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

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This is for the 1998 version, right? There is no way of using it with the 2012 version?
 
Hello i can't download palmer 0.8b, can anyone post a mirror ?
Thanks a lot
 
By the way is there any way to use palmer with commandline instead of gui ?
Thanks
 
you can do the batch work right in palmer gui and its pretty simple if I remember correctly if you have it mind uploading for me I actually think I like this new algorithm afterall and I would like to do some in game tests
 
Hi, I'm trying to figure out why animated textures get glitched after being resized (see for example under this topic : https://www.ff7catalog.com/threads/7962/).
That's most probably because these textures are "transparent".

Palmer uses the png format which, I believe, cannot handle transparency information.

After discussing with Makou reactor's programmer, I think it means the textures contain erroneous/useless informations (dark pixels around the image), shifting the location of the texture when the game tries to place it... thus creating glitches.

Haven't found a way around this yet...   :?
 
Hello ghneu,

*.png files does handle transparency information; is it only a layer or the entire scene? Can you provide a screen of the texture shifting?
 
We are talking about the lightlayers right? This is a problem with aali's driver in general. After you resize these textures you make the color pallet bigger as the game can handle. If you look closely you will see that the game use pretty less colors for the backgrounds which is the actual problem for resize projects. Anyway there was already a discussion about that problem and aali said that only a shader based solution will work.
 
Thanks for your replies, yep I'm talking about the animation layers including lightlayers.
So the glitches aren't related to the png format but rather to palette problems.

You must be right because I have a "missing palette write to external texture field" error message.
I could not locate the topic where the issue was discussed.

I do not understand why there are no palette problems with the backgrounds themselves and why the lightlayers are glitched though.
 
Let me explain it this way: the game is able to  change the alpha value of the lightlayers so it ins't a real animation. But to  change the alpha channel the game needs the pallet to  know which colors have an alpha value and it seems that pallet needs to  have a certain amount of colors (that's how i understand it). I haven't looked in the script if it is there handeled but i doupt it is there.
 
Does this problem would persist using the 2012/Steam version with Tonberry external texture support?
 
I think that tonberry would dump every single change oft the backgrounds. But I assume the textures tonberry produce will differ from the one aali's driver uses. But i cant say if it will or will not work with tonberry.
 
... I haven't looked in the script if it is there handled but i doupt it is there.
I have looked at it and it is handled there. But it seems that already at the maximum of 256 (16bites?). So the question is if we can expand this somehow.
 
Hi, there will there be a possibility to extract the field and to re-import a new stage with the filtered animations? For my job recreating the 3D really be very useful to me to reproduce something real .. If you remove the "png" file from light eg animation works but is made of square, there is certainly a how to solve this problem right?

Sorry for my bad English .
 
Hey where Can I download this field texture editor?  The Link on page one is broken :( To clarify when I download version 8.0b, I extract and run it it just opens a black window with the heading Palmer FF7 Field background editor, but it has no menus or anything
 
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