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[HD Retexture] Star Wars Rogue Squadron II: Rogue Leader
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[HD Retexture] Star Wars Rogue Squadron II: Rogue Leader
01-21-2015, 03:10 PM
#161
Monyet Offline
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Far out, I was about to ask if you were related to Julian, having the same last name, then I saw it under your name. Well good work!!! Now that the banding (Posterization?) is visible, is that because the bit depth of the original texture is low or that's just what we see on our standard lcd monitors? In other words, can we fix it with a custom skybox texture?
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01-21-2015, 03:15 PM
#162
LtRoyalShrimp Offline
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(01-21-2015, 03:10 PM)Monyet Wrote: Far out, I was about to ask if you were related to Julian, having the same last name, then I saw it under your name. Well good work!!! Now that the banding (Posterization?) is visible, is that because the bit depth of the original texture is low or that's just what we see on our standard lcd monitors? In other words, can we fix it with a custom skybox texture?

Yep, im Julian's son.

As for the banding, the original sky texture might need to be updated. The GC renders in a weird 5-6-5 format so a new texture may not help at all, ill leave to to general_han_solo to figure that one out. Smile 
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01-21-2015, 06:51 PM
#163
General_Han_Solo Offline
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(01-21-2015, 03:15 PM)LtRoyalShrimp Wrote:
(01-21-2015, 03:10 PM)Monyet Wrote: Far out, I was about to ask if you were related to Julian, having the same last name, then I saw it under your name. Well good work!!! Now that the banding (Posterization?) is visible, is that because the bit depth of the original texture is low or that's just what we see on our standard lcd monitors? In other words, can we fix it with a custom skybox texture?

Yep, im Julian's son.

As for the banding, the original sky texture might need to be updated. The GC renders in a weird 5-6-5 format so a new texture may not help at all, ill leave to to general_han_solo to figure that one out. Smile 

Wow! Dude, it is an absolute honor to meet the son of Julian! Big Grin Please give my full-blown greetings to him and the team, and especially all the best of luck for TouchFactor, as the whole situation with Factor 5 from 2009 onwards just wasn't fair on the whole team, with all those financial problems.

Also, is it possible if you could share information on the Wii version called 'Rogue Leaders'? And since it wasn't released, is the game still available, or has it been trashed?
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01-21-2015, 07:25 PM (This post was last modified: 01-21-2015, 07:28 PM by slarlac249.)
#164
slarlac249 Offline
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nice work.

what? is factor 5 being reborn?

I read somewhere that the wii game was finished but after lucasarts was closed the game never got released but was essentially ready to ship to stores. is that true? seems a shame to have a complete game collecting dust. unless it was unfinished, in which case that's fine since it's not complete, but still sad.
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01-21-2015, 08:29 PM
#165
General_Han_Solo Offline
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I've updated the textures, here's the download.

What's new,
- Just a quick update on having anti-dithering, thanks to LtRoyalShrimp and Phire for working this out. I didn't know it was a texture overlay? That's interesting. The 5:6:5 format color space isn't a problem for me. Smile
- Levels that have landscapes can be enjoyed now, levels like Hoth.
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01-21-2015, 09:38 PM (This post was last modified: 01-21-2015, 09:45 PM by slarlac249.)
#166
slarlac249 Offline
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sky looks great on hoth now Smile

was it done to hide the banding in the cutscenes? it still looks better than a bunch of dots.
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01-21-2015, 11:17 PM
#167
Bighead Offline
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(01-20-2015, 11:23 AM)LtRoyalShrimp Wrote:
(01-20-2015, 10:07 AM)General_Han_Solo Wrote:
(01-20-2015, 09:47 AM)IceStrike256 Wrote: Anyone else get stutter when they first shoot and kill someone?  After that smooth as butter

Yeah, I am working on the _mip files with the new explosion effects I have put. The initial size are 1024x1024, but I think I will need to reduce them to a crisp 256x256 size so that the major stutter doesn't occur. Will update in the next hour. Smile
The more mips the better. 

Just an FYI after this update gets merged, and if you convert your pack to the new format, then there should be another one soon to follow that uses mipmap levels all the way down to 1x1 (so a 1024x1024 would have a lot: 512x512, 256x256, 128x128, 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, 1x1). From what I've been told, this will eliminate aliasing with mipmap textures, so it won't hurt to create all your mipmap levels now and they will eventually be used. I'm fairly certain the converter in that PR already converts them even though it doesn't technically use them yet.

Btw, you are doing an incredible job with this pack! Amazing work, its starting to look like it was made for this generation of systems. Smile
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01-21-2015, 11:50 PM
#168
slarlac249 Offline
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(01-20-2015, 09:47 AM)IceStrike256 Wrote: Anyone else get stutter when they first shoot and kill someone?  After that smooth as butter

isn't that because of caching shaders?

i get that when starting a level that isn't cached, 2nd time i start it it's fine.
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01-22-2015, 01:27 AM
#169
IceStrike256 Offline
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(01-21-2015, 11:50 PM)slarlac249 Wrote:
(01-20-2015, 09:47 AM)IceStrike256 Wrote: Anyone else get stutter when they first shoot and kill someone?  After that smooth as butter

isn't that because of caching shaders?

i get that when starting a level that isn't cached, 2nd time i start it it's fine.
Yeah it had to cache the explosions and they were a higher res so it took a couple seconds to load them but that was fixed a few updates back.
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01-22-2015, 08:20 AM (This post was last modified: 01-22-2015, 08:25 AM by morgoth32.)
#170
morgoth32 Offline
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Hi, thanks for your work with those textures.
I have the french version of the game GSWF64 intead of GSWE64.
Does someone could point me the best way to rename all files without manually editing each one?
Maybe a bat script or anything else would be awesome.

Edit: just tried ReNamer program it did the job.
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