_00.pngwzshrs_00.pngwzshr_00.png
Installation

Manually

LGP Version

  • Unpack battle.lgp using an unlgp/lgp tool. I prefer this one: Download
  • Extract the TEX files into the unpacked battlelgp folder.
  • Use the tool again to rebuild battle.lgp.
PNG Version


  • Download Aali's Custom Driver (0.7.11b or newer) and extract its content into the game folder.
  • Edit "mod path = Aali" within ff7_opengl.cfg.
  • Create a subfolder named Aali within the mods folder, e.g. [gamedir]\mods\Aali.
    • Extract the battle folder into the Aali subfolder, e.g. [gamedir]\mods\Aali\battle.
    • Extract the world folder into the Aali subfolder, e.g. [gamedir]\mods\Aali\world.

Mod Manager - 7th Heaven


  • Read about and download the latest 7th Heaven by Iros.
  • Click on Workshop -> Settings and setup the following:
    • Library Location: [gamedir]\mods\7th Heaven <--- Make sure to create this folder.
    • FF7 Exe: [gamedir]\FF7.exe
    • Aali Modpath: [gamedir]\mods\Textures <--- Make sure to create this folder.
    • Movie Path: [gamedir]\data\movies

  • Click on the "Library" tab, then the "Import" button.
  • Click on the "From IRO Archive" tab and browse for the download. Click OK when done.
  • Click the "Activate" button to enable it.
  • Click the "Active Mods" tab and the "Configure" button.
  • Choose the LGP or PNG version. Click OK when done.
  • Click "Launch Game" to play.

Downloads

Click Here
 
Last edited:
Thank God someone is making all the battle scenes consistent. I've always dealt with going from retextured ones to original ones from battle to battle and thought "This is shitty."
 
I can not say for sure, but the black spots could arise from the fact that one of the upper layer there is no longer the "transparent" color has.(at this points)

My idea would be to cut each layer again and insert it into a new image with transparent color.

Unfortunately, I'm not a graphic designer, so I've never tried...
 
I'm needing assistance with a couple things that I'm not familiar with doing yet. Feel free to take a crack at these and help contribute to the project

[list type=decimal]
[*]Photoshop scripting and batch import/export layers to PNG with Palmer. Does anyone know how to do this for battle scenes, or if it's possible? The instructions for field scenes are here, which I'll eventually find time to try myself.
[*]I've done everything step-by-step manually so far, and I'm pleased with the results. However, there are some texture anomalies that need fixing. If anyone has any insight, let us know. Here is a video of it:
[/list]

  • Pillar Stairs: You can notice black spots on the floor around the characters and enemy. There is also a large spot in the background when Cloud is casting Life on Barret.
  • Arctic: The mountain tops have black spots that can be seen in various camera movements. The sky has a black spotty area when Tifa is using Meteor Strike and Final Heaven.
  • Pillar Platform: I tested about half a dozen scenes today, and the black spots on the ground and the spotty sky is a common occurrence. This scene was the only one with no visible anomalies. I would like for all scenes to be this way.
I think batch export/import of battle textures to BMP files (or maybe PNG is better?) should be easy, if the TEX format on the wiki is correct. I can write a tool to do that.

Black spots ... I wonder if this is a problem caused by the export or not. Could you send me the BMP file after your changes along with the TEX file after converting it back? I can look at it and try to find out where the problem is...
 
I think batch export/import of battle textures to BMP files (or maybe PNG is better?) should be easy, if the TEX format on the wiki is correct. I can write a tool to do that.

Black spots ... I wonder if this is a problem caused by the export or not. Could you send me the BMP file after your changes along with the TEX file after converting it back? I can look at it and try to find out where the problem is...
The batch tool would be excellent :) BMP or PNG doesn't matter, but perhaps both if it's not too much work? The BMP are just converted back to TEX for LGP package, while PNG is what is used with Aali's Driver in the .../mods folder. I am going to make these scenes as both LGP and PNG anyways.

I may have figured out the black spots. I saved the BMP edits as 16-bit and 24-bit without any black spots, while 32-bit contained black spots and is what's seen in the video. I have only done this for one scene, so I'll need to do it for several more before I could say this was the "fix." Does that sound like a reasonable explanation, or am I completely clueless on this? lol I can still send the files you requested if you'd like. Let me know.
 
Can't believe no one did that Facepalmer method on battle textures all this time :o, thanks alot Alyza! and the other guys :D
I remember trying to redo do atleast one battle scene myself but with my poor art skills..not even worth looking at it lol, this should keep us going until hopefully all battle scenes are fully re-textured one day :)
 
Last edited:
The batch tool would be excellent :) BMP or PNG doesn't matter, but perhaps both if it's not too much work? The BMP are just converted back to TEX for LGP package, while PNG is what is used with Aali's Driver in the .../mods folder. I am going to make these scenes as both LGP and PNG anyways.
OK, I will try and do this!

I may have figured out the black spots. I saved the BMP edits as 16-bit and 24-bit without any black spots, while 32-bit contained black spots and is what's seen in the video. I have only done this for one scene, so I'll need to do it for several more before I could say this was the "fix." Does that sound like a reasonable explanation, or am I completely clueless on this? lol I can still send the files you requested if you'd like. Let me know.
Hmm, I wondered if it was converting the files back into 8-bit TEXs and this was the problem. It would still be interesting to see the files though, so I can avoid making whatever mistake happened...
 
Thank you. It looks like a problem in Img2Tex, it is not always converting the alpha correctly. That is why 24-bit fixes it (but then I think maybe there is no alpha? which is OK for some images, but not for others that need it!).

Anyway, first version of my tool:

https://mega.co.nz/#!IRIRjJaL!SueuJCQNn6n-X-GZ2ucq8R-NWzo67wJC2s4sG-qX0IA

How to use:

1) First select the source files to convert (e.g. all the battle textures). So extract them from the LGP file first if you haven't done this yet.

Then select an output folder. Could be the same as the folder with the TEX files in it, or a different folder.

Click 'Convert TEX->PNG'. The output files will be named same as input files with '.png' on the end, e.g. oqac -> oqac.png

2) Once you have edited the PNG files, go back to the program, and this time select the PNG files as the source files. Choose an output folder to put the new TEX files in. (It will overwrite any files already in this folder). Click 'Convert PNG->TEX'. This time it removes the '.png' from the filename, so file 'oqac.png' -> 'oqac'. (So if you have not changed the filenames from step 1 above, this should be fine!)


So far I only support 24-bit and 32-bit PNGs - I think that if you are going for increased quality, you will probably not be using 8-bit?

I have tested editing a few textures (& increasing the size!) and it worked OK for me. I expect you may find some other problems too when you try it though, please let me know :)
 
Hey, my name's Iros, I'm new here. Oh, what's that? You can't do something that's preventing certain mods from being implemented? No problem, here's a groundbreaking new program. Oh, you say the battle scene textures don't come out right? Don't worry, here's a new tool. 8)

If only every new user was like you.
 
Hey, my name's Iros, I'm new here. Oh, what's that? You can't do something that's preventing certain mods from being implemented? No problem, here's a groundbreaking new program. Oh, you say the battle scene textures don't come out right? Don't worry, here's a new tool. 8)

If only every new user was like you.
264.gif
 
Thank you. It looks like a problem in Img2Tex, it is not always converting the alpha correctly. That is why 24-bit fixes it (but then I think maybe there is no alpha? which is OK for some images, but not for others that need it!).

Anyway, first version of my tool:

https://mega.co.nz/#!IRIRjJaL!SueuJCQNn6n-X-GZ2ucq8R-NWzo67wJC2s4sG-qX0IA

How to use:

1) First select the source files to convert (e.g. all the battle textures). So extract them from the LGP file first if you haven't done this yet.

Then select an output folder. Could be the same as the folder with the TEX files in it, or a different folder.

Click 'Convert TEX->PNG'. The output files will be named same as input files with '.png' on the end, e.g. oqac -> oqac.png

2) Once you have edited the PNG files, go back to the program, and this time select the PNG files as the source files. Choose an output folder to put the new TEX files in. (It will overwrite any files already in this folder). Click 'Convert PNG->TEX'. This time it removes the '.png' from the filename, so file 'oqac.png' -> 'oqac'. (So if you have not changed the filenames from step 1 above, this should be fine!)


So far I only support 24-bit and 32-bit PNGs - I think that if you are going for increased quality, you will probably not be using 8-bit?

I have tested editing a few textures (& increasing the size!) and it worked OK for me. I expect you may find some other problems too when you try it though, please let me know :)
!!!! This sounds perfect. I will let you know how my results are  ;D

P.S. Tradition around here has tools given a name that's from the game. Any ideas on your two tools yet?

I don't understand your gif ???
I think he's agreeing with your statement and is giving a round of applause for Iros.
 
Last edited:
I want Fat Chocobo! Just kidding. How about '7th Heaven'?

I think he's agreeing with your statement and is giving a round of applause for Iros.
Exactly!
 
"Tryne" because people been "tryin'" to do this til Iros new tool.

@EQ2Alyza How big do you think this is going to make the battle.lgp? I'm assuming you're going to have to compromise on quality for the lgps some... Kinda better to do that anyways or it will just be too glaring of a difference between field and battle on STEAM, no? It's the only reason I can imagine anyone using them in lgp form. Have you personally tested the FL+MC .lgp scenes for unconverted ff7? I did a very quick test to see if they worked for my CloudPlay build, and then I went back to Aali's driver. That battle.lgp comes to 1.6GB
 
Last edited:
Would a larger lgp file be a problem though? I've compiled and tested different models for just about everything and I've gotten a battle.lgp file bigger than that before. Other than it taking a little longer for aalis lgp tool to compile it, it seemed to work just fine.
 
Would a larger lgp file be a problem though? I've compiled and tested different models for just about everything and I've gotten a battle.lgp file bigger than that before. Other than it taking a little longer for aalis lgp tool to compile it, it seemed to work just fine.
Not necessarily but people are running out of memory while trying to compile it.
 
I don't follow. Do you mean as in an error while compiling and it fails, or just the amount of space the mods take up? Because that could definitely be true if you don't have a lot of hard drive space. After making changes to lgp files and I go to erase the files in aali it's gotten up to 5gb of data being erased, which I also have backed up else where. Otherwise that's not an error I've seen before.
 
Status
Not open for further replies.
Back
Top