#P4 Fog Restoration (fm. Foggy Inaba, Restored PS2 Fog)

1 messages · Page 8 of 1

burnt valve
#

yes i did

#

(there is no sound that's just my game)

#

it does seem fixable

#

well

#

it seems like it would have been an easy fix for them

#

for us, not so much

#

perhaps

#

maybe it was the shadows that had them like hmmm

#

pretty sure im one of the few people whos actually noticed dark

#

if it was an easy fix i would publish it as a separate mod, but alas i won't (at least rn)

#

also: this is one of the few areas I've noticed so far where P4G is noticeably better with shadows

frail radish
# burnt valve for us, not so much

I meannnnn

I haven't seen the PM2 myself tbh but I'd suspect this could be fixed with a simple adjustment to the beziertable values (subtract idk -20 from the y coord) and boom they aren't floating

Itd be kinda tedious but also not thaaat hard really (though this does assume using my LEET fork since it actually decompiled the bezier tables to an editable format and not just hex bytes lol)

burnt valve
#

I'll try it later. I recently switched over to your fork but I haven't done anything meaningful with it yet

frail radish
#

Ahh nice nice

burnt valve
#

i cant help but be curious lol

frail radish
#

I get that haha

Like in general looking at the event PMD's is interesting to see which ones changed in P4G and how and also which ones are still completely identical to the P4!PS2 ones

burnt valve
#

looks reasonably close

#

man it really does have a mexico filter

frail radish
#

P4 PISS2 Adachette

burnt valve
#

i am in agreement

#

that's why this mod has toggles adachi_true

red root
#

if just for this area

frail radish
burnt valve
#

mmm i think i need to redo this one actually

#

this should not be so yellow lol

red root
#

okina isn't even an area you can visit in p4 right? just sl and other scenes right?

frail radish
#

No my opinions are objective FACT everyone must agree with me or be sent to the tv world adachi_true /j

burnt valve
#

debug menu does not let you edit chara lighting in real time in events for some reason

red root
#

how much of the area even exists in ps2

burnt valve
#

good question

#

they have part of the city at least

#

and they have croco fur

burnt valve
#

there we go

#

still piss colored but the icons look more correct now

#

but actually now that i look at it, the scooter is fucked lol

#

why is it so yellow in p4 😭

frail radish
# burnt valve they have part of the city at least

P4 PS2 (I think JP specifically) has a debug menu left over that includes a fully working field loader so i wonder if it would be possible to just load in the fields used for the PS2 events and compare with P4G's field easier that way

burnt valve
#

oh i guess i could just try loading the field that's true

#

hang on

frail radish
#

Which tbf wouldn't matter in this case since you wouldn't necessarily need to move to compare the look of the ENV's but still truefuuka

burnt valve
#

this looks more acceptable

#

scooter is still fucked but not as much

red root
#

continual sunset okina

burnt valve
#

surprising

#

they have a lot of it modeled actually

#

i cant move the camera but it seems they modeled pretty much the whole area

#

it honestly looks slightly more yellow still but i think my field looks fine enough i dont rly want to make it more mexico tinted

finite spire
#

They're implied to be ditching

burnt valve
#

this is very red

#

p5?

finite spire
#

So it's likely nearing night now when they arrived

red root
#

steal ai's heart

#

take away her mental illness

burnt valve
#

your mental illinois is mine

#

heres p4g croco fur for comparison

#

very very different vibe

#

fortunately the p4 one can be ported over with little effort it seems

red root
burnt valve
#

wdym lol

red root
#

or am i stupid naosmiley

#

idk just looks like its heavily outlined

burnt valve
#

hmm maybe

#

i think that screenshot is vita

red root
#

ah

burnt valve
#

less outlined on pc

#

probably helps that pc has higher res lol

frail radish
burnt valve
#

the vibes of the p4 one are rly cool

#

oh at some point i need to make options to have the p4g fields at 1.00 contrast

#

that would be incredibly easy, just tedious

#

if i had a 010 template it would probably be easier

#

but as it is i just use debug meu

#

oh....

#

is that a texture edit i see

#

bruh

#

this is stock p4g (contrast 2)

#

the p4 env just makes it more visible but it seems like a p4g thing dark

red root
#

incredible

burnt valve
#

this game i stg

#

worst game of all time

#

which is better?

#

looks like it's the case in p4 ps2 too

#

ok well this one will need a texture fix bc it's much more obvious now

#

ty

#

i guess in p4 they rly went with shop aesthetics first lol

#

well.... that's it for now, i'm most definitely missing some fields but i don't wanna do them right now + it seems like i have to go fix those textures...

#

p4g why would you do this...

#

😔

#

they hate me

#

persona bgm modders suffer even when they aren't doing bgm 😔

#

quite easy to find the textures at least

#

the log suggests it is loaded

#

think this appropriately sums up my feelings on this

#

😔

#

i deserve better

#

there. fixed

#

who's the uploader for texture fixes

#

oh

#

perfect

#

ill check in a sec

#

let me get a better pic

#

so i think it works just fine

#

the default texture looks like this

#

i just did an alpha mask

#

no idea why the default fucks up like that but 🤷

#

didnt think id be contributing to texture fixes today lol

#

im glad it was an easy fix though

#

speaking of texture fixes, did ATLUS ever fix the one fucked up wall texture in club escapade for 64 bit? bc that fix isn't in TFP64 right?

desert meteor
#

No they did not

burnt valve
#

man

#

I remember seeing the P4G32 fix for that, wasn't it some sort of code mod or something

frail radish
#

Didn't make it over to tiny fixes 64 it seems 😔

burnt valve
#

oh boy it's a memory mod 😔

#

as expected... rip

desert meteor
#

Shrimply copy and paste it into 64 bit

#

ezpz adachey

burnt valve
#

true....

burnt valve
# burnt valve

I think what I'll do eventually is dim the light texture to make it more in line with P4

#

I'm realizing this stands out a lot

burnt valve
#

damn....

#

at this point I guess it just needs to be recreated

low meadow
#

might our resident big brainer swine know what to do

scenic dust
#

I think I briefly had a look when one of you asked me to before but couldn't work out what lipsum's one for 32 bit was actually doing

#

Maybe I'll have another look one day, probably not any time soon though.

burnt valve
#

who else makes code mods for P4 still....

scenic dust
#

I think crashaholic might still be doing some stuff. They were doing stuff with the text boxes last time I heard.
Other than that idk of anyone else

burnt valve
#

damn....

#

that's a little sad

#

but I guess everyone's moved onto P5R or P3R (or metaphor)

low meadow
#

idk if we should wake the beast, but tekka does code mods, right?

#

:3

low meadow
#

i thought i remember hearing some problem about it that way or something

burnt valve
#

that makes me think though.... if there was an easier solution why wouldn't have been used beforehand

#

I wasn't there for much of P4G32 modding but

scenic dust
#

I can't think of any code mods from them

#

Oh, I forgot about somebody else, they also do code stuff. Just that dungeon generation stuff afaik though

rain flame
#

Not sure if this is the right place to drop it, but since you mentioned my name I decided to take a look into the wrap fix. An hour or so later and this is what I got. Fixed the Escapade textures on my end, haven't tested too thoroughly with anything else.

low meadow
#

@burnt valve

burnt valve
#

wait why am I being pinged for this

low meadow
#

because it's your thread :3

burnt valve
#

I'd see it eventually anyways 😭

low meadow
#

nuh uh

burnt valve
#

that was pretty fast lol

burnt valve
rain flame
#

Debatably should change that, but I've never been good with names. naosmiley

burnt valve
#

lol

desert meteor
#

Wait REALLY?

low meadow
#

i had no idea

desert meteor
#

My old shitty username was also a default Xbox name lmao

#

Used it for over a decade and hated it the whole time all because I have zero creativity for names

low meadow
#

my old username wasn't even something i made

rain flame
#

Go right ahead

rain flame
burnt valve
#

did you already test it lol

rain flame
#

It deads a jump in the code and changes two checks to be equals instead of equal or above

burnt valve
#

oh what else would it affect? I'm only aware of the club escapade one

#

any you know off the top of your head lol

burnt valve
#

hmmmmmm

#

that patch crashes my game when loading the relevant scene

#

let's disable debug meu and try again...

#

hmm i disabled debug meu, it still crashed. i disabled all mods except essentials/tiny fixes/csm, it does work. but i only had p4fr, debug meu, csm, and alternating openings enabled...

#

yea

#

crashes with P4FR. weird

#

that is a field I haven't touched at all

#

also they edit two entirely different things

#

unless the skybox patch somehow interferes...?

#

can you test with the release ver. of P4FR?

#

clear your cache and try it again

#

(assuming it's properly enabled in R2)

#

unfortunately I cannot really read sig scan stuff well 😔

#

it doesnt look to me like they should conflict...

#

oh wait I have a memory dump file

desert meteor
#

I always had a feeling Brawler was a persona fan

burnt valve
#

that one isn't even Kiwami lol it's just more dull!

#

🤔

#

that's really weird

#

I already did 😭

#

well the way I'm viewing this is less, tiny fixes is the issue, and more, these two mods together are the issue

#

they work standalone for me, not together though

#

I did

  • tiny fixes
  • fog mod
  • tiny fixes + fog mod
    (if that's what you're asking)
#

tiny fixes was always below fog restoration in the load order but I don't think that's relevant

#

give me a bit, I'll send my current dev version of fog restoration

#

if I still have issues, I guess I'll try a portable install, and if I still have issues, I guess it'll be time to ping swine or something 😔

#

it does

#

yeah I'm just confused lol

#

I will in a few, had to step away for a bit

#

no way dark load order actually did matter

#

idk what to say lol

#

well hmm maybe I'll ping swine about it anyways

#

no here's the weird thing

#

I switched the load order back afterwards and it started working again

#

or rather, continued working

rain flame
#

What sort of ghosts do you have living in your PC, Brawler?

burnt valve
#

😭

burnt valve
# rain flame Not sure if this is the right place to drop it, but since you mentioned my name ...

well, here's one of the dumps from my crashes if that helps.

@scenic dust to catch you up in case you can help:

  • there's a new texwrap fix in tiny fixes
  • I experienced crashes even after clearing the cache when I had fog restoration above tiny fixes
  • both mods worked for me individually
  • when switching the load order of the mods, the game worked fine
  • when i switched it back to the prev. crashing configuration, it continued to work fine
  • this was with a dev build of fog restoration but there were no changes to the skybox code, just config code and files
low meadow
#

gotta love when shit randomly starts working

desert meteor
#

Yeah it didn't crash for me on the release version of P4FR either

desert meteor
#

Persona 4 FES Reload

scenic dust
scenic dust
burnt valve
#

ThronedBacon is pretty funny

#

and yeah I'm not sure what was happening at all, but maybe that helps? It works now but it was odd that it was crashing in the first place

#

not anymore

#

I was able to consistently reproduce it until I switched mod order

#

hmm I guess I haven't tried that yet

#

the logs had nothing

scenic dust
#

That crashdump says that a breakpoint was encountered... very strange. Hopefully it gives me something more useful when it finishes loading

burnt valve
#

i am unsure what that means tbh lol

#

i hope it's not something cursed with my pc though!

#

no crash on a fresh R2

#

not sure if that means anything given it's working fine on my main install now anyways

scenic dust
#

A breakpoint is something you place in your code so it "breaks" when it gets run and brings you to a debugger. From there you can step through the code to see exactly what's happening like the values of variables and stuff

#

Idk why it would be trying to run a breakpoint though, it definitely shouldn't be

burnt valve
#

i see 🤔

scenic dust
#

Oh, apparently I never analysed the latest version of the game. Fun

#

This might take a while. I'll have a look at where it's dying when I can. At least it's not happening now though...

burnt valve
#

yeah the fact that it's not happening anymore makes this a lower priority thing now in my eyes lol

#

thank you for taking a look though

scenic dust
#

That's not really a solution, not turning the thing on is a workaround

#

But a toggle would probably be nice

#

It's just an expatch now?

#

Alright, a toggle should be easy

burnt valve
#

is there a reason you would want toggles anyways?

#

from the perspective of a fixes mod I would imagine you would want everything enabled

#

that's fair

#

yeah I love my toggles and I think more more should have toggles, but with a fixes mod I'm like.... idk lol

#

I would offer to put something together but I'm not familiar with how to convert expatches to a code mod (which is probably what would be preferable if you're going to make a project for the config in the first place)

scenic dust
#

Ohhh, it's in some function doing stuff with d3d...

#

Maybe I've looked at this problem, or at least a similar one, before. I know there was something with d3d but I couldn't work out why things were breaking

#

I'll just ignore it for now. If it happens more then I might have a look but I don't really want to spend ages trying to work out what any of this does if it's not even happening now

#

I doubt I'd get particularly far without being able to reproduce it anyway

#

Just to be sure I checked and it doesn't crash for me

#

I really doubt it's got anything to do with the skybox stuff fwiw. Probably just a coincidence that it happened with it

low meadow
#

man i’m old…

scenic dust
#

How has it been that long

burnt valve
burnt valve
#

it has always been there, yeah

#

there was talk about it a while ago - it's somewhere way up there but if you look carefully it is present both with and without the mod

#

not much that can be done there besides turning up resolution + scaling

severe reef
#

it was me lol

#

@blissful mauve

next forum
#

or UTI medication

tacit viper
#

finally installed p4g again after a while only to be at the mercy of the almighty cache (i also installed bustups uncut so that is why its taking centuries)
but either way i am excited to try this mod out finally

burnt valve
#

rip haha
definitely do give feedback on what's done so far though, and enjoy :D

#

...unfortunately, when packing up to travel, I forgot to pack my external hard drive with my persona modding stuff on it, and I'll be away from my computer, so I won't be able to make any notable progress on the mod for the next 2 weeks at least

#

😔

tacit viper
#

oh no lmao
though im not sure how much help i’d be, given ive never played P4, and am far from the first tester

low meadow
#

smh brawler, your number one priority should be persona modding and persona modding alone!!
i can't believe you're trying to get out of doing so

tacit viper
#

yeah smh cant believe you
<— (hasnt modded persona in a while)

burnt valve
low meadow
#

uhmmmmm

#

all of them

burnt valve
#

have you released any mods at all actually

red root
#

uh oh getting called out on the modding server

burnt valve
#

a staff member who hasn't made any mods.... fascinating

red root
#

im probably not going to make any more mods for a while i achieved my current goals

low meadow
#

i have probably the most used p3fes mod lol

low meadow
#

holy shit those are closer than i thought lol

burnt valve
#

😎

#

oh unlike with R2 mods, those are the actual download numbers right

cerulean ember
low meadow
#

i was gonna say ys is here too lol

burnt valve
cerulean ember
#

I will when finals don't exist.

low meadow
#

"The Loaf P4G Experience" where it's a mod that takes 8 runs to complete

burnt valve
#

I think when I get home I'm gonna go update the repo to include some of my scripts and stuff just to make it easier to contribute (and for me to work on the mod if I'm traveling and forgot to copy my files over or bring the drive with my files)

#

rjfhfhfhfh

#

I want to work on the mod bc I have free time rn but alas

lime abyss
#

Hoping for the best Brawler

#

also

#

i've seen some people here replace some objects in Golden from the original

#

Is it possible to replace the trees in Samegawa Plains?

#

and just like stuff in general since Golden removed some objects

#

idk why they even removed all of the things

#

its not like the Vita couldn't do it

#

But those trees on Vita are just nasty

#

I guess Golden has just less tris on the tree leaves

#

the trunk seems to be 3D

#

but also there's some missing bushes too it seems

#

also just found out that the shadows in 64bit Golden are different than in 32bit

burnt valve
#

the trees have been talked about before

#

I'm not sure if anything is going to come of those. we tried texture replacement but it doesn't transfer cleanly as you can guess

#

the few model swaps done so far were done by max, not by me

cerulean ember
#

I should play 32-bit again for reference.

low meadow
#

please share here when you compare, i'm curious as well

lime abyss
#

The station one was a real kicker

#

32 bit looks like a Vita by the way

#

The 32 bit version is Vita upscaled

#

also can the 32 bit version be downloaded trough Steam?

#

iirc there is a way to download old branches or something?

#

But idk how its now with Denuvo and stuff

burnt valve
#

oh wait, yeah, I did notice this earlier

#

I think 64 visually is a little worse, which is weird lol
but also it's not by enough to really be a huge thing

cerulean ember
# lime abyss

I know there was some noticeable one when you meet actually meet Yosuke. Now ya got me curious to check more of this once finals are done.

lime abyss
#

That's the one

glossy torrent
#

(I’m pretty sure she says that)

lime abyss
#

Hate it here

next forum
# lime abyss

my best guess is they fucked up some vertex coloring and/or rerendered shadow maps badly

flat dagger
#

Neither

#

Model files were not touched only some textures

#

They changed how their renderer worked to fix some bugs which made more

#

Issues are present in p3p as well (which is same renderer)

desert meteor
#

Been playing og P4 and saw that the street has this moving water texture overlay on it when it rains

#

I haven't seen this in Golden at all

stone star
#

at this point I feel like this mod is slowly becoming a PS2 restoration mod rather than just restoring the fog

#

That's not a bad thing

burnt valve
#

that's kinda how it's been, yeah

#

i havent worked on the mod in a bit though...

burnt valve
low meadow
#

just make the road a waterfall

#

no one's getting anywhere

red root
low meadow
#

elizabeth climbing the down escalator:

desert meteor
desert meteor
#

Nothing super interesting in terms of potential modding stuff I spotted atm outside of Tanaka's theme

sudden ether
#

Let’s restore the half shadows 🔥🔥🔥 (probably hellish to do so, finicky ass game)

desert meteor
#

P4 Fog Restoration mod but it's just a rom of the PS2 version

sudden ether
#

And the problem?

burnt valve
#

definitely, I'm mainly tackling visual changes with this mod

#

that Tanaka theme one would probably be decent as a standalone mod

cerulean ember
#

Yo, that's pretty awesome though.

#

I should catalog what I can find too.

desert meteor
#

Loaf you'd be much better at spotting differences than me

#

Your power level is much greater than mine

cerulean ember
#

True, but you got me pumped!

#

So you still deserve some credit.

#

Just after exams please.

desert meteor
#

After my casual playthrough, I might nerd out and play both versions at the same time

cerulean ember
#

Next week, I should have more ample time to work on more stuff. Just this week is where are my exams decide to merge together.

#

I usually just compare my footage since I record a lot.

#

With p4g and then play base 4

burnt valve
#

that shadow model you're talking about has a corresponding mod for P4G

desert meteor
#

Oh I know, I have it installed

burnt valve
#

not the color swap tho

#

which that one also affects gold hands

#

gold hands don't have a special model in p4

desert meteor
#

Yeah, og P4 has two separate models with three palette swaps each

#

I'm pretty sure the two behave differently too

finite spire
#

Can't believe we got mfs to play mid

#

(OG P4)

burnt valve
#

sigh it's been a while but i'm back to working on this mod

#

this doesn't look very good i don't think

#

original looks like this for reference

#

p4g has this weird thing going on where the lighting for cloudy fields seems to change as time goes on (it goes from dark to bright to dark to bright to...)

#

so it's quite hard to match bc you can't just freeze it

#

i wonder what controls that

#

that is an effect, yeah
there's another effect where the entire field's lighting changes with time too

#

probably not but it's making it hard to even match stuff like sky colors lol

#

if i increase the fog...

#

i think this looks a bit better to start

#

i'm not sure actually

#

the flood plain is supposed to be right here (but tbf it is kinda unclear where the ingame location is exactly)

burnt valve
# burnt valve

i think my least favorite part about this is that sharp cutoff for the hills in the background

#

nothing that can be done about it but p4 kinda makes it look like a hill with a bunch of trees, which is a nicer look

#

i've been busy with irl stuff but it would be cool to get this update out on christmas. i think it's possible...?

cursive cosmos
#

I think it looks as good as it could look given P4G's limitations

#

As in, that it's using a low poly 3D background instead of layered 2D elements

burnt valve
#

skybox tex still needs some work but yea

#

(it's too dark)

burnt valve
#

wooooo

#

original for reference (keep in mind the whole, light changing thing)

low meadow
#

bro they removed the tower in the back there too????

burnt valve
#

they added a big hill in the back instead

#

lol

#

does anyone know if the beach is completely golden exclusive or not?

#

okina city for example is in the original, idk about the beach though

#

assuming golden exclusive but

#

(also: realizing the scope of this update and thinking maybe I will just split this update)

red root
#

no SL go there ik that at least

#

the only other major thing i can remember is valentine dates were those the same in og?

burnt valve
#

did those even exist in og

#

they use golden music so I'm guessing not

#

(they use Marie's theme for some reason)

desert meteor
#

Pretty sure the beach is completely Golden exclusive

cerulean ember
finite spire
#

Yeah it is

#

The old rank 10 fox quest is just River guardian

burnt valve
#

ok cool, thanks all

burnt valve
burnt valve
#

persona 4 kiwami? 😭

low meadow
red root
burnt valve
#

the effects of the game being locked at 30 fps lol

low meadow
#

the correct framerate :3

#

(i play all my persona games at 30fps)

burnt valve
finite spire
#

^

low spoke
#

I will replay P4G with this mod installed at 20FPS

burnt valve
#

the N64 experience

low meadow
#

true

#

20fps movement, 15fps world logic, 30fps menus (oot n64)

burnt valve
#

and this is why I played OOT3D instead

red root
#

OOTpeakD

low meadow
red root
#

imagine having to pull up the pause screen every time you need to switch boots

this post was made by OOT3D gang

frail radish
low meadow
#

pc port lets you assign boots to any c button or the dpad

burnt valve
#

can OOTPC gang play with the 3D effects on though 😎

low meadow
#

yeah

#

if you think really hard

red root
#

ok but is that even a base game feature? i think not

tacit viper
#

does the pc port have HD models

low meadow
#

if you install texture packs then yes

red root
#

real talk, love how authentic the oot3d models look

burnt valve
#

real

frail radish
burnt valve
#

OOT3D models are so good

tacit viper
red root
burnt valve
#

looks like theres a mod that adds the SSBM models too which is pretty funny

low meadow
#

you can install a oot3d-ify mod for ootpc - only thing missing is enemies

burnt valve
#

anyways, before this all gets buried in OOT talk: P4G is now kiwami too

red root
#

apparently mm3d is shit tho

low meadow
#

p4g kiwami

burnt valve
low meadow
#

mm3d fucked stuff up

#

install 'project restoration' for fixes :3

tacit viper
#

it made a few changes to make the game easier but yeah you can install a mod to revert them

burnt valve
#

like, i think it's fine, but it's hard to deny that the changes they made to MM3D mess with the gameplay negatively

low meadow
#

nah they fucked up inverted song of time

frail radish
#

Nerrel's video remains a classic for going over the problems mm3d has but yeah in and of itself it's still a good game but as a remake it's incredibly flawed and most of its changes are ultimately for the worse

low meadow
#

only made it half slowdown instead of 1/3rd

frail radish
#

p3k... and thanks to this mod now p4k is real .... The year of KIWAMI

red root
#

what would be the equivalent if they did smear everything in yellow instead

burnt valve
#

do you want to see what that scene would look like if it was yellow

red root
#

sure!

burnt valve
low meadow
#

piss filter

#

they're swimming in piss

burnt valve
#

i guess thats more orange than anything

#

oh well

low meadow
#

PISS FILTER

burnt valve
#

p4r looks great

low meadow
#

if atlus was naughty dog they'd have remade p5 like 12 times now

#

red filter every time

burnt valve
#

i think they were trying to make it look kinda like a night time thunderstorm (since there were no thunderstorms in p4), hence the green

low meadow
#

game is just pure red

burnt valve
#

it does look really goofy though

#

idk im just speculating

#

it's the only time you get to see that area at night in this weather though i think

low meadow
#

consult the p4g expert

burnt valve
#

well, i'm talking p4 ps2

low meadow
#

ah

#

do we have a resident p4 ps2 expert

burnt valve
#

I do not believe so

#

I'll just go play through P4 PS2 at some point and become that expert i guess lol

#

I doubt I'll care much for the gameplay but it would be cool to see how exactly it differs from P4G

#

and then the rest of it will mainly be the differences in presentation and Chie/Teddie's voices being different

red root
#

i still need to restore dojimers cigarette

burnt valve
#

P4G was woke and censored it 😔

low meadow
#

wait he had a cigarette? lol

red root
#

rest in piss dojimas smoking habits

red root
low meadow
#

his voice was too not-destroyed for them to keep it

finite spire
#

It's chocolate

red root
#

plastic straw he's chewing on

low meadow
#

bro is trying to kill himself instead of the turtles

stone star
frail radish
#

The fabled mexico filter

burnt valve
#

maybe I'll half ass a version of this for April fools that makes everything yellow

#

idk lol

#

I'll come up with something

severe reef
#

Add RTX ray tracing

burnt valve
#

you joke but P4 PS2 has floor reflections (in the tiles at Junes) that P4G does not have
which obviously is NOT ray tracing but still really funny that P4G just lacked it for some reason

#

holy shit, return of E3?

severe reef
#

It wouldn’t be rendering the room twice

#

The ground would be slightly transparent and have the models on screen rendered twice

#

Wait oops I might be wrong lol

#

Never seen the og reflection before

#

I see now

sudden ether
#

Maybe the latter

#

Wasn’t the vita comparable to an iPhone 4S in terms of graphics…?

#

Kinda wack that song let it die, in any case, uncharted even if it takes shortcuts it’s probably still way more detailed in terms of polygonal detail, I don’t think P4G was pushing the vita to its limits. But meh, I don’t think it was the goal either, that’s why uncharted exist there.

#

And I do dig P4 aesthetics a LOT, hope this mod flowers <3

burnt valve
#

Junes on PS2 if anyone is curious

#

this is probably a better pic bc it shows that the protag is not reflected on the floor

sudden ether
#

Damn

#

Wasn’t it a model like, the whole room was duplicated or sum

burnt valve
#

do keep in mind that no persona rerelease with the exception of P3R improves the graphics significantly

#

P3F is just P3, P3P is a downgrade for portable devices. P4G changes the artstyle but largely keeps the general graphics the same (slight downgrade). P5R is largely just P5

#

they're generally enhanced rereleases more than anything

red root
#

"idk it looked cool"

frail radish
#

My best guess in this case would be maybe the reflections looked noisy or didn't read very well on a small/lowres screen of the vita or maaaybe they had some kind of transparency issue (not likely in this case given its so simple and definitely doable on a vita but you never know) so they just said "well let's remove it since its not that important of an effect"

that or maybe they just decided no reflection looked better than having a reflection for some reason

#

like najoguin said though nobody involved would probably even remember this if asked which itself isn't the most likely thing to happen lol

#

would be a funny interview question though "so why did the Junes first floor reflections get removed for Persona 4 Golden"

red root
#

it means its up to the modder in the end AigisSMUG

sudden ether
burnt valve
burnt valve
#

kiwami

#

this area is brighter in p4g lol

#

idk what it is but i do like the vibe of p4 more

low meadow
#

the p4g one looks like the dorms in p3n

#

they also have a less appealing floor texture in p4g

cerulean ember
#

Oooo

low meadow
#

oh and it looks like the curtains lost their transparency in p4g

burnt valve
red root
burnt valve
#

yeah

#

it's weird too bc in a lot of areas, p4g is better with shadows

#

but not so here

#

then again idk where this specific ENV is used

red root
#

this room?

burnt valve
#

actually is this area used during sayoko's social link?

#

no, the ENV specifically

#

there's three of them. obviously one of them is for the hospital scene

#

I'm guessing the other is used for 12/4

red root
#

ah

burnt valve
#

that leaves one unaccounted for

red root
#

i thought i remember it being used for sayokos but im not sure

burnt valve
#

oh, yeah i think it is

red root
#

oh shit

burnt valve
#

well, that explains that

#

sigh

#

so many fields to edit

#

😔

cerulean ember
#

Oh hey, I saw that scene too many times.

burnt valve
#

so there's a lot of fields in this game where they only have 1 ENV regardless of weather.

I put those off for last patch when I did the rainy weather but I'm trying to do as many of them as possible in this patch before Christmas, so this will definitely be a sizable patch in terms of number of new ENVs added

#

other than that, focus is on cloudy fields. technically I think the update is in a release-ready state but I'm just holding off to get as much as I can in there

lime abyss
#

Don't we already know that Vita can even handle running the game at 1080p with mods?

burnt valve
#

maybe the Vita could handle it but wouldn't meet battery life requirements

#

it's all speculation but it's fun to speculate

burnt valve
# burnt valve other than that, focus is on cloudy fields. technically I think the update is in...

I meant to list off some of the fields I still need to do, but forgot. anyways,

  • hot springs (as a side note idk if the hot springs used in the bike rides have a unique ENV)
  • amagi inn
  • police station
  • hill overlooking Inaba

again: no guarantees I'll get everything here done before the update but the current progress is substantial

I could also knock out the camping trip and tatsumi port island too since those should only have singular ENVs, but those are low priority

burnt valve
#

I don't believe so

#

did P3/P3F have reflections?

#

(in all cases I'm ignoring the love hotel)

burnt valve
#

hmm well obviously Paulownia mall doesn't exactly get a 3D model in P3P lol

#

shame though, the reflections look pretty good in Junes

#

especially for 2008

#

I love cheating!

#

I don't think P4G has any other cases of reflections... but even if there were, I'm not sure I would be able to convert that into adding reflections on the Junes floor lmao

#

so I'm gonna just abandon that line of thought for now

#

yeah. it would be really nice to get some of the OG P4 textures over though. or at least, edit the P4G textures to look closer since a lot of those are generally higher res. something like that

#

but lighting and fog is like 90% or so of the P4 look anyways soooo

fleet tinsel
#

oh wait nvm no it doesnt

#

i was thinking of max's port 💀

flat dagger
#

trolled

burnt valve
#

lmao

#

now the question is, does that have reflections anywhere

flat dagger
#

mine?

burnt valve
#

yeah

#

mainly curious if it's even possible

flat dagger
#

p4 does same thing p3f does

#

Which wasnt actually reflections

#

Its a duplicated mesh underneath floor and floor is semi transparent

#

I dont have screenshot of full mesh under anymore but True

burnt valve
#

inch resting

#

do you think that's possible to get into P4G? idk how hard this stuff is but given how long it took to get those power lines in, I'm guessing it isn't trivial lmao

flat dagger
#

itd probably be easy

#

the thing that isnt easy is some random shit omega dying

severe reef
#

is there a chance that it could still be there in PG4?

flat dagger
#

idk

severe reef
#

I would move the camera if I could to check

flat dagger
#

i could check if i knew field id

severe reef
#

its just the Junes entrance

burnt valve
#

009_004

burnt valve
#

I mean I guess we'll see

#

if the actual process itself is not too bad, I kinda want to learn how to do it too

or is it easy for you bc you're already good with model stuff lol

flat dagger
#

its basically like if you took the odds the gmo format has of random stuff dying and crank it up by 10

#

then just, having to do random shit to try and fix it

burnt valve
#

simply be more skilled, clearly adachi_true

flat dagger
burnt valve
#

rip

severe reef
#

f

lime abyss
#

the original looks so much better

#

like the shadows are shadowing

#

also that wall on the right doesnt even exist in golden

finite spire
#

Hmmmm this seems familiar

burnt valve
#

keep in mind, with P4 PS2 I'm using a widescreen patch for the purposes of helping me with visual comparison

#

the game is 4:3 normally so you'd lose out on some visual details compared to P4G. you shouldn't really do a playthrough with this widescreen patch, there are some pretty noticeable visual issues

quasi igloo
#

yeah it kinda seems like if you wanna play a widescreen version of p4 you just play p4g

twilit harbor
#

So what is coming in the next updatE? And how far do we think it will 'bump' things up? Since its' apparently at 60% complete currently

burnt valve
#

I play those updates by ear, so I'm probably going to bump it up by about 10% with the next update but use it as an approximation of progress rather than anything super precise

#

next update should have cloudy Inaba (non Golden). there will likely be some various fields that haven't been done, but the main ones are done. I'm aiming for Christmas to drop this update, so whatever I get done by then will make it into the update too

quasi igloo
#

cloudy inaba on ps2 is what pops into my head when i think of persona 4

#

something very specific about the mood and pallete of those spring/autumn part of the game, very glad to see those vibes restored

burnt valve
#

loaf is putting together another teaser (this is not final obviously) but I think this kinda shows off how it's looking so far

cerulean ember
floral rover
#

I like the more obvious transitions from old to new than the subtle ones. Makes the differences more clear and easy to follow.

twilit harbor
#

I feel like areas like the Beach are gonna be hell 👀

burnt valve
#

golden exclusive stuff as stated before is last on the list. the most I will do at this point is what I did with the hollow forest (reduce contrast)

stone star
burnt valve
#

yeah so P4G seems to do more of, hey, here's an object, it will cast this shadow based on where this light source is. P4 seems to do more baked shadows

but this area is funny because with Yu, his shadow in P4G is a generic faded black circle. P4 does a more dynamic shadow. but normally it's the opposite where P4 has the less detailed shadows for the protag

#

(if that makes sense)

#

it's probably possible to add baked shadows into the textures (well, maybe, don't quote me on that bc I haven't looked into it at all) but it might look goofy at night idk (also it's work I don't wanna do rn lol lmao)

quasi igloo
#

Yeah the real time character shadows in p4g were strictly a downgrade, kinda odd

burnt valve
#

nah, in most areas they're an upgrade

#

the behavior is just reversed here for some reason

flat dagger
#

Vita game

#

Sharper easier to see shadows

#

(Talking about the baked shadows in maps)

quasi igloo
#

maybe a debug menu quirk???

burnt valve
#

doubt it's a debug menu quirk since they load the same ENVs as normally

burnt valve
#

I wonder if I can force it on too, kinda doubt it though

#

I think I really just need to put together a 010 template for P3/4 ENVs sometime

#

if one doesn't already exist

quasi igloo
# burnt valve good question

My theory is that interior environments use this behaviour because they can have multiple light sources so the dynamic shadows wouldn’t play nice with that (as they’re probably only calculated based on a pre set sun position). Now that I think about it, fairly common practice for older 3d rendering trying to do dynamic shadows

frail radish
# burnt valve if one doesn't already exist

Pio made one actually though it does have a lot of "unknown" fields in it (ie SEP player/NPC lighting data doesn't seem to be documented at all) and obviously it has no documentation for anything P4G specific (I believe it was written with specifically P3F in mind?) but otherwise it should work fine for ya

GitHub

Personal binary templates for 010 Editor. Contribute to Pioziomgames/010-Editor-Templates development by creating an account on GitHub.

stone star
#

How possible would it be to re-add the baked in shadows?

flat dagger
#

Re-import every field ever

desert meteor
#

ezpz

stone star
#

Can’t wait for the P4 Re-import every field mod

flat dagger
#

Also they still have baked in shadows so its not really re-adding as much as it is changing to p4 (which gl exporting every p4 field ever too)

burnt valve
#

yeah I should probably learn how 010 templates work at some point

burnt valve
flat dagger
#

its literally just a mesh

burnt valve
#

oh really

#

inch resting

fleet tinsel
#

oh wow

#

i wouldve thought it was textures

burnt valve
#

me too

low meadow
glossy shale
#

Nah, shadow baking is literally vertex painting shadows on the mesh itself. If shadows were baked into the texture, there'd need to be multiple variations of textures with the individual, relevant shadows baked into them, bloating disk usage immensely. Meshes are already often single use, especially room meshes, and they take up less space than textures do, making baking shadows into the mesh itself much more economical.

burnt valve
#

sounds tough to do either way :p but as I have stated many times before, I suck with models and that sort of stuff

#

if I knew more I'd probably like to fix some of the dungeons first like yukiko's

glossy shale
#

Slightly off topic bit of trivia, the skyboxes in the original Spyro trilogy are entirely untextured, vertex painted meshes.
I also suck at meshes, but as I understand it, vertex painting is rather similar to 2D art, just applied directly to the mesh, so if you don't modify the 3D aspects of it, the only problem is the gmo format P4G uses being fucky.

burnt valve
#

I see

#

I am unsure if you've kept up with the skybox work but well. those are clearly textures lmao

#

it's however extremely inconsistent which is really annoying

glossy shale
#

Yeah, textured skyboxes are the norm, otherwise every game would have a beautiful skybox distracting me, keeping me from actually playing the game lmao

burnt valve
#

this is the scene with the gas station attendant at the start of the game. apparently there's fog specified in this event that is not present in P4G

#

which is super super interesting, because like. i mean you get to the town and it's supposed to already be a little foggy but they don't have that in p4g

#

like look at this

#

this is so cool

white ruin
desert meteor
#

Nah clearly it was because the devs were lazy adachey

burnt valve
#

yeah probably... i wish they'd just added fog to that specific segment

#

working on skyboxes for this section

#

original in comparison so it's clear that there's still work that needs to be done here, but it's coming together

burnt valve
#

it is a bit funny looking at this one bc it's like... kinda kiwami

#

despite that, i think it still looks a bit better than this

desert meteor
#

Jesus christ

#

I've been playing so much og P4 and P4G with the mod that this just looks like the lighting is broken to me now lmao

burnt valve
burnt valve
foggy falcon
scenic dust
#

Looking very cool. Does it go back to not being foggy when you get to the bit where you can walk around?

burnt valve
#

probably

#

(very likely)

#

I'm not sure how that section works exactly, so I'm not sure where to even begin with it. you'd want to load a unique ENV for it probably, but again I'm not sure how that would be done

frail radish
#

Wonder if the scheduler flowscript would have anything useful there

I'd imagine it's there that the events + the walk around bit get called and maybe there's other stuff that could be changed to change the ENV?

#

Worst case if it can't be changed maybe the event could be edited to have the fog "lift" at the end to kinda transition smoothly but that maybe be out of scope, idk

burnt valve
#

the event edit would absolutely be possible, yeah

#

I do also think it would look a little bit goofy lol

#

I'll look into it but I mean, the day starts off cloudy and it doesn't use a unique ENV for walking around

#

the original P4 didn't have a walking around segment, after all

#

yeah the flowscript is pretty vague...

#

presumably there's some kind of flag there bc you can't explore the whole area

scenic dust
#

I don't think that'd be a flag. The flowscript for those areas you'd normally interact with to go to the other parts of town probably just have a check for it being that day

#

At least there's no flag being set in that screenshot. Technically it could happen in the event but I doubt that'd be the case

burnt valve
#

"there" meaning in general, not in the screenshot haha

#

but i think you're probably right about that

#

it presumably just calls the field. it's cloudy, so it uses the default cloudy ENV

#

is there any documentation on what the last number in CALL_FIELD is? I assume it goes in order of major, minor, index, but idk what the last number does

#

same deal with the events, so maybe it's just something else that's always there

scenic dust
#

The last one changes the weather or something like that

#

Going to Okina is the only place I can remember it being used

burnt valve
#

yeah looks like this is the only instance for okina

scenic dust
#

I never properly understood it though

burnt valve
#

i would assume all weather types are used for p4g so that's probably not a route worth going down

#

what i have documented right now is this

#

well, i at least think i found the function to change weather

#

this corresponds to that weather id above

#

although there's also this one?

burnt valve
#

the heck is this

#

this is weather ID 5

#

has anyone seen this before?

#

would be funny to call this weather just for 4/11 to get a more foggy inaba

#

unfortunately it seems like the fields just use whatever field was previously loaded

#

if i had to guess, the weather on each day is hardcoded

#

well, here's what i found

burnt valve
# burnt valve

it is admittedly a little jarring to go from this to this....

#

i think though, unless there's a way to specify an ENV just for this area, idk what to do besides leave it be

#

maybe remove the walking around part lmao but i dont want to do that

frail radish
scenic dust
#

I'm pretty sure the names of fields are hardcoded (like the "Shopping District, South" in the bottom left corner) so that'd be a problem

#

Even if it wasn't, duplicating the entire field seems like some serious overkill lol

#

I'm sure I could make it call a different env based on some conditions if you wanted. The question would be what should it actually be based on? Ideally it'd be generic enough that you could use it elsewhere if needed

burnt valve
#

mmm good question

#

i would say date since that happens to work out here. but i'm not sure that has any application otherwise

#

i guess probably weather ID and date seem like a good start

#

for 3/20 for example, it would be possible to make inaba the same level of foggy that it is on 4/11?

#

holy shit kiwami
(i am returning to these)

scenic dust
burnt valve
#

oh, i mean if it's possible to do that first one, that would be cool

#

my worry is that setting an ENV and then calling a field might cause some weirdness

#

bc when it loads the field it also loads the corresponding ENV

#

so it would load the default cloudy ENV

scenic dust
#

I meant when it tries to load the normal env it forces it to use whatever you had previously set. I'm not sure about changing the env after the field is already loaded

burnt valve
#

gotcha, yeah i guess that would work then

#

if that reset per day and only applied to a specific field that'd work i think

scenic dust
#

The way I'm imagining it, it'd just apply to the next time CALL_FIELD is run

burnt valve
#

hmm

#

okay, that would probably work then

scenic dust
#

So you'd have code like

SET_ENV(123, 456);
CALL_FIELD(8, 1, 0, 0);

Which would call field 008_001 and load env 123_456

burnt valve
#

and if you did another field call after (or if you went elsewhere) then it would unload that set_env?

scenic dust
#

No, you'd just not have it

burnt valve
#

and if you returned to 8_001 it would not load 123_456?

scenic dust
#

I suppose you could have it so you unset it but I think just only applying it to the next call would be more intuitive

burnt valve
#

agreed

scenic dust
#

That way if you want a custom env you just add that before you call it, if you don't want it you just do nothing special

burnt valve
#

yeah just trying to get an idea of how it would work but i guess i should assume you're also thinking of how it could properly apply such that it doesn't break anything lol

scenic dust
#

Yeah, this is assuming that it actually would work. I think it would but I'd want to actually try it to be sure

burnt valve
#

right. yeah I think it could be tested with 3/20 when you take the true ending route

#

bc there's flowscript that runs there but you can still explore everywhere afterwards

#

I don't know how many people would use a mod like this but I wonder if it would be better as a standalone mod

scenic dust
#

It probably would be better that way

#

Even if no one ever decides to use it I think it's better that thy could if they wanted to

#

In that regard the skybox thing probably should be its own thing as well

#

Nothing about it technically ties it to just this mod

burnt valve
#

true

#

thought about bringing that up too but it does feel more integral to this mod

#

loaded this to change this field and it turns out.... i think they made a (slight) typo here lmao

burnt valve
#

(as a side note, the P4 one looks way better... and it also doesnt have the typo lol lmao)

red root
burnt valve
#

i loaded this via mod meu :p shes not available on tuesday normally

red root
burnt valve
#

she's kinda real for that

#

when do you go to the hill on rainy days?

#

bc both p4 and p4g have a field for it but i cant think of when you'd possibly go there

desert meteor
#

This sounds like a question for Loaf

red root
burnt valve
#

seems like naoto rank 9

#

can that link be done in the rain?

red root
#

are any of naoto's ranks rain restricted?

burnt valve
#

good question

#

it's been too long since i last played fr

frail radish
burnt valve
#

yeah lmao they were onto nothing fr

desert meteor
#

Damn those trees in P4G are butt ugly

burnt valve
#

at times, p4g kinda looks like this

#

like the different artstyle is one thing but some of these changes are so questionable lol and they arent even a matter of, oh vita cant handle it

#

or maybe this is a pc specific thing

#

whoaaaa it's blue

frail radish
frail radish
burnt valve
#

kiwami is gone

#

you cant normally do this in p4, i did this with mod meu as usual

#

very blue

cerulean ember
#

I can do some testing tomorrow. I edited a lot today xP

#

WHAT

#

I love that.

burnt valve
burnt valve
#

I've locked in for 1.5.0; I'm not planning any further additions to it prior to release. I will probably do some more stuff over winter break but that will be reserved for the next update, which will likely be sunny weather (but we'll see)

If nothing goes wrong during my winter travels, update will drop on Christmas :)

burnt valve
#

figured I'd ask to be sure - does this button also run an action to publish a new release for the given tags or should i just be running git push --tags in the repo folder?

#

just noticed this was here and i want to confirm it does actually work that way

scenic dust
#

I think that just forces the action to be rerun. If there is no tag then it won't publish a release, if there already was a tag a release should have already been made

#

I'm not certain though, I've never pressed it so maybe it's something completely different

burnt valve
#

hmmm

#

I've tagged it through visual studio but I don't think I've actually pushed it yet so it hasn't done the release yet

next forum
next forum
lime abyss
#

guess the PS2 version of Persona does not matter?

burnt valve
#

presumably in golden you have to be closer to the fence to see it lol

burnt valve
lime abyss
#

Gotcha

#

What about saves?

#

Are you checking all places to check differences?

#

Wait there's no need for saves because Custom Sub Menu is like a debug menu for the games?

burnt valve
#

for example, foggy Inaba in November/December is presumably set by a specific flag so you can't just change date to December and get the fog

lime abyss
#

Ahh~

#

I think i was multi saving on the PS2 when i played it but can't access my PS2

#

If PS2 even had multi saves because i can't really remember, was long ago

#

only have easy to access Vita Golden saves

burnt valve
#

I just downloaded a bunch of saves tbh... they were shitty saves tbh bc the guy cheated (skill issue) but also I can't be assed to play through an 80 hour JRPG to make saves in order to spend dozens or hundreds of hours modding

#

😭

lime abyss
#

yeah lol

burnt valve
#

will make a save archive for P4 sometime but it won't be soon lol

#

there is no documentation on skyboxes. I will have to write something up for that sometime because that part is actually really time consuming too

#

I've been trying to set up VS on my laptop again and I'm running into even more issues than I did last year when I did it on my desktop

#

😭

#

I was going to wait to push the update on GitHub but I think I'll just do it now while I'm still home fhdhdnfbffh

#

it's not supposed to be this troublesome is it??? I ran into the long paths issue again but now VS is claiming I don't have the .NET SDK installed when I literally do

#

it is

#

I spent like a good hour last night trying to troubleshoot it and look up solutions to no avail 💀 the main difference is that this is win11 not win10, but I can't imagine that would be a huge deal

#

I would ideally like to get it solved in the near future... but until then, new release is up on github https://github.com/BrawlerAce/p4g64.fogrestoration/releases
the update metadata is set to the GB page, not GH, so I don't think it will push the update on R2 until I release it there (which should be tonight), but in case I get delayed or if anyone wants to download 12h early, there you go

GitHub

A mod for P4G64 which restores the P4 visuals. Contribute to BrawlerAce/p4g64.fogrestoration development by creating an account on GitHub.

cerulean ember
#

If I wasn't in college, I'd probably make the save archive rn for p4.

flat dagger
#

Just to double check since Im starting to work on p4g stuff again, for the field I did it was just the sidewalk that was busted still right?

#

Also if there are any other field stuff that needs to be done to add to my list True

glossy shale
burnt valve
#

it's somewhere in that range

#

let me scroll up and see if there were any other field imports worth looking at

burnt valve
# flat dagger

if this counts as a field import, it would be really cool for Junes. not super high priority though

burnt valve
#

that's all I think there is rn

slim cradle
#

Now that I got some time to breath for a bit P4 sounds kinda tempting to go back to rn. I might continue my saves over the next month with how far in I was

burnt valve
#

eyyyy

#

update is out now btw :) I'll post something in mod sharing

finite spire
#

It's mid (it's P4)

flat dagger
#

Awesome work Brawler naobless

burnt valve
#

ty ty sunglasso

burnt valve
#

goodbye marie

finite spire
#

Honestly though january doesn't need to exist if you reject helping Marie

hearty fossil
#

and there is already an old chie va mod too

red root
#

old ted mod when

cursive cosmos
# burnt valve

While you're at it, bring back the old shuffle time, add random skill inheritance, remove daily fusion bonuses, remove any and all new events and basically just delete the P4G exe and replace it with a PS2 ROM of P4

stone star
#

@burnt valve here’s the PS2 upscales in action

burnt valve
#

ooooo that's really awesome

#

makes a big difference haha

stone star
#

Yeah lol

stone star
#

Have fun

twilit harbor
finite spire
#

If you didn't then january has no reason to even be playable

#

It's just a month of padding

twilit harbor
stone star
#

Thank you!

#

Really happy with how the upscales turned out

#

Later today I’ll probably be looking into more locations that have had significant texture changes in Golden.

burnt valve
#

i should have documented more of it 😔

#

I think the biggest one is the trees and grass

#

but the trees will involve more work

lime abyss
#

What are you using for upscaling?

stone star
#

You see... I did these so long ago that I don't remember sadly:(

lime abyss
#

Ahh~

tacit viper
#

i wonder if realesrgan would work or if you'd need some hyper specific model

stone star
#

I think the latter

#

I remember I had a hard time upscaling this one

stone star
#

Holy shit by complete accident I found one of the source textures for the school

stone star
#

Also another one used in OG P4 only

white ruin
round rockBOT
#

ah, this explains her laughing at the dumbest stuff ever MakotoNotes

burnt valve
#

kind of impressed by how you keep finding these source assets

#

lol

stone star
#

Also, it’s called being on the spectrum

burnt valve
#

on the trailer I posted on YouTube, I've had multiple people asking like hey how do I install this on P4G32? and it's like... I can't be bothered to support any version of the game besides the latest version of 64 😭

#

also a lot of comments about how it was well timed bc it's been foggy in general the last several days 😭

cursive cosmos
#

Why would anyone not want to update at this point?

floral rover
#

Pirates

cursive cosmos
#

Inb4 because they're playing on a pirated copy

burnt valve
#

piracy

cursive cosmos
#

LMAOO

#

You guys beat me to the punch

floral rover
#

Basically the only reason. It used to be the case that some of Light1's old mods weren't ported and people held on for those, but not really now. Just pirates.

burnt valve
#

I mean one of the comments on my vid was literally asking about getting it to work on the fitgirl repack

#

it's pretty blatant lol

#

it used to be that this mod was trivial to port to other platforms. that's not the case anymore though

cursive cosmos
#

Reminds me of this one guy on Metaphor's gamebanana page posting about this error they were getting with Reloaded II that was like "Couldn't find Steamapi.dll"

burnt valve
#

the skybox patch makes it difficult at this point

cursive cosmos
#

And my immediate first question was "Which version are you using, steam or windows?" (giving him the benefit of the doubt)

#

And immediately he just admits he's playing a pirated copy

burnt valve
#

I understand why people pirate, I'm not here to cast some moral judgement on them, but it is a little annoying when you have a bunch of people asking for me to support a copy that I don't give a fuck about lol

cursive cosmos
#

For me it's more like

#

When you pirate, you should know what you're getting into

#

You can't walk into a hotel, steal a room, then ask for service

#

You should accept that you sometimes pay a little when you pirate things and that's okay

#

And I'm literally saying this as someone who is lets say well aware of the process

finite spire
#

I am looking for the one piece

burnt valve
#

there's a bunch of people who have asked about vita too but I know even less about that platform lol

#

that one is kinda understandable though

burnt valve
#

how do I trash a mod on GB?

astral fiber
#

please don't let the br*ish ruin it for everyone risepray

finite spire
#

It's true though

#

They're not wrong fr

stone star
#

spot the difference

astral fiber
#

yu moved two inches to the right

desert meteor
#

da roof

stone star
stone star
twilit harbor
stone star
#

PS2 because it’s the original

#

Fight me

red root
#

the second one looks better to me at least

twilit harbor
#

When do we actually think the fog mod will be finished? 👀

finite spire
#

When the creator dies

stone star
#

So does that mean we are throwing Brawler into the TV?

finite spire
#

Which one's gonna cosplay as Nanako ||(the killer)||

stone star
#

Me

#

I was born the same year as her

finite spire
#

You're 20 years old

stone star
#

Yee

finite spire
#

That's all I got from that

#

Let's see, I can turn a chocolate into a cig

#

Ergo, I can be Dojina

stone star
#

Who’s gonna be Adachi?

low spoke
stone star
desert meteor
#

Holy shit

#

Dojima blinked

stone star
#

Need to tweak a few things

#

The first image is the PS2 Textures and the second vanilla Golden

burnt valve
#

im surprised by how nice some of these p4 textures look tbh

#

like the quality itself isn't much different (resolution wise), but it is nice to have things look less like an overly HD texture pack if that makes sense

stone star
#

no I get ya

#

Also not sure what's going on with the mapping here

#

Oh wait I think used the wrong texture

#

oops

cursive cosmos
# stone star

I'm sorry, but I still can't get over how baaaad the P4G texture is

#

Like holy shit someone must've looked at it and went "yup, I see no issue with these noise artifacts"

#

And you can't even say "Oh its because it's an obscure texture that they couldn't get through in QA"

#

It's in the first minute of starting up a new save

stone star
#

Yeahhhh that seems to be a trend with Atlus remasters

#

Hmmmm I see what the problem is

#

maybe

#

the mapping is different in Golden

stone star
#

Feedback is very much appreciated

twilit harbor
stone star
#

It’s only a select few textures

#

Mostly ones that were changed in Persona 4 Golden

#

However, I include a few of my other upscales I did earlier this year for another project that didn’t come out.

stone star
twilit harbor
#

Ohh, I see

severe reef
#

oops\

#

wrong room lol

#

epic fail

stone star
#

PS2 Tiles

lime abyss
#

Dude

#

Is golden just a worse looking version of P4 lol

#

Those trees in samegawa plains is just criminal

low meadow
#

me to whatever atlus employees removed the soul from persona 4 (they say it was a change of direction but i think they just made excuses for not trying hard enough to emulate ps2 effects/textures!!!!!)