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Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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Showing 31-40 of 58 entries
22
MOD - Final Fantasy VI Caldara Font Replacement
289
Final Fantasy VI Modding
Originally posted by Krisan Thyme:
Originally posted by Dangus ))<>(( Taargus:
Number 3 there is exactly the issue i think an enthusiastic modder is going to run into when they try to start changing things. If the old sprites don't fit into the new sprite sheets via 2x 3x or 4x, then they aren't going to look right... or move right. I'd start with the world tiles though... seems a good first step.

The thing is, with V at least, we can already start changing it... I think someone already successfuly changed Bartz to the old sprite weeks ago. But V has 1861 assets... that's gonna take a LONG time to fix.

Personally, I actually think the new sprites are fine... they aren't award winning by any stretch, but they aren't THAT bad. My personal hang up was always with their mind boggling decision to obscure everything under that filter. This should have always been an option, not a mandated prescription. But whatever, it's been fixed for now.... well at least until SE updates the game again (if they do).
I agree, the newer sprites are.. passable, I suppose. They're not really good per'se, but they could be worse. My issue was always the filter as well, so now that we've removed that I'm pretty satisfied honestly.

That said, I'd love to see some artists take a crack at drawing new sprites for both of these games, particularly if they do it in the same style as the PSP FF ports. (Which in my humble opinion, were truly beautiful games aesthetically.)

Yeah I played FFIV on DS, not knowing it had a PSP version (although I don't own a PSP so I wouldn't have ever played it anyway) but when when I saw the sprite work they did, I was floored. I think the smart thing to do is look at what can be used from the PSP port of IV, and apply it to V and VI where it works, and then fill in the gaps as best as possible. However, looking at the enemy sprites and the backgrounds... it seems like some of that stuff was probably already used officially? I'm not sure. The other option is of course to try to force the old sprites in there... but that seems like it won't work without some other liberties being taken...

Honestly, now that the filter is gone, I'm satisfied. I think the menu COULD change, but if it doesn't, oh well. VI seems a lot better than V in that regard, so I think V is the real candidate for a menu mod.
Originally posted by lars.doucet:
Originally posted by Dangus ))<>(( Taargus:

One of the issues with both games is that they handle text scaling dependent to the resolution you set the game to run at. So if you use, say, Windowed Bordless Gaming, to force the game to run in fullscreen from it's native, windowed resolution, you end up with a full screen, properly rendered game, but text displaying at the size of the internal resolution (tiny).

I think a proper fix would be to look in to fixing the resolution that the game uses when you selet fullscreen mode. Forcing it to run at a certain size in windowed mode is currently fixable with the hex mod.


Hmm... well, there's a few things I can think of, each with different pros/cons:

1) Your solution (keep the internal resolution for game, somehow keep high res for text/menu on top)

2) Replace fonts with pixel fonts that look alright at smaller scale

3) Original sprite mod
This one will be a bit tricky -- it depends on the new sprite sheets being a size that the originals can cleanly scale up to (2x, 3x, 4x) without too much dead space around the edges. Also, an original sprite mod will almost certainly suffer from subpixel movement -- ie, if you upscale original Terra with Nearest Neighbor by 3x, the game will still move her around 1 pixel at a time when it should visually be doing 3 pixels at a time.

Challenges to be sure, but this is very promising!

Number 3 there is exactly the issue i think an enthusiastic modder is going to run into when they try to start changing things. If the old sprites don't fit into the new sprite sheets via 2x 3x or 4x, then they aren't going to look right... or move right. I'd start with the world tiles though... seems a good first step.

The thing is, with V at least, we can already start changing it... I think someone already successfuly changed Bartz to the old sprite weeks ago. But V has 1861 assets... that's gonna take a LONG time to fix.

Personally, I actually think the new sprites are fine... they aren't award winning by any stretch, but they aren't THAT bad. My personal hang up was always with their mind boggling decision to obscure everything under that filter. This should have always been an option, not a mandated prescription. But whatever, it's been fixed for now.... well at least until SE updates the game again (if they do).
Showing 31-40 of 58 entries