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[HD Texture Project] Xenoblade Chronicles (v5.0U - May 17, 2014)
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[HD Texture Project] Xenoblade Chronicles (v5.0U - May 17, 2014)
05-03-2014, 01:58 AM (This post was last modified: 05-03-2014, 02:00 AM by Echoes.)
#1,081
Echoes Offline
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(05-03-2014, 12:47 AM)frozenwings Wrote:
(05-02-2014, 05:21 PM)Echoes Wrote: Awesome, thanks a lot for that!

Aaaand done with these ones. I also remade the party orb, or whatever its called, for the sake of consistency.

Edit: Frozen, I know what you mean. It is probably a good idea to do the big one first and then cut it for the other two textures.

Okay, good. Because I totally confused myself while trying to type it out. I mean, I know what I mean, but it was hard to explain without sounding like and idiot.

And I'm going to throw these in my folder for my next session. They look awesome, but I've come to expect awesome from you guys Smile

Edit: There's two of those black trinity looking symbols (and I just now noticed the unity symbol is the same symbol that's on Seven's chest and Alvis' jacket. Talk about not paying attention.) The ones we already have are slightly different.

The one in menu_arts is a circle like this one, the one in UI_Misc is similar, but is just the trinity symbol. I'm guessing this one is replacing the one in the arts screen, since they look the same (besides the better texture). Take a look and let me know.

The black symbol is the blue glow for the trinity orb. when your party bar is maxed and you unleash a... team attack? Is that how it's called (I'm kinda skipping most things to check new textures out)? Anyway, then the orb starts flashing blue. This is the texture responsible for that. If I had left the old retexture, it wouldn't have covered the new one completely, so it had to be remade too.

As for arts symbol, I don't think its the same thing. I'll have to check.
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05-03-2014, 02:00 AM (This post was last modified: 05-03-2014, 02:01 AM by frozenwings.)
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Just what I mentioned about that black circle trinity symbol Echoes made. I snuck it in at the end of my big post. I think it only replaces the circle one, which is in arts. So I'm thinking the two trinity symbol icons are just in mixed up folders. Might be easier just to put them both in UI_Misc.

IDs:

SX4P01_276661e7_2 in Menu_Arts
SX4P01_3dafcf28_2 in UI_Misc
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05-03-2014, 02:02 AM (This post was last modified: 05-03-2014, 02:06 AM by Bighead.)
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Yeah that sounds like a good place for them.

Oh and let me know how the medium borders look at all IRs on your end (even the .5 ones). Since you have a higher max rez than me I'm not sure if it will play any role on how they will look.
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05-03-2014, 02:07 AM (This post was last modified: 05-03-2014, 02:17 AM by frozenwings.)
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Okay, go do maps. I give my permission. :p

I'm going to start dumping. I may or may not have to do actual non-xenoblade work today. My goal is to finish dumping this fortress area by the end of the/day night.

Echoes, yes. There are just two similar looking icons that are actually different, I think Bighead just got them mixed up when he sorted the files into folders (which is easy to do when they look so similar, probably impossible to tell which is which without watching them dump while you play). Nothing on your end at all, just some organizational matters.


Edit:

Borders look good, other than what I have circled below. This happens at all IRs at 2560x1440. Don't know if it's just because of the higher res or if it's there on all resolutions.

Spoiler: (Show Spoiler)
[Image: 335havq.png]
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05-03-2014, 02:21 AM
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(05-03-2014, 01:56 AM)Bighead Wrote: LOL the first post I see is those "wigs". Already a good start to the day. Smile Looks very nice.

I have nothing immediate on my list, so I'm gonna go right into the 2nd layer of central factory, unless you have commands oh slave driver. I do want to look into the remaining small border errors eventually but still need some more recovery time from the last ones. Those should be fun to rebatch, it gets more and more fun the more files you're working with (so I imagine you're having a blast at this point).

Edit: Before I forget again narcku, will you share your lighter Melia hair? When I seen the pic all it did was tease me.

Lol ok. I just tweaked the brightness a bit.
I didn't do it for all her hair though, just a few.
http://www.mediafire.com/download/e35xitztm46czqz/meria_brighter.zip
[Image: signature.png]
[color=red]Xeno[/color][color=orange]blade[/color][color=#1E90FF] Chron[/color][color=blue]icles[/color] [color=#FFA500]Gallery[/color]
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05-03-2014, 02:29 AM
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(05-03-2014, 02:07 AM)frozenwings Wrote: This happens at all IRs at 2560x1440. Don't know if it's just because of the higher res or if it's there on all resolutions.
Was so concerned with getting the inner transitions and outer side of the border correct I overlooked those inner glitches. I think I can definitely do something about it, I have a good understanding of everything that's happening now.

(05-03-2014, 02:21 AM)narcku Wrote: Lol ok. I just tweaked the brightness a bit.
I didn't do it for all her hair though, just a few.
Thanks!
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05-03-2014, 03:09 AM
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(05-03-2014, 02:29 AM)Bighead Wrote: Was so concerned with getting the inner transitions and outer side of the border correct I overlooked those inner glitches. I think I can definitely do something about it, I have a good understanding of everything that's happening now.

Awesome, sound good.

I've been playing in D3D with the newest build and it works really well. It also seems to load faster with the textures, and before Dolphin was crashing (separate issue from the bluescreen, dolphin crash on exit was not crashing entire computer) upon exit almost every time. Seems to be all gone now with the lastest build. I'll have to experiment more, but as of right now I'd recommend this version (v1516) using D3D and x64 if you have a 64bit operating system.

I don't know if it's a difference between OpenGL and D3D with the texture loading or even with that on-exit crash. I'll have to test it, but so far the x64 version works really well. I actually tested the x86 version too and it was actually laggy during "long" loads (like the item screen) and was really laggy during gem crafting.

Anyway, super impressed so far with the newest build.
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05-03-2014, 03:35 AM
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It will be a little while before I get to fixing those borders (but sometime today), soon as I finish this level. I should hopefully have this area done and Agniratha started by the end of the day. Maybe being overly optimistic but we'll see. And what driver version are you using? I had issues in OpenGL with Dolphin until I rolled back to 332.21, it was constantly freezing and just going all black screen on me. Someone said it was the last stable version somewhere on this forum, so I tried it out and haven't had (hardly any) problems since.
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05-03-2014, 03:46 AM (This post was last modified: 05-03-2014, 03:47 AM by frozenwings.)
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I'm assuming you mean nvidia gpu driver version? I'm using the 337.50 beta (wonder driver, so it's called) and it's running everything amazingly well. (except for maybe OpenGL with dolphin, I'll have to test it out more.)
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05-03-2014, 03:58 AM (This post was last modified: 05-03-2014, 04:00 AM by Bighead.)
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(05-03-2014, 03:46 AM)frozenwings Wrote: I'm assuming you mean nvidia gpu driver version? I'm using the 337.50 beta (wonder driver, so it's called) and it's running everything amazingly well. (except for maybe OpenGL with dolphin, I'll have to test it out more.)

I'm not sure if it's been fixed in the latest drivers or not, it was awhile ago I rolled back. 335.xx were the ones that were giving me hell. I thought Dolphin was broken in latest revs but it ended up being that. It wouldn't even take 10 minutes before the game would freeze on me.

Edit: I am loving the fact I can play in D3D11 now, although I guess it doesn't make too much of a difference. Seems to perform slightly better, maybe, could just be an illusion. Which reminds me I gotta fix the sky textures to be in RGBA format. STILL never got to that lol...
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