*Team Avalanche: WMRP(WorldMap Retexture Project)*

  • Thread starter Thread starter pyrozen
  • Start date Start date
Status
Not open for further replies.
That is cool, but the grass texture looks like one of those carpets that cover the whole floor. Don't know what they are called. Did you find out how to extract the world map model, or models?
Good old fashioned shag carpet?
 
Hmm i didn't take video memory into account, Again i wouldn't really have an issue with that, BUT i know that most people don't have top of the line video cards here.. So then we should try and not make it anymore then 128MB. since i believe that or 256 is average
 
Hmm i didn't take video memory into account, Again i wouldn't really have an issue with that, BUT i know that most people don't have top of the line video cards here.. So then we should try and not make it anymore then 128MB. since i believe that or 256 is average
Easy fix. Cache all textures in system memory. Pull what is needed into vram. eg. When on world map all those textures in vram, when going into battle swap those out for battle textures. Without input from aali we may all be talking out our butts though. Who knows what magic he can pull off
 
That is cool, but the grass texture looks like one of those carpets that cover the whole floor. Don't know what they are called. Did you find out how to extract the world map model, or models?
yeah i know, it's not the final version of the grass by any means.  I'm still going through the long process of determining which textures go where, and bright textures make it much easier to distinguish which custom texture is being used.  The final will look more washed out like the originals, and not like something out of a bubblegum anime film.

*edit* also, i've looked at these textures at 1600x1200 and i see no reason to make them 1024x1024, the differnce isn't even decernible.  It will make the final package obscenly large in size, considering the world map is made up of 50+(that i've seen) different files.  512x512 is perfectly acceptable for the world map, and as someone else said, 256x256 is also passable, but you being to lose detail.

lee
 
Last edited:
512 sounds good to me then. If you can't tell the detail between the two that is
 
got some more work done, 90% of the dirt textures have been identified and replaced.  I also worked on the grass some more, it looks much better IMHO, and i got rid of the shag carpet look you guys picked up on.
ff71.jpg

ff72.jpg

ff73.jpg


all pics were taken at 1600x1200.  The dirt needs a bit more work to give it some depth but it's pretty much finished. The grass might as well be final also, i might tweak the brightness/contrast a hair to make it a tad lighter though.

lee
 
it looks great man, although i will say that the world map now looks like a highly tended for piece of land, sort of like a golf course
 :mrgreen:
 
Pfft, where I live, all the grass looks like that :-P

But I think that FF7's world could do with grass that isn't quite as green, so maybe you should tweak it to make it a bit lighter. I think that this is the only mod I've seen that makes the colours in FF7 look stronger rather than weaker :lol:
 
yeah, i'm still toying with the overall feel of everything,  I can always "brighten" everything up in the end.  it's amazing how different the world map looks though, it makes me curse the damned 100ft draw-in distance even more! I'd like to pay the person who figures out how to get rid of that!

lee
 
the grass needs less definition, it looks like there is a noise filter on it now. You need something like hair/lengths for strands of grass (the scale of the world map makes no sense).

as to the color, add some yellow to it, to make a lighter color, cuz as stated, its too green.
 
the grass needs less definition, it looks like there is a noise filter on it now. You need something like hair/lengths for strands of grass (the scale of the world map makes no sense).

as to the color, add some yellow to it, to make a lighter color, cuz as stated, its too green.
i originally had a grass texture that had what your talking about, but the game randomly flips around the textures on the world map.  This produces some very nasty "seams" in textures that are vaery visable, and the only way i could get rid of it was to add some noise to make it less noticable.  look at the stock world map, it's basically a bunch of big blocks that resemble terrain :D  I see why square went with that type now, because the non-tiling nature of the world map requires noise, otherwise it looks like a bunch of puzzle pieces.

Also, more details will be added to the grass (color changes and additions) but they all have to be able to tile correctly(an un-noticably) within the game.  I created seamless textures at first, but they looked awful because the game doesn't follow the texture applications standards that we are used to in 2009.

Also, showing the new textures next to the old makes mine look much more defined that they really are.  Once i have everything completed the new textures won't stick out licke a sore thumb(as they do now)
lee
 
Last edited:
you said seamless textures didnt work? were they seamless in 4 directions? or only horizontal/vertical.

Also, can ye send me the original? I'd like to play with em
 
they we're only seamless horz/vert, but it still doesn't matter.  Look at my the first pic i posted in this thread to see how the game applies textures. My texture caller reads "external texture" but when it's shown ingame it's all over the place.  Even a fully seamless texture is useless on the world map due to the way the game applies them.

lee
 
here's a few more with the slightly modified grass.  It's not as flat as before, an i lightened the tones quite a bit(alot more yellow)
ff71-1.jpg

for comparision to the old shot

ff72-1.jpg

near midgar, the dirt needs some more work too, it just doesn't look very "dirty"

lee
 
Even I still think they're a bit too strong :-P, but it's worth noting that there are a lot of old textures left in those world maps whose colours make the new ones look stronger than they are.
 
Too strong colours, If I would be you I would download some seamless grass and dirt textures that looks realistic. Yeah realistic, because they are a bit too toony atm. But it's a improvement, you need to modify every town too, and the beaches. They got the old textures...
seamless textures don't work, the world map doesn't apply things in a normal manner.  See the first picture in this thread to see what i mean.  Also, towns and such are last on the list, I won't compile any type of release until i get around 90% of the textures replaced. Also, once all the textures are replaced the coloring worn't even be noticable, i hate the bright washed out look of the stock textures.  These are hand created texures BTW, all of the premade ones i downloaded looked terrible ingame, especially the photo realistic ones.

lee

edit- you snuck one in one me! i'll try it right now.
Image1-2.jpg

it looks very good in-game, but when your moving around the texture get very noisy, to the point where it almost looks like static.  It's kinda hard to explain, but if all of the textures were this detailed, your eyes would get very tired from looking at the world map.  Maybe a lower resolution to remove some of the details?  I had this problem when i first started making these textures, and the only way to counter it was to blur them down.

lee
 
Last edited:
Realistic in Arctic tundra land maybe! :lol:

I think the best colour would be one halfway between pyrozen's one and the original
 
I like the color of the one in pyrozen's screenshot (is that hermoor's texture?), but it is too detailed. That color on a blurrier or less detailed texture would look great.
 
that has been my perfect vision of FF7 remade, well the grass anyway.
 
Status
Not open for further replies.
Back
Top