[PC] Field background editor - Palmer (0.8b)

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How long did it take to resize those? Maybe i can borrow my friends PC with photoshop, Or use GIMP to help you out.
All is done in two seconds with a script. But we must have all backgrounds in a folder.


I hate bicubic
 
How long did it take to resize those? Maybe i can borrow my friends PC with photoshop, Or use GIMP to help you out.
All is done in two seconds with a script. But we must have all backgrounds in a folder.


I hate bicubic
I figured the others were in bicubic haha. Guess not, Though i think the blur is to add an AA effect to the image. Could be wrong.

How did you extract the backgrounds? I extracted the files from the .lpg, but i don't know how to load them up

EDIT: The backgrounds default is 512 X 512? but the default of FF7 is 640 X 480 isn't it?

Edit2: Typo fix  :-P
 
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How did you extract the backgrounds? I extracted the files from the .lpg, but i don't know how to load them up
 :-o open the backgrounds is very very VERY complicated! This is not a simple image! Qhimm wiki

EDIT: The backgrounds default is 512 X 512? but the default of FF7 is 640 X 380 isn't it?
FF7 -> 640*480
 
Yeah i'll just wait for Aali to release his tool haha. Leave the tech stuff the the pro's ya know?
 
Not to mention the info in the wiki is an oversimplification that:

1. Is missing a lot of little (and some big) things.
2. Won't produce 100% correct results anywhere.
3. Will fail spectacularly with some files :-P
 
How long did it take to resize those? Maybe i can borrow my friends PC with photoshop, Or use GIMP to help you out.
All is done in two seconds with a script. But we must have all backgrounds in a folder.


I hate bicubic
hopefully aali will allow the backgrounds to be auto saved as separate png/bmp files?
 
I was just about to ask if you were still working on your driver, But i can see you still are  :-D

Although, would it be better to make image sizes 1280 * 960? since thats the common (i think) size for playin FF7 at now. Or maybe 2048 * 2048? or are there technical limitations on that?
 
You shouldn't think of it in terms of absolute size. The original field backgrounds can be up to 2^16x2^16 pixels large. You should probably resize everything by a factor of 4 (320x240->1280x960), anything larger and the files will be huge.

But, assuming you do resize things (this will never be compatible with the original engine), as long as your hardware can take it there is no upper limit.
 
I wrote an article that talks about the backgrounds, but in french : Section 9 : backgrounds
Using google translate, I can see that you've found most of the stuff I have :-)

I have some other obscure features implemented that I'm not sure any of the original data uses. (For example, the only layer that must exist is layer1, layers 2, 3 and 4 are all optional and can exist in any combination, so you could have a field file with only layer 1 and 3 or whatever and FF7 would still load that correctly)

The way you search for texture pages seemed odd to me at first but I think it's more of a problem with the translation, the first two bytes of the header define if the page is present or not, and if it isn't you should go on to the next page. (And looking at the code, you seem to be doing roughly that, except you check specifically for 1, any value is actually okay as long as its not 0)

Oh and the non-paletted format is R5G6B5, not RGB5551 :wink:
 
While it wasn't an editor, Aeris was able to render those two fields Aali showed just fine. I don't think The_Saint released the documentation, and this is probably the first viewer since to properly render the fields.
 
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I have some other obscure features implemented that I'm not sure any of the original data uses. (For example, the only layer that must exist is layer1, layers 2, 3 and 4 are all optional and can exist in any combination, so you could have a field file with only layer 1 and 3 or whatever and FF7 would still load that correctly)
When layer4 exists, layer3 also exists, when layer 3 exists, layer2 also exists... ^^   That is all I can say

Oh and the non-paletted format is R5G6B5, not RGB5551 :wink:
Thank you, I love you Aali! :mrgreen:
 
I have some other obscure features implemented that I'm not sure any of the original data uses. (For example, the only layer that must exist is layer1, layers 2, 3 and 4 are all optional and can exist in any combination, so you could have a field file with only layer 1 and 3 or whatever and FF7 would still load that correctly)
When layer4 exists, layer3 also exists, when layer 3 exists, layer2 also exists... ^^   That is all I can say

Oh and the non-paletted format is R5G6B5, not RGB5551 :wink:
Thank you, I love you Aali! :mrgreen:
Err, obviously that was supposed to be BGR, not RGB :-P
After reading the header for layer1 (which by the way is two bytes longer, tiles start with their x/y coords), and after you've read all those tiles, there's a byte indicating the presence of layer2, if it isn't there you check the next byte for layer3 and so on :-)
 
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