Just tried again just to make sure and yeah it still won't work for me. I just downloaded from Nexus when it wouldn't work the other day, but still doesnt work for me today. Also the textures seem to only get sharper for me when I'm moving my character or the camera. If I'm standing still they go back to being blurry.
I'm sorry to hear that mega is still not working for you.
I don't remember experiencing this issue on my ff12 playthrough. Is this the only game you have experienced this with? It sounds like overdrive or an anti-aliasing setting. I won't be able to jump ingame for a few days to try to reproduce it.
I concluded that using The Insurgent's vision mod to remove the green postprocessing effect + the 10A version of this mod is the best option to get an enhanced vanilla PS2 FFXII
I'll be honest, I have a lot of trouble noticing differences in your other "re-upscaled" mods (especially the weapons one), but here it's very obvious that there's a huge increase in quality, it's like night and day!
Oh, Hi Allexio, Your right this mod is a lot more noticeable compared to my other mods. The other mods use Waifu2x (that you are familiar with) to simply increase the resolution, so you will only notice a difference if- you think the original textures are low resolution (simply put, it requires a big monitor to see the difference). While this mod uses a machine-learning upscaler "ESRGAN" to make more detail based on predetermined examples. Since it was so much more noticeable, Khronikos and I thought it would be a good idea to change the name.
Sorry for rattling on, thnx for the feedback! My little 55" can spot the weapons mod from like a mile away.
The weapons and stuff is sorely needed. It might not be the worst, but the mod definitely gives it a sharper and more resolute edge that is needed. This HD and the HAIR mod are mods you literally cannot live without though. Same for the no smiley faces mod if you ask me. I can't play the game without those three mods and you might as well just use all the weapon and outfit stuff too as all it does is improve things. Quite noticeable honestly. I'm on a 42 inch.
Textures of this package possibly crash at Stilshrine of Miriam/Walk of Reason. After narrowing down textures compiled via Zodiac Engine, this was the conclusion. compiled textures via Zodiac Engine were OK.
Thank you for the tip, I will look into it tonight.
I'm not familiar with the Zodiac Engine, and I'm not quite sure if these modified vanilla textures are fully compatible with the mesh/render modifications of the Zodiac Engine.
EDIT: It is a lot more likely that there is a texture that doesn't work well being repackaged with the utilities that I'm using. I'll try to find it for next update or sooner. Wow, I'm dumb, you meant that you uninstalled the Zodiac Engine and still got the crash... Ok.
Yes the first was to test Zodiac Engine's side since there's alot of custom map textures usage there—once that was ruled out, one by one tested the Miriam Stilshrine textures of HD environments, the crash halted without these specific ones (mrm200XXXX). It only occurred At field: Stilshrine of Miriam/Walk of Reason, all other zones were OK.
Ah you didn't have to go out of your way to find the file one by on... Oh sh*t, you are Mr.Branford.. Well this is awkward, I've been meaning to approach you, but all I have is questions, and not really anything to offer in return.
All I have to offer= I recommend 7zip.
These are the questions/requests I have on the top of my head, you don't have to feel inclined to answer/fulfill them= Is changing the resolution of a texture very involved and/or time consuming? I would like to see a comparison or a little more detail of the "environmental map sub-meshes" in TZA vs TZE. It would be cool to have a standalone version of the blur remover again, I seem to have misplaced my copy.
The mrm200XXXX crash is a little bit of a pickle, since I'm in the middle of working on the tail end of an update, eh I'll get to it later this wknd.
-Not much, as long you know the texture format of the target relative .dds.phyre texture, ZodiacEngineTex can batch textures. It supports all the .dds texture formats of phyre and texture resolution up to 16384x16384.
-I don't understand this question. And 'TZE' if reference to 'The Zodiac Era', is long discontinued. -The blur removal is long gone.
Simply put, the phyre tools, (PhyreViewer, ZodiacEngineTex & Zodiac Engine 1.5) can mod the assets of textures and models—that's it. The other features have not been implemented in the Unity GUI by akderebur. That is compiling new textures and shaders, and more critically, collision updates of custom maps and some minor things with the game's high-model swapping.
akderebur and I focused on getting those initial functions working in a GUI, which uses Noesis python extension and .nux support. But it only goes as far as simple mod and replace models'/textures. All the other features and custom maps in FK uses completely different kit.
You can try to download these mods "manually" and drag-and-drop the .7z file into Vortex's MODS-tab where it says "Drop File(s)" at the bottom of the page. I HIGHLY recommend you try to install ZKG - Party Skin Pack manually first, since it is a lot smaller and does not take as long to download.
If all you meant was that Vortex would not open when "MOD MANAGER DOWNLOAD" was clicked, then that would be a separate issue, plz use the above "manual" method as a temporary workaround.
I do hope you will soon find a solution to your issues, so you can play with the mods here on the nexus. Best wishes, you are free to indulge me with more information or you success.
I'd say after revisiting the original I think the contrast mod is probably a touch closer to the original in color. The remaster is a touch more green, with less contrast and bloom. I kind of like both versions, so I am glad we can choose.
You can really see the difference here in the screenshots posted in this thread:
Post #25. Hard to say which I like better overall honestly. They both have a certain look to them.
I was thinking you could probably rename the contrast version to Original Color almost as it seems to be about the same. Vanilla could be renamed Remastered Color if you wanted to differentiate them. Or anything you might want to designate the two different mods whenever you release your newest version. Do you think your mod on contrast version is without green filter is pretty close to original?
That's was a interesting yet chaotic thread, thx for the link, I didn't know you could straight up remove shaders with special k. I need to try that out.
Personally I prefer without the green tint in TZA, the tint is blurry and is not fun to look at. Using reshade or special k to remove it would be a better method than changing the textures, but some of the other texture mods have already removed it and I don't want to complicate the install process.
I'll change "010A vanilla" to "010A TZA colors" now, and on the next version once I have properly finished the hue adjustments to match the PS2 version I guess I'll change the names to "010 PS2 colors" and "010B PS2 colors" to make it more understandable. Matching the PS2 colors is a little difficult, I'll just go with "010 no-green-tint" and "010B contrasty no-green-tint."
Other than the lack of the tint, I do know that the PS2 ff12 is a lot brighter and colorful than TZA, but I never did notice the PS2 version having a more varied contrast on the textures, well, I will take pictures of the PS2 version this weekend and fix the screenshots at latest by next update.
I was hoping neonsquare could get his bigger update out for dynamic UI, but I am not sure how far along he is or if there are still comp issues. I was hoping to continue my playthrough after he was done. This mod is great. Are you planning on more updates, or is this about as far as you want to go? It looks really great to me already, but I have been waiting to really dig in.
I should have the: • PS2 picture comparisons • more detailed wood • realistic grass/flowers • the couple hundred textures that I'm missing update sometime at the end of this week. I'm in the middle of working on it and it's looking pretty good, it's just a tad exhausting sorting and shuffling all the files.
I have an idea for making the mod download smaller (delete all the lods that the PS2 used), but that would take nearly forever- if I decided to work on it. FF12 is my first upscale project, so while I don't have any further update ideas for the environment at the top of my head right now, I might poke it later after a few projects. I plan on adding details to monsters-re-upscaled, adding options to party-and-guests-re-upscaled, and that's about it unless I get an off hand request.
That's a shame Neonsquare is having issues with the update. I love the dynamic HP bars mod. I haven't had any issues being 2% into the game, yolo.
BTW I'm a lot quicker to respond on steam, not that we need to move there.
And THANK YOU for the poke, it really motivates me to get this outa the way this week.
Yeah, those show off some of the really nice work. It's actually amazing what the full mod package does for this game compared to Vanilla. It's shocking how bad Vanilla looks in comparison.
Which is why when this is done I will probably make a video of the comparisons because it would be worth it to show people. Game actually looks like a proper remaster with all the mods I have linked to you guys on Steam. Sad that Square can't treat the games like this themselves though.
86 comments
I don't remember experiencing this issue on my ff12 playthrough. Is this the only game you have experienced this with? It sounds like overdrive or an anti-aliasing setting. I won't be able to jump ingame for a few days to try to reproduce it.
I would recommend only downloading the top one (plain 010) the one that has the most downloads (like 3k)
Your right this mod is a lot more noticeable compared to my other mods. The other mods use Waifu2x (that you are familiar with) to simply increase the resolution, so you will only notice a difference if- you think the original textures are low resolution (simply put, it requires a big monitor to see the difference). While this mod uses a machine-learning upscaler "ESRGAN" to make more detail based on predetermined examples. Since it was so much more noticeable, Khronikos and I thought it would be a good idea to change the name.
Sorry for rattling on, thnx for the feedback! My little 55" can spot the weapons mod from like a mile away.
After narrowing down textures compiled via Zodiac Engine, this was the conclusion. compiled textures via Zodiac Engine were OK.
I'm not familiar with the Zodiac Engine, and I'm not quite sure if these modified vanilla textures are fully compatible with the mesh/render modifications of the Zodiac Engine.EDIT: It is a lot more likely that there is a texture that doesn't work well being repackaged with the utilities that I'm using. I'll try to find it for next update or sooner. Wow, I'm dumb, you meant that you uninstalled the Zodiac Engine and still got the crash... Ok.
Well this is awkward, I've been meaning to approach you, but all I have is questions, and not really anything to offer in return.
All I have to offer= I recommend 7zip.
These are the questions/requests I have on the top of my head, you don't have to feel inclined to answer/fulfill them=
Is changing the resolution of a texture very involved and/or time consuming?
I would like to see a comparison or a little more detail of the "environmental map sub-meshes" in TZA vs TZE.
It would be cool to have a standalone version of the blur remover again, I seem to have misplaced my copy.
The mrm200XXXX crash is a little bit of a pickle, since I'm in the middle of working on the tail end of an update, eh I'll get to it later this wknd.
-I don't understand this question. And 'TZE' if reference to 'The Zodiac Era', is long discontinued.
-The blur removal is long gone.
Simply put, the phyre tools, (PhyreViewer, ZodiacEngineTex & Zodiac Engine 1.5) can mod the assets of textures and models—that's it. The other features have not been implemented in the Unity GUI by akderebur. That is compiling new textures and shaders, and more critically, collision updates of custom maps and some minor things with the game's high-model swapping.
akderebur and I focused on getting those initial functions working in a GUI, which uses Noesis python extension and .nux support. But it only goes as far as simple mod and replace models'/textures. All the other features and custom maps in FK uses completely different kit.
Can you confirm that the vortex "extension" for Final Fantasy XII is setup and the "mod" FF12 External File Loader is installed/enabled through vortex?
You can try to download these mods "manually" and drag-and-drop the .7z file into Vortex's MODS-tab where it says "Drop File(s)" at the bottom of the page. I HIGHLY recommend you try to install ZKG - Party Skin Pack manually first, since it is a lot smaller and does not take as long to download.
If all you meant was that Vortex would not open when "MOD MANAGER DOWNLOAD" was clicked, then that would be a separate issue, plz use the above "manual" method as a temporary workaround.
I do hope you will soon find a solution to your issues, so you can play with the mods here on the nexus. Best wishes, you are free to indulge me with more information or you success.
You can really see the difference here in the screenshots posted in this thread:
https://www.resetera.com/threads/i-love-reshade-and-you-should-too.374604/#lg=_xfUid-10-1612751628&slide=0
Post #25. Hard to say which I like better overall honestly. They both have a certain look to them.
I was thinking you could probably rename the contrast version to Original Color almost as it seems to be about the same. Vanilla could be renamed Remastered Color if you wanted to differentiate them. Or anything you might want to designate the two different mods whenever you release your newest version. Do you think your mod on contrast version is without green filter is pretty close to original?
Personally I prefer without the green tint in TZA, the tint is blurry and is not fun to look at. Using reshade or special k to remove it would be a better method than changing the textures, but some of the other texture mods have already removed it and I don't want to complicate the install process.
I'll change "010A vanilla" to "010A TZA colors" now,
and on the next version once I have properly finished the hue adjustments to match the PS2 version I guess I'll change the names to "010 PS2 colors" and "010B PS2 colors" to make it more understandable.Matching the PS2 colors is a little difficult, I'll just go with "010 no-green-tint" and "010B contrasty no-green-tint."Other than the lack of the tint, I do know that the PS2 ff12 is a lot brighter and colorful than TZA, but I never did notice the PS2 version having a more varied contrast on the textures, well, I will take pictures of the PS2 version this weekend and fix the screenshots at latest by next update.
• PS2 picture comparisons
• more detailed wood
• realistic grass/flowers
• the couple hundred textures that I'm missing
update sometime at the end of this week. I'm in the middle of working on it and it's looking pretty good, it's just a tad exhausting sorting and shuffling all the files.
I have an idea for making the mod download smaller (delete all the lods that the PS2 used), but that would take nearly forever- if I decided to work on it. FF12 is my first upscale project, so while I don't have any further update ideas for the environment at the top of my head right now, I might poke it later after a few projects. I plan on adding details to monsters-re-upscaled, adding options to party-and-guests-re-upscaled, and that's about it unless I get an off hand request.
That's a shame Neonsquare is having issues with the update. I love the dynamic HP bars mod. I haven't had any issues being 2% into the game, yolo.
BTW I'm a lot quicker to respond on steam, not that we need to move there.
And THANK YOU for the poke, it really motivates me to get this outa the way this week.
https://imgur.com/a/wPpFYyw
album link
Thanks for sharing! Your thank-you is much appreciated!
Which is why when this is done I will probably make a video of the comparisons because it would be worth it to show people. Game actually looks like a proper remaster with all the mods I have linked to you guys on Steam. Sad that Square can't treat the games like this themselves though.