[REL] sl1982's Field Enhancement

  • Thread starter Thread starter sl1982
  • Start date Start date
Status
Not open for further replies.
Ah thank God for that! Thought I'd finally lost it completely! :o
 
I can't believe how fast you're going SL ! This is great.

Still, even though your method of enhancing the field backgrounds must be the best anyone could do right now, I feel that the feeling of depth & perspective is sometimes lost in the process. I sometimes have the feeling that I move a polygonal character on some kind of watercolored painting - not in an actual 3Dish field background. And the original pics, while pixallised, managed to achieve the latter a bit more.

But I guess that's what the whole Avalanche Bombing Mission project is here for ^_^ Anyways, I like your enhancements a lot, believe me : I always put them into my game as soon as they're made available :)
 
Last edited:
I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.
 
I can't believe how fast you're going SL ! This is great.

Still, even though your method of enhancing the field backgrounds must be the best anyone could do right now, I feel that the feeling of depth & perspective is sometimes lost in the process. I sometimes have the feeling that I move a polygonal character on some kind of watercolored painting - not in an actual 3Dish field background. And the original pics, while pixallised, managed to achieve the latter a bit more.

But I guess that's what the whole Avalanche Bombing Mission project is here for ^_^ Anyways, I like your enhancements a lot, believe me : I always put them into my game as soon as they're made available :)
I totally agree, which is why the Team Avalanche method is the ultimate solution. This is a 'as good as it gets' solution until the scenes are recreated.

I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.
If there is lag there is nothing I can do about it. Maybe look into the settings in ff7_opengl.cfg.
 
fps drops at beginning of game where you go at bomb. Ultra laggy. Idk if I set the path wrong or something.
 Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.10bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 8800 GTX/PCI/SSE2 3.3.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1600x1000, output resolution 1333x1000, internal resolution 1920x1440INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.LOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,midi data type: GENERAL MIDIusing midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 100MIDI set volume: 127100% of 127 = 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60MIDI set volume trans: 127->0; step=60MIDI stop - OKMIDI stop - OKEND OF CREDITS!!!Entering MAINset music volume: 127MIDI set volume: 127100% of 127 = 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartMIDI play: 6reading midi file: MAKORO.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!MIDI play: 6song is already playing...Entering MAINExiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD END UNINITIALIZE DD
Here is appconfig
Code: [Select]
Code:
# ff7_opengl-0.7.10b config file## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF7# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 1600window_size_y = 1000preserve_aspect = yesfullscreen = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = mods# check your driver settings if this option doesn't seem to workenable_vsync = yes# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode# vsync must be enabled and working for this to have any effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = off# allow FF7 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = off# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.#music_plugin = plugins/ff7music.fgp## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patchtransparent_dialogs = off# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = no# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = on# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = no## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = yes# replace FF7's default framelimiter timer sourceuse_new_timer = yes# use a more stable (but less accurate) timer to control FF7's framelimiter# this option has no effect unless the use_new_timer option is onuse_stable_timer = no# plugin used to play movies, FFMpeg is the only choice for nowmovie_plugin = plugins/ffmpeg_movies.fgp## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# read files directly instead of using LGP archives# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,# if this file doesn't exist it will look for the original in the LGP archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no
 
Note: Some of the scenes cause glitch errors due to palette changes. I have included the files anyways for those that wish to use them. If you want to get rid of the errors just delete the PNG that has the 15 in it. IE tin_1_15_00.png
I'm not really sure what this means. Do some scenes not display correctly?
Or is it just an annoying error message?
 
For some of the scenes there are palette changes that cannot be handled in the way we are remaking the backgrounds. The driver will inform you of this. Basically the result of this is that something (usually lighting) is not able to pulsate or do whatever it is supposed to do normally. So you can either leave the files there and have high res but static lighting, or remove the files and have pixellated proper lighting.
 
Thanks again Sl1982 ! Will test part 5 ! And thanks for the explanation about the glitches !
 
uhm...can you put it on mediafire???because...megaupload....sucks...tnx

btw...good work
 
Why the hell are you asking for another website to host files ?! I can't understand ?! There are small files, everybody can take it from MU (without Prenium account), MU is fast and files are corrects.

So just take it from MegaUpload ! oO

Edit : Answer after vgr255 : Sorry I haven't think about that :S I see what you mean.... don't consider this post.
 
Last edited:
I just thought of something, in the cases where the lighting is broken, would it be possible to edit just those images AFTER Palmer outputs them and put them back to their original palette using a simple conversion? I will try it, I am assuming the original bit depth of the vanilla images is 8 or maybe 16 bit?
 
So I think, you will have to try converting file to BMP 8bits using Fireworks or something like that (Fireworks have a really good progressive conversion, the result should be great). Then converting again BMP to PNG ?!

When I've started trying to make mods for FFVII (battle characters), then first I've found tutorials using 8Bits textures. First the tutorial was using Fireworks to do a 8Bits BMP, then converting to  TEX. Maybe doing the same thing converting to PNG ? Then I've seen that we can use 24Bits textures by now ... I've installed fireworks only for his good ability converting to 8Bits, now it's useless for me, but what you said make me think about it ^^

So maybe this is the way to do what you are talking about ?!
 
Last edited:
Sorry guys, the driver will not handle the palette changes, doesnt matter what type of png you make.
 
Will not? I think the word you're looking for is does not. :P

This is a VERY hairy issue for one simple reason: field script can modify palettes at will. (Not change between palettes but actually modify the colors in a palette).

I am working on it, but dont expect anything anytime soon.
 
Status
Not open for further replies.
Back
Top