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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)
04-30-2014, 05:50 PM
#981
narcku Offline
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(04-30-2014, 01:46 PM)frozenwings Wrote: Okay, so apparently the gem man load screen doesn't happen sometimes? I can't get his picture to come up at all. Or even the little circle thing. At first I thought it was my texture but I removed it and restarted the emulator and can't get it to go to the loading screen at all.

Edit: Okay I got him now. Sometimes it just skips the loading screen, don't know why.

I think I may know why. If you craft using people in your party, it will skip the loading screen.
But not if you use someone outside the main three.

(04-30-2014, 01:46 PM)frozenwings Wrote: Edit:

Best I can get it. I tried with different effects, and once again the clean one looks like best. Probably can get cleaned more, but yeah. Let me know what you guys think.
Looks good. Though I made it a bit brighter for my own preference Tongue
Gem Man thinks he's cool: (Show Spoiler)
[Image: t8TCIgL.png]
[Image: signature.png]
[color=red]Xeno[/color][color=orange]blade[/color][color=#1E90FF] Chron[/color][color=blue]icles[/color] [color=#FFA500]Gallery[/color]
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04-30-2014, 10:48 PM
#982
frozenwings Offline
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(04-30-2014, 05:50 PM)narcku Wrote:
(04-30-2014, 01:46 PM)frozenwings Wrote: Okay, so apparently the gem man load screen doesn't happen sometimes? I can't get his picture to come up at all. Or even the little circle thing. At first I thought it was my texture but I removed it and restarted the emulator and can't get it to go to the loading screen at all.

Edit: Okay I got him now. Sometimes it just skips the loading screen, don't know why.

I think I may know why. If you craft using people in your party, it will skip the loading screen.
But not if you use someone outside the main three.

(04-30-2014, 01:46 PM)frozenwings Wrote: Edit:

Best I can get it. I tried with different effects, and once again the clean one looks like best. Probably can get cleaned more, but yeah. Let me know what you guys think.
Looks good. Though I made it a bit brighter for my own preference Tongue
Gem Man thinks he's cool: (Show Spoiler)
[Image: t8TCIgL.png]

Oh, good call on the party thing. Where were you last night when I was trying to figure it out for an hour? Tongue

Ah, yes. I meant to brighten it a bit and forgot since I was pretty much in zombie mode by the time I finished. I spent way more time on it than was necessary trying to add some cool effects similar to the original. But, either I suck or those effects just end up looking bad every time.

I'll see about uploading a brightened version (unless you want to add yours as an attachment) when I get around to it. I'm taking a slight break from editing today, going to catch back up on dump. (as if it's going somewhere, haha)
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04-30-2014, 10:50 PM (This post was last modified: 04-30-2014, 11:00 PM by Bighead.)
#983
Bighead Offline
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I slightly edited some of your stuff (don't hate me!). Nothing major just mostly applied a few quick filters and dimension fixes. I'll wait for your opinion. Tongue

Gem Man - I agree with narcku he was too dark. I upped his brightness/contrast, gave him a hair cut because his hair doesn't protrude through the now loading circle in the original, and added a white drop shadow so he has the glow like in the original.
Middle Pic: (Show Spoiler)
[Image: Y3VWeLQ.png]

Black Bar - I cleaned a few "not black" pixels out of it. Also a "smooth" version that has a Gaussian filter applied to. Dunno which one looks better haven't tested.

White Rows of Boxes Thingy - I seen this before, is this an alternate ID? It stuck out to me with that height of 290. It's now 292, and so is the one in UI-Misc. Uploaded both.

Single White Bar Thing - Same as above, height of 78. It's now 80.

Edit: Missed his twin. :O


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04-30-2014, 10:59 PM (This post was last modified: 04-30-2014, 11:01 PM by frozenwings.)
#984
frozenwings Offline
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(04-30-2014, 10:50 PM)Bighead Wrote: I slightly edited some of your stuff (don't hate me!). Nothing major just mostly applied a few quick filters and dimension fixes. I'll wait for your opinion. Tongue

Gem Man - I agree with narcku he was too dark. I upped his brightness/contrast, gave him a hair cut because his hair doesn't protrude through the now loading circle in the original, and added a white drop shadow so he has the glow like in the original.
Middle Pic: (Show Spoiler)
[Image: Y3VWeLQ.png]

Black Bar - I cleaned a few "not black" pixels out of it. Also a "smooth" version that has a Gaussian filter applied to. Dunno which one looks better haven't tested.

White Rows of Boxes Thingy - I seen this before, is this an alternate ID? It stuck out to me with that height of 290. It's now 292, and so is the one in UI-Misc. Uploaded both.

Single White Bar Thing - Same as above, height of 78. It's now 80.

Haha, I actually posted about 1 minute before you did. I agree, and I had intended to brighten him. Just was tired and forgot.

Yes, those two were "repeat textures" although I'm not sure where they came from originally; however, they worked perfectly and I figured I'd throw them in since it fit the theme of the pack.

I'll check out your versions, I'm sure they're an improvement. Also will replace those textures with the weird dimensions. And I'm completely fine with you fixing anything messed up that I make, I was hoping you would but didn't want to bother you when you're trying to finish your maps.

Edit: I used some drop shadows, they all looked like crap and I spent too much time on them. I'll see how yours looks. I probably just suck at them.
Edit edit: Saw your pic, yours look good.
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04-30-2014, 11:12 PM
#985
Bighead Offline
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(04-30-2014, 10:59 PM)frozenwings Wrote: Yes, those two were "repeat textures" although I'm not sure where they came from originally; however, they worked perfectly and I figured I'd throw them in since it fit the theme of the pack.
A lot of textures work with messed up dimensions, but from my understanding they load faster this way, and may possibly avoid some people getting that weird issue. So I'm a bit OCD with fixing them all. Also edited my last post with the other one fixed.

(04-30-2014, 10:59 PM)frozenwings Wrote: I'll check out your versions, I'm sure they're an improvement. Also will replace those textures with the weird dimensions. And I'm completely fine with you fixing anything messed up that I make, I was hoping you would but didn't want to bother you when you're trying to finish your maps.
Nothing was messed up, everything you did looked great. I can be a pedant sometimes. And I'm fine with helping anywhere I can at anytime. I seem to always find excuses to keep from doing the maps anyhow.
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04-30-2014, 11:21 PM (This post was last modified: 04-30-2014, 11:37 PM by frozenwings.)
#986
frozenwings Offline
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(04-30-2014, 11:12 PM)Bighead Wrote:
(04-30-2014, 10:59 PM)frozenwings Wrote: Yes, those two were "repeat textures" although I'm not sure where they came from originally; however, they worked perfectly and I figured I'd throw them in since it fit the theme of the pack.
A lot of textures work with messed up dimensions, but from my understanding they load faster this way, and may possibly avoid some people getting that weird issue. So I'm a bit OCD with fixing them all. Also edited my last post with the other one fixed.

(04-30-2014, 10:59 PM)frozenwings Wrote: I'll check out your versions, I'm sure they're an improvement. Also will replace those textures with the weird dimensions. And I'm completely fine with you fixing anything messed up that I make, I was hoping you would but didn't want to bother you when you're trying to finish your maps.
Nothing was messed up, everything you did looked great. I can be a pedant sometimes. And I'm fine with helping anywhere I can at anytime. I seem to always find excuses to keep from doing the maps anyhow.

Oh, I meant they "worked perfectly" as in the texture itself fit perfectly with whatever I was trying to fix in game. Didn't mean that you didn't have to fix the resolution because of the load/weird issue thing. Thats actually a good catch.

I'm a bit excessive too when it comes to this stuff, so I don't mind anything you feel you need to do to make something look better. I was getting tired and knew I was at the limit of what I could do anyway even if I wasn't. So I just said "I'm done with this stuff" and went to bed. I can only work on the same thing for so long before I need to sleep and get a reset or whatever on my perspective.

Edit: You have a PM, Bighead. (I don't know if you have e-mail notifications on, and PMs can be easy to miss if you don't.)
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04-30-2014, 11:42 PM (This post was last modified: 04-30-2014, 11:59 PM by Bighead.)
#987
Bighead Offline
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Got it. Also I found out something very very disheartening. The story quest borders can have multiple IDs for the same window. I found IDs for this window 4x now, and everytime so far I load my game, switch up my party, come to it, it's not retextured...
http://i.imgur.com/8ocqYVx.png

To find all these would be a difficult, if not impossible task.

Edit: There doesn't seem to be too many combinations, after the 4th time I can't get it to not be retextured. So from this one window I found 4 sets. I tried doing every trick you mentioned and it's not giving me any new ones now.
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04-30-2014, 11:54 PM (This post was last modified: 04-30-2014, 11:57 PM by frozenwings.)
#988
frozenwings Offline
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Yup, they have different IDs for the same window. I save state right before any story event and reload to get those borders until I go 4-5 reloads (changing the time from day to night or the other way around, then saving/reloading with the new time can force ID resets too) without new IDs. (same thing I do with my gem trick to reload the menu palette and sub-menu textures). It's the same thing for the "party change" screen after certain story events. Has multiple IDs for the borders and the portraits. Honestly it's the same for any repeating ID in the game. There's no way to know if you have them all.

I didn't notice the story quest borders it till around Makna though, so I'll have to make sure to reload the earlier ones again. Same thing with the story memo borders and the party window for gem sockets (which don't seem to have as many IDs as the rest for some reason.)

Also, I think we should not replace the textures for those "forced" save screens after story events. It's going to be impossible to get them all. If you have one of those saves in your save/load screen, you get a new one every time you get a new menu palette set. I just don't think it's worth it. I guess I'll save my dumps of them since the filter grabs them out anyway, but I don't always have one of those saves in my screen so I'm never going to get them all. And the filesize for the retexture is huge when you're talking about hundreds (maybe thousands) of textures.
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05-01-2014, 12:01 AM (This post was last modified: 05-01-2014, 12:06 AM by Bighead.)
#989
Bighead Offline
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I keep one in my save screen at all times and check it as often as possible. I hardly ever find a new texture for it up to the point I'm at and I check it all the time. But if it's as often as you say it is then I may be missing quite a few.

Edit: Out of curiosity, how many of them have you found so far? If you're up to an outrageous number than I'll agree they should be removed. I have 136 so far and its only 46MB which isn't too bad considering the overall size of the pack. But multiply that by 100s its gonna be massive.
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05-01-2014, 12:13 AM (This post was last modified: 05-01-2014, 12:35 AM by frozenwings.)
#990
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Yeah, I think the game (or dolphin, more likely) has a sort of "preference" as to what sets load. I think you're going to see the same sets 75% of the time, and is why you don't find too many missing main menu palettes. You'll still find the untextured sub-menu stuff like borders, boxes, achievement screen icons, etc. because I wasn't dumping them with the main menu palette before.

However, I think my gem crafting trick/loop keeps digging through all of the "layers" of sets in a specific spot (which is again effected by all of the other variables like time and weather). I'm not sure what causes these "non-preference" sets to load, but I know I don't run into the very often except for when I do my gem trick. I do run into partly textured (portraits/skill trees) sets with my trick, so I know they are used elsewhere in the game, just probably not very often. My theory is that there are additional IDs generated for just randomly hitting the main menu at a certain point. Like, a bunch of sets not effected by anything at all, maybe based on just time passing in general. I know sometimes if I load into a zone and hit the menu really quickly, I'll have one set. Then walk a few steps forward and have a new one. So, it gets pretty in depth and convoluted.

Edit: So, while it's easy to "force" new sets to load by taking a specific action, there are also sets that are randomly placed that can't be forced by a specific action other than simply letting time pass or maybe even walking a certain amount of steps.

Edit: I've dumped only 40 of them, but like 30 of them were from just two hours of dumping last night. I rarely leave my saves in my screen for more than an hour or so, because I'm constantly reloading different points in addition to using the save state (save state doesn't reset time of day IDs, etc. you have to manually save/reload into those)(DOUBLE PARENTHESIS POWER: Actually, changing time, saving state and reloading that state might reload the IDs, I'll have to try it out). Anyway, I kept my last story save just to test it out. And I got a new ID each time. So, in theory, there's at least as many of them as there are main menu palettes. I'm thinking the sub-menus have more sets than main-menu, but I won't know for sure until I feel like I have most of the sets.
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