[FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)

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D O W N L O A D

THE UPDATE HAS NOW GONE LIVE OFFICIALLY


NEW 2020-05-23 - MOGURI 8 BETA V5 changelog -> Make a shortcut of the file to your drive then go into your drive, find the shortcut there and click "make a copy"
(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1



I N S T A L L _ G U I D E

[size=10pt]IF YOU DON'T HAVE MOGURI INSTALLED
1) Extract and replace the files in the .zip to SteamLibrary\steamapps\common\FINAL FANTASY IX\

IF YOU HAVE MOGURI INSTALLED (not required!)
1) If you installed it before 2020-04-2, uninstall and re-install Moguri again (SquareEnix pushed a Steam update that temporarily broke the game and Moguri)
2) Extract the content of StreamingAssets in \Program Files (x86)\Moguri Mod\StreamingAssets\
3) Extract \x64\FF9_Data\resources.assets & \x64\FF9_Data\sharedassets2.assets to SteamLibrary\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\
   but DON'T replace Assembly-CSharp.dll

To check you have the right version, here's how the first frame should look
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1) In steam, right click the game, go to "properties...", go to the LOCAL FILES tab, click VERIFY INTEGRITY OF GAME FILES. This will re-download the original files, but your saves are still intact.


p0data2.bin - Battle backgrounds
p0data3.bin - Worldmap textures
p0data4.bin - NPC, monsters and background items
p0data11.bin to p0data19.bin - Main backgrounds
resources.assets & sharedassets2.assets - UI stuff (maps, title screen...)
Assembly-CSharp.dll - The patched file that allows for the augmented resolution of backgrounds. (The one here and the one in moguri are different)

Note: If you have uninstalled Moguri and/or Memoria and you have names like ZidaneZidane, ViviVivi, you can salvage your save with this tool: https://www.ff7catalog.com/threads/7672/
Note: Alternate Fantasy is not currently supported.
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F E A T U R E S

  • Backgrounds
  • Fixed : almost all visual glitches
  • Redrawing of all layer edges (all 11000+)
  • Cleaner / sharper graphics (all 6000+)
  • Better & cleaner lighting (all 1400+)
  • Countless manual image doctoring
  • Manually redrawn some parts (some partially based on portfolio images by Wesley Cann & Behrooz Roozbeh)
  • Background animations better integrated
  • Several bugs from the Steam & PSX versions fixed
  • Recreated all places names with original fonts (for English and French, rest to follow)
  • Seamless scrolling skies & backgrounds, removed 'staircase' edges
  • Recreated baked in textures NPCs
  • Background objects
  • HD background 3D objects
  • HD NPC (with exceptions)
  • Worldmap
  • HD worldmap textures (upscaled and manually redone, mostly seamless and faithful)
  • Subtly moving seas
  • HD worlmap items (ships...) textures
  • Battles
  • HD monsters (with exceptions)
  • HD battlefields with redrawn edges (exceptions for animated textures)
  • Seamless skies (not 100% on point)
  • Fixed missing monster death sounds (credit: Tirlititi)
  • UI
  • Recreated faithful HD maps
  • Recreated Start menu and game over screens
  • Character portraits edges



OLD POST

2020-04-23 - Finally, here's a beta file of the backgrounds!
For those who chose to install it, please screenshot any problem or potential improvement, as major or minor it is.

If you can't post in this thread, you can contact me on reddit


Other parts of the mod available to download:
[size=14pt]NPC & Monsters HD V2 DOWNLOAD
Battle Backgrounds HD V1 DOWNLOAD
Worldmap HD V2 DOWNLOAD
UI Stuff V1 DOWNLOAD
Maybe save the original files beforehand

-------------------------------------------------------------

Hi everyone,

I'm making a thread to track my progress with my reworking of Moguri since June 2019

◈ Finishing touches, corrections & testing ◈
chat_loader.gif

◈ Backgrounds masks (redrawing by hand) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 678/678

◈ Blended/light layers upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 1479/1479

◈ Re-drawing of transparency for fight scenes textures ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 186/186

◈ Monster texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 124/124

◈ NPC texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 150/150

◈ Item on field texure upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 101/101

◈ Worldmap re-texture ◈
https://www.ff7catalog.com/threads/13434/
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100%

◈ Place names upscaling (when introduced to a new place) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 44/44


◈ (background) Videos improvement ◈
(⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 0/18) -> might try this in a next update

◈ Extra ◈
-Backgrounds were improved with various ESRGAN models
-Numerous visual corrections
-Upstairs of Dali's Windmill debugged / recreated
-Removed seams in scrolling sky/smoke/sand textures.
-re-created a lot of sky textures for fight scenes, making them seamless and beautiful: 64
-regenerated the battle textures to remove white outlines
-corrected a bug with animated textures in battle scenes
-Multiple other bugs ironed out

◈ Ideas for later ◈
-drawing shadows for some chests/items
-look if I can improve fluidity of the videos with AI video interpolation: https://github.com/sniklaus/pytorch-sepconv (can't make it work yet)
-upscale contextual FMVs?
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SCREENSHOTS

Click to enlarge
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G
Registered an account here just to drop you some encouragement. Love the original Moguri and can't wait for the update. The reworked screenshots look amazing!
 
S
Thanks for the encouragement!

I have a few goodness to show off, a lot of scenes made better thanks to comparisons with other esrgan models (especially "fatality"). The massive implementation of soft light is a big success as far I can see.
 
S
I've applied other models to all the screens, and mixed some of them with moguri images. I've partially mixed some (a bit more than 100) screens with other renders. Here's a small comparison (click to enlarge):

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I'm back to making progress on the mask redrawing
 
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S
I have finished Clayra, which was a particularly hard zone, as this example shows:

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Btw there are 11522 images like that in the game...
 
S
Thanks!
So it's official, I'm past the half point now! :mrgreen:
 
K
Thanks for all your hard work! Those screens with the new models added in look amazing. I can't wait to see the finished product!
 
F
Absolutely AMAZING work! I had to create an account just to say that!  ;D
 
S
YAY encouragement :D

I have fixed all (>30) scrolling skies (as well as scrolling sand, smoke, etc) that were not correctly looped, like so:

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I have actually re-upscaled them after looping them, so they now scroll seamlessly. So that's a big bug fixed.
 
S
I'm almost at Conde Petie for masks, but still a lot to correct in Fossil Roo.
I remade a few UI things like treasure description backgrounds, the worldmap etc.
 
S
For the last week, I've been working on improving the visual quality after I found a good workflow with a certain ESRGAN model called "BOX". I pass the images in a dithering removal model for ESRGAN, then upscale with BOX. It has more details, a bit more noise, but a lot of color noise, so I combined it with existing images one by one, taking the original color and adding the details at a certain percentage. It works especially well on cave/grungy/dark textures, like Fossil Roo, Gismar and Gould.

Comparison:
http://www.framecompare.com/image-compare/screenshotcomparison/DYLDGNNX

Before/After:
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It adds a bit of contrast, removes that annoying pattern you can see currently with moguri:
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Makes it a bit more organic. I used the new images with restrain, blending them with zePilot's renders (some of them I already heavily modified)

Also, I corrected a few frames like this one:
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K
Man when this mod and the Battle UI mod are done, IX will be more perfect than it already was! I can't wait!
 
S
I've worked a bit to try and improve some FMVs (especially those 18 ones that blend with scenes or have 3d characters in them), and it's going well so far.
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I extracted the images from the videos with ffmpeg, divided resolution by 4 (to their original size: 320x240) using nearest interpolation, then passed in ESRGAN (first in anti-dithering, then using zePilot's model), and managed to re-inject a video in the game using the same codec/format. This will allow me to color correct some videos.
 
E
That looks really good, this mod is gonna be amazing once it's done! I know zepilot mentioned at one point he wanted to get the PSX hud back into the steam version, you know anything about that? That would be the perfect version if possible! Thanks!
 
X
I've worked a bit to try and improve some FMVs (especially those 18 ones that blend with scenes or have 3d characters in them), and it's going well so far.
qguP4AC.jpg

I extracted the images from the videos with ffmpeg, divided resolution by 4 (to their original size: 320x240) using nearest interpolation, then passed in ESRGAN (first in anti-dithering, then using zePilot's model), and managed to re-inject a video in the game using the same codec/format. This will allow me to color correct some videos.
It's great! Can I also increase the frequency of FPS? It is a pity no one remakes FMV's for Final Fantasy VIII Remastered, they are there in very terrible quality.
 
X
Can you fix it? This error continues with PS One. Black Waltz No. 3 uses "Fira", but the animation "Fire" is played.
на 11:28
 
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