[WIP] Battle-scene Enhancement

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here's the newest version, this one is faithful to the original in that it has hills with vegatation instead of mountains. I've got another one like this in the works, but i really like this one the best. I'm working on fading the ground into the background...but even a decent blend is pretty obvious when ingame. I don't think there is really a fix for this other than the fact most people won't be paying THAT much attention when fighting. Even the original had a pretty poor matchup, but no one ever said a word ;)

lee
 
not without somehow adding additonal battle "zones" to the  game. Each area uses a specific battle scene, so you would have to hack a new one into the game in order to make it work properly. Im not even sure if we know how exactly the game choses a battle scene when walking on the world map ATM. I would be coold if it were possible, but in the short term its definitely not happening.

lee
 
It would have to be something that Aali added into his driver. You would have to talk to him.
 
Im back on the prjoect, after a brief hiatus due to personal projects IRL,which are now completed, I am now continuing my work.

Question:When exactly does the bombing mission end in TA's view? After the explosion that burns wedge, or when you all get off the train in the slums?
 
not without somehow adding additonal battle "zones" to the  game. Each area uses a specific battle scene, so you would have to hack a new one into the game in order to make it work properly. Im not even sure if we know how exactly the game choses a battle scene when walking on the world map ATM. I would be coold if it were possible, but in the short term its definitely not happening.

lee
I see.

I remember as a kid, when i was grinding, sometimes being only "walking" in the darker parts of the ground (shadow of the mountains) just like we have to do in the chocobo foot prints. I don't remember if it actually worked to get different kind of battles tho (probably didnt ^^)

Anyway maybe that feature of the chocobo prints could be used with the areas with mountains shadow (darker ground area) and the parts without, forcing battles with hills in the background in that dark area.
 
well, the dark area actually shares its texture with the lighter areas as well, but im not sure how the game determines which arena to battle in. If it is based on what texture your standing on, or if it uses your location in the world. I would think that the latter would be the method used, but i honestly have no idea since im not a coder.

lee
 
Here is what I have done on pjac...

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If you will notice after my bricks there is a brown area and then more grey bricks. They actually look like this.

pjaf.png


I think it would look pretty odd if I were to make tiny bricks and replace the current textures with them, but then again who knows. I would like your input on what to do with them, and I will do the best I can.

Also the building and wall in the BG look pretty good, should I just do some advanced sharpening on it or retexture it?
 
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your bricks look alright for a start, but as of right now they still look very unnatural. Add some grease smudges and dirt, decrease the brightness and up the contrast. Once you correct the bricks, then the background will definitely need to be retextured as well.
 
Is anyone still interested in this? Sithlord is busy with other projects and pyrozen is busy IRL, and I have basically lost motivation after my last round, because it seems interest has been lost in this WIP.

Please, continue to leave suggestions and critique as you all did before, I would really like to continue work on this, but have many projects IRL, so its hard to find motivation when no one is paying attention lol.
 
TBH, energy spent on these battle backgrounds might be better spent on the bombing mission project over in TA.
 
Yeah but texturing is my strong point, and I have room to evolve my skills here, Im not really good with 3d yet, but if someone would send me some texture maps I would prolly get a great result on some enemies/ other things.

I would also texture the field backgrounds, if each object can have its own texture map, I.E. Ladders, Pipes, Catwalks, Etc.

They want me to remodel the train, And I've been messing with it but my 3d skills are not up to par yet.

Anyways maybe Ill figure something out...
 
Moooooooootiiiiiiivvvaaaaaaaashuuuuunnn...  No, but honestly all of these works look absolutely fantastic, way better than what I could do...  In any case, maybe those bricks look a bit...  I don't know...  Too in place?  They seem like...  Perfect... Seems kinda odd if you ask me, considering the slums is supposed to be frickin rat-infested dirty.  If you could, definitely work on the background as well just cause. =D
 
The battle backgrounds are wonderful and I certainly welcome any improvement on their quality (regular backgrounds too - especially resolution), however if I could vote for the one area of texture related improvement it would be the battle character textures of the other party members so they are on par with the Cloud and Barret ones.
 
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Is anyone still interested in this? Sithlord is busy with other projects and pyrozen is busy IRL, and I have basically lost motivation after my last round, because it seems interest has been lost in this WIP.
Please, continue to leave suggestions and critique as you all did before, I would really like to continue work on this, but have many projects IRL, so its hard to find motivation when no one is paying attention lol.
i dont think interest has been lost, most people are just focused on the bombing mission demo ATM. I will be returning to this sometime in the near future, but right now whenever i have free time im busy playing through FF7 w/the hardcore mod.

lee
 
Just wanted to offer up some CC:

Just a general "smog" in the city BG would be a nice way to blend everything, same with the roads, just darkening spots here and there. It would take away that. "omgosh they just restoned a road in the slums!" feeling :P
 
The Image posted above is a main thoroughfare on the top plate of midgar, where the beginning of the first scene takes place, thats why you jump the train and head down towards the slums.
 
Hummm... I know which part you're talking about. With that general area, given it just might be because it's a bit pixelated, on the field map those bricks seem a bit cracked up, old and musty, don't ya think? Maybe we should see some type of updated background as to see what you're trying to aim for, maybe... - -;;
 
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