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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)
04-23-2014, 02:38 PM (This post was last modified: 05-10-2014, 07:26 PM by Bighead.)
#631
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frozenwings Wrote:EDIT: already have a v2 up. There is actually a... filler of sorts that Echoes did a retexture for located in your UI-Title_Load folder. I'm not sure if it's 100% necessary or not. But I added it to the small corners section. The default texture is 143 bytes and is just a simple light gray square. I'll put a thumbnail up of an example.
I'll have to check that out in a sec.


frozenwings Wrote:EDIT the second: Another question. Most of your dumps are pretty close to the same amount, except for your medium bars. You have 64 each of top and bottom textures, but only 12 each of left, right, and the 4 corners. Just wanted to make sure you weren't missing anything anywhere in your dumps. I don't know if maybe you just didn't save all of them or what. Not a huge deal, just OCD about keeping the "sets" of ID together.
Nope that's all of them. I was deleting bars for a long time so it's no surprise there is an uneven amount. It wasn't until a few days ago I stopped deleting all dumps, now I just delete the retextured ones.

Here's the version of the script you requested. Instead of a "NewTextures" folder, it creates a ~BatchedTextures folder and moves all textures to a folder in there based on the name it was found in. I definitely like this much more, I had to learn some new forms of trickery to pull it off. Not the cleanest code but it seems to be working.

Also, thanks a bunch for that byte sizes list. I had almost all of them but I must have deleted it.

Edit: Use this version instead, the original slowed down to a crawl if it found an empty "NewTextures" folder. I added a very generic check to see if it actually did anything before trying to move stuff around.
----Argh one more. It need some cleanup. Works the same but I hate when tabs are created instead of spaces. Tongue
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04-23-2014, 03:10 PM
#632
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Yeah, damn dude. You totally outdid yourself with that one. I don't even now what else to say. Freaking amazing, is all.

I'm really glad you were able to figure it out, it seemed really complicated to me while I was thinking about it. Tongue

This should save me a lot of time in the long run. So good.
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04-23-2014, 03:22 PM (This post was last modified: 04-23-2014, 03:25 PM by Bighead.)
#633
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One thing that adding the check also fixed other than the drop in speed, is that it will only create the folders if it actually processed textures- instead of always. So you can delete folders in "~BatchedTextures" after you grab the textures out of them so next time around you wont have empty folders.

Also that grayish backdrop for the menus you linked me.... I'm not sure if it necessarily needed to be retextured since it's just a single color stretched, could have been 1x1 and probably worked. The alpha levels are different in the default and retexture so it's probably going to have to be batched as well. I'll also see about batching known file sizes into categories, not sure how to name the folders since some have the same byte sizes. Maybe named by bytes? Like.. creates a folder "FILTERED" as it does now, but subfolders named like "163", "990", "1066", etc... might still need ur list handy in that case.

Edit: Now that I think about it, it may not have to be retextured since the differences in transparency are only 4%... and it's probably almost indistinguishable. But since were going through this much effort it's one of those "Hmm, might as well" kind of things.
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04-23-2014, 03:33 PM
#634
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Frozen, By light square, do you mean this one (The one attached to this post)? The 160X160 one? If so, then it's important and it's part of the boarder textures. It's the transparent white-gray-ish box that you see in the pop-up messages.

Also, here's a preview of my first attempt at the Quest corners. It most likely looks good in-game, but there are a lot of things about it that I' not happy with yet. Worse case scenario, it'll end up looking like that.


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04-23-2014, 03:37 PM
#635
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Wow I love your textures, for a "preview" its already awesome. I can only hope to eventually get to that level.
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04-23-2014, 03:44 PM (This post was last modified: 04-23-2014, 03:50 PM by frozenwings.)
#636
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(04-23-2014, 03:33 PM)Echoes Wrote: Frozen, By light square, do you mean this one (The one attached to this post)? The 160X160 one? If so, then it's important and it's part of the boarder textures. It's the transparent white-gray-ish box that you see in the pop-up messages.

Also, here's a preview of my first attempt at the Quest corners. It most likely looks good in-game, but there are a lot of things about it that I' not happy with yet. Worse case scenario, it'll end up looking like that.

Yes, I mean that one. I've been saving them and replacing them on my end, but Bighead didn't send me any when he sent me his batch of borders. I wasn't sure if they were completely necessary, but I'll take your word for it.

And, as usual, that corner looks amazing. I'd take it as is. But if you want to spend time polishing it up, I won't stand in your way. :p

(04-23-2014, 03:37 PM)Bighead Wrote: Wow I love your textures, for a "preview" its already awesome. I can only hope to eventually get to that level.

Oh, whatever. You're still miles ahead of me. I think your textures all look really good too.

(04-23-2014, 03:22 PM)Bighead Wrote: One thing that adding the check also fixed other than the drop in speed, is that it will only create the folders if it actually processed textures- instead of always. So you can delete folders in "~BatchedTextures" after you grab the textures out of them so next time around you wont have empty folders.

Also that grayish backdrop for the menus you linked me.... I'm not sure if it necessarily needed to be retextured since it's just a single color stretched, could have been 1x1 and probably worked. The alpha levels are different in the default and retexture so it's probably going to have to be batched as well. I'll also see about batching known file sizes into categories, not sure how to name the folders since some have the same byte sizes. Maybe named by bytes? Like.. creates a folder "FILTERED" as it does now, but subfolders named like "163", "990", "1066", etc... might still need ur list handy in that case.

Edit: Now that I think about it, it may not have to be retextured since the differences in transparency are only 4%... and it's probably almost indistinguishable. But since were going through this much effort it's one of those "Hmm, might as well" kind of things.

Yeah, might as well do them.

In regards to the Filtering script, could you just make it grab all of the sizes specified and dump them into one folder? I don't mind sorting them out at all. I just didn't know if you could make a script to filter out the multiple predesignated file sizes in order to save time trying to type each byte value in one by one.
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04-23-2014, 04:19 PM
#637
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Before I forget again, heres the backgrounds for the small menus. They are already using the retexture.
http://www.mediafire.com/download/jc23pzy09ytra1f/SmallBorderBackground.zip
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04-23-2014, 04:30 PM (This post was last modified: 04-23-2014, 04:33 PM by frozenwings.)
#638
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Lol, so I had an interesting last hour or so.

I was playing the game and noticed that instead of the cooldown texture slowly passing through the circle with the ability in order to indicate the actual cooldown, there was just a small-bar-right texture instead of cooldown. I spent the past hour digging through stuff, and couldn't figure it out. Well I unzipped your file again with all of your borders, and checked out the small border folders. Turns out you have one extra bonus file in the borders-small-bar-right folder :p.

And since I used your base.png file to batch edit, it got auto retextured into a small right border since it was in that folder. Was frustrating for a bit, but now I'm just really amused. Smile It's a good thing you didn't decide to retexture them before you sent them to me. Might have got a bit confusing then.

Thumbnail = culprit file


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04-23-2014, 04:36 PM (This post was last modified: 04-23-2014, 04:42 PM by Echoes.)
#639
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Thanks Bighead. I don't think it's about level, more like being good at some things in specific. When it comes to icons and maps, like the ones you've done, I'd have a really hard time, to be honest. I'm just good with shapes, I guess. For example, I made the "cleared save" crown icon a while back, and that honestly was the best I could do, and it took me way more time than I care to admit to make it. It looks fine in-game because of some details (color, and a glow texture) the game adds behind it, but if you actually look at the texture itself, its actually very ugly, haha.


About the white texture, the thing is that the original texture wasn't working right with the retexture. Maybe I didn't make the white parts exactly as white or as transparent as the empty cube, but at the end of the day I just settled for making a new one of it too, when what I should have done was use the original cube to make the white parts in the first place. Oh well...

I still need to make every other piece of the set, so it may take a while as I edit it all, but hopefully I finish it soon.

Edit: Wow, I really messed those quotes up. I should just go to bed LOL
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04-23-2014, 06:25 PM (This post was last modified: 04-23-2014, 08:57 PM by Bighead.)
#640
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frozenwings Wrote:Turns out you have one extra bonus file in the borders-small-bar-right folder :p.
Haha whoops! I looked through them all real quick before sending and thought I got all the textures that weren't supposed to be there, but it would seem not. Well at least it was an obvious texture that got mixed up and not something obscure. I'm usually much more careful than that but I was trying to send them in a hurry and thought, if I missed anything he'll see it. LOL we both missed it.

I also finished a batch script for filtering out specific byte sizes. There's probably a better way to do it, it's pretty slow in its current state. It would be nice if batch supported variable arrays. This time it does not have to be in your dumps folder, you can run it right from your desktop. If you edit the batch, you can change the dump directory (default user/docs/dolphin/dumps/texts/sx4p01) which you probably won't have to, and you can change the destination folder for where dumps go. By default I have it to "Desktop\FILTERED".

To add new byte sizes to search for just copy and paste one of the "IF" lines and change the value. The list will probably get longer, the downside is it will also get slower.... Batch isn't very good for speed.

Echoes Wrote:I don't think it's about level, more like being good at some things in specific. When it comes to icons and maps, like the ones you've done, I'd have a really hard time, to be honest. I'm just good with shapes, I guess.
Well now I don't feel so bad, thank you. Smile The maps are pretty simple for me to do now, but there's definitely some room to grow for stuff like the icons. I can usually pump out maps pretty quick, but I've been heavily distracted lately. Mechonis Field is still not done and I started it a week ago lol.

But I can say this: we are making some awesome progress, far beyond what I imagined a few weeks ago. I was content with just finding missing IDs for existing textures and getting the maps done. It makes me happy to see previous contributors returning with new material, as well as a few new contributors with even more textures. I honestly thought this project was dead for awhile. With frozenwing's relentless efforts to find IDs and push for new textures, among all the other recent (and I add excellent) contributions, this game is going to look amazing the whole way through for people to enjoy for years to come.

I find it rather silly that my texture pack folder now has way more textures than my dumps folder, and not long ago it was the other way around!


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