• 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 ... 15 16 17 18 19 ... 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)
10-02-2012, 07:17 AM (This post was last modified: 10-02-2012, 07:21 AM by poweredbykimchi.)
#161
poweredbykimchi Offline
hi
***
Posts: 205
Threads: 7
Joined: Aug 2011
(10-02-2012, 06:33 AM)XBC_player Wrote: 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.
There is no Colony 5. It's just a typo. Tongue

(10-02-2012, 06:38 AM)neobrain Wrote: 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.

So just to clarify, since I'm slow, there are a great but not infinite amount of repeated textures? So it is "potentially" possible to dump everything. And what are palettized textures?

And is there a way to dump textures and custom textures at the same time without having to mess up the custom textures or is that a bug in Dolphin?
i7-6700k @ 4.4 GHz
AMD R9 390
16 GB DDR4 3200 MHz
Windows 10 x64
Find
10-02-2012, 07:26 AM (This post was last modified: 10-02-2012, 07:27 AM by XBC_player.)
#162
XBC_player Offline
Junior Member
**
Posts: 21
Threads: 0
Joined: Aug 2012
neobrain - I think we are miss-communicating here.
copy paste from windows my terminal:
C:\temp>fc /B SX4P01_0e0fc805_9.png SX4P01_0d73433a_9.png
Comparing files SX4P01_0e0fc805_9.png and SX4P01_0D73433A_9.PNG
FC: no differences encountered


Exact copy bit by bit...
Find
10-02-2012, 09:15 AM
#163
Echoes Offline
Average Retexturer
****
Posts: 483
Threads: 2
Joined: Dec 2011
(10-02-2012, 06:33 AM)XBC_player Wrote: 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.

Whoops, I meant Colony 9. I knew there was something off in that post!

(10-02-2012, 06:38 AM)neobrain Wrote: 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.

So if I understand you correctly, this may be fixed at a later date then? The textures we get are the exact same, but with a different name.
Find
10-02-2012, 04:52 PM (This post was last modified: 10-02-2012, 04:54 PM by neobrain.)
#164
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
(10-02-2012, 07:26 AM)XBC_player Wrote: neobrain - I think we are miss-communicating here.
copy paste from windows my terminal:
C:\temp>fc /B SX4P01_0e0fc805_9.png SX4P01_0d73433a_9.png
Comparing files SX4P01_0e0fc805_9.png and SX4P01_0D73433A_9.PNG
FC: no differences encountered


Exact copy bit by bit...
The _9 tells you that the texture format is 9=GX_TF_C8, i.e. a paletted texture. That's what I was talking about before Tongue

(10-02-2012, 09:15 AM)Echoes Wrote: So if I understand you correctly, this may be fixed at a later date then? The textures we get are the exact same, but with a different name.
Unlikely to get fixed anytime soon since a) it's not a particular easy fix (breaks backwards compatibility with existing custom texture packs) b) I doubt there are many people who actually know wtf is wrong (ugly hacks ftw!) c) I personally don't have any time resources for working on it.

EDIT: For reference, http://code.google.com/p/dolphin-emu/issues/detail?id=3376
My blog
Me on Twitter
My wishlist on Amazon.de
Find
10-02-2012, 06:01 PM
#165
XBC_player Offline
Junior Member
**
Posts: 21
Threads: 0
Joined: Aug 2012
Thanks for information neobrain. At least we know the reason now.
Find
10-06-2012, 12:34 PM (This post was last modified: 10-06-2012, 12:35 PM by Echoes.)
#166
Echoes Offline
Average Retexturer
****
Posts: 483
Threads: 2
Joined: Dec 2011
After messing around with Photoshop today, I finally updated my HD Portraits pack.

Changes
- Made affinity orbs for the main characters. They're not perfect, but it's the best I can do with my Photoshop skills.Tongue
- Edited Sharla's portraits (including affinity group) so her mole is in the correct side.

Pictures

Affinity Group picture and small portraits (hyperlink because of spoilers)

[Image: MqnNy.png]

[Image: LHaG4.png]

Download
Find
10-06-2012, 01:08 PM
#167
poweredbykimchi Offline
hi
***
Posts: 205
Threads: 7
Joined: Aug 2011
A friend volunteered to help redraw the battle avatar. These may or may not be finished in the end, but here's a taste of the first one.

[Image: iqCWTj6XlUyKG.png]
i7-6700k @ 4.4 GHz
AMD R9 390
16 GB DDR4 3200 MHz
Windows 10 x64
Find
10-07-2012, 06:05 AM
#168
Echoes Offline
Average Retexturer
****
Posts: 483
Threads: 2
Joined: Dec 2011
That's looking very good. I hope he can at least do all of the "down" portraits.
Find
10-07-2012, 06:06 AM (This post was last modified: 10-07-2012, 06:07 AM by poweredbykimchi.)
#169
poweredbykimchi Offline
hi
***
Posts: 205
Threads: 7
Joined: Aug 2011
(10-07-2012, 06:05 AM)Echoes Wrote: That's looking very good. I hope he can at least do all of the "down" portraits.

She'll be attempting to do all of them, but if she will finish all of them, only time will tell. Tongue

She did a high tension one as well, but I'll wait on posting that one.
i7-6700k @ 4.4 GHz
AMD R9 390
16 GB DDR4 3200 MHz
Windows 10 x64
Find
10-07-2012, 06:29 AM
#170
slmpika Offline
Member
***
Posts: 139
Threads: 1
Joined: Oct 2011
Since we're on the topic of character portraits, will she be working on the guest character portraits (Mumkhar, Dickson, etc) as well? I know that they are very difficult to dump though, especially the high and low tension portraits. However, I can try to dump all of the guest character portraits if she wants to work on those.
Find
« Next Oldest | Next Newest »
Pages (168): « Previous 1 ... 15 16 17 18 19 ... 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