Re: [FF7PC] [7H] Enhance...

  • Thread starter Thread starter Chrysalis
  • Start date Start date
Status
Not open for further replies.
Try this one: midlmap_00

It was made in a rush but shouldn't look too bad.
Damn, that's sweet. Thank you for contributing to this!

I'm curious about the image's resolution; it's lower than either of the other images. Was it not possible to keep the same resolution after applying some modifications to the image?
 
The previous one was resized 400% compared to the original.

This one is 800% bigger than vanilla:
https://i.imgur.com/4zN6Sf8.png

Edit: Here's a massive 1600% scaled texture (for those using 8K monitors I guess):
https://i.imgur.com/5H5PDii.jpg
Sweet! Those are more like it.

In case it was missed, the darker version of the map that I posted on the previous page (link: https://i.imgur.com/2JFpt65.jpeg) is in a whopping 6849x5093 resolution, at a pretty clear image quality (few artifacts, from what I can see). I don't know how the modding process works; I just wanted to bring attention to it in case it could help you guys with your workload.

Thanks again for working on this. :)

EDIT:
Oh, for my curiosity again, could you tell me why the maps linked in your post have a lot of white space around them? Is that something that the FF7 engine requires for the mod to work?
 
Last edited:
In case it was missed, the darker version of the map that I posted on the previous page (link: https://i.imgur.com/2JFpt65.jpeg) is in a whopping 6849x5093 resolution, at a pretty clear image quality (few artifacts, from what I can see).
Trust me, you won't see any clear improvement compared to the 1600% scaled version.

Oh, for my curiosity again, could you tell me why the maps linked in your post have a lot of white space around them? Is that something that the FF7 engine requires for the mod to work?
This is how the game reads the texture yes.

Glad you like it!

Edit: 1600% version with more vibrant colors and sharpened details:
https://www.sendspace.com/file/m8zt65 (imgur is not accepting big *.png files)
 
Last edited:
Not a fan but for those interested, this is how it looks:
wpQN83R.png
 
Not a fan but for those interested, this is how it looks:
wpQN83R.png
I like it! What about it do you not like?

Would it be possible to make the map opaque instead of transparent? Usually, the big map isn't used by players while they move around, so having it be opaque wouldn't be a hindrance of any sort. I'm thinking that it might look better if it were opaque. What do you think?
 
Would it be possible to make the map opaque instead of transparent?
In order to make it opaque you'll have to hex edit; maybe Chrysalis can help you.
 
Hey Chrysalis, there is 1 problem I wanna ask you
I don't know why whenever I turn on with FF 7 Remake ESUI Theme with Enchance Stock UI - rel2
However the FF 7 Remake ESUI Theme only work at the START SCREEN and the other doesn't seem work
it keep show Enchance Stock UI - rel2 to me no matter how I deactivate or activate it
so what is the problem??could I be miss download mod?






EDIT : oh yes ! I finally make it work because I just need to download the Enchance Stock UI from here that you posted not the one from 7th Heaven
Thank you very much for your mod
 
Last edited:
there is 1 problem I wanna ask you
You have to sort your mod load order, you have everything jumbled together. In 7H thats the 1^V9 button on the right hand side
 
Damn, that's a bummer.

If you intend on taking your time to make the map work, I say to you godspeed and thank you!

Do you want me to get in contact with the author of the map? I could tell her to get in contact with you so you could talk about this issue. Perhaps she'd be willing to help or contribute. Though do you have her twitter, so perhaps you don't need me as a middle-man.

Let me know!

I still have her twitter, and yep will contact her to see the best way forward.
 
Thank you I can give it a try, are you happy for this to be part of ESUI? you would be credited of course.
No worries, it was a half an hour task. My only real contributions for the community is my UI 1:1Remastered where I've spent hundreds of hours.

You should instead credit the original author "Ahvia" if I remember correctly.
 
So I'm having this issue where the User Interface - Qhimm Catalog 7th heaven mod just doesn't seem to work even though I have it activated? I've tried the ESUI mod from the 7th heave catalog as well and it doesn't seem to work. Anyone have any reason why it would just refuse to work even though it's activated and other mods work fine?
 
No worries, it was a half an hour task. My only real contributions for the community is my UI 1:1Remastered where I've spent hundreds of hours.

You should instead credit the original author "Ahvia" if I remember correctly.

The offer was in addition to her, but thanks for rescaling the image.
 
So I'm having this issue where the User Interface - Qhimm Catalog 7th heaven mod just doesn't seem to work even though I have it activated? I've tried the ESUI mod from the 7th heave catalog as well and it doesn't seem to work. Anyone have any reason why it would just refuse to work even though it's activated and other mods work fine?

The mod does two things, it loads textures into the UI, and it also loads hext code to modify the game code to move UI elements around.


Are you able to post a screenshot of the new game/continue screen with the mod enabled please.


Dont enable this and the user interface menu option at the same time.
 
I only pass by to say Thanks a lot for ESUI mod! There is a lot of info very difficult to find in other way.

I wanted to comment only a little thing. I was thinking in "separate" (but without luck), battle UI from menu/field/world UI. With this I pretend to be able to use a different frame for the boxes between both, and even background colors.

About the colors background I can do something with the Help/Status box in battle (the top and middle little boxes).  But the left/right boxes (the ones with companion names and commands) is a bit more difficult, I had searched the .exe, but it seems to share the values of the menu ones if I'm not mistaken.

BUT, I had the hope to be able to use a different palette for (btl_win_c_l.png), and use, for example, btl_win_c_l_01.png in battle UI. This would permit to use a different frame of the menu one. I think that this is not possible without changing ff7.exe code.

Anyway, I had not luck either searching for the place where this could be achieved. :( Hope some day we can have different (and good) UI for menu/battle.
 
I only pass by to say Thanks a lot for ESUI mod! There is a lot of info very difficult to find in other way.

I wanted to comment only a little thing. I was thinking in "separate" (but without luck), battle UI from menu/field/world UI. With this I pretend to be able to use a different frame for the boxes between both, and even background colors.

About the colors background I can do something with the Help/Status box in battle (the top and middle little boxes).  But the left/right boxes (the ones with companion names and commands) is a bit more difficult, I had searched the .exe, but it seems to share the values of the menu ones if I'm not mistaken.

BUT, I had the hope to be able to use a different palette for (btl_win_c_l.png), and use, for example, btl_win_c_l_01.png in battle UI. This would permit to use a different frame of the menu one. I think that this is not possible without changing ff7.exe code.

Anyway, I had not luck either searching for the place where this could be achieved. :( Hope some day we can have different (and good) UI for menu/battle.

Thanks for your kind words L@Zar0


This might be possible, as I see there is already a palette assigned for the box borders, I will search the code sometime this week to see if I can get the memory addresses for you.
 
Ok thank you very much!

I tried to find it, but the place of the offset of the frames for battle UI is a bit difficult to find for me. :(

I'm not sure if it is even possible, because making a trace log of FFNx it seems to load btl_win at the beginning of the game, and then, when the game enters in battle scene, it seems to load something... different.

This is when the game loads:
Code: [Select]
Code:
[00000099] TRACE: Renderer::createTexture: 60 => 51594840x51594844 from filename C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds[00000099] TRACE: Using texture: C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds[00000099] TRACE: Created external texture: 60 from C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds
This is when battle begins:
Code: [Select]
Code:
[00001111] TRACE: gl_defer_sorted_draw: call with primitivetype: 4 - vertextype: 3 - vertexcount: 32 - count: 48 - clip: 1 - mipmap: 1[00001111] TRACE: gl_defer_sorted_draw: texture_set true for texture menu/btl_win_c_l0[00001111] TRACE: gl_defer_sorted_draw: return true
So it does (or FFNx is doing) something different. I searched this to use in 7H a Runtime Var telling when it enters in battle use a different btl_win_c_l, but I have not good results with this.

Another thing I found is to change the colors/alpha of the background of the Help/Status boxes:
B805aNy.png


This is the code:
Code: [Select]
Code:
http://BATTLE MENU# Help Support -Middle- & Message -Up- Windows Top Left/Right/Top/Bottom Colors#.text:006D4EF7                 mov     ecx, dword_91EFC86D4EF7 = B9 00 00 00 7F 90#.text:006D4F7F                 mov     ecx, dword_91EFCC6D4F7F = B9 00 00 00 7F 90#.text:006D5007                 mov     ecx, dword_91EFD06D5007 = B9 00 00 00 7F 90#.text:006D50A2                 mov     edx, dword_91EFD46D50A2 = BA 00 00 00 7F 90
Altough I researched this also for the rest of Battle UI (searched for 0x91EFC8), the only place that I could modify this with any result, it changed only the background for the rest of UI, even the menu UI, leaving it in black color, of course.

So, if we could find a method to change btl_win_cl and background colors for Battle UI, we could have a different Battle UI from Menu UI. :)
 
Last edited:
Status
Not open for further replies.
Back
Top