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

1 messages Β· Page 12 of 1

cerulean ember
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Oh. In general, not really. Excluding the cat.

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But it fades to black anyways.

burnt valve
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gotcha, thanks

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maybe ill leave them custom then

cerulean ember
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No prob bob

quasi igloo
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I think you’ve found unused content, should put it on tcrf

desert meteor
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There's this scene in P4 PS2 but I think this is a different ENV

burnt valve
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so specific πŸ™„

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does anyone know what this is about

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otherwise I will just close and ignore

finite spire
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Funny if they just meant the gimmick

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You know, it spins if you hit a fork

burnt valve
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yeah 😭😭

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but I mean this just isn't enough info

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the issues tab on GB literally tells you like hey. don't be vague about your issues. and they give examples of good and bad descriptions and this falls very much in the bad description lol

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but also GB issues are flawed in themselves. it doesn't start a thread or anything like GitHub. the author can only open/close or edit the description. that's not helpful at all.

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like how do I ask for more info?

burnt valve
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yeahhh y'know what I'm just gonna close it

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wow i cant even edit the description to say this nvm

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gb issues are fucking useless

finite spire
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If you meant the dungeon's gimmick, it's intended

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That's it

burnt valve
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that's the thing I don't know what they mean

finite spire
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100 bucks on them playing a first playthrough with mods and not knowing the gimmick

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Quite sure this thing doesn't affect how the camera works, anyways

burnt valve
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there are a few things i could think of

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the previous issue that atake posted about was ultimately a camera issue

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but without enough info maybe it is just them not recognizing the gimmick

slim cradle
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Funny this looks like it's lit with modern LED street lights with how bright it is

burnt valve
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yeah lol

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I ultimately decided to just stick with the custom ENVs I made for it instead

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(everything is darker)

lime abyss
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Thank you for working on the piss filter from the ps2 version brawler 😌

stone star
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I think it’s because the original had baked in shadows

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Which is missing from Golden

burnt valve
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golden does have baked in shadows too generally. maybe i will look into those later though

burnt valve
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@frail radish few questions for you since I think you're most qualified to answer, but if someone else wants to answer they can too

  • given we have an env editor, I feel like the env template could be improved but I do not have experience making templates. is making/updating templates easy....
  • do you know if the p3f env editor has full functionality? currently the P4G one is largely functional but you can't save shadow edits (maybe the latter part of this is also a @scenic dust question too)
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shadow edit clarification: there's a shadow editor for stuff like player shadows. currently you can apply and see the changes ingame but you can't actually save them to an env. the current 010 env templates don't seem to have shadows documented...

frail radish
# burnt valve <@229072191746998272> few questions for you since I think you're most qualified ...
  • It's pretty easy I'd say to make or update templates. At first you'll probably need to refrence the docs a lot for understanding syntax and what features/functions you can make use of which will be a bit rough but it gets easy fairly quickly (and for updating a template you can of course just see what the template you're working on does for an idea of how you should be writing it.)
  • As far as I know if the ENV editors are still in FES I don't know any way of accessing them, but they are fully available and (based on my quick testing) are fully functional in the P3 Debug disc though there doesn't seem to be a way to actually save an ENV file that I could see, in addition it seems like when the game loads the ENV it doesn't keep the same structure in memory as the file does so it's not like you can easily cross-refrence or extract the data out that way either...
burnt valve
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is P4G's env editor our best source when it comes to editing ENVs??

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I thought the fes one was more fleshed out

frail radish
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I'm pretty sure it is yes but like I said I couldn't find a way to actually try and save the data so trying to use it for editing ENV's isn't so great, plus the fact that the data is laid out differently in memory vs. the file that's loaded makes it harder to compare

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(though that being said what you probably can do is load up that file in a hex editor and then look through all the menus of the different editors to try and cross-refrence the values that way, though that might be tricky for values that are the same in diffeent places..)

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If the debug disc had a hostfs patch for it too then it would be trivial to also hex-edit the ENV load it in the game and then check the editors to see what values actually changed but alas there isn't one best I can tell and I wouldn't know how to try and make one haha

frail radish
# burnt valve I thought the fes one was more fleshed out

Actually looking back at it the P3 editor isn't so much "more fleshed out" as it is "easier to use and less broken" since menus like the light editors are laid out properly rather than the kinda broken looking menus P4G has, but at the same time a lot of the different options that the ENV editor has in Golden just aren't present at all in P3's editor (given that it is using an older format of ENV's that just don't have those features, for example the filters that P4G has don't seem to exist at all in P3 or at least they aren't exposed in the editor if they do exist)

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so yeah for as much as the golden editor isn't great it is going to be your best bet for trying to edit ENV's for P4G I fear

burnt valve
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those filters have to exist in some capacity I think, or at least P4 has them even if P3 doesn't

burnt valve
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I thought the pio template would be more fleshed out than it ultimately was. it seems though like the P4G ENV editor is our best bet for ENV documentation in general. might have more features than the other ones (which I suppose is a good thing lol) but either way it's also just functional

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but my thought was like ok, I start with a base env. change one value, compare changes between the files

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similar process to what I did to fix that one env issue that atake pointed out

frail radish
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Yep that'd be the way to do it haha

burnt valve
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the inability to save shadows has been a problem though

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πŸ˜”

scenic dust
burnt valve
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it would be helpful if you could risepray

lime abyss
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@burnt valve Since i saw you doing/talking stuff with/about shadows, wanted to ask are you by any chance tackling the removed shadows from the 64 bit version compared to the 32 bit version?

burnt valve
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TFP should already have many of the shadow fixes

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yeah I'm curious if what I already contributed to tfp is what was being discussed bc that happened a while ago

lime abyss
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ohh neat

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yeah idk what exactly got removed but i know the house and the scene when you get from train had them removed or something

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other than that idk what else but i guess more stuff got neutered

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also what's TFP?

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Also

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Fog mod

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what Contrast level should be used with it?

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ohh neaaat

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but since Fog is restoring PS2 graphics

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is 3 the default then for it or we still doing 2?

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gotcha

low meadow
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i always use 1 because my monitors make the game look hella saturated for some reason, but it's really up to preference

desert meteor
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I use 2 but I used to use 5 for a while there lmao

low meadow
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you really wanted that yellow baked into your eyes

low meadow
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you know how much people love reading ADAHCI

modest lynx
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We’re Persona fans Rin

lime abyss
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Reading? Not in this house!

burnt valve
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only carpet in this house πŸ˜”

sinful storm
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check it out I'm in the house

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like

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car

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pet

burnt valve
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I mean it's just easier to say set contrast to 2 but truthfully the mod looks fine at 3 contrast too

quartz tendon
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play on 5 to get the clearest image.

burnt valve
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I just made a decision early on that I would develop around contrast level 2

sinful storm
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kill your eyes playing on 5

quartz tendon
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burnin' the retinas as they say

burnt valve
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basically there's two contrast things to worry about when it comes to matching the image up as best as possible

  • game contrast
  • ENV contrast
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game contrast: this is straightforward. P4G PC has a higher default contrast than Vita. not sure if vita even had contrast options, P4 certainly didn't though

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ENV contrast: P4's ENVs are generally set to 1.00. P4G's are generally set to 1.05

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so the easiest way to match the contrast up as closely as possible to make color and lighting changes is to just develop at 2 contrast. that way when I port the P4 ENVs over for initial testing, typically they're pretty close to how the final should look. usually the ENV contrast is set to 1.00 too but not always (it's higher/lower for some ENVs because of differences between P4 and P4G)

lime abyss
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I think im not using the mod properly

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ok here we go

sinful storm
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god it's kind of crazy how much better it looks

burnt valve
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max has been working on updating the comparison site (hi @cyan crown ) but the github has a lot of pictures rn if you want to compare :)

cyan crown
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almost there

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just wayyyyyyyyyyyyyyyyyyyyy too busy with work

burnt valve
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no pressure haha I'm in the same boat

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every time I have free time nowadays I'm way too tired to actually work on this mod despite how I wanted this next update to be out relatively quickly

burnt valve
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GB ISSUES ARE FUCKING USELESS

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THIS DOESNT HELP

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literally ended up updating mod desc with this and i might leave it as a pinned comment too

low meadow
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tom gamebanana should be fired for that blunder

burnt valve
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i literally just ended up deleting the issue it is genuinely spam

low meadow
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clearly that's max's alt

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i mean look at that username :3c

burnt valve
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very frustrated by how this user just does not understand

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their new issue literally does not even give any more info and i cant resolve it

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no one else here has pointed out any issues either

finite spire
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It's def the dungeon gimmick

cyan crown
low meadow
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i forgot there's more than one notable max in the persona sphere lol

cyan crown
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I was gonna say

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There is boy max and then there is girl max

finite spire
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Midkip

burnt valve
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sorry for lack of updates. my motivation to work on mods has been very low since i've been so busy irl. i've started getting skyboxes in (there is an option to retain the p4g starry nights too)

low meadow
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the starry nights are the only improvement that i personally say p4g did better
most everything else, og p4 clears lol

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good to see you taking care of life over modding tho MizukiThumbs

burnt valve
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i would like to mod more but it's been way too busy irl the last several weeks.... whenever i do have free time i dont want to mod lol

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so much for this being a quick update...

burnt valve
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i have two sets of custom ENVs to account for which skybox you're using

low meadow
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the mod isn't huge in terms of filesize is it?

burnt valve
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i can definitely cut down the size but i dont think it's too large rn

low meadow
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i just never remember its size since r2 auto updates it for me lol

burnt valve
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420 MB, I could probably shave off about 140 MB without much trouble but I have just been lazy about it

wet nymph
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i forgot about the texture thing

burnt valve
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hopefully that one will be properly looked at over winter break

wet nymph
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true

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though it is also kind of a minor thing

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since this area of the game shows up like

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three times?

burnt valve
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it bothers me enough that i recommended people disable the power lines for now

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lol

wet nymph
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oh what

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you can actually do that

burnt valve
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is in the big config

wet nymph
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i didn't even know this mod had a config

burnt valve
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mhm it's had one for a while

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expanded it significantly an update or two ago bc meovv kept complaining about it

wet nymph
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maybe it was out a year ago when i last played

burnt valve
wet nymph
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and i didn't see

burnt valve
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(jokes aside, while he did complain briefly about it, i figured it was a good idea to give more comprehensive control over fields)

wet nymph
burnt valve
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i feel bad for keeping people waiting but that's just how it is with my jobbed ass 😭

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it's to the point where i am a little worried about p4r dropping too close to when i finish this mod lmao but

wet nymph
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who cares since p4 remake will be shit!

burnt valve
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hopefully not!

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i already committed to finishing this mod either way, p4r isn't going to stop that

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(finishing = getting to a state i consider sufficiently finished i don't think it will ever truly be "finished")

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i think eventually i'll get to the point where there's small imperfections or things i would've wanted to fix but just decided was too much trouble

wet nymph
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i want it to fail so hard they give up on unreal engine

severe reef
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It would make making mods easier for me lol

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unless they go Unity

wet nymph
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i wish they just stayed on p5 engine

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i know how to make stuff for that

severe reef
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I'm still gonna have to redub the entire game lol

wet nymph
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i refuse to make unreal stuff again

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maybe should learn how to make p4 mods though

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it is my favorite one and the only mods i've made have been for p5

severe reef
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pretty easy

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I have no clue how to model but I do know how to edit a lot of other things lol

wet nymph
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i'm most proficient with modelling

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though i've been learning text editing for my removing morgana mod

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though idk what i'd even change models wise about p4

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ig yu's uniform always kinda bothered me

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the cuffs at least

severe reef
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hope you enjoy editing like 200 models of Yu lol

wet nymph
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is the file structure that bad?

severe reef
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no they made several models that are only used once in cutscenes

wet nymph
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goody

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also wow yeah that's better

severe reef
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Yu alone has like 300

wet nymph
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i didn't realize the street texture was also blurry

wet nymph
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there's only like 175 kasumi ones...

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that'll be annoying

wet nymph
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man it's kinda hard to think of things to mod with p4 when i already think it's perfect

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and i can't mod p3r because it's UE

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so i'm stuck in limbo modding p5

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which i constantly complain about lol

low meadow
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i mean you could mod p3re
fmodel exists

severe reef
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I'm still confused with that lol

wet nymph
burnt valve
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p3r is moddable?

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also why would you actively wish for a P4 release to be bad dark

burnt valve
# finite spire I feel ya

it is what it is, I've made it clear already so people can either help me out or accept that I will just be taking my time lol

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I got the clear night skyboxes done yesterday. cloudy and rainy is next and then I'll probably release

quartz tendon
tacit viper
quartz tendon
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There's about 30 variations of the same looking model

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What separates them is animations

quartz tendon
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That's extremely silly

wet nymph
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And I'm a purist

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I want them to stop wasting time on unreal engine nonsense and make new games again

wet nymph
cerulean ember
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I should be more free after my exams to start gathering footage for the trailer.

wet nymph
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I'm not wasting my time reinstalling UE again

quartz tendon
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Nothing you say is making sense to me

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"why would you wish for a p4 release to be bad"

"p4 is my favourite"

wet nymph
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P4 is my favorite
Therefore I don't want them to mess with it

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Like at all

cerulean ember
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Listen, it's best we chat this outside the thread for this mod.

wet nymph
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I'll just leave at I dislike remakes and unreal engine immensely

cursive cosmos
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If it makes you feel any better, I agree with you completely

wet nymph
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W

cursive cosmos
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Low tech as Metaphor may be, I'd much rather have a game with "PS3 graphics" but a consistent art direction than something like P3 Reload where its got the shiny UE pre-build graphics pipeline masking an inconsistent art direction

wet nymph
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Ok back to talking about fog mod

burnt valve
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the only thing I will say is that while I understand and generally agree with the sentiment that we need newer titles rather than more remakes, P4R is already in development as is. I would like it to at least be good since they've already committed to it

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it won't replace the original releases for me but I still would like it to be good lol

cursive cosmos
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I agree with Brawler there to an extent, yeah

burnt valve
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I can share dev builds if you guys want I just haven't been haha

burnt valve
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might be more red idr

cerulean ember
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Oh, I'd like some dev builds.

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Once Thursday passes, I can do proper testing.

wet nymph
burnt valve
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that's because I haven't released it, you have not seen it

wet nymph
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No i mean fog on vs off

burnt valve
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as stated I haven't publicly shown any changes to that field

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the current release has that env being completely unchanged

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next update will have that

wet nymph
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So why does the texture thing happen then

burnt valve
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field model edit vs field env edit

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model edit applies to the field at all times. envs are dependent on time/weather

burnt valve
burnt valve
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the reason the mod isn't done yet is primarily bc I haven't finished all the ENVs (they take quite a bit of time)

the model edits are a bonus really

burnt valve
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this is completely custom (skybox). how does this look.

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there's no reference from p4 so i have to just make up stuff here

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truthfully it bothers me how bright this is lol even if technically a bit more accurate to how p4 would've probably handled it (the real problem is the uniform lighting in p4g for this area)

finite spire
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It sucks

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I'd imagine that kind of lighting on a more well lit location than what the shopping district actually has

tacit viper
burnt valve
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this actually looks decent

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maybe i will go through and deviate from p4 a bit here since p4g doesnt seem like it can have similar lighting here without a ton of effort

severe reef
finite spire
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That's a good point actually, that should be in P4

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My bet is the p4g one is just the default

burnt valve
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good call

finite spire
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Nah the P4G one is better

severe reef
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the P4 one looks like they're being projected onto the scene

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Resident Evil style

burnt valve
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the chara lighting is a bit off

finite spire
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No shadows

burnt valve
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well unfortunately this is still a useful reference lol

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thanks for the idea

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it's misleading bc this field is technically not 008_001

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it's 008_010

finite spire
burnt valve
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it is a bit kiwami but it's faithful adachi_true

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i didnt have any cloudy inaba references and now i do

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ignore skybox

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i think i'll manually apply lighting changes to the charas as they feel too out of place rn

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i'll probably use this as a reference for other custom fields since i had no good reference prior

burnt valve
severe reef
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muddy af lol

burnt valve
burnt valve
burnt valve
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is that any better

severe reef
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still a lil muddy

burnt valve
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too foggy?

severe reef
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the image looks like it's a single color

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that's the issue

burnt valve
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i feel like this is looking decent enough at this point fog wise

severe reef
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lil better

burnt valve
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i think i am just going to leave it like this

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ngl

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i will try to finish this up tomorrow. i think i could have today if it wasn't for these field overhauls i ended up doing

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they look better for sure but it did take time

desert meteor
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Everything's looking good Brawler

burnt valve
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thanks :)

low meadow
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rin approved

burnt valve
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once this drops I only have foggy fields and golden fields left and then I think I can safely call this 100% done

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tbf golden fields/ENVs are not insignificant

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I could also call foggy fields 100% and do golden fields afterwards

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basically:

  • foggy fields are every single available field, both during the day and at night. pretty big undertaking but no skybox to worry about for any of them which is big
  • every single field with rain also has a thunderstorm ENV
  • most fields will have winter snowing ENVs
  • P4G's new fields need to account for all available weather types
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so actually still a decent amount of work left lmao

finite spire
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Cooked when you hit nighttime winter

burnt valve
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how bad could it possibly be

astral fiber
burnt valve
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maybe I will finish the mod by the two year anniversary... 😭

modest lynx
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If you lock in

burnt valve
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big if

finite spire
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Can't lock in if you don't have time

burnt valve
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yeah LMAO

finite spire
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I will curse brawler a promotion with more resposibilities

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For 5% pay raise

burnt valve
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I got that earlier this year actually lol

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i also have like. idk 2-3 hours of free time every day right now and yk sometimes I don't want to use that to mod bc I don't have an unhealthy obsession with modding these games...

quasi igloo
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we appreciate a healthy work life balance and attitude to hobbies/fandom in this space

burnt valve
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true although brawler also wishes he had more time in general lmao

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bc my work life balance as of late has not been great :')

finite spire
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Right now I just wish I had time to just sleep

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Sure as hell I'm not getting that until....the 13th

wet nymph
astral fiber
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there's persona fans here?

wet nymph
cerulean ember
burnt valve
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kiwami

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ive left this a little less kiwami although it is quite a bit darker rn

burnt valve
cerulean ember
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Will do in a few

burnt valve
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thank you take your time

burnt valve
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for anyone else: here are the (mostly) final ENVs for the update.
unlike with prev updates I am more open for feedback on these since many of these are custom (not all though)

low meadow
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might be a minor nitpick and just my own opinion

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but i feel like the shrine should definitely look hella foggy at night

burnt valve
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you can consider skyboxes now

burnt valve
cerulean ember
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Imma go check the other locations.

burnt valve
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unfortunately every single floodplain ENV has a P4 equivalent haha (that's why it's so blue)

cerulean ember
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My current run is in the summer and every instance of the rainy nights I had was mostly locked in cutscenes.

burnt valve
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if it isn't obvious I am cheating by free roaming there. normally you can only see that field during a few events like dojima's social link and nanako's kidnapping

cerulean ember
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The river is pretty good, Imma do a shot of me fishing as one does.

low meadow
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it should look spooky

gleaming yacht
cerulean ember
burnt valve
cerulean ember
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I am also doing a quick check- I recall something. Also I saw this, nice.

burnt valve
burnt valve
burnt valve
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admittedly I do think the last one (samegawa cloudy) looks a little dark but I was trying to match P4 as closely as possible there

gleaming yacht
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woops I meant to refer to the last one in that group of photos

cerulean ember
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Did check the last one and compared it. Not sure if is that noticable. It has been awhile since I got a chance to actually play this outside of a single day in game.

burnt valve
burnt valve
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doesn't look right lol

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seems p4 also has this, which i didnt see with my previous save

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looks pretty similar to the floodplain actually

gleaming yacht
burnt valve
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there are no ENVs for this area at night as it turns out

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so I guess more custom work

burnt valve
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hm that's a subtle change

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it's hard to get this to look a ton better without potentially making it too bright

gleaming yacht
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It does look better

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I just felt that the buildings blended in with the skybox

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But now it looks pretty good

burnt valve
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cool :) thanks

burnt valve
low meadow
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is the first image the original for comparison?

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well "original" that you posted earlier lol

burnt valve
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no, it's clear night

low meadow
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ah

burnt valve
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all new. clear night, cloudy, rainy

low meadow
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i had no idea p4g had so many weather states

burnt valve
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there's a few

low meadow
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anyways

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the way the cloudy and rainy nights look is really good but it feels a bit too bright on the clear night

looks decently spoopy :3

burnt valve
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i would imagine a clear night would be slightly brighter than a cloudy night

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i could slightly increase fog but i'd feel weird doing much more bc it is a clear night

low meadow
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yeah i get it

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i think it'd be funny if all of inaba was clear except heavy ass fog on the shrine

burnt valve
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yeah i get it haha

low meadow
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you see the vision

burnt valve
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i think at least with cloudy and esp rainy i capture the vibe a bit more, with clear night it's like oh why is it foggier here than normal

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bc like rainy is already pretty creepy i think

low meadow
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for sure

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rainy night is 100% "you need more courage to set foot in here at night" energy

burnt valve
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heres what im willing to do. now clear and cloudy nights have the same amount of fog and it's slightly darker on clear nights
(the others are unchanged, just there for reference)

low meadow
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me likey :3

burnt valve
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the skybox on cloudy night is fucked in the pics but i have fixed it

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I think I will experiment with making cloudy slightly darker tomorrow but I will put these edits in when I'm home

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I'll try to aim for something in between, maybe closer to the rainy lighting

low meadow
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foggy ass shrine is peak

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i can't wait for you to have to make this mod for p4r ADAHCI
-# /hj

burnt valve
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ik meovv is already interested in the idea of a fog mod for that game

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I'd be interested in it if only to try to restore the energy of the original, but I worry it may require too much in the way of texture editing

cursive cosmos
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I actually think it might be easier thanks to the game being on Unreal Engine

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It'd be something along the lines of those silent hill no fog mods

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only in reverse i guess

wet nymph
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silent hill no fog
bruh who is playing that

burnt valve
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p4 without fog would be a funny mod but it's not really possible in P4G without more substantial code edits

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might be possible in P4R though

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kinda like a, what would the world look like from your perspective wearing glasses that cut through the fog

quartz tendon
#

If it only applied to the TV world once you get a pair yeah that would be sick

#

Assuming they put fog in dungeons

burnt valve
#

@scenic dust up to you whether you consider this a priority bc it's not a steam version of the game but if you have time, motivation, and an MS exe of P4G?

burnt valve
#

this game is dogshit

wet nymph
#

wow looking at chie's default portraits is so weird

#

i've grown so accustomed to the timeskip hair mod

burnt valve
wet nymph
wet nymph
low meadow
#

these video files aren't loading lol

wet nymph
#

they are for me

#

internet problems perhaps?

burnt valve
low meadow
#

why is it two different environments lmao

burnt valve
#

what the fuck

#

is this a stock issue?????

wet nymph
#

idk what the issue is tbh

burnt valve
#

the ground texture

#

it's fucked

low meadow
#

oh the floating leaves

#

i didn't even realize lol

burnt valve
#

the entire texture is fucked

#

it looks like it's below the ground

low meadow
#

all i can see is the floating leaves

#

am i not paying attention hard enough ThinkO_O

flat dagger
#

I think the road mesh is moving at a different speed than the rest of the map LMAOOOO

burnt valve
#

i am testing completely stock just to be sure

flat dagger
#

that map moves under naoto to give the illusion her ass is running

burnt valve
#

DUDE

#

THIS IS IN STOCK

#

BRUHHHHHHH

#

THIS GAME IS DOGSHIT

#

WAIT WAIT

#

THIS IS IN PS2 AS WELL

#

LMAOOOOOOOO

#

ok well that's really funny

#

i think i will make no attempt to fix this rn but that's so funny

low meadow
#

why do these vids not load for me until i start bitching

#

i really don't see the issue in these i must be blind skob

burnt valve
#

look at the road beneath naoto relative to the leaves

tacit viper
#

i can kinda see it if i focus really hard on the ground
but its still eh

#

i thought the original disbelief was the fact that it was Kiwami in your first video

burnt valve
#

well

#

that is the intended look actually

#

LMAO

#

the road texture thing isnt actually that bad but its funny that its there

tacit viper
#

persona is... supposed to be kiwamicat...?

burnt valve
#

i feel like you wouldnt notice it in practice since theres dialogue boxes on the screen almost the whole time, blocking the road

#

kiwami

tacit viper
#

~~plus if you're witnessing the scene ingame, chances are you'll be caught up in the story and not the road you can barely see for like 2 seconds ~~

wet nymph
#

kiwami...

#

my mortal enemy

burnt valve
#

same thing as I'll Face Myself being partly broken

tacit viper
#

i dont know of this one

burnt valve
wet nymph
#

i did not know this was a thing

burnt valve
#

@red root also really loves persona 4 golden because there are so few issues with the bustups

wet nymph
#

i love p4 because it's the best

burnt valve
burnt valve
wet nymph
#

true

#

i feel same way about p5

#

but i also actually mean it

tacit viper
wet nymph
#

dojima built different naothumbsup

astral fiber
#

the only good persona game is P4D

frail radish
burnt valve
#

does anyone know how to get nuget to work for pak emulator... i found file emulator but unsure how to directly call pak emu from there

#

or do i have to still manually add pak emu as a submodule

astral fiber
burnt valve
#

sighhhhh

astral fiber
#

doesn't seem like that one was is on nuget

finite spire
burnt valve
#

dont worry this isnt new

#

speaking of that i now have to go back to those fuck ass fog particles

severe reef
#

what's left now?

finite spire
#

He said ass particles

burnt valve
wet nymph
#

the best way to make persona 5 better is to remove things naosmiley

low meadow
#

delete the whole game

wet nymph
#

True!

low meadow
#

@burnt valve you didn't include ModConfig.json in your 1.8.0 update so r2 never actually updates anything

burnt valve
#

the fuck

#

I published via R2

#

😭

#

I've never had that happen before

sinful storm
#

r2 moment?

burnt valve
#

huh. it once again generated without a modconfig.json

#

thats really odd

low meadow
#

r2 issue?

burnt valve
#

I believe so. I just published another mod and it did not have a modconfig.json either

#

well i'm gonna say this one may not be my fault but still lol

astral fiber
#

brawler is banned from modding pensbe

burnt valve
#

it's not an issue to manually add it right πŸ€”

astral fiber
#

though you should probably fix your reloaded lol

burnt valve
#

is this only a me problem

astral fiber
burnt valve
#

hmm

#

let's take a look at remix again

burnt valve
#

well it took 3 years to open the publish menu in remix πŸ˜”

astral fiber
burnt valve
#

well well well

burnt valve
#

remix is pretty cool though. if only it had the option to let me set custom global themes adachi_true

astral fiber
burnt valve
#

yeah i had it download the latest mod loader update and mod updates first

astral fiber
#

both reloaded's hitch for me when it completes

burnt valve
#

going back to normal r2 and it's red

#

yay

astral fiber
#

niraShrug it opens in like 1-2 secs for me

burnt valve
#

i need the opposite of the works on my machine sticker

burnt valve
#

fym no 😭

low meadow
astral fiber
#

my favorite 2.5 bug(?) is ocean's 2.5 opens the game when trying to open the app folder KikuriLaugh

sinful storm
#

mine is the index out of range crash that happens 1/10 opens naosmiley

burnt valve
#

honestly I think genuinely my biggest issue with remix is the theme changing lmao I want it to be constant

astral fiber
#

like 90% sure it'd probably do what you want

burnt valve
#

add a @low meadow file? πŸ€”

astral fiber
#

and seemingly neither sewer or i care to fix it lol

sinful storm
#

where does it even come from lol

astral fiber
#

and lowkey, the root of so many other oddities in r2 imo, like duplicating mods/apps

sinful storm
#

lmao

#

it truly is time for r3

round rockBOT
#

[Reply to:](#1182897587838275614 message) add a @low meadow file? πŸ€”

ryo

@low meadow throw it into reloaded's folder

Jump

[Go to message!](#1334080399084752927 message)

rin.file
astral fiber
#

just add a png file named rin.file to the root folder and it'll use it as the bg

sinful storm
#

lmao?

low meadow
#

named after me frfr

burnt valve
#

lol

wet nymph
#

yeah

#

i had the same problem a couple weeks ago

low meadow
#

nah i’m still gonna blame you brawler

scenic dust
burnt valve
#

hmm let's ask in a different channel

burnt valve
#

ok if anyone has any ideas with this that would be great but i'm trying to find where p4 ps2 stores its fog particles

#

p4g stores them in field/pack, inside the AMDs marked as rmd

#

i have. no idea where the p4 ones are though. i've looked through the files for a bit now to no avail.

#

if anyone has time to help look it would be greatly appreciated..

#

i think there is one per field, but I checked P4's RMDs to no avail

frail radish
#

are you looking for a mesh or for textures?

#

cuz I think the textures should just be in DATA.CVM/FIELD (the FLDMP_M*.TMX files), not sure where any meshes that actually use them are though unfortunately yosukepensive

burnt valve
#

oh inch resting

#

so p4 has universal fog textures but p4g does not

#

that's funny

#

well unfortunately i need the meshes

burnt valve
#

i do not understand where this stuff is stored bc i've looked thru the p4 files multiple times to no avail

#

😭

frail radish
#

inb4 hardcoded skob

#

Do you have the debug logging pnach codes for PS2? Maybe it can point you somewhere...

burnt valve
#

i dont... i didnt know they existed

frail radish
#

You'll have to make the pnach files manually and paste the actual codes in but that's not so hard (just reference another one)

burnt valve
#

hmm i dont think it's logging the files loaded

#

oh wait i think its bc i did this wrong

#

is this right or...

#

i have no idea what im doing with pnachs

#

i tried initially copy pasting it in, saw it didnt work, then looked at other pnachs and was like oh

#

ok honestly i am out of ideas with both this and also looking thru files. i feel like it has to be somewhere in the files it would be odd if it wasnt

#

but ive been spending too much time on this

burnt valve
#

i lied i had a few more ideas first.

particles are probably called by the ENV but they (obviously) aren't stored in the ENV

#

fbns control... npcs and stuff, probably not this fog shit

burnt valve
#

ok now i'm out of ideas lol i wanted to mess with changing some more but i've got nothing. changed a few files around to no avail

#

maybe i'll look more later but that's very frustrating

low meadow
#

did you ever get the cloudy night shrine env fixed up?

burnt valve
#

wdym

frail radish
#

do you have Enable EE Console Logging checked? (under the Debug option in the menu bar)

#

When I turned that off it stopped printing output so maybe that's it

burnt valve
#

yes i have it enabled

frail radish
#

odd

burnt valve
#

send me what you have just to be sure

#

?

frail radish
burnt valve
#

yeah it's not working for me....

frail radish
#

😭

#

weeeeeeeird

burnt valve
#

well.... do you want to look into it then 😭

#

i wonder how helpful that log is though..

#

i have cheats enabled rn i have EE console logging i've got all of this shit

frail radish
burnt valve
#

im not convinced this log is all that helpful either ngl

frail radish
#

femcsigh understandable

burnt valve
#

well

#

maybe you should go to the rooftop (006_014) on a foggy day

#

but the log doesnt seem to have much rn otherwise

low meadow
# burnt valve wdym

you said you were gonna make it an in-between of the clear and rainy nights lol

burnt valve
#

i did fix yes

low meadow
#

spooky shrine is real

frail radish
burnt valve
#

yeah hang on

#

i downloaded these anyways

#

i would load the 12/23 save and mod menu to 006_014

burnt valve
#

thanks I'll look thru this log and hopefully there's something.....

#

why is it loading this on a foggy day

wet nymph
#

hmm i think i prefer daytime to have the standard P4G effects

next forum
burnt valve
# burnt valve hmmmm

sorry I forgot to follow up on this but well I didn't find anything of note so idk

#

I'm genuinely kinda baffled like we looked through the models. no signs of any meshes for the fog particles

tacit viper
burnt notch
#

Got these error messages in the ms store version

#

I reported on gamebanana, but the creator wanted to have a deeper look into it

#

The skybox on sunny days is the default one from P4G, so the skyboxes really don't work

#

But the lightning and fog effects work as intended

burnt valve
#

can you share your MS store P4G.exe?

#

the skybox stuff is done with a memory patch for the exe. however the mod was developed for the steam version using the steam version's exe only...

wet nymph
#

and i refuse to figure out UE

burnt valve
#

I have other stuff to prioritize for right now but at least I got the update out. this is basically me saying I probably won't work on the mod for a bit besides small things if needed

#

I don't know how to solve the fog particle issue still, though. I was hoping we could find anything in the P4 files to work with, but. nothing!

#

i guess this is an open request lol. if anyone wants to see if they can find how fog particles are handled I would greatly appreciate that. I know how they're handled in P4G, and in P4 they're handled by textures, but otherwise I can't figure out the rest

#

otherwise I might try to get help figuring out field imports so I can approximate the effect, or in the short term I just copy the lighting and colors but not the fog effects

burnt notch
#

Hope this works it took a while to figure out how to share a file (yes, I'm an idiot)

scenic dust
#

I already got one from Rirurin but thanks anyway πŸ˜„

#

I was analysing it the other day but I forgot and turned off my computer before it had finished yukikocry

I'll just let it run for an hour or so and hopefully work with that instead when I get the time. Should be this weekend if not a little sooner.

burnt valve
#

oh perfect

#

another riri save πŸ™

burnt valve
#

@tribal bay hi! hope you don't mind the ping, but you seem to already be pretty experienced with working with the ps2 persona games so maybe you might have some ideas with this.

i'm trying to find the meshes for the p4 fog particles but they don't seem to be in a straightforward place at all in the files unlike with p4g. would you happen to know any sort of way to check for those? we've already tried using the debug logging codes to see if they're loaded in particular assets, but to no avail. if this isn't something you know a ton about that's ok, just wondering if maybe you know something i don't about the ps2 persona file structures or similar

tribal bay
#

tbh I really don't have much experience with persona ps2 games but I can look into it tomorrow. Maybe I can find something

burnt valve
#

dang I think maybe you gave me the impression that you knew more then 😭 my bad haha

sinful storm
#

i mean they are making new aemulus

#

that requires some knowledge of the ps2 games' file structure, i guess

burnt valve
#

don't worry about it if you have trouble finding it! it's mainly that we searched for relevant files for a while and only ever found textures. I'm also realizing I did not give a lot of context so let me do that in a minute

#

wondering if it's possible that something like meshes would not be stored within the main game data somehow. that feels really weird but I'm just not familiar with the way PS2 games work

#

alright context! this is how fog looks in p4 vs p4g (p4g uses a simple filter in this field at least, p4 has a full mesh)
trying to find this mesh has been problematic in general. in p4g if there is a mesh it's stored in field/pack in one of the RMD archives. for example, the area outside dojima residence has its fog mesh stored in m007_013.AMD in field/pack/f007_001_rmd.arc

#

kinda hard to look at without a video but

#

point is, p4g makes it easy to find the meshes if they're present. p4 however does not make it easy at all. both me and moddaman looked through the p4 files and only found textures, but we only looked through assets dumped from the CVM archives

tribal bay
#

i'll take a look tomorrow. I think the PCSX2 GS debugger is useful for this case? You can dump a frame with the graphic data

burnt valve
#

thanks :) would be big if true I've never heard of that tho ngl

tribal bay
#

the fog appears to be generated with a "plane" looking to the camera

#

well a lot of planes lol

#

in the second video you can see how them are looking to the camara

red root
#

did they just cut them because of the camera changes?

tribal bay
#

maybe?

tribal bay
#

the texture doesn't seem to change over time so I think what's actually animated are the planes

tribal bay
#

the texture is independent of the field. it does not change

burnt valve
#

ok so fog particles in P4 work similarly to P4G

#

then why the hell can we not find the corresponding meshes lmao

burnt valve
#

probably another one of their art direction changes

burnt valve
# tribal bay

this wouldn't by chance happen to give file paths anywhere would it?

tribal bay
#

sadly not, it is only the dump of the GS (graphic unit of the PS2)

burnt valve
#

sad....

#

honestly I think something like this is still useful to use just to visualize where the planes are placed but that's really unfortunate regardless

tribal bay
tribal bay
burnt valve
#

that's the thing... it didn't

#

but there is a limitation to the ATLUS debug logging

#

it will only report top level archives, so there's a non zero chance we just missed the models inside the archives (but amicitia also provides an easy preview)

tribal bay
#

there is a function with a "fog field" debug print but sadly seems not to be used in the game

burnt valve
#

i found something rather interesting... could you send that blend over?

#

i suspect this might be the right model, what we're trying to figure out mainly is the density of the fog particles

#

it does look like a bunch of planes after all...

burnt valve
#

thank you!!

tribal bay
burnt valve
#

oh shoot actually do you have one for the rooftop?

tribal bay
burnt valve
#

ok this is a dumb question but i am not very good with blender so treat me like i know nothing lmao

what is that script for?

tribal bay
#

when you import the .obj (screenshots_3d/Persona4.../shot_2025... .obj) in blender it will be insanely big and in one mesh
the script (actually a plugin) will just adjust the model size and separete the meshes

#

to import the model in blender go to file -> import Wavefront (.obj) and uncheck "validate meshes" and check "vertex groups"

#

to add the plugin go to edit (at the top) -> preferences -> Add-ons -> install from disk

#

to use the plugin press N -> PCSX2 Ripper

#

"scale objects" and then "separete by materials"

burnt valve
#

what exactly does that scale objects thing do? it just kinda makes everything disappear for me

tribal bay
#

zoom in

burnt valve
#

oh

#

LMAO

#

can't say I thought of that

burnt valve
#

I forgot to say but: I have good news! I was able to find the mesh for the rooftop at least based off of this. thanks so much for the help :)

#

at least, I'm pretty reasonably confident it is. the GS dump appears to be a bit more warped but the shape is pretty recognizable

#

now I think the problem is having to find the remaining meshes and bringing this over to P4G properly. the reason I couldn't find this originally was because the model has no assigned textures (so in the amicitia preview it's invisible) + I had no idea what the fog particles looked like (ex: with the planes and stuff)

#

the other weird thing is that the fog texture doesn't seem to be consistent with what's in P4 PS2... it looks a lot thicker although maybe it's actually fine in-game idk

tribal bay
#

You just need to switch the renderer to "Software" and take the GS dump as normally

tribal bay
sudden ether
#

Actually... I'm surprised that you can just dump whatever is on the GS and make it a .obj

#

That's neat asf

burnt valve
#

so I appreciate it very much, it's more helpful than you think

red root
#

the fog is coming for real

twilit harbor
#

Fog time

sinful raft
#

My laptop isn’t very good, and it’s kind of silly, but the mod increased my FPS xD. Good job, guys!

sinful storm
#

fog is upgrading computers

low meadow
#

now make it kiwami........

finite spire
#

It is kiwami

#

Have you seen secret lab?

burnt valve
#

...huh. I wasn't expecting that lol

#

that was not an intended side effect but... yay? 😭

astral fiber
halcyon ledge
#

i am 2026

tacit viper
#

no you’re The Elder Scrolls VI

burnt notch
#

Will the tree textures be changed?

#

Oh btw how I disable dynamic shadows for a more accurate ps2 look?

low meadow
#

leaf textures have been darkened so they don't look as bad but the models from ps2 are just too different

spring plover
#

so is this not gonna be on vita anymore? :(

burnt valve
#

already addressed this one multiple times - no. if someone wants to port it themselves, they can provided they follow the license.

#

I have had no direct involvement in any ports. the previous port was deleted bc the person who made it threw a temper tantrum one day and deleted it.

wet nymph
#

erm just get a steam deck

spring plover
#

hey brawler, someone sent me a vita version of the mod, and they wanted me to let you know cause its your mod and all that

tacit viper
#

i would imagine its heavily outdated if they didnt just port it themselves

spring plover
#

Yeah I wouldnt know lol

#

All the person said is that the overworkd would be a bit funky but that the dungeons would be alright

#

He says "its the latest update from a month ago, minus the texture stuff"

burnt valve
#

I am aware of people on piracy forums porting the mod to vita and maybe PC 32bit, but for the most part they tend to do their own thing and stay away from GB (where a lot of us tend to host mods)

which I mean, as long as they're following the license, they don't need to ask permission to port anyways

#

but I have never been directly involved in making a port - one of the big challenges is recreating the necessary code for skyboxes, especially on vita. otherwise I would've expected someone to have already posted ports on GB by now

#

with the texture stuff, they can't do much about skyboxes without reverse engineering, but there's a lot of basic texture swaps that wouldn't be too hard to do, they just need to replace the internal textures rather than the external tex2 ones that I replace

burnt valve
spring plover
#

No no they just wanted to let you know

#

They said they had been posting here before?

#

But they didnt want to annoy you with posting stuff on this forum specifically

burnt valve
#

well it would not be an issue if they posted it here

spring plover
#

fair enough

#

can't wait to play the mod though

#

which btw

#

i gotta ask

#

do i just put the mod.cpk in the repatch folder?

burnt valve
#

that I wouldn't know, I have never modded vita before

spring plover
#

ah fair enough

spring plover
#

anyways i just did the process but idk if the fog mod is even working or this cutins one i got

burnt valve
#

I think you'd be able to tell very quickly if either of them are working lol

#

if they aren't working, I would not be able to support as again I did not work on that vita port

spring plover
#

i genuinely don't really know but i did compare your video to my vita

#

the scenery in the station cutscene at the start looked similar

#

so i guess it does?

#

but i will check back with person to see if i did the process correctly

#

ok so the cut in mods aint working...damn..

burnt valve
quartz tendon
#

why

tacit viper
#

six seven

frail radish
tacit viper
#

@burnt valve didnt know if you knew this existed but ive seen you complain about the tab before lol

burnt valve
#

I actually disabled it yesterday after girlkisser pointed it out

#

lol

tacit viper
#

ohh lol

burnt notch
#

So uhh how's the mod progress going?

quartz tendon
#

you can check completion % on gamebanana

cursive cosmos
burnt notch
#

Lul

burnt valve
#

so question for everyone here. one of the hold ups with the mod is that the December fog is handled a bit differently in P4 than P4G. I'm still trying to figure out the specifics of how those fog particles work, there's a lot of unknowns. I could just do P4 lighting/colors with P4G particles though and it would be an ok solution until fog particles can be figured out, where i would do a second pass of all foggy fields.
or I can continue working through P4 particles and model imports, but then I'd only have to do one iteration of each field once I figure it out properly. thoughts?

burnt valve
#

this is gonna be tedious either way haha. at least I don't have to worry about skyboxes though

quartz tendon
#

Using p4g particles as a subsitute is fine, I'll try looking later today, got a few december saves anyway

finite spire
#

When the sky has boxes

quartz tendon
#

you mentioned you were trying to figure out the specifics of the fog particles

#

or do you mean the ones in vanilla p4

burnt valve
#

oh

#

well there's a few questions I have to work on figuring out

  • how to do P4G field imports to import the P4 fog meshes in the first place (one bullet point but this is a lot apparently)
  • how to make the fog mesh only show up under foggy conditions (I thought it was the env that determined it but I'm unsure I will need to look more into it)
#

actually both of these are pretty big in scope

lime abyss
#

If something is slowing you down and youre unsure about something, move on on the next thing you're sure about or you know it will take less time. Dont let a thing slow you down on the whole progress, also you might get frustrated if you do continue on the same thing youre stuck on

#

Also im so glad you're continuing with this mod even if Revival is coming

#

i'm sad that Persona 3 FES modding stopped because of Reload

#

That HD project will never be finished now, nor will Portable True HD πŸ˜”

quartz tendon
lime abyss
#

the % was getting pumped out soo much back 3 years ago and it just crashed when Reload released πŸ˜”

quartz tendon
#

not even gonna bother

#

this shouldnt be in this thread anyway

tacit valley
#

first of all wrong thread but second it says in huge bold green letters that it's practically finished

#

atp I'll just change the number to 100% for the sake of it lol

white ruin
#

Something something persona fans can't read

lime abyss
#

tho iirc font stuff wasn't touched at all, like the load and save menu and stuff

#

remember couple of months ago people were doing more textures for it too so i considered that not finished

#

but yeah maybe add 100% if you think its done

low meadow
#

might i ask what this has to do with p4g fog restoration? Makoto_Think

tacit valley
burnt valve
#

anyways I should probably say that I am probably moving in the next month or two so don't expect too much lol

burnt valve
#

(the fog particles not moving properly with camera movement like they would with a mesh, but rather being tied to on screen filters)

low meadow
#

yeah that's a little annoying

#

if you could somehow make it a little more transparent i think it could work

burnt valve
#

yeah the point was for them to not be transparent lol

low meadow
#

somewhere between fully transparent and where they are now is a sweet spot

burnt valve
#

the intent was to have something that looks like this (this is ps2), but without proper mesh support rn, i am more open to feedback as these end up all being kinda placeholder with the particles

#

(note that when i do finally figure out mesh stuff it will be as simple as disabling these filters and letting the meshes do the work)

low meadow
#

it's a bit less distracting to do it subtly like that

burnt valve
#

i would say if you do not care much between those two, it would be far easier to copy P4G's filter settings

low meadow
#

the p4g one makes it look like the game is melting skob
i like your custom one more

burnt valve
#

unfortunately it's also more work lol

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but

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(like, a lot more work)

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I redid the entire school today bc I felt like it

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im gonna hold off on anything more until i hear what people say... but i probably shouldnt be working too much on this anyways lol i need to start packing

low meadow
mystic thicket
burnt valve
#

I guess here're the questions I should present:

burnt valve
burnt valve
# burnt valve using P4G's default alpha values but my custom fog particles
  1. do you think that having these custom fog filters but with lower alpha is significantly better than the stock P4G filters to the point where I should be putting this much effort into the fog filters rather than just copying P4G values. I understand why people would like them more but they really do take more effort overall
burnt valve
mystic thicket
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Yes and yes.

cerulean ember
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I could try and test this out when I get the chance.

flat dagger
#

scale is goofed and grass textures are causing me a bit of pain but getting there

burnt valve
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looks like a lot of textures in general got shifted like the shadow map haha

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pretty awesome to see this though :)

blissful mauve
#

twitter powerlines

flat dagger
flat dagger
blissful mauve
flat dagger
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how did you know I was naming them that fear

blissful mauve
#

You've mentioned it before

burnt valve
#

i left it in the code as is πŸ™

burnt valve
#

i am hoping fog particles as a model will be easier. i don't think it's a field import? it seems to be a separate model altogether

flat dagger
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idr our convo about them, how do the p4g ones work again?

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are they seperate models or built into the field?

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because while yes I assume the cleaner way would be seperate models you will need to figure out how to call them when they need to be called

burnt valve
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idr either let's check

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here we go

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separate models

burnt valve
#

maybe it will be easier than expected....

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hopefully...

flat dagger
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well then yeah that'd be piss easy

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I'm pretty sure gmostudio is at a point you could do that right now actually

burnt valve
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with its initial release?

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inch resting

flat dagger
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well no the updated one

burnt valve
#

i'll look later, hopefully it is pretty easy

flat dagger
#

the general flow would be

  • export field model
  • export field fog model
  • line up p4 fog model in a good way on top of field fog skeleton
  • do uv anims inside gmostudio or w/e (maybe the mesh is rotated instead and you need to animate that idk)
  • export
burnt valve
#

unfortunately i am model challenged lol so we'll see how it goes

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it doesn't sound unreasonable at least....

flat dagger
#

Relatively speaking it's pretty simple

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It's very basic blender stuff

burnt valve
#

export p4g field and p4 fog right? or do i need p4g fog/p4 field too

flat dagger
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first two i said should be p4g

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then you'd basically line up p4 fog model over the extract p4g field, but put it over the p4g fog skeleton

burnt valve
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i lied i think i will try to mess with it a bit rn

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hmm actually i just realized this might actually still be a bit troublesome because some P4G fields do not have the fog particles as models in the field

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so I guess I still need to figure out how they're called...

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of course, unless p4g does call a model and they're just blank

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wait a fucking second

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this is just the p4 model I think????

flat dagger
#

disable backface culling to make it easier to see (its a toggle in view glool)

burnt valve
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that did not change anything

flat dagger
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oh huh

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where the meshes

burnt valve
flat dagger
#

oh right theyre very transparent textures LMAOO

burnt valve
#

yes lol

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but in p4g you would not see this at all

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so ????

flat dagger
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is this unused? Moth_think

burnt valve
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just gonna get a pic in p4g for reference...

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god i hope not

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clearly not present...

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i also don't know how it lines up with the p4g field though...

flat dagger
#

export to blender and find out NaotoTrue

burnt valve
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no fbx in this program?

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what the heck is glb/gltf

flat dagger
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fbx if it was good

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blender supports it

burnt valve
#

i see...

flat dagger
burnt valve
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this is so fascinating (unrelated)

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just seeing how this whole area is modeled is cool

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this program rly likes making dumps huh lol

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is there a difference between glb and gltf i should know of

flat dagger
#

glb is better for this but gltf still works

flat dagger
burnt valve
#

(again: i am model challenged)

flat dagger
burnt valve
flat dagger
#

click the eye next to the armature

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that be the bone

burnt valve
#

ahhh thank you

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that's a big ass bone

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hmmm (idk if there's a better way of showing this it's basically invisible in blender which is inch resting)

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there are small particles present though... wonder if this is just backwards?...

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no i guess not (I changed the mipmap material texture and there it is)

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the default mipmap texture appears to be basically invisible so ?

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am i understanding this right? change whatever texture this is and it should show up? or is that not how it works

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this certainly is more visible.... i think this is probably missing uv anims but i just want to see if it works at all

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i realized that gmostudio has the ability to swap textures

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so im gonna try that but i am not 100% confident on the relationship between AMDs and GMOs.... my assumption is that this MODEL_DATA is the GMO in question but

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that did not do it unfortunately. man...

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no fog particles </3

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in a shocking twist, it turns out the fog particles are there! they're just far out

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further evidence that they are only present in the distance and not up close

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probably really hard to see with the bitrate so you'll just have to trust me

burnt valve
flat dagger
#

what the hell lmao?????

burnt valve
#

almost looks like the model is misaligned (notice the fog cutting off at the top)

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(this was with me reducing the fog; you cannot see the fog particles otherwise)

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i'm not really sure what to make of this bc when i imported into blender it was lined up perfectly fine.... i think i should stop for today in any case

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wouldn't suppose anyone has any ideas?

flat dagger
#

well i might be wrong but i think they call the root bone name to some specific coords... somewhere

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so copy p4 coords maybe

burnt valve
#

i just find it odd bc this was the p4g model i was messing with

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and in blender they seemed to line up as one would expect

flat dagger
#

well yes

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if you summon them both at the origin of the scene

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atlus doesn't have to do that if they call the models to a specific location

burnt valve
#

i see...

flat dagger
#

maybe they didn't like how they looked on vita and just moved them 8 billion light years away

burnt valve
#

i wouldnt even know where to look for coordinates ngl

flat dagger
#

Well at the very least im very sure it's not in the exe

burnt valve
#

i'm going to at least confirm my theory real quick

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very scientific

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honestly it looks like the texture only shows from specific directions

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but the meshes are absolutely there

flat dagger
burnt valve
flat dagger
#

that almost looks like the bounding box????

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maybe try replacing the material with one from a player model

burnt valve
#

i also had to activate free cam as you can see to even confirm this

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how do i do that....

flat dagger
#

open up a player model, grab a material and export it as .nao, go back to this model and find a material, import the .nao

burnt valve
#

any material?

flat dagger
#

yeah

burnt valve
#

can i import naoto to all materials in this model with this button or only export

flat dagger
#

you'll want to do singular not all

burnt valve
#

hmm ok

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this UI is slightly confusing

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looking at it more closely should that export all button even exist

burnt valve
#

oh i understand now

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the dividing line looks to be in the wrong spot

flat dagger
#

Well I put that there to differenciate between actual material data and the buttons but I can now see that might just confuse people πŸ’€

burnt valve
#

this is the last material

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but the export/import buttons above correspond to the material above it

flat dagger
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no the last one does

burnt valve
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that's what i was saying yea

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was just about to draw the same thing out

flat dagger
#

yeah the line is supposed to seperate the actual data of the material and the ability to export/import over them

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will need to change that to something else then

burnt valve
#

yeah it is slightly confusing πŸ˜†

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unfortunately i might be stupei

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anyways lets try this again. one last thing and then i need to be done for today

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nope... similar behavior to before

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maybe it's not a material problem then

flat dagger
#

can you send model and give field id

burnt valve
#

006_014

flat dagger
#

i can look into it later tomorrow

burnt valve
#

(thank you)

burnt valve
#

thought I would also point this out for my own reference but it seems I didn't catch all of the broken shadow maps... this would be more of a TFP+ contribution but I would still like to fix regardless

blissful mauve
#

Would you like to take over as steward of TFP+

flat dagger
burnt valve
#

I can get you a save or I suppose you could just pull from the loaf(TM) archive

burnt valve
#

up to you, if you think you're still gonna be around maintaining your stuff then I see no point

flat dagger
#

how the hell

burnt valve
#

yeah it kinda looks the exact same as before tbh lol

sinful storm
#

i was not expecting that 😭

low meadow
#

funny as hell

uneven canopy
#

kiwami cat

tacit viper
#

why cant i glool

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1984

frail radish
sinful storm
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it won't let me glool either