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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)
05-13-2014, 06:49 AM
#1,461
neobrain Offline
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Fyi, I just created a document outlining conceptual issues with the custom textures feature in Dolphin. If you've got anything to add to it, leave me a note in the document (preferred) or in this thread Smile
Note however that implementation issues like e.g. bad performance are out of the scope of the document. It's mostly to get some idea on how to get the broken design fixed up.
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05-13-2014, 06:49 AM (This post was last modified: 05-13-2014, 06:55 AM by frozenwings.)
#1,462
frozenwings Offline
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Yeah, I was being facetious.

I don't think it's worth it, man. Even for the non-paletted textures. Just tell everyone to play on fastest. The front page already does.

So anyone using this pack to begin with should be doing that; there's no reason to play on anything except fastest unless we redump everything on Safest. Why play on safest when you're going to be missing 90% of the textures?

Edit: Said slowest instead of safest, although I'm assuming they are relative terms :p

Edit: That document is pretty cool, maybe custom texture will get some attention finally. Smile

I'll be the first to admit that I'd be happy to have wasted 400ish hours of my life dumping this game (well, playing at the same time :p) in order to somehow fix how paletted textures work.
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05-13-2014, 06:59 AM (This post was last modified: 05-13-2014, 06:59 AM by Bighead.)
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Yeah one thing we need to verify and that could be added to it, is if the IDs generated without load custom textures enabled is in fact something completely different than any of the 3 accuracy settings. If we get 6 different names, then that probably points to some kind of problem somewhere.
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05-13-2014, 07:00 AM
#1,464
neobrain Offline
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(05-13-2014, 06:49 AM)frozenwings Wrote: Edit: That document is pretty cool, maybe custom texture will get some attention finally. Smile

I'll be the first to admit that I'd be happy to have wasted 400ish hours of my life dumping this game (well, playing at the same time :p) in order to somehow fix how paletted textures work.

I'd be happy to have the situation fixed, however I don't think I'll really have time to work on it. I felt like throwing an explanation out there in case anyone feels like fixing the stiuation, though.
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05-13-2014, 07:07 AM (This post was last modified: 05-13-2014, 07:08 AM by frozenwings.)
#1,465
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Maybe someone will come along with the knowledge required and time. Until that time, I'm just going to recommend that anyone who uses this pack play at Fastest. And you should make a note in your "how you can help" readme, Bighead. I think it's utterly useless to dump on Safest unless we plan on dumping everything again. Especially since it can cause performance issues from what I've read.

Now, if we could dump more accurate texture IDs on safest and then load them up in fastest, redumping everything might have merit. However, people are just going to have to deal with what we're giving them. Which means portraits and wrenches in their borders every once in a while :p

Edit: Forgot to say thanks, neobrain. For the explanations and the write up detailing the problems / possible solutions.
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05-13-2014, 07:19 AM
#1,466
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Yes thank you neobrain you cleared up a lot of confusion that we had for a long time. I also verified that checking "Dump Textures" AFTER the game is loaded, generates completely different IDs for every accuracy setting, giving every texture 6 possible outcomes.

For this thing...
[Image: Q9GNutf.png]

We get...
SX4P01_4be91b70_9, SX4P01_12ea8085_9, SX4P01_55aa72c1_9, SX4P01_73aed461_9, SX4P01_0991db27_9, and SX4P01_e158bc62_9
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05-13-2014, 07:21 AM
#1,467
neobrain Offline
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(05-13-2014, 07:19 AM)Bighead Wrote: Yes thank you neobrain you cleared up a lot of confusion that we had for a long time. I also verified that checking "Dump Textures" AFTER the game is loaded, generates completely different IDs for every accuracy setting, giving every texture 6 possible outcomes.

For this thing...
[Image: Q9GNutf.png]

We get...
SX4P01_4be91b70_9, SX4P01_12ea8085_9, SX4P01_55aa72c1_9, SX4P01_73aed461_9, SX4P01_0991db27_9, and SX4P01_e158bc62_9

Chances are the game ini overrides the texture cache accuracy, hence whatever you set up in the global config only takes effect when you open the graphics config dialog (you probably don't even need to change the texture cache accuracy setting for that to happen)
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05-13-2014, 07:35 AM (This post was last modified: 05-13-2014, 07:37 AM by StripTheSoul.)
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StripTheSoul Offline
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I always found it strange that you needed the texture cache set to FAST to have the costum textures load (in this game; the pack for Super Mario Sunshine, e.g. needs SAFE). But I guess that's because you dumped your textures with the texture cache set to FAST, eh? Smile
Hmm, but wouldn't that mean that all textures would indeed load if you dumped them all with SAFE and the user would also play with SAFE? (not that I'm suggesting you do all that work again. Just thinking, because it sounded before that with SAFE, most costum textures wouldn't load, anyway)
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05-13-2014, 07:41 AM
#1,469
frozenwings Offline
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(05-13-2014, 07:21 AM)neobrain Wrote: (you probably don't even need to change the texture cache accuracy setting for that to happen)

Correct. We actually noticed this a few days ago before we even knew about the texture accuracy setting affecting IDs.

(05-13-2014, 07:35 AM)StripTheSoul Wrote: I always found it strange that you needed the texture cache set to FAST to have the costum textures load (in this game, the pack for Super Mario Sunshine, e.g. needs SAFE). But I guess that's because you dumped your textures with the texture cache set to FAST, eh? Smile
Hmm, but wouldn't that mean that all textures would indeed load if you dumped them all with SAFE and the user would also play with SAFE? (not that I'm suggesting you do all that work again. Just thinking, because it sounded before that with SAFE, most costum textures wouldn't load, anyway)

It was our predecessors who decided on Fastest, I'm guessing because Slowest can cause worse performance. I just always have dumped with it at fastest because that's what was recommended before. Had I known that dumping on safest would have avoided the problem we're currently facing (and I had I known this would ever be a problem :p), I may have done things differently. However, I'm not dumping this all again. And by "all", I mean whatever it is that I have. Because I'm sure even with 82k textures, I don't have everything. And this whole "one ID using two different texture" thing just make me wonder even more about how close we are to having everything.
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05-13-2014, 07:45 AM (This post was last modified: 05-13-2014, 07:47 AM by Bighead.)
#1,470
Bighead Offline
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(05-13-2014, 07:35 AM)StripTheSoul Wrote: I always found it strange that you needed the texture cache set to FAST to have the costum textures load (in this game; the pack for Super Mario Sunshine, e.g. needs SAFE). But I guess that's because you dumped your textures with the texture cache set to FAST, eh? Smile
Hmm, but wouldn't that mean that all textures would indeed load if you dumped them all with SAFE and the user would also play with SAFE? (not that I'm suggesting you do all that work again. Just thinking, because it sounded before that with SAFE, most costum textures wouldn't load, anyway)

That is correct. If everything was dumped at "Safe", and retextured at "Safe", then everything would indeed load at "Safe". Unfortunately everything we learned today, we umm.. learned today lol. I never knew much about texture packs when I joined in on this little project, xenoblade was the first game I ever used custom textures with in Dolphin. Every mention in the forum said "use fastest" so I never even bothered to question why. And I think that holds true for pretty much everyone ever involved in this project from what I'm seeing. 99% of every texture in this pack has an ID from the fastest setting, with very few "alternate" IDs we never knew where they came from or why they existed at all.

Edit: frozen beat me to the punch. Tongue

And to also add, if everything was dumped on every setting, then it would be an enormous texture pack that would most likely have to be divided into 3 texture packs: one for each setting. On top of that, throw in a DDS pack for each one and you end up with 6 texture packs, all the same thing for one game.
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