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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)
04-25-2014, 01:55 PM
#731
frozenwings Offline
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(04-25-2014, 01:46 PM)Bighead Wrote: I was messing around with some icons for that buff, and an interesting fact is it only displays in grayscale. So, you could put a rainbow icon with the entire color spectrum and it will show up black and white. Limits our options a bit, still not sure what would be fitting. I'll have to think hard on it since it's something that you see from start to finish constantly.

It also made me notice SX4P01_2587cf0f_2.png (smallest gem texture) is a status effect from gems and would probably be more fitting in that category.

Yeah, I even think that gem texture is a better texture. I just hate that stupid book. I don't know why :p

But maybe we should just leave it in, even if I don't think it makes much sense. It's the same as that big UI bar that's slightly bluish for no real reason since the rest of the UI is brown. I think it would be better just brown like the rest, but would it better to leave it blue since that's the way it is in game?
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04-25-2014, 02:24 PM
#732
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(04-25-2014, 10:11 AM)frozenwings Wrote: Also, there's the in combat icon that pops up whenever a status effect occurs:

[Image: 289fl07.png]

Now, this is probably the only texture in the game I want to change. I think it's stupid and makes no sense. As far as I can tell, the icon only pops up with abilities that use status effects. I think we should try and find a completely new texture for it that makes sense. The book has to go. The ID is unique and doesn't interfere with any other icons.
Wasn't one of the goals of the HD texture project to make everything look the same, just higher detail? And that any retextures that make substantial changes, like the extra-sparkly gem retextures, were to be placed in the 'optional' folder?

I haven't noticed that icon during battle (maybe I just haven't paid attention), but it looks like the Arts menu and Arts manual icons, so there may be some logical explanation for it. I'll try to watch for it when I play, if I see it during battle I might get some idea why it's there.

Just a thought: Have you been using that trick of putting dumped textures into the Load folder so that Dolphin wouldn't re-dump textures that you've already dumped? If so, there's a remote chance that the game was trying to display a different icon, and Dolphin substituted a copy of the Arts icon that you'd put in the Load folder because, by sheer coincidence, Dolphin picked the same ID for both textures. As I posted a few days ago, I found one pair of textures like that, and there's no reason to believe it can't happen again. Try emptying your Load folder and see if that icon still shows up during battles.
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04-25-2014, 02:34 PM (This post was last modified: 04-25-2014, 02:37 PM by frozenwings.)
#733
frozenwings Offline
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You are correct, Flanqer. We should probably just leave it the same. I just think it was laziness on the part of the devs to make a correct icon.

I'm pretty sure that this book is the correct icon, if that's what you're talking about. I've ran into that issue with the dump into the load folder. I've changed this icon before, so I know I have the right file. Maybe we can just make an optional file for it, like you mentioned. Probably for the best. (Glad to see you're still hanging around Smile )

Also, while I have you here. I think I saw you in a post on the gamefaqs forum, unless it's a different Flanqer. Where the guy didn't know you could quick travel to various parts of the game, and thought you had to travel to the different entrances / exits in order to zone. And then tried explaining to everyone how he was right, when he just didn't get it? That guy was hilarious. Major face palm moment.
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04-25-2014, 04:24 PM
#734
Echoes Offline
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OK, I'm done toning down the corner pieces. The old ones are just too sharp and shiny, they stand out way too much in-game.

I may update them later as I move around the menus, since I want things to match. Also, there is something bugging me about the top right one. That whole side looks odd in the original texture (it's even missing the gold line for some reason), maybe I should have taken lighting more into account. But for now...

http://www.mediafire.com/download/26ogg15onctrl8d/Story+Quest+Pop-up.rar

*Download includes both old and new versions of these textures, just in case.


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04-25-2014, 10:21 PM (This post was last modified: 04-25-2014, 11:34 PM by Bighead.)
#735
Bighead Offline
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I do like your new versions much better, as much as I like shiny things. Smile Thanks for these.

Quick question when you get this... it's about the background (SX4P01_5f9a83eb_9.png). I noticed your retexture of the default small borders (32x32) also use the same background. What I'm wondering is, do these larger borders dump the same background (32x32) or is there a different size I should be looking for in my dumps? Just making sure because I don't want to miss anything.
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Ok gonna try to make this really short because there's a lot of stuff I'm about to post. I've been sifting through my dumps folder, and there's a few concerns I want to clear up and I hope someone can help with any of them.

First, what are these three things (where they are used would help too). I want to retexture them, but not if they are so obscure you never see them and not if I can't test them in-game. They appear to be used somewhere important. First looks like a border glow, 2nd a background for a menu somewhere, and 3rd, I have no clue.
[Image: VZv2fNN.png] [Image: SqWMG6Z.png] [Image: 7TWv3mz.png]
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Next there's this small gray box (first pic below)... it looks like a UI element, and there are a few of them (12 in my dumps). I see a retexture for some gray boxes but I never knew where it went. What is this box, and is this the retexture for it? (scaled way down) Or is it the second one (but this one is slightly offset so I doubt it).
[Image: PM28epj.png] >> Proper Retexture?? >> [Image: OrLyz3m.png] >> Or This??? >> [Image: SBCm6pX.png]

But.. there's also this gray box. But I think it's an environment texture (64x64) but I'm not sure.
Dunno if the previous retexture was for this or not because it seems much closer... [Image: FY01BGZ.png]
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Also, this text was never retextured. It was in the texture pack, but it is an exact replica of the dump. I'm not sure what this text is, the only blurry text I noticed in the game is the "Reading disc..." text at the start of the game. Is this some kind of system text or something? (Wii's internal text file maybe?) And if it is, there may already be a retexture out there somewhere for another game. I noticed it dumps immediately after loading the disc.
[Image: rtCWpBV.png]
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Now there's faces... I noticed a lot of faces in the texture pack have the same dimensions as a few I found in my dumps folder. They look like they were reworked, and are even slightly bigger in size, am I correct in assuming they've been editted?
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And last this is not a question, but a heads up/good to know kind of thing. it may be obvious by now, but many textures that don't repeat 100's of times (_9) also have more than 1 ID, instead they have 2 or 3, (maybe more?). This includes gem crafting text, title screen text, most cursors, the side-borders for monster info, basically all minimap/clock textures, misc icons (landmark, climb, pickaxe, tent, entry door), and many skill tree textures. There's more, but that's the jist of them. It's something to watch out for.

Last, attachment for you frozenwings. I'm sure you'll be able to sort it out.


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.zip   Misc.zip (Size: 440.39 KB / Downloads: 43)
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04-26-2014, 12:15 AM (This post was last modified: 04-26-2014, 01:25 AM by narcku.)
#736
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I have a question. Did you guys already manage to batch convert/categorize the border files?
Because I got impatient and tried to batch them myself just now(using messiahgov's dump).
But I ran into a problem with the side borders, since some of them have identical file size(the left and top story borders for example).
No problem with the corners since all 4 corners have different sizes.


Nvm, I saw frozenwings' screenshot a few pages back. Guess you guys have them sorted out already Big Grin
I'll just be patient and wait for release Blush .

Edit: Scratch that. Found a way to batch them despite the identical file size Big Grin
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04-26-2014, 12:56 AM (This post was last modified: 04-26-2014, 01:34 AM by frozenwings.)
#737
frozenwings Offline
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Hmmmm I'm going to have to go through this stuff, Bighead.

Just wanted to address something really quick: The new filter script. I have my own updated a bit too, and I have no idea what files you're adding to yours. We should come up with a way that lets us add lines to each others script that is convenient and descriptive. Let me know what you think about it, because I was think of uploading mine too. I guess we could look through each others script and pick out the new values, but then we still wouldn't know which number is filtering which texture (I guess we could just match those up too). I don't know, it's sort of confusing and overly complicated. I'm sure we can come up with something more efficient.

EDIT: I noticed the multiple (Non _9) textures thing as well. And it's funny, because I found that same text thing dumping just last night before I want to bed. So if there is already a file in the load folder, how is it dumping again? Unless I messed something up. I believe this was the anomaly that Flanqer mentioned before. Or maybe something similar. I also don't know where it's located, perhaps some Wii system text like you mentioned.

Edit: As for the two gray boxes, I believe they are both backdrops for character portraits. I don't know which is which, but I know one of them is probably the backdrops for the gifting screen (to raise affinity for party members) accessed through the item screen -> collectibles. For the lighter gray boxes, I have 20 of my own dumps that are totally different from the IDs you gave me in the zip file. And 88 dumps of the dark gray, which you didn't supply yours in your zip.

And yes, Narcku, the borders are kind of a pain in the ass. For more than just that reason. There's also a TON of them since each menu screen seems to generate their own.
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04-26-2014, 01:33 AM
#738
Bighead Offline
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I think I only added gray boxes, a few portraits, and the system save. I have no problem just analyzing values and picking out differences if you want to send it to me and I'll mix it all together.

Now I really want to know what the dark gray box is, you say you have 88? Is it the 64x64 texture? I only had 2 of those.. the lighter gray box should be 40x40. Before either get retextured I want to figure out what they are, and what that retextured gray box is with ID SX4P01_1ce953f5_9.
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04-26-2014, 01:51 AM (This post was last modified: 04-26-2014, 01:57 AM by frozenwings.)
#739
frozenwings Offline
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(04-26-2014, 01:33 AM)Bighead Wrote: I think I only added gray boxes, a few portraits, and the system save. I have no problem just analyzing values and picking out differences if you want to send it to me and I'll mix it all together.

Now I really want to know what the dark gray box is, you say you have 88? Is it the 64x64 texture? I only had 2 of those.. the lighter gray box should be 40x40. Before either get retextured I want to figure out what they are, and what that retextured gray box is with ID SX4P01_1ce953f5_9.

Yes, 88 of the 64x64 texture. 1082 bytes.

I think the retextured gray box is also a backdrop of some sort. Maybe the item screen? I have yet to to go in game today to check things out; I have to do a bit of "real work" today (I've had the last 4 days off), so I won't be able to play as much today. I can sort of pop in and respond on here and check out stuff on my end too. Just not going to get much dumping done / playing in general until later tonight.

Also, I think I figured out something about those _9 textures. Every _9 texture is a texture used by the game in multiple instances. I believe the problem is how dolphin handles those instances. The small bar for the arts screen that you found that was a huge pain in the ass, is _9 texture yet there is only one. Same with the Melia / Seven portraits. _9 textures but there aren't over 1000 of them like the other stuff. I just think dolphin somehow accurately processes those textures, and screws up all the rest. Perhaps to help with loading times? I have no clue. The _9 textures with two or three textures are textures where there are probably actually more than a single instance of the texture on the actual disc of the game. For example, there are probably really two Melia portrait textures in the actual game data.

Here's my filter file, and the list of all the values. I haven't combined it with yours yet, so it's just the base file you made + whatever I have added. Anything new has been added to the top (of the texture list, the scrip I kept in numerical order), besides some blank spots that were filled in compared to my first list. I think there is one addition bar value, and some portrait values filled in what was blank before.

https://www.mediafire.com/?kk94rk617846a78
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04-26-2014, 02:24 AM (This post was last modified: 04-26-2014, 02:29 AM by Echoes.)
#740
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Bighead, yeah, they're the same 32x32 boxes in all of the border pieces I've done so far.

To find out what those textures do, you could replace them with something obvious, like Shulk's portrait or something that would stand out in its place. That way you'll know for sure when something's missing.

And yes, that's the "Reading disc" font texture. Replace it with this one, but only if you're using English language. Otherwise, it'll be a mess.


Edit: man, it would be so much simpler if we could just edit the textures into the .iso somehow, kinda like how you can mod SSBB's iso... oh, well.


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