Closed Storm3000 closed 6 years ago
PS2 has two archives, MOVIE.MGF and MOVIE2.MGF. MPC can play something when I drag and drop MOVIE.MGF into it. Video: MPEG2 Video 512x384 29.97fps 4500kbps [V: mpeg2 main, yuv420p, 512x384, 4500 kb/s]
Hi @Storm3000 ,
I've been playing around with this myself the other day and should be able to re-render these in Bink format at 16:9. I have the MOVIE.MGF and MOVIE2.MGF files to use and already have done some test renders; they play fine in the game. I'm just experimenting with settings to try and get my versions looking as nice, clean, and relatively noise-free as angular graphics did. That's my only hold-up at the moment...
I've been playing around with this myself the other day and should be able to re-render these in Bink format at 16:9. I have the MOVIE.MGF and MOVIE2.MGF files to use and already have done some test renders; they play fine in the game. I'm just experimenting with settings to try and get my versions looking as nice, clean, and relatively noise-free as angular graphics did. That's my only hold-up at the moment...
Let me know about your progress, because if not I'll give it a try after I'm finished with fullscreen images.
angular graphics did some real magic with these movie files. If memory recalls they actually recorded the footage digitally (loseless) through a capture card while the game was playing. I think this because the source files (extracted from the MGF > PSS files) don't even look as nice. (Update: I realize that sounds funny because the game had to have played the source files but maybe the PS2 added some post-processing effect while playing the FMVs?)
Anyway, with that said, I've converted angular's videos to a loseless format (bmp sequenced images because doing it as AVI corrupted the file for some reason) and am going to stretch them slightly more to fill a 16:9 ratio, render it back out loseless, and convert back to Bink format in the best quality possible.
The majority of angular's videos were saved at 1360 x 768 (which is ~16:10 ratio) with black pillar boxes. This conversion process aims to remove the pillar boxes and re-save them at a universal, standard widescreen resolution (16:9) of 1280 x 720.
Removing the pillar boxes from angular's videos already puts the video at 1280 width. But to fit the video to 720 height I would have to either slightly "squash" the video by 6.2% or crop off 48 pixels vertically.
I chose to squash the image so as not to lose any of the video's image by cropping. The difference in stretching is minor.
and am going to stretch them slightly more to fill a 16:9 ratio, render it back out loseless, and convert back to Bink format in the best quality possible.
Wouldn't it be better to crop them though? So you maintain the aspect ratio. Unless that's what you meant.
Cropping off the black bars doesn't result in a 16:9 ratio.
angular's videos are 1360 x 768. If you just remove the black bars it becomes 1280 x 768. Neither of which are 16:9.
https://calculateaspectratio.com/
I either have to stretch the video some to achieve this (which is what I've done to 1360 x 765 (while removing the black bars)) or shave some of the video off vertically to get the ratio. I'd rather not shave off video if I can help it so opted to stretch it slightly more instead.
FYI: I'm going to do it again at 1280 x 720 (doing it this way will keep angular's video width at 100% (while cropping the black bars) and I only have to reduce the height by 6.2% so not too bad) just to keep things nice in regards to video standards. I was just testing it as close to the original source size first. But did you have another/better idea to re-render these though, Aero? I'm open to suggestions!
@AeroWidescreen could I actually get your help? I've re-rendered the "Meeting Maria" FMV to 16:9 (both at 1360 x 765 and 1920 x 1080) and I still have the slightest showings of black pillar boxes on each side. I'm not sure what's going on... I'm forcing the game in windowed mode at 1920 x 1080 so that shouldn't be the issue?
Would you try it on your's? Of course, be sure to back up your original movie file:
I can't try right now, but I know the widescreen fix's FMV scaling is slightly off. Try them with both FMVWidescreenModes disabled.
Actually, you might have to test this without the widescreen fix. There's currently no way to disable the FMV aspect ratio correction, only its fullscreen mode.
Actually, you might have to test this without the widescreen fix. There's currently no way turn disable the FMV aspect correction, only its fullscreen mode.
That seems to have done the trick. My monitor's native resolution is 1920 x 1200 so I changed it to 1920 x 1080. That resulted in screen distortion. That, plus the "vanilla" game being stretched to fill the resolution resulted in noticeable stretching. Despite this, when I played that cutscene, I saw no pillar bars this time.
I'll ask ThirteenAG about adjusting the scaling for that, don't worry about it for now.
Thanks. Also, I can't edit my comments? Is this a bug for GitHub? (I'm known to miss typos and re-word things better after a post. Definitely an online fault of mine.) I tried different browsers; signed in/out; cleared cache; etc. I realized the PC version has one extra movie file (credits) that I wanted to add to the checklist further above and then noticed I can't edit any comments.
I don't know, I can't edit any of my comments now either regardless of where I posted them within Github.
I don't quite get how are you planning to make 4:3 movies into 16:9 or whatever. What's the problem with just converting them as is?
This graphic should help explain:
That's super weird, if source file is square, it should remain square.
I don't believe any version of the videos were squared resolution? Or do you mean 4:3? What's weirder is the developers had letterboxes in the original versions (which were played at 4:3), but, if you were to take away the letterboxes the videos still aren't 16:9.
So to fill a 16:9 ratio we could either a) squash angular graphic's videos slightly by 6.2% or b) to retain proper image scaling crop off 6.2% of the video vertically. I think between the two people would prefer not to have parts of the video cut off.
So, PS2 pss files, 512x384, are stretched? Or maybe developers messed up? I recently discovered a similar issue in just cause 1: http://gtaforums.com/topic/547841-gtanfsmpother-widescreen-fixes-pack/page-96#entry1069872829 720p videos are rendered fullscreen on xbox 360 and pc version only supports 4:3 resolutions, but videos aren't rendered with 16:9 ratio, which doesn't make a lot of sense. I assume it's a typo.
I'll be honest I haven't looked too much into the PS2 PSS files. For this 16:9 project I first was using the PSS files but soon discovered that, despite my best efforts, I could not make them look as good as angular's videos. I'm not sure what version of the game angular retrieved/recorded these videos from but they look noticeably nicer than the PSS files. So I opted instead to edit angular's videos.
But you are correct that 512 x 384 is 4:3 ratio. And it looks like the game may overlay the black letterbox bars on top of the video (as opposed to stretching the video around the bars). If you look quick enough you can see those bars "pop" in over top the white background which may be part of the video itself.
The PC version of these same videos (the original videos; not angular's videos) are sized to 640 x 384 (see below), so totally different than the PS2 PSS ratio, but still not 16:9 (it would need to be 640 x 360* for that).
*Accidentally typed 640 x 480 first, which is 4:3 ratio.
So bizzare that they would use different movies in different versions. Are movies bad in HD collection as well?
Unfortunately, yes. All versions outside of the PS2 version used the Bink (.bik) formatted movies which were heavily compressed. And it seems all versions outside of the PS2 version had their aspect ratios changed to this weird ~16:10 ratio.
Ah-ha! Here's the post where angular discusses his work. He clearly spent a lot of time to get these looking their best.
So bizzare that they would use different movies in different versions. Are movies bad in HD collection as well?
I think the HD collection devs stretched them (4:3 to 16:9) for some strange reason. For Silent Hill 3 it looks like they remade / edited the videos for 16:9 widescreen, so those might be of use.
The weird aspect ratio thing is the same problem with all the letterboxed images in the game not being 16:9 as well. You either crop it or stretch it if you want to fill the screen.
Ran into a bit of a snag with this:
The PC version will use the same video but change the music that goes along with it. If you go to the "MOVIES" menu from the game's intro menu you can see what I mean.
In it there is the "Introduction Collage" video and the same video but with voices. These both use the same Bink video file (saved as "open") but the version with voices swaps out the audio for... well, the one with voices.
The same is true for the main James endings; same video but different music.
Anyway, my edited versions will play the "default" music but the variant audio files? They're blank when they play. Just video; no audio. I'm not sure how angular got this to work...
Is it possible to convert the angular's videos to 16:9? I think it could make things easier.
@jdkubiak I read above that you fixed the corrupt frame. I would appreciate if you can upload the angular hakaba video with the corrupt frame fixed. I tried to convert it to AVI, but I have no idea how to edit that frame.
Is it possible to convert the angular's videos to 16:9? I think it could make things easier.
This is what I'm doing.
I would appreciate if you can upload the angular hakaba video with the corrupt frame fixed?
I'll upload the entire 16:9 FMV package once all movie files have been converted. I have a few videos left (see my checklist further above) and I'm now currently stuck on an issue (see the post above your's).
In it there is the "Introduction Collage" video and the same video but with voices. These both use the same Bink video file (saved as "open") but the version with voices swaps out the audio for... well, the one with voices.
Can you upload this video so I can take a look?
Sure thing; I can do this tonight when I get home. You already have angular's version of this video, yes? Otherwise I can upload his as well.
Yeah, I have it already. Thanks
Check your email please, Aero.
I don't have all four endings unlocked on my save files so I can't test them all but the two I have unlocked ("Maria" and "Leave") have their correct, unique tracks playing.
Ah, here we go. He has multiple tracks within the file. Let me fiddle with the settings and I'm sure I can accomplish the same then:
@Storm3000 the video files are ready. Please read my notes below the download link (also found in the package's "readme" file) for more information.
@AeroWidescreen please give these a test run and if all checks out the WSF can be modified to display them properly? Thank you both always.
http://widescreenfix.townofsilenthill.com/SH2/files/SH2_Enhanced_FMV_Pack_16-9_Aspect_Ratio.rar
NOTE: In this package angular graphic's videos have been re-rendered to fill a 16:9 aspect ratio, done by another party. Please read below.
angular graphic's Story FMVs (which play during gameplay) were saved at 1360 x 768 (which is ~16:10 aspect ratio) which results in black pillar boxes when played on a 16:9 (standard widescreen) resolution. angular made the videos this way so as not to a) distort the videos or b) crop the videos.
The 16:9 conversion process aims to remove the pillar boxes and re-save them at a universal widescreen resolution (16:9) of 1280 x 720.
Removing the pillar boxes from angular's videos already puts the videos at 1280 width. But to fit the videos to 720 height the videos would either need to be "squashed" by 6.2% (48 pixels) or cropped off 48 pixels vertically.
So as not to lose any image information from cropping, the videos were slightly squashed instead. While the difference in stretching is minor, the stretching is ever-so-slightly noticeable. This 16:9 edit of angular's work is for people who prefer not to see the black pillar boxes and are okay with slight vertical squashing of the videos.
For this 16:9 project angular's videos, which are easily the best versions of the game's FMVs, were converted to a loseless .bmp image sequence and re-sized to fill a 16:9 aspect ratio. The videos were then saved out as loseless .avi files then converted back to Bink (.bik) format for the game to read/play. The quality settings for the Bink conversion were set high to ensure that there was no noticeable image degradation from the re-render. This is also why the videos are larger in file size than angular's original files.
Lastly, the Opening and Credit FMVs, which were smaller in resolution than angular's Story FMVs, were also enlarged/re-sized to fill the 1280 x 720 resolution which is why they're significantly larger in file size in this package.
The SH2/SH3 bonus trailers remain fully untouched from angular's original edits.
@ThirteenAG from angular's readme file, if you were interested:
Silent Hill 2 [PC] FMV Widescreen Enhancement Pack v1.0 by NeoGAF's angular graphics
Users have figured out how to have Silent Hill 2 run at a 16:9 widescreen ratio by patching the game's executable with a new resolution and FoV, but unfortunately this makes the prerendered FMVs look stretched.
In my quest to re-encode them to an aspect ratio that will look right on widescreen monitors, I've discovered the PC version's FMVs suffer significantly in quality compared to the other versions:
PS2: PSS (MPEG2), 512x384 (wrong aspect ratio, it gets corrected during playback), 29.9x fps, interlaced
Xbox: SFD (MPEG1), 640x384, 29.9x fps, progressive. As far as I can tell these are the PS2 version's FMVs, deinterlaced and resized to the correct aspect ratio and thus they include additional compression artifacts. Furthermore the deinterlacing is not exactly the best it could be since there are ghosting artifacts.
PC: BINK, 640x384, 29.9x fps, progressive. These are the Xbox version's FMVs, re-encoded. Ewww. Even more compression artifacts!
Xbox 360 HD Collection: BINK, 1280x720 (wrong aspect ratio, the game displays them incorrectly stretched), 29.9x fps, progressive. These have more ghosting artifacts than the Xbox/PC version, so they likely are PS2 encodes, resized. In any case they are of worse quality compared to the PS2 assets carefully upscaled.
Likewise, regarding the audio quality, the FMVs that sound best are the PS2 ones. Basically every other version seems to be a re-encode (or re-re-encode) of PS2's assets.
Since I've gone to all this trouble to compare all versions, of course I decided to change my main source from the PC's terrible FMVs to the PS2 ones.
Using a bunch of avisynth plugins I've deinterlaced them and upscaled them to a resolution of 1280x to the best possible quality. Most of them have been touched up with mild de-haloing, noise reduction, antialiasing and sharpening filters before the upscaling process, mostly so that any unwanted artifacts don't get enhanced as well. In no way have I tampered with their colors, contrast and their overall look. In fact for a couple of clips that I thought the filters would do more harm than good, I disabled them. This has made them a bit softer, but it has improved their quality in other ways. Also this made them easier compressible by BINK, which was the process' final step.
In detail, there are four types of FMVs and all of them have been remastered, albeit in various ways: 1) Opening FMV, 2) Story FMVs, 3) Credit FMVs, 4) Trailer FMVs
1) For the Opening FMV, I decided to use "The Art of Silent Hill" DVD as the source for the video and one of the audio tracks, because it seems to be the best quality source available. For the other audio track, I used the one from the PS2. Some very minor denoising has been applied to the video (it is supposed to have a film grain effect).
2) For the Story FMVs, I used the PS2 version as the video and audio source, except for one FMV ("water"), where due to issues I had to use the second best quality source, the Xbox version. The FMVs of this category had the aforementioned filter enhancements applied to, some, of them.
3) For the Credit FMVs, I used the PS2 version for the video, but I didn't upscale them to 1280x in order to keep their size down. For about half of them, I've used the Silent Hill 2 Soundtrack CD as the audio source, so they sound as good as they possibly could. For those FMVs that I couldn't easily use the Soundtrack CD, I used the PS2 audio, which isn't bad at all.
4) For the two Silent Hill 3 and one Silent Hill 2 Trailer FMVs accessible through the menu, I used the "Lost Memories - The Art & Music of Silent Hill" and "The Art of Silent Hill" DVDs as a source. I didn't upscale those either. My encodes look significantly better than the ones shipped with the PC version, as those were full of interlacing artifacts.
Overall, I feel that the FMVs now look and sound as best as they could.. arguably better than they ever did.
Dedicated to: Team Silent
please give these a test run and if all checks out the WSF can be modified to display them properly? Thank you both always.
I have access to the Leave, Maria, and Suicide ending and they all play their own music like they're supposed to. I imagine it would be same deal for the Rebirth ending.
I thought the scaling was more off than this, but it looks like there's literally a 3 pixel difference. lol
Wow, it looks really AMAZING, jdkubiak. This is a love letter to Takayoshi Sato's work.
Thank you so much for your effort. Now this is what I call an HD remaster.
I have Leave and Maria ending. It sounds fine to me. I'll try the other endings later.
Now this is what I call an HD remaster.
This is a group effort by all of us. :)
ThirteenAG, Aero, Elisha, angular, you (thank you again for helping with the Enhanced Audio project!), and so many others. <3
Edit: But 99% of the credit does go to ThirteenAG and Aero. ;)
Of course, thank you to each one of you for making possible to play this game flawlessly, and better than ever.
I checked the endings for James (Leave, Rebirth, Maria) and the ending for Maria story. I can confirm that all works perfectly fine. Aero already checked the In Water ending. So all the endings works fine.
@jdkubiak Will you add the new FMV pack link to your web page in addition to angular graphics link?
I've seen the page today and there is no download link. At least, I haven't seen it. I think you should add the two packs for everyone. That way, each player can choose which aspect ratio to use.
I will! I already have the next update to the page ready for the two options with image examples of their differences. I've held off because I believe, and correct me if I'm wrong as I'm going off a few weeks-old memory @AeroWidescreen , that the WSF needs to be adjusted to display the 16:9 correctly (with no distortion or slight black bars).
Edit: Yes, with FMVWidescreenEnhancementPackCompatibility = 1
there are still tiny pillar boxes. And with FMVWidescreenEnhancementPackCompatibility = 0
the pillar boxes are larger.
I'm not sure myself but it may be related to FMVWidescreenMode
. And then FMVWidescreenEnhancementPackCompatibility
gets tweaked beyond that for angular's original enhanced FMVs.
@jdkubiak As you can see, ThirteenAG has updated the dev build with changes to the scaling. It should be good now.
Thank you sir. I'll give her a test run soon to ensure all's good then update the guide accordingly. Hope your week has been going well!
Thank you very much @ThirteenAG !
All seemed great on my end! I have the guide re-written and was wondering if you could confirm I have my info typed correct before making it live?
Depending on the resolution of your display you may want to download either the Original FMV Enhancement Pack or the 16:9 FMV Enhancement Pack.
The Original FMV Enhancement Pack scales the videos to accommodate widescreen displays without stretching the image but results in pillar boxes (vertical bars on the sides) when viewed on a standard 16:9 widescreen aspect ratio. This package may be ideal for use on any aspect ratio outside of 16:9.
For example: On ~16:10 aspect ratios (such as 1920 x 1200) the videos will be scaled to fill the display's resolution nearly perfect; with only minor image cropping occuring but without pillar boxes being shown and without the videos being stretched.
The 16:9 FMV Enhancement Pack scales the videos and slightly stretches the image to completely fill a standard 16:9 widescreen aspect ratio without cropping any of the video's composition. This package is ideal for players who prefer minor video stretching to remove the pillar boxes on 16:9 displays.
If using either version of the FMV Enhancement Pack, ensure FMVWidescreenMode
is set to 1
in the SilentHill2.WidescreenFix.ini
file.
FMVWidescreenEnhancementPackCompatibility
to 0
FMVWidescreenEnhancementPackCompatibility
to 1
If using either version of the FMV Enhancement Pack ensure bothFMVWidescreenMode
and FMVWidescreenEnhancementPackCompatibility
are set to 1
in the SilentHill2.WidescreenFix.ini
file.
I tested both "~16:10" and 16:9 versions of the FMVs bouncing between 1920 x 1080 and 1920 x 1200 resolutions while enabling/disabling options within the INI file and believe I have it all understood now; I was just doubting myself before with the tests.
For ~16:10 resolutions (such as 1920 x 1200) the "original" FMVs work great with just minor cropping when FMVWidescreenEnhancementPackCompatibility
is turned on which is perfectly ideal for that version of the FMVs.
Really great work, ThirteenAG!
Changes are reflected here: http://widescreenfix.townofsilenthill.com/SH2/#installFMVPack
Hi.
I'm using Silent Hill 2 Enhanced FMV by angular graphics. They look great in quality, but has been ripped in 16:10, so you will see two black bars at sides when using another aspect ratio. Besides, the "hakaba" FMV is corrupted in one frame. Is not big deal, but is annoying everytime I see that scene.
Is there any tools/programs to extract the FMV cutscenes from PS2 and convert it to .bik in any other aspect ratio?
It would be great if we could have the FMV in every aspect ratio (4:3, 16:9 and 16:10) ripped directly from PS2 version.