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Noise in pngs will show in openviii. #158
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Are these from the game? It kinda looks like that the absense of blue might be used as filter in that specific image. |
This is using upscaled png files. The real images don't have this problem. https://github.com/Sebanisu/CleanPNG/releases I made this tool it helps. Any other option would probably need to be a shader as this is really slow for large images. |
I think you were pointing out the sky dome there with the blue. the sky was intersecting the mountains. I did just find that in the code and scaled up the skydome in the x and z directions so it isn't hitting the mountains anymore. |
No no, I meant the red/green pixels on the tree. But what is the source of the upscaled image, I mean, who runs it through the upscaler? As it seems like, the upscaler is broken. If these are the upscaled images from the game, meaning the assets that come with the game, when there should be a solution in the engine in my opinion. |
There's a lot of complexities with upscaling and improving the images. They gotta dump each palette upscale it and semi manually cut out the alphas. For the battle backgrounds pack where I got this screen shot there are 702 images. https://www.patreon.com/posts/battlefieldpack-34945737 So it's natural that they miss this kinda stuff. ff8's engine truncates alpha's if under a value or makes them 100% opaque in many cases, so you can't see the noise in the real game. |
I'm told we should be filtering out the noise. The real game clamps alpha so anything below a value won't draw. Maybe like 50% or something. I'm not sure how we could do this without checking every pixel's color and setting to transparent black if under a threshold. Maybe we can use a pixel shader. Though I think this conflicts with people wanting full alpha support. Maybe they should go and clean up the images. Or we could write an app that loads the image and filters out the offending Pixels and saves over the top of the existing image.
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