#P4 Fog Restoration (fm. Foggy Inaba, Restored PS2 Fog)
1 messages Β· Page 12 of 1
No prob bob
I think youβve found unused content, should put it on tcrf
There's this scene in P4 PS2 but I think this is a different ENV
so specific π
does anyone know what this is about
otherwise I will just close and ignore
yeah ππ
but I mean this just isn't enough info
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
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.
like how do I ask for more info?
that requires them to read
yeahhh y'know what I'm just gonna close it
wow i cant even edit the description to say this nvm
gb issues are fucking useless
that's the thing I don't know what they mean
100 bucks on them playing a first playthrough with mods and not knowing the gimmick
Quite sure this thing doesn't affect how the camera works, anyways
there are a few things i could think of
the previous issue that atake posted about was ultimately a camera issue
but without enough info maybe it is just them not recognizing the gimmick
Funny this looks like it's lit with modern LED street lights with how bright it is
yeah lol
I ultimately decided to just stick with the custom ENVs I made for it instead
(everything is darker)
Thank you for working on the piss filter from the ps2 version brawler π
I think itβs because the original had baked in shadows
Which is missing from Golden
golden does have baked in shadows too generally. maybe i will look into those later though
@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)
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...
- 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...
is P4G's env editor our best source when it comes to editing ENVs??
I thought the fes one was more fleshed out
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
(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..)
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
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)
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
those filters have to exist in some capacity I think, or at least P4 has them even if P3 doesn't
that was kind of my plan for making the template tbh lol
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
but my thought was like ok, I start with a base env. change one value, compare changes between the files
similar process to what I did to fix that one env issue that atake pointed out
Yep that'd be the way to do it haha
Idk why saving wouldn't work. I could have a look into it at some point if you need it.
it would be helpful if you could 
@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?
TFP should already have many of the shadow fixes
yeah I'm curious if what I already contributed to tfp is what was being discussed bc that happened a while ago
ohh neat
yeah idk what exactly got removed but i know the house and the scene when you get from train had them removed or something
other than that idk what else but i guess more stuff got neutered
also what's TFP?
Also
Fog mod
what Contrast level should be used with it?
ohh neaaat
but since Fog is restoring PS2 graphics
is 3 the default then for it or we still doing 2?
gotcha
i always use 1 because my monitors make the game look hella saturated for some reason, but it's really up to preference
I use 2 but I used to use 5 for a while there lmao
you really wanted that yellow baked into your eyes
you know how much people love reading 
Weβre Persona fans Rin
Reading? Not in this house!
only carpet in this house π
I mean it's just easier to say set contrast to 2 but truthfully the mod looks fine at 3 contrast too
play on 5 to get the clearest image.
I just made a decision early on that I would develop around contrast level 2
kill your eyes playing on 5
burnin' the retinas as they say
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
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
ENV contrast: P4's ENVs are generally set to 1.00. P4G's are generally set to 1.05
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)
god it's kind of crazy how much better it looks
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 :)
no pressure haha I'm in the same boat
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
GB ISSUES ARE FUCKING USELESS
THIS DOESNT HELP
literally ended up updating mod desc with this and i might leave it as a pinned comment too
i literally just ended up deleting the issue it is genuinely spam
very frustrated by how this user just does not understand
their new issue literally does not even give any more info and i cant resolve it
no one else here has pointed out any issues either
It's def the dungeon gimmick
i forgot there's more than one notable max in the persona sphere lol
Midkip
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)
the starry nights are the only improvement that i personally say p4g did better
most everything else, og p4 clears lol
good to see you taking care of life over modding tho 
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
so much for this being a quick update...
i thought they looked really nice too so that's why i retained the option for them
i have two sets of custom ENVs to account for which skybox you're using
the mod isn't huge in terms of filesize is it?
i can definitely cut down the size but i dont think it's too large rn
i just never remember its size since r2 auto updates it for me lol
420 MB, I could probably shave off about 140 MB without much trouble but I have just been lazy about it
i forgot about the texture thing
hopefully that one will be properly looked at over winter break
true
though it is also kind of a minor thing
since this area of the game shows up like
three times?
is in the big config
mhm it's had one for a while
expanded it significantly an update or two ago bc meovv kept complaining about it
maybe it was out a year ago when i last played

and i didn't see
(jokes aside, while he did complain briefly about it, i figured it was a good idea to give more comprehensive control over fields)
i play this game once or twice a year so i get to see the incremental progress
i feel bad for keeping people waiting but that's just how it is with my jobbed ass π
it's to the point where i am a little worried about p4r dropping too close to when i finish this mod lmao but
who cares since p4 remake will be shit!
hopefully not!
i already committed to finishing this mod either way, p4r isn't going to stop that
(finishing = getting to a state i consider sufficiently finished i don't think it will ever truly be "finished")
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
hopefully it will!
i want it to fail so hard they give up on unreal engine
I'm still gonna have to redub the entire game lol
i refuse to make unreal stuff again
maybe should learn how to make p4 mods though
it is my favorite one and the only mods i've made have been for p5
pretty easy
I have no clue how to model but I do know how to edit a lot of other things lol
i'm most proficient with modelling
though i've been learning text editing for my removing morgana mod
though idk what i'd even change models wise about p4
ig yu's uniform always kinda bothered me
the cuffs at least
hope you enjoy editing like 200 models of Yu lol
is the file structure that bad?
no they made several models that are only used once in cutscenes
Yu alone has like 300
i didn't realize the street texture was also blurry
guh
there's only like 175 kasumi ones...
that'll be annoying
J*b
I feel ya
all i wanna do is tuck in his shirt and remove those cuffs π
man it's kinda hard to think of things to mod with p4 when i already think it's perfect
and i can't mod p3r because it's UE
so i'm stuck in limbo modding p5
which i constantly complain about lol
i mean you could mod p3re
fmodel exists
I'm still confused with that lol
sounds vaguely familiar
what
p3r is moddable?
also why would you actively wish for a P4 release to be bad 
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
I got the clear night skyboxes done yesterday. cloudy and rainy is next and then I'll probably release
Each character does
i wished this once too and then the monkey's paw curled with metaphor
There's about 30 variations of the same looking model
What separates them is animations
Just because you're not willing to learn UE?
That's extremely silly
P4 is my favorite
And I'm a purist
I want them to stop wasting time on unreal engine nonsense and make new games again
I did learn UE once, it sucked.
I should be more free after my exams to start gathering footage for the trailer.
I'm not wasting my time reinstalling UE again
Nothing you say is making sense to me
"why would you wish for a p4 release to be bad"
"p4 is my favourite"
Listen, it's best we chat this outside the thread for this mod.
I'll just leave at I dislike remakes and unreal engine immensely
If it makes you feel any better, I agree with you completely
W
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
Ok back to talking about fog mod
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
it won't replace the original releases for me but I still would like it to be good lol
I agree with Brawler there to an extent, yeah
thank you :)
I agree with this otherwise I think this is a better discussion for one of the general persona talk channels
I can share dev builds if you guys want I just haven't been haha
for example this field is different, iirc there's a bit more fog?
might be more red idr
Tbh i can't tell much of a difference
No i mean fog on vs off
as stated I haven't publicly shown any changes to that field
the current release has that env being completely unchanged
next update will have that
So why does the texture thing happen then
field model edit vs field env edit
model edit applies to the field at all times. envs are dependent on time/weather
will send tonight π
I see
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
this is completely custom (skybox). how does this look.
there's no reference from p4 so i have to just make up stuff here
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)
It sucks
I'd imagine that kind of lighting on a more well lit location than what the shopping district actually has
wait huh
can you not go here at night
yeah p4 handles it like this but p4g lighting stuff makes something like this a good bit harder than i expected
this actually looks decent
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
what about the car crash scene?
That's a good point actually, that should be in P4
My bet is the p4g one is just the default
good call
Nah the P4G one is better
the chara lighting is a bit off
No shadows
well unfortunately this is still a useful reference lol
thanks for the idea
it's misleading bc this field is technically not 008_001
it's 008_010
This is super kiwami btw
it is a bit kiwami but it's faithful 
i didnt have any cloudy inaba references and now i do
ignore skybox
i think i'll manually apply lighting changes to the charas as they feel too out of place rn
i'll probably use this as a reference for other custom fields since i had no good reference prior
muddy af lol
@cerulean ember hi
this has everything done except rainy nights those are still wip
probably a little too foggy yeah
is that any better
still a lil muddy
too foggy?
lil better
i think i am just going to leave it like this
ngl
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
they look better for sure but it did take time
Everything's looking good Brawler
thanks :)
rin approved
once this drops I only have foggy fields and golden fields left and then I think I can safely call this 100% done
tbf golden fields/ENVs are not insignificant
I could also call foggy fields 100% and do golden fields afterwards
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
so actually still a decent amount of work left lmao
Cooked when you hit nighttime winter
how bad could it possibly be
dude this is huge!!!
posting the onceler should be a bannable offense 
maybe I will finish the mod by the two year anniversary... π
If you lock in
big if
Can't lock in if you don't have time
yeah LMAO
I got that earlier this year actually lol
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...
we appreciate a healthy work life balance and attitude to hobbies/fandom in this space
true although brawler also wishes he had more time in general lmao
bc my work life balance as of late has not been great :')
Right now I just wish I had time to just sleep
Sure as hell I'm not getting that until....the 13th
Bro saying that in persona fan server
i wouldn't know i'm not one of them
Literally just got this, I can finally test this shiiitttttt
this one has new night rainy fields. i think this is the final version before release unless you notice any bugs or issues :)
Will do in a few
thank you take your time
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)
might be a minor nitpick and just my own opinion
but i feel like the shrine should definitely look hella foggy at night
you can consider skyboxes now
any particular reason?
unfortunately every single floodplain ENV has a P4 equivalent haha (that's why it's so blue)
My current run is in the summer and every instance of the rainy nights I had was mostly locked in cutscenes.
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
The river is pretty good, Imma do a shot of me fishing as one does.
you need level 2 courage to even go there at night iirc
it should look spooky
It might just be me, but the second to last image, in the shopping district looks too gray and not very saturated
you could but I don't think there would be much point to that bc it was already in the prior updates
I am also doing a quick check- I recall something. Also I saw this, nice.
ok, fair. I can try to give it a pass. I think I will probably focus on making it less foggy during clear nights though
the way I would primarily address this is to increase the ambient lighting a little bit. I'd probably have to do it with the third to last image as well just for consistency though - they're both part of the shopping district after all
thank you haha that one has also been in for a while but it still looks pretty nice in my imo
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
woops I meant to refer to the last one in that group of photos
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.
so this is how it looks in og for reference
there's something I will probably need to focus down and fix tomorrow or this weekend
doesn't look right lol
seems p4 also has this, which i didnt see with my previous save
looks pretty similar to the floodplain actually
no im sorry I meant the last shopping district photo in that group πππ
i figured out why. it's bc it is lmao
there are no ENVs for this area at night as it turns out
so I guess more custom work
better?
hm that's a subtle change
it's hard to get this to look a ton better without potentially making it too bright
It does look better
I just felt that the buildings blended in with the skybox
But now it looks pretty good
cool :) thanks
first draft. thoughts? (anyone else should give feedback too)
is the first image the original for comparison?
well "original" that you posted earlier lol
no, it's clear night
ah
all new. clear night, cloudy, rainy
i had no idea p4g had so many weather states
there's a few

anyways
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
i would imagine a clear night would be slightly brighter than a cloudy night
i could slightly increase fog but i'd feel weird doing much more bc it is a clear night
yeah i get it
i think it'd be funny if all of inaba was clear except heavy ass fog on the shrine
yeah i get it haha
you see the vision
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
bc like rainy is already pretty creepy i think
for sure
rainy night is 100% "you need more courage to set foot in here at night" energy
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)
me likey :3
the skybox on cloudy night is fucked in the pics but i have fixed it
I think I will experiment with making cloudy slightly darker tomorrow but I will put these edits in when I'm home
I'll try to aim for something in between, maybe closer to the rainy lighting
foggy ass shrine is peak
i can't wait for you to have to make this mod for p4r 
-# /hj
ik meovv is already interested in the idea of a fog mod for that game
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
I actually think it might be easier thanks to the game being on Unreal Engine
It'd be something along the lines of those silent hill no fog mods
only in reverse i guess
silent hill no fog
bruh who is playing that
p4 without fog would be a funny mod but it's not really possible in P4G without more substantial code edits
might be possible in P4R though
kinda like a, what would the world look like from your perspective wearing glasses that cut through the fog
If it only applied to the TV world once you get a pair yeah that would be sick
Assuming they put fog in dungeons
@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?
wow looking at chie's default portraits is so weird
i've grown so accustomed to the timeskip hair mod
??????????????????????????
also simply incorrect
bruh where's the filter
these video files aren't loading lol
i removed it and reverted to stock
why is it two different environments lmao
idk what the issue is tbh
I think the road mesh is moving at a different speed than the rest of the map LMAOOOO
i am testing completely stock just to be sure
that map moves under naoto to give the illusion her ass is running
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
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 
look at the road beneath naoto relative to the leaves
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
well
that is the intended look actually
LMAO
the road texture thing isnt actually that bad but its funny that its there
persona is... supposed to be
...?
i feel like you wouldnt notice it in practice since theres dialogue boxes on the screen almost the whole time, blocking the road
kiwami
~~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 ~~
yeah LMAO
same thing as I'll Face Myself being partly broken
i dont know of this one
https://gamebanana.com/sounds/66051 luckily for you i have a fix for that 
This mod fixes a minor audio glitch in the in-game version of I'll Face Myself where the track skips. Funny enough, apparently this glitch has existed since the game's original release.
Download: https://gamebanana.com/sounds/66051
i did not know this was a thing
@red root also really loves persona 4 golden because there are so few issues with the bustups
i love p4 because it's the best
@cerulean ember hi (fix for the naoto running scene, night time shrine adjustments)
keep in mind, modders have suffered enough with the stupid jank in these games that we are allowed to call them shit lol (we don't actually mean it)
shoutout to dojima stubble in teeth
dojima built different 

i mean it 
the only good persona game is P4D
honestly i wouldn't be surprised if they never even noticed when making this scene cuz yeah with the textboxes it's really not that visible but sheesh 
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
^ though i'd recommend just using the DLL
sighhhhh
doesn't seem like that one was is on nuget
I always knew you'll accept the truth eventually.
dont worry this isnt new
speaking of that i now have to go back to those fuck ass fog particles
what's left now?
He said ass particles
Ooooo, will check tomorrow 
the best way to make persona 5 better is to remove things 
delete the whole game
True!
@burnt valve you didn't include ModConfig.json in your 1.8.0 update so r2 never actually updates anything
r2 moment?
r2 issue?
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
brawler is banned from modding 
it's not an issue to manually add it right π€
nah
though you should probably fix your reloaded lol
is this only a me problem
probably a new issue from last update: https://github.com/Reloaded-Project/Reloaded-II/releases/tag/1.29.4
well it took 3 years to open the publish menu in remix π
you realize the publisher is untouched in remix 
well well well
idk what to say on my machine it loaded stock r2's publish menu very quickly 
remix is pretty cool though. if only it had the option to let me set custom global themes 
did you wait for it to finish checking updates though...
yeah i had it download the latest mod loader update and mod updates first
both reloaded's hitch for me when it completes
it opens in like 1-2 secs for me
i need the opposite of the works on my machine sticker

fym no π
"works on everyone's machine but mine"
my favorite 2.5 bug(?) is ocean's 2.5 opens the game when trying to open the app folder 
mine is the index out of range crash that happens 1/10 opens 
honestly I think genuinely my biggest issue with remix is the theme changing lmao I want it to be constant
just add a rin file 
like 90% sure it'd probably do what you want
add a @low meadow file? π€
also happens in 2, though maybe less frequently? or maybe both have gone up in frequency after NET 9
and seemingly neither sewer or i care to fix it lol
where does it even come from lol
file/folder watchers which update your mods list in real time whenever you add/remove mods in the mods folder instead of reloaded
and lowkey, the root of so many other oddities in r2 imo, like duplicating mods/apps
just add a png file named rin.file to the root folder and it'll use it as the bg
lmao?
named after me frfr
ok so this wasn't my fault after all, this is an issue with 1.29.3/4
lol
nah iβm still gonna blame you brawler
I don't have a copy of the exe so that'd be the biggest problem rn. If someone can find a copy for me I'll have a look at some point. It's probably easy to fix
hmm let's ask in a different channel
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
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 
oh inch resting
so p4 has universal fog textures but p4g does not
that's funny
well unfortunately i need the meshes
i do not understand where this stuff is stored bc i've looked thru the p4 files multiple times to no avail
π
inb4 hardcoded 
Do you have the debug logging pnach codes for PS2? Maybe it can point you somewhere...
i dont... i didnt know they existed
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)
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
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
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
did you ever get the cloudy night shrine env fixed up?
wdym
hmm... tried making the pnach myself (basically exactly what you have) and it worked for me...
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
yes i have it enabled
yeah it's not working for me....
well.... do you want to look into it then π
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
well you can have a peek at what it printed for me to get an idea
im not convinced this log is all that helpful either ngl
understandable
well
maybe you should go to the rooftop (006_014) on a foggy day
but the log doesnt seem to have much rn otherwise
you said you were gonna make it an in-between of the clear and rainy nights lol
i did fix yes
hrmm do you happen to have a save for that i can use cuz i don't really have any on hand for ps2 
yeah hang on
i downloaded these anyways
i would load the 12/23 save and mod menu to 006_014
thanks I'll look thru this log and hopefully there's something.....
why is it loading this on a foggy day
hmmmm
hmm i think i prefer daytime to have the standard P4G effects
how did they make the environments so damn ugly π
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
i liked modding p5r's files at the time and then shocker they updated the formats
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
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...
i like the format because it's the only way to mod that i know
and i refuse to figure out UE
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
Access Google Drive with a Google account (for personal use) or Google Workspace account (for business use).
Hope this works it took a while to figure out how to share a file (yes, I'm an idiot)
I already got one from Rirurin but thanks anyway π
I was analysing it the other day but I forgot and turned off my computer before it had finished 
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.
@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
tbh I really don't have much experience with persona ps2 games but I can look into it tomorrow. Maybe I can find something
dang I think maybe you gave me the impression that you knew more then π my bad haha
i mean they are making new aemulus
that requires some knowledge of the ps2 games' file structure, i guess
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
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
thanks :) would be big if true I've never heard of that tho ngl
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
did they just cut them because of the camera changes?
maybe?
here is the texture used by the planes
the texture doesn't seem to change over time so I think what's actually animated are the planes
the texture is independent of the field. it does not change
ok so fog particles in P4 work similarly to P4G
then why the hell can we not find the corresponding meshes lmao
no they're still present in other fields. just not this one specifically
probably another one of their art direction changes
this wouldn't by chance happen to give file paths anywhere would it?
sadly not, it is only the dump of the GS (graphic unit of the PS2)
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
them are not looking at camera lol just randomly rotated
if it's a model, it will likely appear in the atlus logs i think
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)
there is a function with a "fog field" debug print but sadly seems not to be used in the game
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...
this one?
here is the script for blender
thank you!!
this is the frame btw
oh shoot actually do you have one for the rooftop?
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?
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"
what exactly does that scale objects thing do? it just kinda makes everything disappear for me
zoom in
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
https://github.com/scurest/pcsx2 this is the fork that I used to take the GS shots if you need to take more
You just need to switch the renderer to "Software" and take the GS dump as normally
tbh i thought i wasn't going to find anything it's a honor!
i really love this mod so i'm glad i could help (even if it's just a little)
That solution is so ooga booga in fascinated
Actually... I'm surprised that you can just dump whatever is on the GS and make it a .obj
That's neat asf
honestly you helped a lot because I had been asking around with this prior and I was at my wit's ends with this. I was worried I'd have to settle for a half assed solution so I'm really glad I don't have to π
so I appreciate it very much, it's more helpful than you think
the fog is coming for real
Fog time
My laptop isnβt very good, and itβs kind of silly, but the mod increased my FPS xD. Good job, guys!
fog is upgrading computers
now make it kiwami........
...huh. I wasn't expecting that lol
that was not an intended side effect but... yay? π

i am 2026
no youβre The Elder Scrolls VI
Will the tree textures be changed?
Oh btw how I disable dynamic shadows for a more accurate ps2 look?
been discussed numerous times here and doesn't seem feasible
leaf textures have been darkened so they don't look as bad but the models from ps2 are just too different
so is this not gonna be on vita anymore? :(
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.
erm just get a steam deck
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
i would imagine its heavily outdated if they didnt just port it themselves
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"
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
big wall of text aside, I appreciate them doing that but I'm unsure if they want me to do anything with that info? π like idk if anything's being asked of me here lol
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
well it would not be an issue if they posted it here
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?
that I wouldn't know, I have never modded vita before
ah fair enough
anyways i just did the process but idk if the fog mod is even working or this cutins one i got
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
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..
why
six seven
@burnt valve didnt know if you knew this existed but ive seen you complain about the tab before lol
ohh lol
So uhh how's the mod progress going?
you can check completion % on gamebanana
These things, they take time!
Gabe Newell's cameo for Clang Kickstarter
Clang is now on Greenlight, I suggest you thumb it up!
http://steamcommunity.com/sharedfiles...
Disclaimer, Gabe is epic and HL3
EDIT
http://kotaku.com/famous-kickstarter-campaign-turns-into-complete-disaste-1352054852
Lul
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?
this is gonna be tedious either way haha. at least I don't have to worry about skyboxes though
Using p4g particles as a subsitute is fine, I'll try looking later today, got a few december saves anyway
When the sky has boxes
looking for?
you mentioned you were trying to figure out the specifics of the fog particles
or do you mean the ones in vanilla p4
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
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 π
82% 3 years ago π₯
the % was getting pumped out soo much back 3 years ago and it just crashed when Reload released π
dude
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
Something something persona fans can't read
Ohh didn't know that, thought the % said what was done and what's not
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
might i ask what this has to do with p4g fog restoration? 
the font was the first thing to be added to the mod lol
the one thing missing from the load/save menu was the "OK" when selecting a save, hardly a critical component of the game
also yea wrong thread again
barely related but I actually didn't move the progress counter for my mod at all last update bc I realized that I still had a decent amount of scope left
anyways I should probably say that I am probably moving in the next month or two so don't expect too much lol
ok so this is using ENV tools as a stand-in for P4's fog particles which are meshes. is this too distracting?
(the fog particles not moving properly with camera movement like they would with a mesh, but rather being tied to on screen filters)
yeah that's a little annoying
if you could somehow make it a little more transparent i think it could work
yeah the point was for them to not be transparent lol
somewhere between fully transparent and where they are now is a sweet spot
using P4G's default alpha values but my custom fog particles
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)
this is better imo
but my single opinion is not absolute so i'm willing to see what others think as well lol
it's a bit less distracting to do it subtly like that
and the last clip i will show is using P4G's filter settings (so not my custom fog particles)
i would say if you do not care much between those two, it would be far easier to copy P4G's filter settings
the p4g one makes it look like the game is melting 
i like your custom one more
unfortunately it's also more work lol
but
(like, a lot more work)
I redid the entire school today bc I felt like it
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
i'll post this here just so there's like a test build available for people to test out the school
running away from the government spies, are we
I think this looks the best without proper mesh support.
I guess here're the questions I should present:
- does this bother you/is this too distracting (again this is a placeholder until proper meshes are available)
- 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
(P4G fog filter for reference)
Yes and yes.
I could try and test this out when I get the chance.
scale is goofed and grass textures are causing me a bit of pain but getting there
looks like a lot of textures in general got shifted like the shadow map haha
pretty awesome to see this though :)
twitter powerlines
thats what ive been naming my test models LMAOOO
yeah a bunch of meshes got scaled up and thus shifted, just need to figure out why it's happening. Iirc Rise's shadow boss model has same issue because of weird scale trolling
Yeah that's what I'm referencing lol
how did you know I was naming them that 
You've mentioned it before
i left it in the code as is π
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
idr our convo about them, how do the p4g ones work again?
are they seperate models or built into the field?
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
i also do not think this is an issue either, they seem to be called completely independently of the ENV
maybe it will be easier than expected....
hopefully...
well then yeah that'd be piss easy
I'm pretty sure gmostudio is at a point you could do that right now actually
well no the updated one
i'll look later, hopefully it is pretty easy
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
unfortunately i am model challenged lol so we'll see how it goes
it doesn't sound unreasonable at least....
export p4g field and p4 fog right? or do i need p4g fog/p4 field too
first two i said should be p4g
then you'd basically line up p4 fog model over the extract p4g field, but put it over the p4g fog skeleton
i lied i think i will try to mess with it a bit rn
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
so I guess I still need to figure out how they're called...
of course, unless p4g does call a model and they're just blank
wait a fucking second
this is just the p4 model I think????
disable backface culling to make it easier to see (its a toggle in view
)
that did not change anything
here is model for reference
oh right theyre very transparent textures LMAOO
is this unused? 
just gonna get a pic in p4g for reference...
god i hope not
clearly not present...
i also don't know how it lines up with the p4g field though...
export to blender and find out 
i see...
this is so fascinating (unrelated)
just seeing how this whole area is modeled is cool
this program rly likes making dumps huh lol
is there a difference between glb and gltf i should know of
glb is better for this but gltf still works
oh right I should fix that π
and then how do i get around... whatever is going on here haha (trying to zoom out and rotate camera)
(again: i am model challenged)
hit n, go to view, increase the maximum to like 99999 and the minimum to 1
that partly helped... there's still a big ass mesh of some sort in the way though...
ahhh thank you
that's a big ass bone
hmmm (idk if there's a better way of showing this it's basically invisible in blender which is inch resting)
there are small particles present though... wonder if this is just backwards?...
no i guess not (I changed the mipmap material texture and there it is)
the default mipmap texture appears to be basically invisible so ?
am i understanding this right? change whatever texture this is and it should show up? or is that not how it works
this certainly is more visible.... i think this is probably missing uv anims but i just want to see if it works at all
i realized that gmostudio has the ability to swap textures
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
that did not do it unfortunately. man...
no fog particles </3
in a shocking twist, it turns out the fog particles are there! they're just far out
further evidence that they are only present in the distance and not up close
they are actually present without the mod too, look closely in the background
probably really hard to see with the bitrate so you'll just have to trust me
i guess that raises another question though. clearly there are planes here that should have the texture, yet ingame you can't see them. what's up with that? idk
what the hell lmao?????
almost looks like the model is misaligned (notice the fog cutting off at the top)
(this was with me reducing the fog; you cannot see the fog particles otherwise)
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
wouldn't suppose anyone has any ideas?
well i might be wrong but i think they call the root bone name to some specific coords... somewhere
so copy p4 coords maybe
i just find it odd bc this was the p4g model i was messing with
and in blender they seemed to line up as one would expect
well yes
if you summon them both at the origin of the scene
atlus doesn't have to do that if they call the models to a specific location
i see...
maybe they didn't like how they looked on vita and just moved them 8 billion light years away
i wouldnt even know where to look for coordinates ngl
Well at the very least im very sure it's not in the exe
i'm going to at least confirm my theory real quick
very scientific
well. looks like i have found something out
honestly it looks like the texture only shows from specific directions
but the meshes are absolutely there

do you know what would cause this behavior with the visibility lol
that almost looks like the bounding box????
maybe try replacing the material with one from a player model
i also had to activate free cam as you can see to even confirm this
how do i do that....
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
any material?
yeah
can i import naoto to all materials in this model with this button or only export
you'll want to do singular not all
hmm ok
oh
this UI is slightly confusing
looking at it more closely should that export all button even exist
Well I put that there to differenciate between actual material data and the buttons but I can now see that might just confuse people π
this is the last material
but the export/import buttons above correspond to the material above it
yeah the line is supposed to seperate the actual data of the material and the ability to export/import over them
will need to change that to something else then

yeah it is slightly confusing π
unfortunately i might be stupei
anyways lets try this again. one last thing and then i need to be done for today
nope... similar behavior to before
maybe it's not a material problem then
can you send model and give field id
006_014
i can look into it later tomorrow
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
Would you like to take over as steward of TFP+
I've just realized I don't have a save to properly test but I think this might work?
I can get you a save or I suppose you could just pull from the loaf(TM) archive
I wouldn't mind. I don't think I have much to contribute at this current moment but if you're trying to step back from persona modding stuff anyways then I could manage it
up to you, if you think you're still gonna be around maintaining your stuff then I see no point
it did not work unfortunately. also fascinating texture
how the hell
yeah it kinda looks the exact same as before tbh lol
i was not expecting that π
funny as hell
kiwami cat

it won't let me glool either




