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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)
05-12-2014, 09:33 PM (This post was last modified: 05-12-2014, 09:43 PM by narcku.)
#1,441
narcku Offline
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For Zanza and probably Shulk as well, use the floating eyes version.
Well, there's no floating eyes version for Shulk(Red made them surrounded with solid flesh), but you can just select the eyes and erase the surrounding.
Problem is, I don't like the idea of making changes to someone's work without permission...
So we should probably leave Shulk's eyes that way.
For other characters, I think it's fine the way it is, it's not that noticeable.

Hm, what issue? I was asking about the clipping issue on Zanza's eyes.

I wasn't asking all the end users to test the eyes out for me.
By testing I meant to ask if anyone's interested in testing them out for me and giving their feedback.
Then I or maybe frozen or you can decide which one to use for the main pack.

Edit: Whenever you see an alternate folder in my eyes/hair/face pack, it means I'm not sure which one is the best/should be used in the main pack.
So I just left it there in case any of you finds them to be better, then you guys can decide which one to put in the main pack.

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05-12-2014, 09:57 PM (This post was last modified: 05-13-2014, 12:35 AM by Bighead.)
#1,442
Bighead Offline
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Oh lol, I thought you were asking about the NG+ issue. I got you confused with StripTheSoul, I wasn't fully awake yet. Tongue

I'll make the change for Shulk's eyes once I figure out which ones are his, and take full responsibility. I don't see a problem with modifying the work of someone if it betters the texture pack, especially when they are no longer around and this isn't a dramatic change considering you don't see the flesh anyway. We've been doing it to each others textures this entire time, but of course not without the final approval. The way I see it, it's no different than when Swan invented the light bulb but Edison took it to the next level (except I'm not stealing the credit or a name in history). Down the road if I'm no longer around (who knows I could be dead), and someone could improve my textures or anything I ever made for that matter, then I would be more than happy.

Also thanks for clearing that up. I worded it poorly, I did assume you were asking us to test them and not make all versions available as optional, but I haven't had my coffee yet so I made it sound like I thought you wanted all versions to be included as optionals. Which I figured you didn't, but made it sound like you did, and stated I didn't want it, and you know what? I'm just gonna shut up LOL.


I've decided to do the Bionis Leg remake before Prison Island because I really want to get it out of the way, and Prison Island will be easy. I should have never started on this one. Looking at it now, its one of the most bendy twisty maps in the game if not the most. I'm not going to go balls to the wall with accuracy like I do with most maps, especially since it's huge and the only real way to tell if it's inaccurate is to run along the borders. Accuracy is more important when dealing with narrow paths and closed in areas because its much easier to spot anomalies when comparing them to the cursor's current position.
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05-13-2014, 03:01 AM (This post was last modified: 05-13-2014, 04:10 AM by narcku.)
#1,443
narcku Offline
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Reyntime hair again.
I personally think it's slightly better than previous version.
The color is more accurate.
[Image: WmeWbNQ.png]
Download Reyntime Hair v1.2

Edit:
Yeah, use the old one(Shulk's hair) I think.
The new one is sharper and all but the old one seems to have less "problem".
I've tested Shulk's cutscene eyes with transparency.
The quality goes down a bit, but overall it looks fine(the non-transparent one is a bit cleaner, but that's about it).
I'll put it here, it's only 1 file.


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05-13-2014, 03:48 AM
#1,444
frozenwings Offline
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Looks nice, Narcku. I'm going to check it out in game soon.

I might mess with the Shulk eyes too to see if they look better, but I too am leery of altering other peoples work like that. But Bighead makes a good point.

Also, I love the new Shulk hair. However, if you want us use the old stuff we may just include those newer ones in an optional folder.
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05-13-2014, 05:09 AM (This post was last modified: 05-13-2014, 05:11 AM by Bighead.)
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So... a shitty discovery has been made. Apparently, two completely different textures can use the same ID.
First by Flanqer here: https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=319367#pid319367
Again by frozen here: https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=320488#pid320488

When I read Flanqer's post, I just kinda brushed it off and though meh. It's just a face mask. But now frozenwings has discovered and confirmed that borders and portraits can also share the same ID, that Reyn in an Alcamoth border was one example. Also, the Shulk portrait during the save screen that narcku discovered.
http://i57.tinypic.com/2wmdswp.png
http://i.imgur.com/NqqUTvJ.png

These were not mistakes, the portrait and these border pieces share the SAME ID, so there is NO WAY to fix this to have both textures. There is no telling at this point how often this is going to come up, but it is something that everyone should be aware of. We should probably put a note somewhere in the ReadMe.
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05-13-2014, 05:17 AM
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narcku Offline
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Oooh.. I brushed it off too.
So what now?
Are those delicious borders just an impossible dream after all Undecided ?
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05-13-2014, 05:24 AM (This post was last modified: 05-13-2014, 05:24 AM by neobrain.)
#1,447
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(05-13-2014, 05:09 AM)Bighead Wrote: So... a shitty discovery has been made. Apparently, two completely different textures can use the same ID.
First by Flanqer here: https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=319367#pid319367
Again by frozen here: https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=320488#pid320488

When I read Flanqer's post, I just kinda brushed it off and though meh. It's just a face mask. But now frozenwings has discovered and confirmed that borders and portraits can also share the same ID, that Reyn in an Alcamoth border was one example. Also, the Shulk portrait during the save screen that narcku discovered.
http://i57.tinypic.com/2wmdswp.png
http://i.imgur.com/NqqUTvJ.png

These were not mistakes, the portrait and these border pieces share the SAME ID, so there is NO WAY to fix this to have both textures. There is no telling at this point how often this is going to come up, but it is something that everyone should be aware of. We should probably put a note somewhere in the ReadMe.

Regarding different textures being dumped under the same filename, do you guys push the texture cache accuracy to the safest (leftmost) value while dumping?
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05-13-2014, 05:27 AM (This post was last modified: 05-13-2014, 05:30 AM by frozenwings.)
#1,448
frozenwings Offline
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I think we're just going to move forward. I'm going to finish my NG+ dumping up to Makna as planned (for system save IDs, party screen bar/gem socket IDs, and Collectopaedia border IDs. If we run into this problem again, we're just leaving borders on the lowest priority I believe. It's kind of funny seeing a portrait where a border should be, but having a bar where a portrait should be is just really offputting.

I don't think it's necessarily any type of file sharing the same IDs. I think it can more than likely be any texture in the game that repeats. Remember the wrench/spanner icon the other night? I think that was one of these problems too, not a mistake because I have the identical number IDs for like half of the main menu palette, but now my wrench icon is off by one. I think you're just more likely to see it with Portrats/Borders because those files are half of the texture pack by themselves.

Anyway, I ran into the lower left hand corner replacing Reyn's tension texture in Tephra Cave. I was like wtf, I messed up again? Nope, it was the same ID as that corner is Alcamoth that was using Reyn's Tension portrait. So yeah, the more we retexture, the more this is going to crop up. But it's something people are going to have to be willing to deal with.

(05-13-2014, 05:24 AM)neobrain Wrote:
(05-13-2014, 05:09 AM)Bighead Wrote: So... a shitty discovery has been made. Apparently, two completely different textures can use the same ID.
First by Flanqer here: https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=319367#pid319367
Again by frozen here: https://forums.dolphin-emu.org/Thread-hd-texture-project-xenoblade-chronicles-v4-5u-mar-14-2014?pid=320488#pid320488

When I read Flanqer's post, I just kinda brushed it off and though meh. It's just a face mask. But now frozenwings has discovered and confirmed that borders and portraits can also share the same ID, that Reyn in an Alcamoth border was one example. Also, the Shulk portrait during the save screen that narcku discovered.
http://i57.tinypic.com/2wmdswp.png
http://i.imgur.com/NqqUTvJ.png

These were not mistakes, the portrait and these border pieces share the SAME ID, so there is NO WAY to fix this to have both textures. There is no telling at this point how often this is going to come up, but it is something that everyone should be aware of. We should probably put a note somewhere in the ReadMe.

Regarding different textures being dumped under the same filename, do you guys push the texture cache accuracy to the safest (leftmost) value while dumping?

Unfortunately, I did not. I wasn't aware that would effect the IDs themselves. I have at least one of these occurrences in a save state, so I can see if it might dump a different ID.
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05-13-2014, 05:37 AM (This post was last modified: 05-13-2014, 05:39 AM by Bighead.)
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Bighead Offline
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neobrain, if you don't mind I have a few questions regarding the matter. I won't even pretend to understand how texture dumping/loading works in Dolphin. So excuse any ignorance I display with them. I'm hoping you can help me to understand. Tongue

First, I'm assuming by your post that changing the accuracy affects the outcome of the file names?
Second, if it does, how does Dolphin know to load the correct file names? (Actually you can just skip this one if you don't want to explain.)

No need for a solid technical explanation, throw a "googoo gaga" at me if possible. Smile Considering this happens at all, to me it seems that Dolphin is searching for a specific name to replace a texture with. Unless there are multiple names that could fit that hole? I'm a bit confused because I don't have a clue in the least how any of it actually works.
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05-13-2014, 05:41 AM
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frozenwings Offline
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Well turning the texture accuracy to safest generates totally new sets of IDs. It does reuse some of the other stuff, but it can be weird. Basically, the IDs are totally different than fast. And fast was the setting always recommended to play at with the pack. So, that's what I always used. I just dumped the Reyn texture in "Safest" and it was a different ID, but when I changed back to "Fast" it still generated the other one from before.

I also won't even pretend to understand how this process actually works. However there seem to be a lot of variables that affect how IDs are generated.
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