New Field backgrounds/CG Cutscenes thread

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That is definitely something that needs looking into.
At what point does the resolution increase negatively impact performance & not make that much difference. As videos/other assets will also have to be made to this same scale.
Should find the largest background, and rescale it to see how it performs and how the animations perform (as well as the file size).
 
I think that Timu's suggestion of 5x the old resolutions is a good one. The point at which a resolution increase's impact on performance is too great to justify making it is the point at which hardly anyone's monitor will be able to show the difference. As he said, 1200 vertical pixels is the highest of the "normal" monitor resolutions nowadays. There are higher resolution monitors out there, but very few people have them. 1920x1200 seems to be the standard for a "good" monitor ATM.
 
With the age of the game and lack any major action during the scenes with the rendered backgrounds it would have little to no performance hit at all really, yet it may still cause some slight hitches on hardware from back when the game came out. .
 
However, there is also the issue of file size: it might not be worth it to make huge textures that take even longer to make and to download, as well as taking up more hard drive space, if only 1% of the people using the patch will have a sufficiently high-res monitor to make use of it.
 
well, I play ff7 at 1600x1200 (cant play widescreen :P) so for myself, i'd like that. Would multiple resolution downloads be an option? ex a 5x dload, and a 3 or 4x for smaller resolution monitors. Because, I  agree that there is no point in having images higher resolution than the screen can show, but its also optimal to have the best that it /can/ show.
 
I am currently redoing md8brdg, the scene right after you meet Aeris, when you're surrounded by Shinra soldiers directly before the cutscene that shows you jumping down onto a train.

The problem is the BG image, like all the other Bg's, is it's just a render of a 3d scene, moreover some of the "3d objects" are nothing but 2d textures for the rendering. See the "stairs" between the two light posts in md8brdg this means that the pictures own perspective doesn't make any sense because the length of brown curb to road never changes as it should angling around from the tan/dirt/concrete? path to the cobblestone road. Now in Aeris goto md8brdg2, notice that the stairway has  disappeared.

While this doesn't make it impossible in anyway to remake I need permission to not recreate it exactly, either the stairway is going up to the cobble stone street and the back pathway needs to be dropped or it's lowering slightly to the cobblestone street.  The perspective/camera shot will remain the same.

I know it's pedant, but you never know who's going to get pissed off by it looking slightly different and not understanding why, and it will because it currently makes no sense and in a high resolution render with modern gfx it'd stick out.
 
Sorry, i cant' recall the scene in much detail, you mind uploading a pic of it?
 
md8brdg24bit.jpg

56484237.jpg
 
Im not sure what you mean about the curbs, but i have a solution for your missing stairs - the tan area is lower in elevation than the cobblestone, and thus cloud goes up stairs before jumping to the train, and in the scene with the scaffold, the perspective hides the stairs behind/under the cobblestone. Make sense?
 
Yeah, sounds good to me, just checking in before I devote a lot of time to it.
 
Watch out making the backgrounds very large. Palmer crashes on large images. Cant remember the exact size though.
 
I'm quite sure I already fixed it.. That may not have been in any release yet though. Does it happen in the latest version?
 
I am using palmer 0.3a and it has that problem, is there another version out there?
 
Alright, might want to give this 8x render a go, then. :D

Modeled the Crates out and applied a simple wood texture.
 
for the final versions (once the scene is absolutely complete), it'd b best if you do several renders, (references the layers) so that the masks of the different layers are as good as possible. in this scene for example, the cage, and i think the edge of a box or two is on a layer.

EDIT: sorry for being picky, but some of your boxes are aligned the wrong way :P (in regards to the top planks)

EDIT2: oh yea, there is also an extra box at the bottom :P
 
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honestly, as long as the walkmeshes line up, you can probably get away with a lot.

Of course, when I see these attempts to make backgrounds, I always hear in the back of my mind....

"Oh do the Forgotten city next! Hurr hurr hurr... :P"
 
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