• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Custom Texture Projects v
« Previous 1 ... 8 9 10 11 12

[HD Texture Project] Xenoblade Chronicles (v5.0U - May 17, 2014)
View New Posts | View Today's Posts

Pages (168): « Previous 1 ... 14 15 16 17 18 ... 168 Next »
Jump to page 
Thread Closed 
Thread Rating:
  • 12 Vote(s) - 4.5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[HD Texture Project] Xenoblade Chronicles (v5.0U - May 17, 2014)
09-30-2012, 03:19 AM
#151
Damphil Offline
Member
***
Posts: 193
Threads: 23
Joined: Aug 2010
work on icon joystic ps 2 ?
CPU: QuadCore Intel Core i5 CPU 750 @ 2.67GHz;
MB: Gigabyte GA-P55-US3L
RAM: DDR3 6,0GB;
Gfx: ASUS nVidia GeForse GTX 550 Ti @ 1024 MB;
OS: MS Win 7 Ultimate 64-bit.
My Video Channel emuls test.
Find
09-30-2012, 05:55 AM
#152
poweredbykimchi Offline
hi
***
Posts: 205
Threads: 7
Joined: Aug 2011
(09-29-2012, 10:20 PM)XBC_player Wrote: Only thing I noted is that you somehow managed to put save/load screen SX4P01_114d635b_14.png texture into "\02 - Other\02 - Wii Controller Buttons" folder. It's not game braking, but you have same file now twice in package.

Just checking - I hope you noticed my affinity icons/avatars texture upgrade post. I suppose you didn't have time on such short notice to put into package or is there some other reason why it was left out?

Anyways while I was testing today new 4.1 package I also noticed that
-spoiler->[color=white]Fiora v2/mechon avatar icon in Party affinity menu is low res.[/color] <-spoiler- (select text between -> <- to view)
So I added it to the rest of the avatars in the file below.

http://www.mediafire.com/?7qmk657nlund3d6

Edit: I also noted "bug" in my menu shadow contribution texture. Left bottom corner was misaligned by 1 pixel downward. It resulted visible step where corner texture met bottom border. Here is fixed one: http://www.mediafire.com/view/?d1tb19zpvveivf8

1. Yeah. There are probably going to be a few mistakes because I had to remake the pack and I didn't want to delay the release any further. Something happened to my hard drive and a lot of stuff seems to be missing including the retextures. It's not too big of a problem though at the moment.

2. I left it out because I wanted you to make the background transparent instead of white and it looks like you used one of the frames for the avatar faces. I just want to keep most things as close as possible to the original, and small things like this can be fixed easily. Later when I have time, I'll separate everything into either "same" vs "different" retexture. The biggest "different" retextures I can think of are the GUI menus and the avatars.

3. I'll add those two in the next release.


(09-30-2012, 03:19 AM)Damphil Wrote: work on icon joystic ps 2 ?
Not exactly sure what you mean, but I think a PS2 controller would work since it's almost the same as the PS3 controller.
i7-6700k @ 4.4 GHz
AMD R9 390
16 GB DDR4 3200 MHz
Windows 10 x64
Find
09-30-2012, 06:04 AM
#153
DimkaUA
Unregistered
 
Hi. Firstly, sorry for my bad english, i not native speaker.
One week ago i have modified many textures. All "Raw - Quadratic", "Raw - Upright", "Raw - Lateral", and much more... 2GB size.
Only two actions: resize to 200% and sharpen filter.
Result here:
[Image: d628556d27f4t.jpg] [Image: 48be8f78d958t.jpg]
[Image: 25f0b325d284t.jpg] [Image: 8f6906596d04t.jpg]
[Image: e600b7b676c2t.jpg] [Image: 9606e306f410t.jpg]
[Image: 0baae8ae3f35t.jpg] [Image: 517586cedcb5t.jpg]
[Image: 370851562dddt.jpg] [Image: 0bf7501f8e54t.jpg]

Link to sharpen resized textures: link

Known bugs:
Sometimes game freezes then you change equipment.
09-30-2012, 07:42 AM (This post was last modified: 09-30-2012, 07:46 AM by XBC_player.)
#154
XBC_player Offline
Junior Member
**
Posts: 21
Threads: 0
Joined: Aug 2012
(09-30-2012, 05:55 AM)poweredbykimchi Wrote: 2. I left it out because I wanted you to make the background transparent instead of white and it looks like you used one of the frames for the avatar faces. I just want to keep most things as close as possible to the original, and small things like this can be fixed easily. Later when I have time, I'll separate everything into either "same" vs "different" retexture. The biggest "different" retextures I can think of are the GUI menus and the avatars.

Ok, I see. Anyways every project needs to have person who makes final call otherwise it would be anarchy and mess. I'm fine with that. Still, I'm pretty sure however that artists at Monolith made their call based on Wii limitations. Small icon in SD resolution needs to be simple high contrast in order be visible. We here are adapting game to 720p+ resolution so we can be more flexible. Just saying...
One or the other way the beauty of Dolphin framework is that anyone can use what ever customization they like. I made my "vision" available for download. Angel

One more thing I noticed with your v4.1 package - if one just extracts it and starts to play then controller icons are little bit of mess. As you can see below in main menu (by y-button press from main screen) upper one is from Wii and bottom one is from xbox360 set.
[Image: acjZKL5J.jpg]



Find
09-30-2012, 08:15 AM (This post was last modified: 09-30-2012, 08:38 AM by poweredbykimchi.)
#155
poweredbykimchi Offline
hi
***
Posts: 205
Threads: 7
Joined: Aug 2011
(09-30-2012, 06:04 AM)DimkaUA Wrote: Hi. Firstly, sorry for my bad english, i not native speaker.
One week ago i have modified many textures. All "Raw - Quadratic", "Raw - Upright", "Raw - Lateral", and much more... 2GB size.
Only two actions: resize to 200% and sharpen filter.
The first time I wanted to retexture, I also did this. It looked better for a bit, but it started to hurt my eyes because everything was so shiny. How about you upload it and see what feedback you get? If people like it, then I'll put it in the pack.


(09-30-2012, 07:42 AM)XBC_player Wrote:
(09-30-2012, 05:55 AM)poweredbykimchi Wrote: 2. I left it out because I wanted you to make the background transparent instead of white and it looks like you used one of the frames for the avatar faces. I just want to keep most things as close as possible to the original, and small things like this can be fixed easily. Later when I have time, I'll separate everything into either "same" vs "different" retexture. The biggest "different" retextures I can think of are the GUI menus and the avatars.

Ok, I see. Anyways every project needs to have person who makes final call otherwise it would be anarchy and mess. I'm fine with that. Still, I'm pretty sure however that artists at Monolith made their call based on Wii limitations. Small icon in SD resolution needs to be simple high contrast in order be visible. We here are adapting game to 720p+ resolution so we can be more flexible. Just saying...
One or the other way the beauty of Dolphin framework is that anyone can use what ever customization they like. I made my "vision" available for download. Angel

One more thing I noticed with your v4.1 package - if one just extracts it and starts to play then controller icons are little bit of mess. As you can see below in main menu (by y-button press from main screen) upper one is from Wii and bottom one is from xbox360 set.

Yep. I'm not saying it was bad or anything, but I noticed that I've been letting some things go and similar things not. So I need to set some kind of standard and that standard is anything that's very close to the original goes in the pack. I'll keep that one in mind though.

As for just simply extracting the whole thing, you're only supposed to extract the retextures in the root folder. You still need to choose from the "01 - Text" and "02 - Other" folders because the PS3 controller buttons and the xbox 360 controller buttons will use the same file name but different images, resulting in a mess if you were to just throw it in there. This is something unavoidable because different image files will use the same file names and I can't predict what controller you use or what language you speak.
i7-6700k @ 4.4 GHz
AMD R9 390
16 GB DDR4 3200 MHz
Windows 10 x64
Find
09-30-2012, 09:29 AM
#156
DimkaUA
Unregistered
 
(09-30-2012, 08:15 AM)poweredbykimchi Wrote: The first time I wanted to retexture, I also did this. It looked better for a bit, but it started to hurt my eyes because everything was so shiny. How about you upload it and see what feedback you get? If people like it, then I'll put it in the pack.

Link to sharpen resized textures: link

Few more pics:
[Image: 8b52302e1c16t.jpg] [Image: 25bb4b6d34fbt.jpg]
[Image: ae784ad6550ct.jpg] [Image: 86ac90023d6dt.jpg]
10-02-2012, 04:27 AM (This post was last modified: 10-02-2012, 04:28 AM by XBC_player.)
#157
XBC_player Offline
Junior Member
**
Posts: 21
Threads: 0
Joined: Aug 2012
Another contribution - affinity menu text backgrounds.
[Image: abhKjPgy.jpg]
Texture files: http://www.mediafire.com/?ml38bkrapmg0e3q
file above does not include area icon.

Another thing - I have been trying to capture all possible versions of that main menu bottom status text background I made. I have reached with my play-trough personally 25 versions mark and I haven't still finished the game. then I downloaded full texture dump which was available somewhere in this thread. I got from that set 200 new ID's and not a single ID matched with one of mines.
I just don't believe developer included into DVD that many versions of one single file. Dolphin must have a bug.
Find
10-02-2012, 05:53 AM (This post was last modified: 10-02-2012, 09:16 AM by Echoes.)
#158
Echoes Offline
Average Retexturer
****
Posts: 483
Threads: 2
Joined: Dec 2011
It could be Dolphin's fault, but I don't think so. The textures are "randomly generated" by the game depending on area, party order and probably some other stuff. For example, my HD portraits pack (will update soon-ish) works well in Colony 9 (skill set/tree portraits work), but then you step outside of town and the textures are randomized again.

I'm pretty sure there's a limit to the possible "random" textures, but it'll take time to find them all, if we ever do.
Find
10-02-2012, 06:33 AM (This post was last modified: 10-02-2012, 06:35 AM by XBC_player.)
#159
XBC_player Offline
Junior Member
**
Posts: 21
Threads: 0
Joined: Aug 2012
I'm pretty sure that game doesn't generate texture data on the fly real time. There must be one single 3,10kb copy of that particular file on DVD. It must be down to emulation engine who is not able to determine correctly if the same file is used. It probably takes snapshots from (video) memory after game engine is already done with loading it from disk to memory.

btw. I also tried to fix portraits for arts/skills and it turned out that there must be more than one set of file ID's. Weirdly enough it does not apply for Melia portrait/avatar however.

Note to myself so there is also Colony 5. I guess I have not reached it yet.
Find
10-02-2012, 06:38 AM (This post was last modified: 10-02-2012, 06:41 AM by neobrain.)
#160
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
**********
Developers (Some Administrators and Super Moderators)
Posts: 3,208
Threads: 50
Joined: Jun 2009
If the textures get dumped with different filenames, they are different each time. And there's nothing that would prevent the game from indeed generating randomized textures.

An exception of textures with different filenames not being different are palettized textures. Due to design flaws in Dolphin's custom texture code, this can't be avoided at this stage, however.
My blog
Me on Twitter
My wishlist on Amazon.de
Find
« Next Oldest | Next Newest »
Pages (168): « Previous 1 ... 14 15 16 17 18 ... 168 Next »
Jump to page 
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode