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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)
05-10-2014, 04:52 PM
#1,401
frozenwings Offline
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Awesome, going to toss those in my Load folder, Narcku. I'm done for the night, but tomorrow night I'll hopefully make use of them :p.

And, now that we know about the issue with different IDs dumping with load textures off, you should put a note in there. Although, they should be dumping with load textures on anyway, otherwise they'd be dumping a bunch of repeat textures. So maybe not a big deal. Who knows.

Anyway, I'm dead tired. Bed time.
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05-10-2014, 05:11 PM (This post was last modified: 05-10-2014, 06:58 PM by Bighead.)
#1,402
Bighead Offline
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I'll let you look over what I typed up. I've revised it a few times now, and already added that bit of info about the bad IDs. I think it's good to go, it's thorough enough anyone should be able to understand our mission and their role.

Anyone else who stumbles on this post and wants to help, download this ZIP file, read the instructions, do what it says, and get back to us!

Ok, so I finally finished updating my old maps, uploaded everything to my webpage, and updated the DDS map pack. Everything except Bionis Leg (and maybe Ether Mine) is acceptable up to this point. Here is what has been changed:

Colony 6: Remade it completely. It is far more accurate but not perfect. The only thing kept from the old map was the water in the drain pipe lol.
Makna Forest: Fixed a missing border, fixed Bridge 1-3, fixed some water edges, fixed other inaccuracies. Still a few remain but IDC.
Alcamoth: Fixed the 2nd layer to have better circular flower petal things along the inner border. Still not perfect, but again IDC.
Valak Mountain: Fixed the lower level cave in the north east to have a more circular lava room.
Central Factory: Fixed the ramps on the top level to have transitioning gradients.

I never expected this to take almost 2 days... I thought it would only be an hour or two. Nothing is ever as it seems when it comes to these maps. You look at something like Fallen Arm or Sword Valley and think "Jeeze, that must have been rough". But they were actually some of the easier ones. Then you look at Valak Mt. or Eryth Sea and think they look simple in comparison, nothing too complex, and they were actually some of the more difficult ones. Even Colony 6 was somewhat tedious and it has a very simple shape. I think what it comes down to more than anything is how many bends there are in the borders, how often those bends shift direction, and how deep they start to bend. Something like Fallen Arm was mostly just a bunch of straight lines.


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.zip   -How You Can Help-.zip (Size: 2.87 KB / Downloads: 87)
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05-10-2014, 10:08 PM (This post was last modified: 05-10-2014, 10:17 PM by narcku.)
#1,403
narcku Offline
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Cool. Gonna try those maps out Smile
Btw, are there any borders update/added from 4.1 to 4.5?
'Coz I just encountered another one of those misplaced borders.
It was during the second system save(after Shulk and Reyntime left Colony 9), on the confirmation window/something.
It happened so fast(well, my hand just moved too fast <_<) so I didn't get to screenshot it.
It was the top border replaced with Shulk's portrait.
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[color=red]Xeno[/color][color=orange]blade[/color][color=#1E90FF] Chron[/color][color=blue]icles[/color] [color=#FFA500]Gallery[/color]
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05-10-2014, 10:22 PM (This post was last modified: 05-10-2014, 10:27 PM by Bighead.)
#1,404
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Yeah 100's of borders, maybe 1000's. There's a really good chance (probably 95% chance) that what you just seen still exists in our current textures. Problem is, it's really hard to get the game to generate the same IDs twice. So next time that might not show up. The only way we can find those mismatched borders is to save state when its on the screen then dump the textures and find out what ID is wrong by comparing it to what we have. Since you're already past it, that's no longer an option. Tongue

There is one good thing though, since it happened during a "System Save" screen, the events up to that point are static so the ID might always be the same. The borders used on the save/load screen after the title screen never change because of that reason. Thanks for pointing it out, I'm sure frozenwings will be really happy to hear about this one.

Edit: Now that I think about, I'm not sure. I don't think there were many borders used in 4.5U, we only really started cramming them in after frozen came back and Echoes created a whole bunch more. I'm going to have to redownload that version. It's very likely a border got mixed in with shulk portraits being batched. Finding it without dumping the texture is literally impossible though.

Edit 2: Somewhere on this forum a guy posted tons of saves from like every point in the game. I'm going to have to backtrack and see if I can find it. I really hope he says what Dolphin revision he used to create them, because I think they are save states. This might make it possible to get to that point in the game real easy without having to restart.
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05-10-2014, 10:33 PM (This post was last modified: 05-10-2014, 11:49 PM by narcku.)
#1,405
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Yeah, it's all my right hand's fault. After playing this game for like 2-3 playthroughs, my right hand has finally developed a new skill.
It can now move at a supersonic speed whenever the game presents me with that annoying "Yes/No" box.
Since I'm playing with older revision(which has random crash problem), I have to save a lot.... even more Yes/No box <_<.
Kill a monster, get a brown chest, more Yes/No box. My right hand has gone through a lot Smile
My left and right, now that I think about it.

Edit:
Yeah, I dl-ed them. Actually, those Sanza's screenshots are from his saves.
And no, it's normal saves. Not save states.
Good Idea. His saves cover system saves, though I'm not sure if it covers all system saves.
Just get the one where Shulk finished getting the cylinders.

Edit 2:
Forgot to mention that you have to rename the save files(remove the .xbsave extension).
Though I'm sure you already know that.
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05-11-2014, 01:25 AM (This post was last modified: 05-11-2014, 02:09 AM by frozenwings.)
#1,406
frozenwings Offline
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I'm going to have to go download all those maps now. I'll get em in a bit. I don't think any maps look any easier than any of the rest, and that GIF you made a while ago just looked crazy. Nope.

And system saves use duplicate sets like everything else. I've done a lot of story events over and over (well, skipped the actually scenes) in order to generate a new set at the start of a new area, and system saves usually give me at least a few sets of borders / clocks / system save dumps. But if it's right after colony 9 then I'll try to reproduce it in my "quick" run to Makna after I finish the game here.

Also, yeah. I don't think there are any borders in 4.5U besides the title screen borders. Like Bighead said, someone retextured a border ID into Shulk's portrait. Could have been me from my batch a year ago, could have been someone else (Like the Reyn time in the lower left corner in Alcamoth). Having that wrench (lol, pun?) thrown into my session last night gives me doubts about my accuracy now. Up until then I never ran into anything that was my fault. Usually one of our predecessors or Bighead :p. But thanks to his scripts, I'm a lot more confident in anything done this time around. Which is good, because I've retextured like 6 times as many textures as last time.

Edit: @Narcku: I'm the same way, mash through all the scenes and all the dialog. Gets me into trouble. I also mash the button to exit menus a lot. Last night I finally found a new set of submenu IDs in Prison Island after reloading/farming cutscenes for like 15-20 minutes and then I backed out of one of the submenus too fast and close the main menu. Went back and the ID set had changed. I actually removed the 10 or so IDs I did get so I could dump them again if they popped up, and I did end up getting quite a few sets by the end. However, I never dumped those same IDs again. So somewhere, someday, we're going to have a partially textured set of SubMenu IDs. Oh well.

Edit: @Bighead, you also forgot to mention your Satorl Marsh update from a few days ago. I almost missed it :p

Edit again: @Bighead, I don't know about you, but when I start up the emulator with both dump textures and load textures checked, the game doesn't load up custom textures most of the time and therefor will just dump everything (might be related to the ID bug). I usually have to start with load textures checked and dump textures unchecked, then when I get in (usually past the straploader) I go back and turn on dumping. I don't know if that's worth mentioning in the readme.
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05-11-2014, 06:54 AM
#1,407
Bighead Offline
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I think that happens when the contents of your load folder changes. It's become regular routine for me to refresh the load textures box at the straploader screen almost every time I load up the game. If nothing changes between Dolphin sessions then everything stays textured. If I throw in a new icon or something, then a whole bunch of stuff might be untextured. Still not sure why that is, my guess is Dolphin caches the texture names and if that list changes between sessions it gets confused, or something.

I was backtracking last night reading this entire board from the start to see its history. I came across a few amusing posts, and it made me wish I showed up in here a long time ago when it seemed to be a lot more active. It was funny to see how nobody anticipated what was to come....

Spoiler: (Show Spoiler)
Poweredbykimchi was worried the pack might hit "500 MB" haha. Well kimchi, we may quintuple that.
https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=278412#pid278412

Frozen doing things the hard way. Smile
https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=277857#pid277857

Sorry, but had one more lol.
https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=278224#pid278224

Back then Echoes thought "that's a lot of textures". Definitely didn't foresee 80k haha (I mean, who could have)..
https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=281276#pid281276

Also, I found that post where the guy said he had tons of save files. I have yet to test them out.
https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=317059#pid317059
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05-11-2014, 07:32 AM
#1,408
frozenwings Offline
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Lol. I was such a naive little man. 400-500ish game hours later I have a better feel for things. I eventually discovered a batch method, then you came in with the Holy batch script.
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05-11-2014, 07:49 AM (This post was last modified: 05-11-2014, 09:17 PM by Bighead.)
#1,409
Bighead Offline
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I can't figure out these save files. I don't understand how the wii saves data at all. I figured out his little program thing, you name 3x saves monado01-03, and run it and it creates a data.bin. No clue what I'm supposed to do with it though. I'm pretty sure game saves go in the "title" folder, but none of the folders have a data.bin, just a banner.bin. And I have no clue which of these title folders is even Xenoblade's. I was hoping I could hunt down that shulk top border. Where are you narcku help me!

Edit: I give up, I'll wait for someone who knows more about this than I do. It would be quicker to play the game over again at this rate. Curse these save files and piss poor documentation on what to do with them. It says how to create the data.bin, but not a clue on what to actually do with it or where to put it.

Edit 2: Gawd I finally figured it out. Right clicking the game brings up an option "Open Wii save folder" and there are the 3 monado files. So the data.bin is just for an SD Card... It would have been nice if he included this tidbit of information in his readme instead of assuming we all knew what to do with it. Sorry if I seemed angry, I get easily frustrated when I can't figure out something that should have otherwise been simple.

Edit 3: Got it, ID is SX4P01_555bd704_9.
Spoiler: (Show Spoiler)
[Image: NqqUTvJ.png]

Edit 4: I have to retract what I said previously. I feel rather awful about losing my cool, and I should have just been grateful these save files were shared in the first place. I've just been under a lot of pressure trying to get everything done as fast as possible, so even the smallest barriers like taking 5 minutes to go out of my way to learn something really easy like this felt like wasted time. But honestly, it was 5 minutes well spent because it saved potentially hours of playtime to get to the point that I needed to get to. To the person who uploaded these saves (moosehunter), if you stumble on this post, know that I am really grateful that you shared these. As a suggestion, you might want to add to your ReadMe what to do with the Monado files in Dolphin. Tongue
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05-11-2014, 08:47 AM
#1,410
frozenwings Offline
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Yeah, I don't know how it works either. Are there any parts in particular you're looking for? I'll probably be starting my next run tonight or tomorrow.
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