• 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 ... 80 81 82 83 84 ... 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)
04-27-2014, 07:46 PM (This post was last modified: 04-28-2014, 12:37 AM by narcku.)
#811
narcku Offline
Space Alien
***
Posts: 219
Threads: 0
Joined: Apr 2014
Ok, here's updated Mumkhar. Only thing left to do is probably find duplicated IDs(if there's any).

Spoiler: (Show Spoiler)
[Image: jd99KeWj1o5PK.png]
Texture

Download Mumkhar v1

Also, here's a Silver Monado II Tongue for frozenwings:
Cartoon Monado Series
Monado WII - Preview - Texture
Added Monado inventory icon, not that good(I simply used the one from initiate battle icon), but I guess it's a good placeholder until someone retextures it.
Spoiler: (Show Spoiler)
[Image: 9s06seK.png]

Edit: I noticed the Monado Buster icon for Dunban at the beginning of game wasn't retextured. Is it just me?
Also, any idea what's causing this?
[Image: 9cIgJPT.png]


Attached Files Thumbnail(s)
       
[Image: signature.png]
[color=red]Xeno[/color][color=orange]blade[/color][color=#1E90FF] Chron[/color][color=blue]icles[/color] [color=#FFA500]Gallery[/color]
Find
04-28-2014, 01:04 AM (This post was last modified: 04-28-2014, 01:05 AM by Bighead.)
#812
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
(04-27-2014, 07:46 PM)narcku Wrote: Added Monado inventory icon, not that good(I simply used the one from initiate battle icon), but I guess it's a good placeholder until someone retextures it.
Haha ironically I was working on some weapon icons and the monado was one of them. The other is Reyn's, it looks good as an icon but in game I'm not too sure. Might match up better when others are done... They are blurred quite a bit or else they wouldn't look right in game.

(04-27-2014, 07:46 PM)narcku Wrote: Edit: I noticed the Monado Buster icon for Dunban at the beginning of game wasn't retextured. Is it just me?
I'll have to check that out. It should use the same ID's as shulk's buster but who knows.

(04-27-2014, 07:46 PM)narcku Wrote: Also, any idea what's causing this?
That's odd I've never seen that before, and that is actually one of the correct textures from the pack. I'm not sure other than a Dolphin issue. Is it an older rev? And is it always like this or random?


Attached Files Thumbnail(s)
       
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
04-28-2014, 01:16 AM
#813
narcku Offline
Space Alien
***
Posts: 219
Threads: 0
Joined: Apr 2014
Yeah it's older revision.
I'm not sure. This is the first time I've seen it because I always started with NG+.
It's not really an issue for me, but I thought I'd ask just in case it's happening in the newer revision.

I think it's different, I added the ID of beginning one in my previous post in case it happens to anyone else as well.

Thanks, I'm gonna try out those icons now Big Grin.
[Image: signature.png]
[color=red]Xeno[/color][color=orange]blade[/color][color=#1E90FF] Chron[/color][color=blue]icles[/color] [color=#FFA500]Gallery[/color]
Find
04-28-2014, 02:00 AM (This post was last modified: 04-28-2014, 02:06 AM by frozenwings.)
#814
frozenwings Offline
We choose to fight!
*******
Posts: 1,199
Threads: 2
Joined: May 2013
(04-27-2014, 07:46 PM)narcku Wrote: Ok, here's updated Mumkhar. Only thing left to do is probably find duplicated IDs(if there's any).

Spoiler: (Show Spoiler)
[Image: jd99KeWj1o5PK.png]
Texture

Download Mumkhar v1

Also, here's a Silver Monado II Tongue for frozenwings:
Cartoon Monado Series
Monado WII - Preview - Texture
Added Monado inventory icon, not that good(I simply used the one from initiate battle icon), but I guess it's a good placeholder until someone retextures it.
Spoiler: (Show Spoiler)
[Image: 9s06seK.png]

Edit: I noticed the Monado Buster icon for Dunban at the beginning of game wasn't retextured. Is it just me?
Also, any idea what's causing this?
[Image: 9cIgJPT.png]



Narcku, is that the base texture or did you already replace the texture with the same one from the texture pack? I already have that ID in my retextures, and it's the same filesize as the other (I have two monado buster retextures). So, I think I already have this done, but I'm not sure if it was done in 4.5 or not. I maybe have added it after and forgot about it.

Also, thanks for that silver monado II Smile. You're awesome.

Also, I don't know what is causing that effect in your screenshot. I've never seen anything go wrong with that particular "New" texture.



(04-28-2014, 01:04 AM)Bighead Wrote:
(04-27-2014, 07:46 PM)narcku Wrote: Added Monado inventory icon, not that good(I simply used the one from initiate battle icon), but I guess it's a good placeholder until someone retextures it.
Haha ironically I was working on some weapon icons and the monado was one of them. The other is Reyn's, it looks good as an icon but in game I'm not too sure. Might match up better when others are done... They are blurred quite a bit or else they wouldn't look right in game.
(04-27-2014, 07:46 PM)narcku Wrote: Edit: I noticed the Monado Buster icon for Dunban at the beginning of game wasn't retextured. Is it just me?
I'll have to check that out. It should use the same ID's as shulk's buster but who knows.

(04-27-2014, 07:46 PM)narcku Wrote: Also, any idea what's causing this?
That's odd I've never seen that before, and that is actually one of the correct textures from the pack. I'm not sure other than a Dolphin issue. Is it an older rev? And is it always like this or random?



Dude, those icons are sick. I can't wait to check them out.



(04-28-2014, 01:16 AM)narcku Wrote: Yeah it's older revision.
I'm not sure. This is the first time I've seen it because I always started with NG+.
It's not really an issue for me, but I thought I'd ask just in case it's happening in the newer revision.

I think it's different, I added the ID of beginning one in my previous post in case it happens to anyone else as well.

Thanks, I'm gonna try out those icons now Big Grin.

So this is happening in NG+? Or did you start a fresh game. I'm going to be playing a NG+ after I finish this one to see if it using different IDs. I think it uses the same ones, but there may be some new ones. I don't know. Like I said before, I've never seen it happen.



Okay, so I spent a good chunk of time last night trying to mess with the Loading screen monado and noticed some weird stuff.

Here's the original screen:

[Image: 2mhvubc.png]

Here's with the sample retexture:

[Image: 33271ub.png]

I put some circles around the trouble spots, it's hard to see without the "blinking" animation. Looks like some weird duplicate rotated slightly clockwise in the background:

[Image: e8nziq.png]

And here's a straight (i use the term straight very loosely :p), vertical line. You can see how it automatically puts in another duplicate image, slightly rotated, in the background:

[Image: nmco43.png]

So yeah, I'm not sure if there's anything we can do about that. If anyone wants to check it out I'm uploading a rar file of all of the loading screen textures. Dolphin actually dumps the loading screen textures with the next screens textures as well, so my dump was the loading screen and the title screen. I didn't include any of the obvious grass/plant/sky/junk textures from the title screen in the rar, but some of the less obvious textures may still be included in this;like a line or bar or something that may not be used for the loading screen itself. I don't know if we make a slightly "fatter" kanji (if that's what it is) symbol like the original, if it will mask the rotated background texture or what. I think the original has it too, but it takes up more space so it's more difficult to see.

http://www.mediafire.com/download/n9apz7zpz33m4h4/loadscreendump.rar
Xenoblade HD Texture Pack / Skies of Arcadia HD Texture Pack
Find
04-28-2014, 02:17 AM (This post was last modified: 04-28-2014, 02:47 AM by narcku.)
#815
narcku Offline
Space Alien
***
Posts: 219
Threads: 0
Joined: Apr 2014
@frozenwings
It happened on a fresh new game while I was testing Mumkhar.
And yeah, that's the retextured Monado Buster ID for Dunban.
Btw, are you playing using English voice or Japanese?
Because for some reason, when I load a save with Japanese voice right after starting Dolphin(from title screen), the retextured menu UIs won't load.
But if I load English-voiced save first(from title screen) and then load japanese-voiced one, the menu UIs are fine.
Quote:Also, thanks for that silver monado II Smile. You're awesome.
Lol actually, I gotta thank you as well Tongue.
I wasn't planning to do any more recolor for Monado II because I was quite satisfied with the red-colored one.
But after recoloring it to the silver one(Wii color scheme), I've gotta say it looks much better than expected.
I'm quite happy with it, especially when I used it with Monado Eater & Cyclone. The beam color just matched so nicely.

@Bighead
Nah.. those weapon icons definitely look good Big Grin. I tested them out just now.
Can't wait to see the rest of the weapons Smile.
[Image: signature.png]
[color=red]Xeno[/color][color=orange]blade[/color][color=#1E90FF] Chron[/color][color=blue]icles[/color] [color=#FFA500]Gallery[/color]
Find
04-28-2014, 02:32 AM (This post was last modified: 04-28-2014, 02:36 AM by frozenwings.)
#816
frozenwings Offline
We choose to fight!
*******
Posts: 1,199
Threads: 2
Joined: May 2013
(04-28-2014, 02:17 AM)narcku Wrote: @frozenwings
It happened on a fresh new game while I was testing Mumkhar.
And yeah, that's the retextured Monado Buster ID for Dunban.
Btw, are you playing using English voice or Japanese?
Because for some reason, when I load a save with Japanese voice right after starting Dolphin(from title screen), the retextured menu UIs won't load.
But if I load English-voiced save first(from title screen) and then load japanese-voiced one, the menu UIs are fine.

Ohhhh, you're right. Very interesting. It looks like Dolphin loads a separate set of IDs when you start a game with Japanese voices. Makes me wonder if that's why I'm seeing mixed retextured/untextured ID sets sometimes; I believe I did a playthrough in Japanese once. It was an earlier playthrough though and I can't remember if I was dumping then. Even if I was dumping then, it was a very early playthrough which means I was only dumping the main menu palette. I didn't start grabbing sub-menu and portraits until a further playthrough and they still seem to be loading fine in my current game (English language).

When I switch languages on the title screen (from English to Japanese), then go to load game, I immediately get a new set of IDs for the load screen. This screen is static (always uses the same IDs), but this time it gave me a totally different set. Also, when I loaded in game nothing was retextured... at all.

So... yeah. We need to make a note somewhere, and that could be why some people are complaining that the textures don't work. People are going to have to load into the game with English voices from the title screen, then switch once they're in game. Which sucks to go back and forth all the time, but I just don't have the spare time (or spare sanity) to dump the game twice. I'm already up to 38,000 retextured files and I'm in the middle of the Eryth Sea / Alcamoth portion of the game.

Very nice find, Narcku. But disappointing, I was going to do my next playthrough in Japanese but I don't think I can take the risk of mixing up my dumping process. If I forget to switch languages just once it could screw up an entire 4-6 hour marathon dumping session.
Xenoblade HD Texture Pack / Skies of Arcadia HD Texture Pack
Find
04-28-2014, 02:41 AM (This post was last modified: 04-28-2014, 02:58 AM by Bighead.)
#817
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
frozenwings Wrote:Dude, those icons are sick. I can't wait to check them out.
I was worried they sucked. Tongue
Every time I create something I look at it, and it never feels good enough and I keep modifying endlessly, but I get to a point where I have to stop trying and just upload it. Always curious what the first reactions will be. I'm gonna try to get all the weapons today, working on Melia's staff atm.

Also I don't think it would be sane to dump Japanese IDs. That would make for one huge texture pack. It's already going to be vast... I wouldn't be surprised if it started reaching 2GB eventually, if its not already there. You have an insane number of IDs now, a number I was hoping it wouldn't reach but I have this eerie feeling that it's not even close to being near the end of them.

Edit: It makes me wonder if the same type of compression can be applied as N64 ROMs if you know anything about "GoodMerging" them. I'm not sure of the specifics but I think it works something like this. Lets say you have like 20 dumps of Goldeneye 007, several versions, (U) [!], (U) [b1], (U) [b2], (U) [a1], (J) [!], (E) [!], etc... the data in most of them is pretty identical. When good merged, the compression process knows this so it only stores that data once, and the only thing it stores for those versions outside of that is the various discrepancies between them (bad data for [b], alternate data for [a], etc).. If this is possible with images it could really help cut down on filesize. I'm not even 100% sure if this is how it works, all I know is I good merged my ROM set and its now a fraction of the size.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
04-28-2014, 02:57 AM (This post was last modified: 04-28-2014, 02:58 AM by frozenwings.)
#818
frozenwings Offline
We choose to fight!
*******
Posts: 1,199
Threads: 2
Joined: May 2013
I think that gem crafting trick is to blame. I've found an insane number of IDs using it, but it does appear to pull all of the IDs from the "pool of set IDs" in an area. It has caused me to rethink how Dolphin utilizes the different pools of sets though.

I think there is a hierarchy of sorts, I'm going to try and explain below:

I. "Naturally" walking into a new Area, or "naturally" walking back into a previous area from a new area
II. Time (day/night)
III. Weather/effect (rain/storm/meteor shower/heatwave, etc.)

Those are the big three. Whenever I run into a new set of IDs (a new area, usually) while walking around, I'll load all of the new IDs for that screen. Then I'll save, then gem craft like crazy (the trick I mentioned before, with the loading/reloading main menu palette) and get a bunch of new sets of sub menu IDs. Every once in a while I'll get a new main menu palette too, but I did (and looks like you added a bunch as well) a pretty good job of getting main menu IDs my last two playthroughs. I know a lot more about how dumping works now, so I do get some from time to time. Anyway, after gem crafting I'll reload the save, then rotate to the opposite time of day, then save/load to force the other time of day set to load. Then gem craft like crazy. I repeat this step for the different weather patters with day/night (where applicable). Usually, while randomly running around I'll save/reload in different spots on the map I'm moving across. I've been surprised to find out that I don't run into many new IDs after the gem process. However, I'm not sure if completing major story events changes everything around later on. Anyway, there are even more factors after the big 3:

IV: Story event
V: Quick traveling
VI: Interacting with a shop

So, I've been trying to go nuts with getting these all in one go, then checking constantly while I'm playing through an area.

But, I have sort of a problem now. Some of the files in my "backup" dump folder aren't being loaded now when I enter game. Like, if I have an untextured base file from my dump folder in my load folder in order to keep it from being "redumped", it still gets dumped anyway. I'm wondering if there is a limit to how many textures can be loaded into the game at once. If so, this is going to be a huge problem for our future plans. I have yet to see a retextured file get dumped though, so I have no idea for sure. I may just move the files in my load folder back to my dump folder and sort by date to keep the old stuff out of my face. However, that won't fix the problem if there's a limit on the files. Maybe someone can get a hold of someone in development to see if that's the case.
Xenoblade HD Texture Pack / Skies of Arcadia HD Texture Pack
Find
04-28-2014, 03:00 AM
#819
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
I've also noticed a bug while keeping dumps I don't want dumped again in my Load folder. The water bugs out, and it like flickers as textured and untextured. When I remove the dumps it works fine. I made sure to remove every water texture from that folder and it still does it.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
04-28-2014, 03:02 AM (This post was last modified: 04-28-2014, 03:12 AM by frozenwings.)
#820
frozenwings Offline
We choose to fight!
*******
Posts: 1,199
Threads: 2
Joined: May 2013
Yeah, hopefully it's just a bug with those files and not a limit. That would just be too sad. I've moved my dump folder out of it now. I'd rather deal with my dump folder taking longer to load/filter than something else screwing up.

Noticed your edit just now:

I do not know about goodmerge, but I can understand the process and I've used tons of emulators so I'm familiar with the different codes or whatever for ROMs. I don't know if there's anything like that for Wii. I know there are some Wii games where people can uncompress the game data and manually replace textures there to avoid the _9 texture problem. I think it's a pretty specific process based on the game, so I don't think there's anyway to do it for Xenoblade. I'm actually going to look into it a bit.
Xenoblade HD Texture Pack / Skies of Arcadia HD Texture Pack
Find
« Next Oldest | Next Newest »
Pages (168): « Previous 1 ... 80 81 82 83 84 ... 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