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

1 messages · Page 9 of 1

cursive cosmos
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They didn't say that though

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They never really called attention to a change in art direction, actually

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That's just the reason Brawler and others have speculated

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It's only really apparent to us now because they ported the game to console and PC and the changes were kept, blowing them out to HD resolution

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But for the small 5 inch vita screen, a lot of the changes like the removal of fog were at the very least understandable either for the sake of visibility or the sake of performance

sudden ether
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I don’t think P4G was particularly a technical showcase for the vita, it was probably more of a diminishing returns in the vita screen

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Me neither.

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Non issue until that. But once you see it, it’s hard to go back and not notice it.

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Ps2 P4 is just a ✨vibe✨

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The muddier look of the ps2 version feels more cozy imo, or more grim depending on the context.

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Not like P4 is particularly a serious game tho. It’s a wacky game with serious moments for the most part.

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It’s like: haha guy hits his nuts

Then: omg a dead teenage girl D:

and then: haha he landed on his wallet poor idiot

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I still prefer ps2 vibes tho

red root
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probably instead of a green tone it should go grey

burnt valve
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these look pretty good so far gabi. sorry I haven't responded much lately I've been sick 😔

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also I don't think anyone really notices or cares about the textures in P4G until you see P4, then it's like oh wow P4 does better in a lot of areas actually. but it's not enough imo to really ruin the experience

desert meteor
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Playing vanilla P4 made me realize how ugly P4G's textures are in comparison

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With that being said, P4G's textures are not bad

stone star
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Thank you!

cursive cosmos
stone star
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Oh yeah didn’t they recompress the textures in the 64bit version?

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Or something?

cursive cosmos
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I don't recall specifically right now if they did anything to them with the remaster update. AllI know is that they were notoriously poorly upscaled on the PC port

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Then again, since the remaster and 64bit update uses the original PC port as a base, I wouldn't be surprised if we had some kind of quality degradation process going on over time

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As in, some quality loss in the conversion/compression to PS vita, then more loss when those lossy textures got mangled in waifu2x, then even more loss when they got retooled for the console version update

quasi igloo
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the worst upscaling was done to p3p

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it looks so bad..

cursive cosmos
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Not exactly

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The problem there is that they used the same process as the P4G textures to textures that were even lower resolution to begin with

quasi igloo
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oh i was referring to the background images and cg images getting ai'd

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the textures themselves might be okay ish

cursive cosmos
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Yes, exactly

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All environment textures in both games were AI upscaled

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And they are pretty bad upscales all things considered

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People suspect it was waifu2x because of some of the artifacting

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But even if they used a higher quality or better trained upscaler, it still wouldnt look perfect

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It just shows the limitation of trying to remaster P3P in the first place

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Even if they could've gone and done what that P3P texture pack did of reshooting each individual environment background shot, 3D model and redrawing all other CGs, it probably would've been too much load and time for the budget SEGA/ATLUS gave them

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Especially when they also had to port P4G and P5R at the same time

stone star
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Hey does anyone know where this texture file is located? It's used in the shopping district but for some reason it's not located in f008_001 or f008_002 folders

severe reef
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Look in RMD

stone star
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Ah there we go

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thank you:)

stone star
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Hmmmm

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I'm probaly just doing it wrong but it doesn't seem to be loading

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Is this correct?
data.cpk/tex2/field/rdm/m008_013

severe reef
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forgot the m

stone star
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still not working:(

severe reef
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there's 5 versions of it

stone star
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Oh....

stone star
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still nothing

burnt valve
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nothing in the log?

stone star
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I’ll check another day

severe reef
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try saving it though Gimp or somethin

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becasue for some reason Persona Editor is a bitch sometimes

tacit viper
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i always save DDS through NVIDIA's DDS plugin for Photoshop and it works well

stone star
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I don’t think it’s the DDS

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Since they all seem to work

finite harbor
cursive cosmos
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I'd even go as far as to say that it's not even because of the vibrant screen either

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It's just a visual feedback/clarity issue

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Cause on a fluorescent CRT, it's no problem seeing the game, but when you shrink that down to a 5inch screen, suddenly having a foggy, low contrast scene can make it difficult for some players to know where their character is and where anyone is

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At least in extreme cases

cursive cosmos
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^^^

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People forget just how revolutionary (?) the P4G PC port was for the time

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It came out of nowhere and it pretty much paved the way for not only ATLUS finally embracing multiplatform development, but also more companies being open to putting their back catalogue on PC

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My only real disappointment is that, when it came time to "remaster" the game for consoles, they only seemed to have made some things worse and improved little else

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When realistically, that should've been the moment for them to hone in and polish the work they put on the PC version

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Then again, it is, for the most part, an identical experience to the PSVITA version

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And perhaps that's all it really needs to be

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It's like you said, only us who have the power of hindsight and hyperfixation that notice and care about all the minute differences

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Which is why it's great that modding communities exist to fill in that niche

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And I mean

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You said it right there

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It is a landmark, award-winning, widely beloved RPG

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At $20

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The alternative could've been a Nocturne HD situation

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$50 for a similarly barebones port where the $30 upcharge is that they added in voice acting

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Meanwhile P4G, for all the admittedly minor issues the port (to PC) has, is still really good for what it's worth

stone star
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Would it be possible to add this little thing in front of the school gate back in to Golden?

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For some reason they removed it

low meadow
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i always wondered where the gate track was in golden

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it didn't make much sense to not have it

finite spire
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No you didn't

low meadow
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no i really did

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lmao

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i swear on my life

finite spire
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No you didn't.

low meadow
finite spire
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You weren't alive when OG released

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Impossible

low meadow
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ok but i did go from playing p5 to p4g
p5 had one so in my brain i was like 'what'

finite spire
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Source?

astral fiber
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rin is a gate track enthusiast apparently

burnt valve
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apparently so... who even notices that stuff lol

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and even if you did, I mean Inaba is a rural town with a run down school, I buy it being different

burnt valve
cursive cosmos
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Nice role color change

astral fiber
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i asked someone at atlus about it (i have a connect) and, after a few emails with former devs, they said it was done to annoy rin specifically. they mentioned they're happy to learn it worked.

burnt valve
lime abyss
finite harbor
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My uncle works at Atlus too, can confirm

desert meteor
burnt valve
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the real answer is that I messed up the chara lighting so I need to go fix it lol

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this is to remind me to actually fix it at some point adachi_true

finite spire
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This sucks (it's P4)

desert meteor
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I originally took the screenshot because I didn't know there was a kotatsu there in Golden

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Yeah for sure lol

burnt valve
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the camera angle looks a little different too. I'm curious what would happen if I took the PM2 camera data from P4

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yes

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then again, maybe I'll run into weird clipping issues or something

frail radish
# burnt valve then again, maybe I'll run into weird clipping issues or something

in this case i wouldn't think that's too likely, any clipping issues from dropping in P4's PM2 camera angles usually comes from p4g being widescreen which would make the shot wider than originally intended causing clipping that'd be hidden otherwise, but here P4G has the wider angle to begin with so if you put in the original angle it should look just fine I'd expect

desert meteor
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I finally finished og P4, I posted this here before but I'll post it again since I found a bit more since last time (sorry it's kinda all over the place)

slim cradle
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I haven't caught up, did you happen to rotate your saves

desert meteor
burnt valve
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should've asked you for a proper save archive haha

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oh well

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if I play P4 PS2 before you finish it Austin, I'll rotate my saves and post them somewhere

slim cradle
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I'll get back to em this weekend, if not a lil earlier. I wanna get them done before the starting Tales of Graces, which releases tomorrow

slim cradle
stone star
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I know there are a lot of camera angle changes through out the game

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I hate dyslexia

slim cradle
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yeh the kotatsu scene is funny tho since the changes are usually framing related. I remember a few shots I couldn't use for comparison cause they changed the angle too much

stone star
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i c

burnt valve
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if anyone has documented more of the camera angle changes I'm interested in testing them later

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it should theoretically be a simple PM2 edit

stone star
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i can try my best

burnt valve
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ty

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oh and I need to add your texture changes into the mod 😭

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I wasn't expecting to get sick for so long skdjfhdhfjfjf

stone star
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no worries we understand

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This should be the most recent

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I know the Yukiko's castle has a different angle.

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though I think that might be due to the game spawning the player further up

desert meteor
stone star
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I’m currently recording some footage as well from the opening

burnt valve
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there's a lot of config choices now. starting to think maybe i should cut down on these (also wow you cannot read this shit on discord mobile at all lol)

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perhaps I should simplify it down. if you want P4 ENVs you also have to accept P4 textures

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the question is, is there really a use case for separate toggles that is worth putting this amount of effort into? because with this many options there's a high chance I make mistakes and honestly who is really going to use all these different options anyways

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how many people are really going to be like, oh yeah I want the P4 ENVs but not the textures! or vice versa, textures and not ENVs

finite spire
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P4heads will suck off the textures unconditionally

silver citrus
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i would say just simplify it and bundle the textures with p4 envs imo

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options are good but theres just too many here

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and if someone really wants a very specific combination they can just move around the files themselves

stone star
burnt valve
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honestly I'm worried there are too many options as is but I feel like I have all the basic areas y'know? I've had some people requesting toggles for specifically like the Dojima residence for example, so I wouldn't want to reduce that down to just Inaba as a whole

burnt valve
stone star
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Oh sure give me a second

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@burnt valve

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Or this is meant to be a callback to Shin Megami Tensei Nocturne’s audio quality

burnt valve
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oh wow

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that's wild

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I wonder if they partially did it due to it being easier to hear the characters like this

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bc the rest of the songs sound better so I doubt it's like some weird golden quirk

frail radish
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tbh the quality sounds the same to me it just seems like they made it quieter (and with less reverb?)

burnt valve
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that would be an easy separate mod honestly

tacit viper
burnt valve
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yeah I do like it being louder in P4 but I think it might be an accessibility thing

burnt valve
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also looking more closely at the visuals has allowed us to contribute a few fixes to tfp lol

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so that obviously benefits the visuals even if you're not using P4 fog restoration

tacit viper
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what is tfp

burnt valve
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texture fixes pack

frail radish
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texture fixes pack

tacit viper
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oh

red root
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...a reminder i really need to finish packing up that bustup fixes mod lisasigh

desert meteor
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Fake

burnt valve
tacit viper
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well, brawler did send it at 1:48, not 11:48........

burnt valve
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I move to dq moddaman based on using an ILLEGAL discord client adachi_true

flat dagger
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Luckily it's just a 2d plane it seems(?) so I might just be able to recreate

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But ripping this field is omega crashing amicitia for me

burnt valve
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it's so over

burnt valve
frail radish
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even if it wasn't originally i doubt anyone would really care if it was 'restored' as a flat texture tbh

burnt valve
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true lol

desert meteor
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I would 🙂

burnt valve
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anyways I doubt anyone would really care

flat dagger
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It does seem to be flat yes

burnt valve
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while you're here is there any chance of trying to recreate that Junes reflective floor trick?

flat dagger
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Well yeah you could

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Whats the original id again

burnt valve
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uhhhhh I think 009_004

flat dagger
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i dont see it

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unfortunate

burnt valve
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I feel like I remember you posting the P4 one prior... or maybe that was P3 Paulownia Mall actually

frail radish
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not sure if you mean something else but i see the reflected floor in that id

flat dagger
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I dont see it in p4g True

frail radish
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oh well yeah but that was established already i thought lol

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like you had already checked back here and saw it wasn't in golden

sudden ether
flat dagger
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to recreate this I would just have to make floor textures transparent (or mat) and then add those planes

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However, it doesn't seem like the uvs are exporting from the models? 💀

burnt valve
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it's so over

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it's a funny trick too bc it genuinely does look really good but then you realize you can't see your own reflection on the floor lol

midnight vine
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Perhaps it would be more apt to rename the mod "P4 Visual Restoration".

burnt valve
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I'm not really interested in changing the mod name at this time

stone star
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Off the floor

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If that makes any sense?

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Though I guess it would break the illusion if the camera moved…

burnt valve
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I don't think the camera can move in that area actually lol

severe reef
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it does during cutscenes

red root
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adacher sl i assume

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ye

burnt valve
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I'll just remove Adachi's social link

flat dagger
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as in, the texture is tiled too

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so baking would be rebaking the whole floor into some like 16k texture

burnt valve
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ok this is late but i've had a look at some of the textures and I've concluded that I should go through some of these fields again and double check their lighting with the new textures

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this feels a little more kiwami than it should be, for one, given the lighting on yu

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yeah, a little too much kiwami now i think

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although i have to account for the fact that the lighting changes in p4g

red root
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ps2 one looks nice with warmer lighting

burnt valve
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yeah

red root
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"kiwami" be damned

burnt valve
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this is the original (or rather the current release version)

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so everything definitely looks a bit more green lol idk why

red root
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brighter overall?

burnt valve
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hmmm actually

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well I didn't change the ENV at all

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these are gabi's texture changes

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i have a theory but im double checking

red root
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i mean just looking at the sky makes it clear its really bright

burnt valve
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you cant rely too much on the brightness

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load a save and stand there and you'll see that the lighting changes over time

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what it should not affect is how it looks more green than before

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ok. my theory was wrong

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p4g grass, p4 grass

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that would explain why it's more green lmao

red root
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lol

burnt valve
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but

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that source texture doesn't seem to be the same one used in p4

red root
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where did it come from

burnt valve
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good question

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hey @stone star when you get the chance (no rush ofc), do you know where this texture (first pic) came from? bc in p4 ps2 (second pic), the texture used there looks a bit different, it's like a texture that's partly grassy, partly not

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i didnt circle it but it looks like maybe the same texture is used (in both) on the hill to the right?

stone star
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I think I tried looking for it but couldn’t find it

burnt valve
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dang 😔

stone star
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I’ll double check

burnt valve
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like looking for the source tex or just the p4 tex itself?

stone star
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The P4 texture

burnt valve
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hmm
if you don't find it I can try looking for it. but I don't really know if I'd find it myself tbh 😭

frail radish
lime abyss
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the grass on P4 is nicer

low meadow
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i mean honestly i think the p4g grass texture works fine

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it has the nice green tint to it

lime abyss
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idk wth is happening here on golden

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the repeated texture is busted

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a lot nicer on p4

severe reef
lime abyss
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They "optimized" on way too much lol

finite spire
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That's not the definition of lazy

severe reef
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This was a port of a PS2 game to a handheld system from 2012

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They most likely optimized it

low meadow
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the vita was more powerful than the ps2, no?

burnt valve
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like that is not the stock P4G grass texture, as stated earlier

glossy torrent
low meadow
cursive cosmos
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I mean, that isn't always exactly true

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Console hardware of that generation isn't like console hardware nowadays where the architectures are all very similar and it's all about raw performance/efficiency

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They tended to have more specialized processors that were good at some things, but also not good at others

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So what I mean by that is that, for example, the PS2's chip was really good at handling alpha transparency effects at little performance cost

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But when you port a game to a console like the Vita, which doesn't have that specific advantage, you do have to work around it in some way

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Not to mention the whole thing about P4G being in a different engine altogether

tacit viper
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?
arent p4 and p4g both renderware or whatev its called

burnt valve
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no, P4G is on a proprietary engine

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same engine as P3P actually

finite spire
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Didn't that got confirmed as renderware lol

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Looking at P3P credits, at least

frail radish
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Nope

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Renderware doesn't get mentioned once in the credits LMFAO dunno where you got that from

burnt valve
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Renderware was bought by EA prior to P3P's release and they promptly killed it lol

finite spire
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No fucking way dude

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I heard it from one of you guys

red root
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thats how misinfo spreads

frail radish
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Yeah exactly lmao

finite spire
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Nah literally a modder dude

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But I do recall something about it being on the European version of the credits idk

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That shit's weirdass in general since that version has those triangle pointers for the bustups while the US ver doesn't

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Honestly not sure anymore

burnt valve
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you know the whole misinfo about P3F having shit code? iirc that was from a persona modder or someone adjacent, they posted about P3F's duplicate models and it was taken way out of context

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we'll just ignore the fact that P4G also has a ton of duplicate models, so it should also have shoddy coding by that logic, yet it is still on PC adachi_true

frail radish
finite spire
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All I'm saying is Adachi should have gotten his way

sudden ether
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Maybe, just maybe. P4G was ported to pc because they already had the engine for pc during development so it was easier to test stuff than going through the dev kit every single time

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Just look at those CHUNKERS

finite spire
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Considering FES loads faster than OG in some cases, probably not

sudden ether
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Redundancy was probably made to optimize seek times

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With both cd and dvd iirc the farther from the center the data is the longer it takes to load

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Now imagine you are like in end game, and you have to load Yu’s model which is at the beginning of the disc, the laser would have to physically move from the edges to the center

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It was just probably easier to make a duplicate of the puny sub megabyte model in the 4GB disc

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And given that they they’d pay for a 4GB disc regardless they use it all or not

stone star
sudden ether
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On why P4G, a cartridge game have such redundancies? Idk, maybe consequence of being based on a disc game like P3P.

Or maybe imported functions from the ps2

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Not sure if P4G actually shares code with P4 but if that’s the case then maybe that’s why it has such redundancies

stone star
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Time constraints?

sudden ether
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Why code every event to call the exact same model when you can just slap the old events in and save time

burnt valve
stone star
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I just realized one problem with the PS2 textures

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They have another version where they’re covered in snow

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Oops

burnt valve
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ooooof good catch 😭

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I guess there will have to be more substantial editing done...

frail radish
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just slap on a black and white filter boost the contrast and add a slight blue tint so it looks like snowy textures ez adachi_true /j

desert meteor
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Clearly the answer is to remove the third semester from the game

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Make it true to og P4 adachey

finite spire
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That's what I'm saying!!!

low meadow
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completely remove all color from ice cap to make it pure white

frail radish
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may as well go the whole distance at that point

remove all fog ruin all lighting so everything is fullbright with nighttime skybox broken transparency etc. etc.

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call it Persona 4 Fog Destruction adachi_baby

burnt valve
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I guess serious answer is you could do some tex editing to have like, P4G snow and P4 roads?

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I assume there is more than that but

frail radish
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id assume that depends on how p4g's own snow textures compare to the non-snow textures

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if they're just simple edits of the non-snow ones then recreating those edits might be feasible for p4 textures, if they're really complex or maybe even completely differen then uhhh rip skull_gone

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huh

well assuming i'm looking at the correct field id (010_005) it would seem that.... they used the original P4 textures as a base for the winter fields to begin with soooooo... ATLUS did the work for us???

desert meteor
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lmaooooooo

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That's really funny actually

finite spire
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Zased.....

frail radish
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another example, p4g (winter), p4, and then p4g's non-winter texture just to show that it is in fact different from the first two (the grass pattern on the left half of the texture is the main difference)

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just noticing after the fact that the dirt in the p4 texture here is slightly green tinted... truly the kiwami seeps deep /j /srs

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hmm guess its a field-by-field basis sorta thing, looks like f009_005 (winter food court) uses the P4G textures as a base for a winter version

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f010_006 also uses P4 PS2 as a base it seems

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so ig when they were making winter versions of some fields they just used whatever they happened to immediately have which for the flood plain was ps2 and ig for junes was p4g

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interesting for sure

severe reef
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I know that Dojima's house has some low quality textures that are seemingly unused

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could those be a PS2 carryover?

frail radish
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wouldn't really know which ones specifically to look for but just kinda skimming over the golden and ps2 textures next to eachother for 007_001 (which is outside dojima's house which might not have been what you meant lol) there are definitely some ps2 carryover textures in there

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i think all the fields do to some extent but usually they're unused like you say

severe reef
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I know for certain that the texture in the red box is its own texture

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This one I have no clue where it could be used

frail radish
severe reef
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that texture is named f007_002_syoumei

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this one (its edited)

frail radish
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oh so this one then?

severe reef
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its the celling light

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yeah

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I'm talking about the one I highlighted

severe reef
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there seems to be a lot of textures that have lower quality versions of them in other textures

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like this has a lot of things from f007_002v_misc_04

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Theres also some unused things here too

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the yellow thing in the top corner and what I think is a thermostat?

burnt valve
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if it doesn't end up working out, perhaps we could just need to do editing for mid winter textures. whether that's too much trouble in general is something to be figured out later but I know for sure it would be too much trouble rn for more than a select few textures

burnt valve
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W

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tysm

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so I guess we use this for the normal texture and then can we leave the winter grass texture be?

stone star
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I guess?

stone star
low meadow
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i'd say do so to make your life easier

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also since you're bundling the p4 textures with the foggy p4 envs, wouldn't a better name for this project be Persona 4 PS2 Restoration?

low meadow
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ah

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fair enough lol

burnt valve
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I've already explained several different times in detail why I don't think the name of the mod really needs to be changed anyways

low meadow
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yeah it's ultimately up to you, i just haven't been in the loop as much recently

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gomennasorry

burnt valve
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its ok lol

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i just dont think its necessary and i am not a fan of changing the mod name unless there is a sufficiently good reason to

low spoke
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Petition to rename Fog Restoration to POG restoration when?

twilit harbor
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Wait so the areas that are unique to p4g

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They will be noticeably different quality wise ?

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And some will look completely different despite only meaning to be slight differences like snow grass?

burnt valve
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I'll get there when I get there. rn the only p4g exclusive field that's changed is the hollow forest and all I did was decrease contrast slightly, from 1.05 to 1.00

low meadow
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i always forget hollow forest exists cuz of what p4g did to me

burnt valve
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huh

slim cradle
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I got saves up to November 8th to upload shortly. Idk what all is accessible already, but you do get some of the central shopping district at night

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no clue if its relevant but if the food court floor is changed this might be a good comparison shot, I dont remember how it looked in Golden. Just throwing it out since it came to mind

burnt valve
slim cradle
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yeh

burnt valve
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realizing that the late summer thing essentially means 2 separate sets of ENVs for sunny weather. 😔

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there's that + foggy December, then golden exclusive snowy and mid winter cloudy/sunny(?)

slim cradle
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yeah and that made me do a double-take to the tv cause windows night light makes it look even redder

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Were my saves put anywhere or am I good to just throw them in my google drive & continue

burnt valve
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I'm not sure. I'd probably say throw them in your gdrive

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do you have a link to it/can I link it in modding resources?

slim cradle
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guess the zip file in there's out of date

burnt valve
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oh wait

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looks like I have already linked it and I just forgor dark

round rockBOT
burnt valve
#

oops lmao

slim cradle
#

ah lmao mkay perfect

cerulean ember
slim cradle
#

Up to November 24th is up, fog is in townchiedance (pic unrelated)

quasi igloo
#

the samegawa flood plain cat is one of my top 5 cats in persona

low meadow
#

every cat is my top cat in persona

#

except morgana

#

fuck that guy

burnt valve
#

P4 is the best game bc it has a lot of cars you can interact with adachi_true

astral fiber
#

here i thought it was because of rise risemad

burnt valve
#

I mean yes but rise is also in P5 and P5 is P5 so clearly there's something else here

cursive cosmos
#

Rise is a cat

red root
cursive cosmos
burnt valve
#

gah that's really cute art I love that

#

do you have the link to that?

low meadow
quasi igloo
#

but the giant cat that has kittens from p3fes …

glossy shale
#

I just want to say I watched the 1.5.0 trailer on my actual real composite CRT (not one of my shitty reshades lmao) and it was incredible.

slim cradle
#

Just gotta get clear data but I'll throw everything besides clear data up

burnt valve
#

awesome :) I might switch over to those saves tbh for future work

#

definitely will shout you out in the mod credits once I do that bc saves like that are a rly invaluable resource

slim cradle
#

I appreciate that! Yeah know how that is. I'll be ready for that remake now thochiedance

burnt valve
#

noooo they have to wait to announce the remake until I'm done with this mod </3

low spoke
low meadow
#

p4 remake will have zero fog

#

they will rewrite the story to remove any mention of fog

desert meteor
#

the mist is coming

low meadow
#

the shade is coming

slim cradle
#

Last save & clear data up finally time for tales of graces femc Frankly I should've been offering archived saves for a lot of games I covered when there aren't any already, none of them are as well organized tho. I look forward to my next P4 playthrough when this mods complete too ^^

white ruin
low meadow
#

mexico filter

cerulean ember
#

Heyo there. I've been working on the Heaven Showcase and I wanted to ask which clip is better - one with logos or the one without logos. I know the logo isn't always present in the one with logos part but I try to only show logos when it is a little more subtle of a shift since some ENVs are vastly different from the vanilla counterpart.

finite spire
#

Say fuck people that didn't see OG

#

Let them be surprised about it

#

No logos

#

Planning to show off the end of Heaven when fighting Margaret too?

cerulean ember
#

Yeah, it's a part of the Heaven Showcase, since it seemed more fitting than just a standalone vid.

finite spire
#

Yeah that makes sense

cerulean ember
#

It's in the vid for both of em xD

finite spire
#

Uh

#

It seems my internet died and it just stopped on bosses

#

Well that's stupid

cerulean ember
#

Strange. It runs fine on both my PC and on my phone.

finite spire
#

It's just on my end

#

I thought it ended there lol

#

Thinking of it

#

The music choice there's odd

#

Wouldn't that be best saved for a Magatsu Inaba showcase

cerulean ember
#

Brawler suggested that I use New World Fool. So I swapped the boss fight theme for that instead.

desert meteor
#

Make it Unavoidable Battle (P3P reference)

finite spire
#

I hate that song too

#

Lmfaooooo

#

I guess I'll Face Myself is too tied to the dungeon bosses

#

I feel like I'm forgetting something

desert meteor
#

Could also do Battle Hymn of the Soul (Og or P4AU ver)

#

But then again, that's not P4/G music sooooo

burnt valve
#

my thought was

  • I'll face myself was already used in a prior video, didn't want to just do it again
  • Adachi video probably won't have new world fool, I think it'd probably have almighty instead
  • I forgor about the other Margaret music
#

I actually do not really like unavoidable battle that much either 😭

lime abyss
#

at 0 51 you should probably move the fog logo to the left and not on the game Ui tho

slim cradle
# cerulean ember Without Logos

So I always do logos whenever I can because you want parts of these videos to be screenshotable. If people wanna share the changes to show off to friends or whatever, it's easiest to do with a part that has logos present. You're providing the most accessible way to share your video with stills from it

#

There is a balance to find in frequency and logo size cause it can get distracting or even pointless like insulting the viewers intellegence, but it's something to keep in mind of "how will this comparison look if it's screenshotted and shared in a chat"

burnt valve
#

yeah loaf had asked me for advice on it but honestly this is a pretty tough case 😭

#

for me at least it seems tough

slim cradle
# lime abyss at 0 51 you should probably move the fog logo to the left and not on the game Ui...

This is also a good point from the ui being visual noise behind the logo but also cause where the logos are may be expected to be consistent when it comes to directional wipes. However I like how it looks during the comparison with the circle wipe out. The different positions are fine there

This is very well done tho & its coming along nicely. I'm throwing things out but you can use your own judgment cause it's been pretty reliable so far

burnt valve
#

I felt a lot of the battlefields could use them bc they aren't so obvious but I guess perhaps there need to be logos for some of the side by side comparisons, not so much the other ones?

slim cradle
#

I agree when it may not be as clear yeah. There is a more creative goal to these trailers than what Im usually doing so theres a case to be made its not always needed. Tho If I were to link the video in a chat & want my friends to actually click it then I'd be using something like this

#

This is what thumbnails are for tho anyway, so it's not a big priority either

burnt valve
#

speaking of thumbnails I always struggle with those. do you have any advice while we're on the topic lol

slim cradle
#

The longstanding meta is having something like a character be a big focus. Generic "guy makes dumb face" reaction thumbnails don't just work cause of stupid faces, but you're so personally aware of the person. So that's why I try to do characters at least chest-up

burnt valve
#

I guess with something like this it is supposed to be a showcase of the field changes too. so that's always been kinda tough for me to figure out a good thumbnail for those

slim cradle
#

A comparison for the thumbnail is so insanely strong though. It's too effective at pulling people in

finite spire
#

That's kinda tough, thinking of it

So it's just a Nanako bustup

But that's spoiler stuff thumbnail wise

severe reef
burnt valve
#

we love the clickbaity red arrows and circles

but in all seriousness I think as someone who is not really up to date with the YouTube video meta (or ever has been, really...) I do genuinely struggle when it comes to thumbnails

#

for mods it's totally different bc you just show off what the mod changes or in the case of this mod for example, you have a nice looking thumbnail and that's that (although when this mod reaches 2.0.0 I think I'd like to update the thumbnail if possible)

slim cradle
#

I've been told before to not do Text at all, cause that's what your title is for. I haven't personally had results to back that up though, I think text or logo at least is more expected in this sort of space

severe reef
#

You could do a split down the middle

slim cradle
#

On gamebanana I'd apply this too but that's hard, thumbnails are too damn small there

burnt valve
#

yeah lmao no kidding

#

I don't know if the thumbnail I went with on GB was ultimately good

#

but I think it's a bit different because it's a modding community. people are already in the loop. so they look at the name and it's like oh shit

silver citrus
#

honestly its kinda hard to make a good, authentic thumbnail for youtube for something like this

#

without just

burnt valve
#

somewhat nice thumbnail for a big mod goes a long way

silver citrus
#

applying a gigantic pixelate filter to the vanilla side and putting red arrows pointing to the "good" side

burnt valve
burnt valve
finite spire
#

I honestly never thought of it as a science

silver citrus
#

replace everyone with siu director

#

game of the century

burnt valve
#

gonna learn how to work with P5 models to make that a mod

#

(I know nothing about models god)

slim cradle
#

Yeah its tricky cause I wanna say split down the middle is a very safe & successful approach, but that doesn't leave a lot of creative room for logo or text placement

burnt valve
#

victory screen clearly works lol. but for different showcases I wouldn't want it to just be the same thing... man it's tough

slim cradle
#

Yeah youtube has a feature where you can upload multiple thumbnails & you'll get results as to which ones people click more

burnt valve
#

I mean I'm also not a big YouTuber and I don't ever plan to be one lol. but it would be cool to get some attention for these videos and stuff

slim cradle
#

The ones overloaded with shit keep getting more clicks

burnt valve
#

tbf though the showcases have been slow. just the reality of all of us being busy 😔

slim cradle
#

That's why Kotone wasn't in the P3 thumbnail either

burnt valve
#

it's all just showcases of work that was done at initial release too

#

ALSO doubly hard bc Heaven is spoiler territory lol

slim cradle
#

Honestly the fog itself is so strong, I don't think a character is needed

burnt valve
burnt valve
#

in this case I think I could get a shot of the 1st ENV of heaven and it might work out

slim cradle
#

You can think of a thumbnail the same way I was describing a screenshot, if you had to pick a single comparison to show someone to get them to click then it should be that one

#

Which won't necessarily be characters close up

finite spire
#

Maybe an overview of a striking part of the dungeon

The entrance, the end, or even the field where battles happen

burnt valve
#

wish I could have applied this knowledge retroactively for the earlier showcases. I can still change the thumbnails but

#

oh well

slim cradle
#

I'd also fuck around with an angled line in the middle, angled lines are my favorite creative crutch

#

It'd be worth going back to update them

#

Every new video is a promo for all of those videos

burnt valve
#

definitely a lot of lessons learned with putting together each video too haha

#

I might look at it tomorrow then. surely it can't take that long to do....

#

surely

#

I'll drop some drafts in here when I do actually get around to it (hopefully sooner rather than later)

slim cradle
#

I have notes I can share sometime. My old YouTube network gave me a ton of very valuable info in the beginning

burnt valve
#

that'd be nice. again, probably not gonna go become a big youtuber but it would be cool to get the views lol

#

one of the things I cannot do is consistent content anyways

#

no time 😔

slim cradle
#

I think you can work around not being consistent at least to just get some deserved attention on it

#

For this, just having a catalog of videos people can marathon will help. The thumbnails and playlist will help clue people in as soon as they finishing watching 1 & telling them there's a dozen more of these to check out

#

This is just how you get people to click, too. Thankfully imo the mod is such an impressive endeavor & Loafs editing is so good that that's what will keep people engaged in the videos and the project already

burnt valve
#

sounds like I've got a little side goal with this mod to get out of the way haha. haven't really had the motivation to work on it, I've been working on P3P PC audio, but it's nice to do something for it regardless

#

it does kinda suck sometimes reading YouTube comments bc people are ruthless at times lol

#

last video I posted, someone started a dub vs sub argument bc loaf records the English dub for clips

#

and then there's always some people who are like, oh this looks the same, or oh this looks awful

#

and like I guess they're a little blind if they think it looks the same haha but it hurts a bit regardless, to put so much work into something only to get that

#

but I digress. I need to get to sleep anyways it's rather late for me... again will post updated thumbnails when I get around to them soon(TM)

slim cradle
#

Yeah getting the wrong people watching, get the larger audience and there will be more positivity

burnt valve
#

it is mostly positive anyways it's just that the one or two negative comments do stick out :') oh well...

slim cradle
#

Think of it this way, if people click BECAUSE of strong contrast in the thumbnail, those people will be more positive. They already agreed they see the difference by clicking on it

slim cradle
#

I've learned a lot of youtubers who don't upload like every day have anxiety over every upload

white ruin
#

Dub vs sub people should be ignored entirely

slim cradle
#

Yeah though it sucks the people that are intelligent have to share the same space, makes it harder to pick out. Not just that though, people can be so needlessly hostile

#

But they don't realize their comments read as that negative. One thing I've thought of is I gotta just ignore a comment if I'm starting to put more thought into what they said than they did when they typed it

finite spire
#

(delete the comment)

#

It's an option

slim cradle
#

Some people (deliberately being hostile) look for that too, they don't know downvoted comments get automatically hidden tho lol so that's their problem then

lime abyss
#

I like side to side comparions with the logo

#

But if there's game UI don't put the logos on

#

048 to 051 logo is not needed 108 112 not needed either

#

I'd do a mix of logo and logoless comparisons

cursive cosmos
#

Or to be more accurate, nobody is more confidently wrong than a youtube commenter

#

So they're not only wrong and dumb

#

But they're really smug and hostile about it

slim cradle
#

That part is frustrating because it is true that if you say something wrong confidently enough, people will just believe you. So I get occasional comments that are pure unsourced gamefaqs misinformation but being upvoted makes those comments seen more

finite spire
#

It's true

#

It's kinda funny

white ruin
burnt valve
#

50% high counter

burnt valve
finite spire
#

You can do the opposite

#

It's Jp track with Jp subs

burnt valve
#

also true but unfortunately the clips have already been recorded lol

finite spire
#

Cuck your viewers by not using English Adachi for the next one

burnt valve
#

nahhhhh I can't do that lol

#

wonder how hard it would be to replace Adachi's model with Nanako's in one of the events just for screenshot material

slim cradle
#

This was a good example about FF6. I spent 4 hours fact-checking anything in this comment and none of its true

burnt valve
#

didn't you have some people claiming that P4G's visuals were due to system limitations or whatever in your P4 vid?

slim cradle
#

Their stat growth is determined by their equipped espers what do you MEAN "stat differences" ????

tacit viper
#

i see tons of misinfo for unlocalized games in a community im in but i cant imagine that for localized ones lol

slim cradle
burnt valve
#

yeah it's kinda funny bc you look at P4G vita and it can run most of the fog mod just fine

finite spire
#

I like the confidently wrong fact checkers

#

The one where they go

slim cradle
white ruin
#

Lazy Atlus smh

burnt valve
#

the things it can't run aren't necessarily system limitations, but just that P4G does things differently than P4 so you need patches to do that, and well, I don't know how to do that on PC let alone vita. and unlike PC where swine carries, idk anyone like that for vita

finite spire
#

Uhm ackshually, x thing is still in the later versions

burnt valve
#

I mean who mods P4G vita in 2025 😭

white ruin
burnt valve
tacit viper
#

yokai watch is not really that big
but boy do i see lots of misinfo from overly confident people

astral fiber
burnt valve
#

yeah probably a big factor

finite spire
#

Hmmmmmm

burnt valve
#

we can speculate but the fact is, it's not system limitations P4G literally has fog

#

turn off the fog in P4G dungeons and it suddenly looks very silly

tacit viper
#

i think pixel only speculated that it might have been part of it but we dont really know for sure

burnt valve
#

we can do nothing but speculate anyways idk why people are so confidently wrong with it 😭

#

unless ATLUS comes out and they're like yea sooooo

slim cradle
#

It does come from the other ps2 games that had ports where that was the case. PS2 did handle transparency effects uniquely but P4 is an exception

#

But that's for moving transparency effects, and layers of them

#

P4 doesn't handle fog like Silent Hill

burnt valve
#

there's also a few things that P4G doesn't have where maybe that is system limitations idek

#

same deal with P3P/P3F though

#

that cool screen warping effect in the TV world/Tartarus? gone

#

but actually P4G does have a screen warping effect in the Marie battle whenever she uses a skill... and also in the beginning dream sequence when you wake up and find yourself in silent hill

white ruin
#

In any confusing situation, blame the devs laziness

burnt valve
#

true... can't believe ATLUS just made P4G a shitty cash grab

finite spire
#

Can't believe they aren't at the top of their game and didn't port EP psp

#

Thinking of it, sega buying them out was around that ballpark

white ruin
slim cradle
#

Those PS2 effects would also have to be replaced not just toned down. They'll either be bruteforced (MGS2 on Xbox) or redone from scratch (Silent Hill) or outright removed. If I'm understanding how this mod works, how fog works isn't really reprogrammed right?

burnt valve
#

correct. this functionality is already in the game and actively used

slim cradle
#

oh P4 also does have a moving fog effect layering transparency actually, entrance of the TV world

#

not "fog" but yeah

#

layering transparency

burnt valve
#

I think to be honest, a lot of the limitations we're running into are also just, they didn't include this thing for whatever reason (one can speculate on why) and we don't understand the engine well enough to add those back in (or don't have the skill set to do so)

#

like the skyboxes for example, they're done two different ways between P4 and P4G.
P4: field specific, don't change with weather
P4G: weather specific, don't change with field

#

...now, even with the skybox patch to enable unique skyboxes per field, P4G handles things differently than P4G. frankly my stuff with that is a recreation rather than replicating PS2 functionality... not exactly sure if there's a system limitation there

slim cradle
burnt valve
#

it's funny if you look at P4G's events. everything is frame dependent. and the game was meant to run at 30 fps

#

hardware ends up being an issue. to this day, some effects in P4G64 are framerate dependent

#

the TV static effect for one...

#

this is why I think the best framerate to play P4G at is 60 fps, not 120

#

unless you remove the TV static and ff

slim cradle
#

oh I hadn't considered the static, thats funny

burnt valve
#

if there were ever a way to make those effects not framerate dependent... but it's unclear how those even work anyways

#

all you can do in P4G is change the texture

#

maybe you aren't

#

I for one prefer ranked dojima residence

white ruin
finite spire
#

I recall higher framerates making anims feel slower

#

Those were the days

cerulean ember
red root
#

play both jp and eng track at the same time :)

finite spire
#

Make Adachi use Jp voice specifcally

#

Everyone else is Eng

white ruin
low meadow
sudden ether
#

The director was cut

low meadow
#

i love how we all quote the fucking cybershell video lmfao

sudden ether
#

Yep lmao

burnt valve
#

guys

#

look what loaf found

#

thumbnails will no longer be an issue lol

red root
#

what is it?

frail radish
#

free cam i assume?

red root
#

ah

finite spire
#

When is dlc cam dropping

burnt valve
#

yep, free cam

#

well the free cam already existed but there's a confirmation that it works in dungeons

burnt valve
#

I don't think you want it to drop

burnt valve
#

debug meu

red root
#

meu

scenic dust
#

Just to add to that, it was in the latest version that I made it so you can actually use both the env and fbn menus in the mod menu. Apparently a bunch of ones that I shared either had no update info or were on version 1.0.0 so you probably need to manually download
https://github.com/AnimatedSwine37/p4g64.debugStuff/releases/tag/0.0.4

GitHub

0.0.4
Added very WiP support for the FBN Editor menu. This is mainly useful for freecam and removing NPCs currently. Trying to move existing or new ones causes a crash :(
The keybinds for the ENV a...

#

(I wonder at what point I just put this on gb so it's more public, maybe as a wip that'll never be finished...)

frail radish
#

Might not need to upload as a WIP arguably; one could argue that it is in fact a finished (if limited and probably buggy) mod that you just add features/functionality to every now and then truefuuka

#

though having it under a WIP to hopefully limit people using it needlessly or complaining about something not working under the assumption that it should work flawlessly would be nice jkjlk

burnt valve
#

or you could gatekeep it for cool people like us adachi_true

frail radish
#

also truefuuka and fuukabased

burnt valve
#

it could probably go on GB now, just add disclaimers about its functionality. honestly it is a very niche tool anyways so I doubt many people will be getting it to try to cheat when CSM exists

#

you could also probably just leave it off for a while. again niche tool so whatever

scenic dust
#

Yeah, I'll think about it. There are more pressing things I should do first...

burnt valve
#

yeah lol. definitely don't prioritize debug meu at all. you've done plenty for it as is

#

and rn i think the people who need it have it

frail radish
#

It is open source anyways so even if someone needed it to do more than it does now in theory they could try to do it themself adachi_baby whether or they can or will is another question but the point stands

#

I mean that was basically what I did with LEET lol, wanted it to do more stuff so I just dove in to add more to it that I wanted/needed and uh now my fork is basically the definitive version of it jkjlk (granted LEET is probably way simpler to try and edit with little experience than this would be but uh. have confidence!)

round rockBOT
#

I found your freecam from an old thread and tested it from there.

For those curious, it was this thread:

[Reply to:](#1182897587838275614 message) Just to add to that, it was in the latest version that I made it so you can actually use both the...

Umm ok

Jump

[Go to message!](#1234254165329449031 message)

halcyon ledge
#

how bad is consistency between the changed fields and vanilla (golden) ones?

#

the ones that are not finished yet

burnt valve
#

so the way I've been handling each update is to focus on a specific weather for as many fields as possible. with the other weather, it will stand out a bit.

I would say the main thing is that P4G sets the contrast of all its fields to 1.05, whereas P4 and this mod use 1.00. it's a small difference but definitely noticeable

#

if you want a guarantee that it will not be a jarring difference, I recommend disabling all Inaba ENVs and only having TV world stuff. I think otherwise it stands out only a little bit

halcyon ledge
#

k thanx

halcyon ledge
#

thank you for your mod, not having it would be a dealbreaker

#

works nice

burnt valve
#

I really should continue work on this mod at some point I just haven't had the motivation 😔

#

I basically haven't touched it since the Christmas update...

desert meteor
low meadow
#

what are you, not getting paid or something?

burnt valve
#

you can fix that

astral fiber
#

brawler soon

burnt valve
burnt valve
#

true...

low spoke
burnt valve
#

I'd like to commission someone to pay me to make this mod

#

realistically though the issue isn't money bc my job pays me plenty. the issue is my free time...

burnt valve
#

oh my god i already got one

finite spire
#

Pay them to pay you

#

Duh

low meadow
#

i'd like to commission someone to steal this mod page from brawler and give me all the glory

halcyon ledge
#

oh, i also noticed that lighting in the shopping district (south) is considerably darker compared to both vanilla golden and ps2 version (not the lightmaps, but the actual lighting, on the sides of the buildings). im not sure you can do anything about it, but i thought it is worth noting

#

it makes a stronger contrast with the lighted sides of the buildings

burnt valve
#

which weather? (or is it both rainy and cloudy)

#

I'm not sure I can do anything about it, I know with some of these I was also working around the different golden textures

#

but I can do another pass on it

burnt valve
#

which looks better? or do neither of these shots look good

#

better?

severe reef
#

center them

burnt valve
#

nah, that doesnt look good

severe reef
#

please show

burnt valve
severe reef
#

yeah I can see it now

fleet tinsel
#

i would still add the full "heaven showcase"

burnt valve
#

I'd cut it originally because the thumbnail text for the other videos got really long 💀

#

heaven is a short dungeon name

#

marukyu striptease is not lol

#

(I've been remaking the thumbnails)

#

the first video is a generic, intro to the TV world, which is even more text...

#

the showcase videos have been progressing slower than I'd like but they're also showcases, so it's not super pressing to me...

red root
fleet tinsel
#

or honestly just "rise dungeon"

#

or if you REALLY wanted to just "rise showcase"

red root
#

thats longer

#

or go cowards route and call it "Theater" naotroll

burnt valve
#

it's all just long names 😭

#

the point is moreso I ran into that issue and I need to find a good way to resolve it...

#

I went to the second line but it started feeling like the text was taking too much screen space

fleet tinsel
#

you should just make priorities

#

if its too long to be the actual dungeon name, shorten it

#

if its too long even then, replace it entirely with something else that fans will understand

#

and if that either doesn't make sense or is too long, as a last resort just have the dungeon name

scenic dust
#

Do you even need the text? It's pretty obvious which dungeon it is just from the screenshot and presumably the title of the video would also have the dungeon name in it

burnt valve
#

I was going back and forth on whether it looked better with or without text. I'm still not sure but I stuck with the text for the time being

#

I'll probably move the logos around later but I don't want to waste too much time on this lol, I would like to get to some of the sunny Inaba fields at some point

burnt valve
#

someone was complaining about the showcases using dub in the last video I uploaded. so I decided to address their concerns (enjoy the preview) https://youtu.be/dtOROUCp8Iw

This is a showcase of Secret Laboratory (November dungeon) with the P4 Fog Restoration mod. Major spoilers ahead!

P4 Fog Restoration is a visual overhaul mod for Persona 4 Golden that aims to restore the visuals of Persona 4, bringing the fog of P4 to modern platforms at last.

Download: https://gamebanana.com/wips/86080
More information: https...

▶ Play video
#

loaf does most of these to be clear, there isn't a lot of my time going into these. I've just been taking a long break from this mod 😭

#

I had thought about this though and foggy Inaba might be easier to knock out of the way bc I don't think any of the fields have skybox textures

halcyon ledge
#

ew dub

low spoke
#

When will P4G be dubbed in French

halcyon ledge
#

tomorrow at 12 pm

burnt valve
#

I don't even have a problem with JP VO but I can't ever do any JP VO videos for this mod now because people got annoying about it 😭

finite spire
#

Somehow force Eng dub only when using the mod

#

It'll be peak trust

burnt valve
#

pffffff

#

9/11 for JP VO diehards

#

I think I could actually do that but obviously I won't lol

low spoke
#

Just make an April fools version of the mod where it replaced all the voice lines with ribbit

white ruin
burnt valve
#

too much effort 😔

red root
white ruin
burnt valve
#

no it doesn't

#

what are you talking about?

#

(thank you)

halcyon ledge
#

is heaven a part of the new update?

#

or is it just a showcase of something existing

burnt valve
#

just something existing, it's been in the mod for a bit now. the showcases are just being dropped very slowly bc they're not a priority (but honestly I haven't been working on this mod lately either, low time)

halcyon ledge
#

i also mentioned an issue with the lighting. here's the comparison

halcyon ledge
#

and don't mind colors

twilit harbor
#

Fog looks a little yellow in the golden one, huh?

burnt valve
#

there's a few areas where I can't do too much about the lighting. this might be one of those cases - it seems P4G handles its lighting differently from P4 (not surprising, they're two entirely different engines)

burnt valve
halcyon ledge
#

the colors are ok, the yellowness is caused by my reshade config, i added a little bit of color grading

#

on foggy days, ps2 version is pretty grey

#

in the shopping district, at least

low meadow
#

reshade 🤢

silver citrus
#

reshade is fine its just that the majority of people dont know how to use it and end up making something like this

low meadow
#

that's all reshade is to me lol

silver citrus
#

it can look pretty nice, i used it for P3D vita since it looks kinda dull without the low res bloom (right is reshade)

low meadow
#

rtx off: rtx on:

tacit viper
#

one time i saw a p5r reshade that somehow made the title screen models that have just one color somehow not be one color

quasi igloo
tacit viper
#

that was me calling it a bad reshade not me wanting them different colors adachi_true

quasi igloo
#

oh lmao

burnt valve
#

unrelated

#

i decided to just make it red

#

it's... roughly what it looks like in P4 at that pt

#

...maybe it's a little too red

#

dont think i can do much ebtter than this

#

not sure whether this will be a small or big update but i just wanted to do these fields that arent affected by weather

burnt valve
severe reef
#

I can look at the files for that field

#

@burnt valve its a texture

#

a lot of lighting effects in this game are surprisingly texture based

#

heres the new one

burnt valve
#

where is said texture stored?

severe reef
#

its sored in the the field texture folder

severe reef
#

the rainbow is sored in the RMD folder

#

or the more colorful one

#

that folder is called m016_022

burnt valve
#

mmm this isn't it

#

it seems they just removed the animation entirely

severe reef
#

Yeah

#

The new one is in the folder I said first

burnt valve
#

i was mainly referring to the animation itself

#

was hoping that was still present in some regard but i guess not

severe reef
#

theoretically you could edit the field to make it animated lol

burnt valve
#

you make it sound so easy

#

lol

desert meteor
#

Just add the animation back in ezpz adachey

severe reef
#

just port the original P4 to pc lol

#

the Sonic fans did that with their game

burnt valve
#

if I could harness even a fraction of the power that sonic fans had, this mod would've been done years ago 😭

red root
#

persona 4 recompiled

modest lynx
#

You need the power of the Chaos Emeralds Brawler

burnt valve
frail radish
#

Yu narukami sat on the chair that makes you kiwami 💔

Ok obligatory joke done looks pretty good :3c

#

Actually if anything the more apt comparison would be silent Hill with that level of like static filter lol

quasi igloo
# burnt valve

wow that looks sooo much like the ps2 version it’s kind of crazy

burnt valve
#

there's like a lot of moving particles basically, that's what's with all the clutter in the air

#

P4G does have this for some fields but it's much more minimal

#

I am wondering if there is a better implementation of those particles that would make it closer to P4 PS2 though. I'm thinking there has to be, but to be honest it took me long enough as is to start working on this again, my motivation to look into this is truthfully kinda low. (if anyone wants to look into it be my guest haha)

#

will give a basic explanation in a bit if anyone wants to look into it (it would be appreciated haha)

finite spire
#

Fog's made out of piss

#

That's OG P4 alright

burnt valve
#

well so as far as I can tell, those particles are handled two separate ways in P4G

  • existing in the field as some sort of mesh or something (idk the right modeling term) - this is used pretty much exclusively in P4 and in several areas in P4G, albeit greatly reduced
  • an overlay - simple, but limited overall and vulnerable to camera movement making it look weird - P4G has several of these
#

currently I have the new particles implemented via the latter but I am wondering if it would be trivial to port them over from P4 somehow

#

that would be better if that was possible

dawn dock
#

Hey guys this is Jadusable - the guy who wrote BEN Drowned - and i'm working on another series and was wondering if I could get some advice? I'm working on making a cut alternate ending for Persona 4 Golden with some of the awesome people in this community and was wondering if it was possible to start this "bad ending" from this cutscene, but before Naoto calls https://www.youtube.com/watch?v=ZsXzRTGdEtM . And then have the player be able to run through an empty Inaba to get to Junes (but using the "fog" enviornment from Persona 4 that you can better see here - when the man in the fog expresses anger that the people throw in the TV get saved). Is this something that can theoretically be doable?

If you fail to complete the true culprit’s dungeon, Magatsu Inaba, by the deadline, Tohru Adachi emerges victorious. The world inside the TV merges with reality, allowing Shadows to cross over into your world.

Naoto Shirogane calls you on the phone, only for you to hear her die mid-conversation. Your protagonist then blacks out and awakens in t...

▶ Play video
low meadow
#

i don't think this is really the best place to ask :P

dawn dock
#

Oh, I apologize if it isn't. It was recommended to me to try asking here first and see if its possible to apply the fog enviornment into regular inaba fields

burnt valve
#

should be pretty easy

#

normally you should ask elsewhere but this is like the only P4 project that has really done anything with ENVs so there's that

#

I'm actually working on similar foggy environments for the mod right now. granted, it's not that fog, it's the December fog. but I think something like what you're asking for would be trivial to make.

#

I guess, what are you looking for here exactly? what fields/weather/fog would you want to work with

dawn dock
#

Do you have screenshots of the December fog that I could look at as a reference by any chance?

burnt valve
#

that's probably the easiest one to do

burnt valve
#

I ask about weather specifically because fog effects are handled per weather type

#

so if you're going to be recording on a cloudy day, I need that info

dawn dock
burnt valve
#

there's only one set of ENVs for it. I can try to throw something together quickly when I get home

#

also - to be completely honest I've never heard of Ben drowned before despite probably being of the age where those sort of creepy pastas would've been relevant, so when someone told me about it I was like huhhhhhh lol

tacit viper
#

why did ben drown

dawn dock
#

poor bro couldnt swim

burnt valve
burnt valve
tacit viper
#

nah, i’d swim

burnt valve
#

what fields do you want fog for?

#

I assume north and south central shopping district, outside the dojima residence, anywhere else?

#

I can look at this when I get home which I think would be about 4ish hours or so. I would think it would be trivial but it really depends what you end up wanting with it (ex: do you want the fog to look different? do you want more fog like in that cutscene where you can barely see anything? etc)

dawn dock
#

I can boot up the game and manually list the fields

#

one sec

burnt valve
#

sounds like you would need the area outside dojima's house, the two areas inside his house, the town map, and at least the Junes entrance, maybe more?

#

https://youtu.be/FiTOrnAw2cI easiest way to give you an example of the December fog

This is a playthrough of Persona 4 Golden for the PS Vita.

In order to get the third bad ending, you need to guess the suspect incorrectly three times. I'll be showing the correct choice in the next video.


Watch the full playthrough:
https://www.youtube.com/playlist?list=PLrgvXWVRutWirETy3toGIKT0-SYKOET7V

▶ Play video
dawn dock
#

that seems like its just the skybox that's cloudy with a slight tint, is it possible to find a medium between the man in the fog levels of fog and the december fog without it being too much more work? Ideally I'd like to see the player a little bit better as he's navigating but if its too hard to tweak having the regular man in fog weather effect would work... or is that weather effect only available for that area of the shopping district?

#

Would changing the time of day to evening help at all?

#

It should be a little more apocalyptic than this, ideally

#

It would be Dojima Residence (outside), Samagawa Flood Plain (road), shopping district (north + south), Junes department store

modest lynx
dawn dock
burnt valve
#

presumably the entrance. do you want the food court too?

#

this would probably require me to make some custom ENVs for you. it's not too much work but you would have to give feedback on what looks good

severe reef
#

If you’re gonna do Dojima’s house you might as well get the living Room and Bedroom too

burnt valve
#

only if it's necessary

#

I'd rather not do any unnecessary fields here since this sounds like it will be custom work

#

(although admittedly, I don't think these will take a lot of work, or I hope they won't)

severe reef
#

wait wrong room lol

dawn dock
floral rover
#

Is this worth its own thread? @burnt valve

scenic dust
#

Pretty sure it already does have one, I agree, it's probably better to move it over there

modest lynx
burnt valve
#

sounds good yeah feel free to ping me in the other thread. I was trying to find it but couldn't

round rockBOT
#

it should be "do you have" not gave

Jump

[Go to message!](#1329627468335808603 message)

scenic dust
#

Discord mobile will not let me go to it for some reason but here's a link to a message in that post.

burnt valve
#

perfect thank you

#

discord mobile is a little finicky at times...

modest lynx
#

Discord mobile hates

burnt valve
#

I'm going to need to look into a different process for this. it seems some of the particles I was looking for are present within the ENV after all. perhaps the debug menu just doesn't have an option for them

red root
#

the shadow particles

sudden ether
burnt valve
#

they'd better not drop a p4 remake announcement before this mod is done 😭

#

ESPECIALLY before p6 because holy moly

#

lmaoooo

#

atlus personally reaches out to me to help finish this mod out

finite spire
#

It's not real, kid

burnt valve
#

@frozen pawn this is your time to shine get me those atlus resources

astral fiber
#

P4R Fog Restoration when

frail radish
#

I'd expect them to go with the same fogless aesthetic as P4G for a remake so that could unironically need to be a thing LMFAO 😭

burnt valve
#

yeah LMAO

#

for sure

#

if that is the case I'll go reach out to mudkip and meovv about it

severe reef
#

Sure do hope Marie is in it lol

#

And not as an expansion pass

astral fiber
#

she has to be since she's integrated into the main story. they can't with p4 (but they would if they could naosit )

finite spire
#

Don't worry

#

Izanami's gonna be the dkc

severe reef
#

Donkey Kong

burnt valve
severe reef
#

The expansion changes the voices of Chie and Teddie

#

The TV Guide is the preorder bonus

#

And they have built in DRM

burnt valve
#

I guess I'm going to try to speed up efforts with this mod a little bit although I've been pretty busy lately

modest lynx
burnt valve
#

I thought the December foggy fields would be easy but it turns out they weren't so I might abandon those and focus on sunny Inaba

#

I didn't get very far, anyways

burnt valve
#

I was expecting P4 remake to be announced next year at the earliest

silver citrus
#

wait was there news about it?

modest lynx
lament inlet
silver citrus
modest lynx
#

And if people like P4R and decide to get P4G they’ll get your mod and more people will download it

silver citrus
#

I wish they did an oldsona remake instead, golden is already available and for like $20 :/

modest lynx
#

Same but P4 is the other popular one next to P5 and 3

severe reef
modest lynx
#

Isn’t that mod dead

severe reef
#

The owner has gone silent

#

But we’re still working on it

silver citrus
#

what does that have to do with fog restoration 😭

burnt valve
#

ANYWAYS

modest lynx
#

Besides Brawler as if Atlus will make the game like the PS2 version with Unreal of all things

severe reef
burnt valve
#

but worst case scenario, I think having a stock sky won't be too bad

#

just do some texture edits maybe and then use the ENVs to do work

#

I have too many things to do to be honest. it's been kinda tough to keep up with everything given my limited time

silver citrus
#

what's the difference between PS2 and golden December?

modest lynx
#

What much is left anyway

severe reef
modest lynx
#

There is

burnt valve
burnt valve
silver citrus
#

oh I see

#

does PS2 have more emitters or something

burnt valve
#

I think I need to check pio's ENV template and see if there's any info in there that the debug menu doesn't have

#

hang on

burnt valve
#

there's a lot of shit in the air in P4. as far as I can tell, those particles are handled two separate ways in P4G

  • existing in the field as some sort of mesh or something (idk the right modeling term)
  • an overlay - simple, but limited overall and vulnerable to camera movement making it look weird
#

I thought P4G mainly had the latter with a tiny bit of the former

#

it turns out they have a lot of the former, but it's controlled somewhere in the ENV

silver citrus
#

oh interesting

burnt valve
#

debug menu has nothing for this

#

that's a bit of a problem bc that means I can't easily edit it and see it in real time

#

it makes fields like this one more problematic too

#

I was hoping someone had any ideas here but it seems like no one does so far lol (or maybe it just got buried by other talk)

silver citrus
#

are the particles not handled via emitters?

#

but yeah you'd probably have to check the template

burnt valve
#

to be honest with you? I'm not sure. all I can really tell is that they seem to be handled via the env somehow

#

I havent really had the time to look into it

red root
burnt valve
#

I swear I had a check list of things I still needed to complete for this mod but I can't find it in this channel. did I post one here?

#

I figured it would be good to add a todo list to the mod page, these are the ones I remembered off the top of my head

severe reef
#

would this be it?

burnt valve
#

i think there was a newer one....

#

that was 2 updates ago haha

#

maybe it wasn't in this channel...

twilit harbor
#

It would certainly be a pain to f ind if it's not in this channel

#

How far along would you say progrss is, including what you have mseed with now currently outside of the latest update? 🤔

burnt valve
#

I haven't made much meaningful progress since the last update. I had some progress on foggy December but I think it would be better to put it off and try doing it later, at least for areas with particles

#

otherwise from what I know, the stuff that's left is listed above

burnt valve
#

full bright floor in p4g lol

severe reef
#

I can’t wait to see how my MS Paint mod will look with more areas done lol

burnt valve
#

this is a lot easier but i do need to figure out the skyboxes for sunny days...

lament inlet
severe reef
#

Making that would be so much easier if I could load objects in certain areas

#

For example the stage and Halloween stuff in Junes

#

And the other hassle is the Snow day areas

#

I gotta load the day that has snow just to see how it looks

burnt valve
#

i figured out that skyboxes are just handled similarly (and I think they're handled in the ENV in this case?) but... man this is gonna be a lot of work

#

this is stock p4

severe reef
#

This is a pic from a while ago

#

I also plan on having some built in compatibility for other mods too

#

this is how Junes looks with the mod

low meadow
severe reef
#

if you were curious the textures are all monocrome

#

I think they just overlay this to change the color

silver citrus
burnt valve
#

the sunbeams look really nice in golden

burnt valve
low meadow