Fans use Machine Learning to HD Remaster Final Fantasy VII

I'd be happy to get a goddamn full set of nice terrains out of anyone. Every set out there is incomplete save the upscaled ones, and the incomplete ones look like ass on any map other than LT junk.
 
answering my own question from earlier - i built AI HD configs for 1.11 + hudbot4 and 1.11 + hudbot5.

the hudbots don't try to do damage skins on higher resolution.

so it looks like 1.40 would need yet-another-dll in order to handle damage skins optimally at higher resolution.

but, as you say plasmatic, when playing LT damage and damage skins just get in the way! they are stupid!

PS: hudbot4 can't handle the full complement of AI HD textures - it crashes. hudbot5 seems to do a better job - it can load the full complement without crashing but it slows down pretty bad at times.
 
i dont remember ever hitting this with my previous pack - someone said that if we take out the player skins the damage skins go normal

like
//$mj::hr[$mj::hr_max++] = "base.harmor.png 256 256";
//$mj::hr[$mj::hr_max++] = "base.larmor.png 256 256";
//$mj::hr[$mj::hr_max++] = "base.lfemale.png 256 256";
//$mj::hr[$mj::hr_max++] = "base.marmor.png 256 256";
//$mj::hr[$mj::hr_max++] = "base.mfemale.png 256 256";
//$mj::hr[$mj::hr_max++] = "base_tex.png 128 128";
$mj::hr[$mj::hr_max++] = "beagle.door.png 64 64";
$mj::hr[$mj::hr_max++] = "beagle.flag.png 64 64";
//$mj::hr[$mj::hr_max++] = "Beagle.harmor.png 256 256";
//$mj::hr[$mj::hr_max++] = "beagle.larmor.png 256 256";
//$mj::hr[$mj::hr_max++] = "beagle.lfemale.png 256 256";
//$mj::hr[$mj::hr_max++] = "beagle.marmor.png 256 256";

etc

i can't remember what the damage skins themselves are named, but i assume if we dig enough can probably just remove them from the pack so they use non-upscaled versions and should be ok
 
here are the damage skins for those that would like to comment them out
Code:
$mj::hr[$mj::hr_max++] = "dobj10_object.png 32 15";
$mj::hr[$mj::hr_max++] = "dobj1_object.png 32 32";
$mj::hr[$mj::hr_max++] = "dobj2_object.png 32 32";
$mj::hr[$mj::hr_max++] = "dobj3_object.png 8 16";
$mj::hr[$mj::hr_max++] = "dobj4_object.png 32 32";
$mj::hr[$mj::hr_max++] = "dobj5_object.png 32 32";
$mj::hr[$mj::hr_max++] = "dobj6_object.png 8 20";
$mj::hr[$mj::hr_max++] = "dobj7_object.png 32 32";
$mj::hr[$mj::hr_max++] = "dobj8_object.png 32 32";
$mj::hr[$mj::hr_max++] = "dobj9_object.png 16 12";
$mj::hr[$mj::hr_max++] = "dskin10_armor.png 12 28";
$mj::hr[$mj::hr_max++] = "dskin11_armor.png 16 16";
$mj::hr[$mj::hr_max++] = "dskin12_armor.png 20 20";
$mj::hr[$mj::hr_max++] = "dskin13_armor.png 20 20";
$mj::hr[$mj::hr_max++] = "dskin14_armor.png 20 20";
$mj::hr[$mj::hr_max++] = "dskin1_armor.png 20 20";
$mj::hr[$mj::hr_max++] = "dskin2_armor.png 32 16";
$mj::hr[$mj::hr_max++] = "dskin3_armor.png 26 25";
$mj::hr[$mj::hr_max++] = "dskin4_armor.png 16 16";
$mj::hr[$mj::hr_max++] = "dskin5_armor.png 8 8";
$mj::hr[$mj::hr_max++] = "dskin6_armor.png 32 32";
$mj::hr[$mj::hr_max++] = "dskin7_armor.png 16 16";
$mj::hr[$mj::hr_max++] = "dskin8_armor.png 32 32";
$mj::hr[$mj::hr_max++] = "dskin9_armor.png 30 28";
 
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