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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)
04-05-2014, 05:58 PM (This post was last modified: 04-07-2014, 05:17 AM by Bighead.)
#501
Bighead Offline
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(04-05-2014, 09:14 AM)Ludamister Wrote: I'd like for each side to render objects. I understand this might be far beyond the scope of this project, however, the individuals that participate in this may have some knowledge about this that I wish to try prying from their hands lol.

I don't think it's possible. A field of view like that is a hack that goes beyond the norm, and the game determines what's visible. I noticed the drawing distance in this game is within a very fine scope when moving around with the Dophin free look camera. This same thing happens in Wario World for GC, and in some games in N64 emulators when using the widescreen hack in Jabo's plugin.

Edit: I don't like to double post so again I'll just update this one. Finished Valak Mountain which was literally a nightmare, but I still have yet to actually play this area so we'll see how it is. I tried my best to make it much more readable and accurate than the original one. I also updated my maps page a bit to look nicer, include my personal status on the map, and any stuff I felt like saying about it. And because the posts rolled over to a new page, I'll link it yet again:
http://bmgcl.atspace.cc/other/xenomaps.html
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04-07-2014, 07:12 AM
#502
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(04-05-2014, 05:58 PM)Bighead Wrote: I don't think it's possible. A field of view like that is a hack that goes beyond the norm, and the game determines what's visible. I noticed the drawing distance in this game is within a very fine scope when moving around with the Dophin free look camera. This same thing happens in Wario World for GC, and in some games in N64 emulators when using the widescreen hack in Jabo's plugin.

Edit: I don't like to double post so again I'll just update this one. Finished Valak Mountain which was literally a nightmare, but I still have yet to actually play this area so we'll see how it is. I tried my best to make it much more readable and accurate than the original one. I also updated my maps page a bit to look nicer, include my personal status on the map, and any stuff I felt like saying about it. And because the posts rolled over to a new page, I'll link it yet again:
http://bmgcl.atspace.cc/other/xenomaps.html

I thought so. I guess I'll just play it on a single monitor. Oh well. Game's still beautiful anyways.
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04-08-2014, 03:27 PM
#503
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some textures doesn't work to me, like Xbox Buttons... i copy and paste but doesn't Work!
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04-09-2014, 04:29 AM (This post was last modified: 04-09-2014, 04:30 AM by Flanqer.)
#504
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(04-08-2014, 03:27 PM)sagaopc Wrote: some textures doesn't work to me, like Xbox Buttons... i copy and paste but doesn't Work!

Any particular screen where the Xbox button textures don't work, or do they just not work at all?

If they don't work at all, make sure you've configured Dolphin to emulate a Classic Controller Pro. The Xbox button retextures only handle a CCP setup, not a Wiimote+Nunchuk setup, so if the game thinks you're using a nunchuk, it won't use the Xbox retextures. Also, neither of the two Xbox retexture sets is complete; the "(Alt)" set doesn't include the shoulder buttons or D-pad, and the other set doesn't include the thumbsticks, so you'd be best off combining the two sets.

If the only place they don't work is in the tutorials, that's because those screens don't use the individual button images -- each tutorial is one big image, buttons included. So a complete retexture for Xbox or PS3 would also have to include retextures of the tutorials with the Xbox/PS3 buttons pasted in the right places.

Even worse, the tutorials use the same texture filenames are used for both the Wiimote+Nunchuk and the Classic Controller Pro versions. For example, there are two versions of SX4E01_0542a847_14.png (camera tutorial); one shows the controls to use if you're using or emulating a Wiimote+Nunchuk, and the other shows the controls to use if you're using or emulating a CCP. So any retexture of the tutorials would have to be categorized as to whether it's for Wiimote+Nunchuk or CCP controls.
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04-09-2014, 03:05 PM
#505
narcku Offline
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Guys, I tried making a small mod for Shulk's hair.
[Image: 8wdSpW4.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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04-11-2014, 08:54 AM (This post was last modified: 04-11-2014, 09:06 AM by Bighead.)
#506
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(04-09-2014, 03:05 PM)narcku Wrote: Guys, I tried making a small mod for Shulk's hair.

That looks really nice. Can you send a link to that hair texture or upload it as an attachment? I'll toss it into the next update pack, just want to get a bit further into the game and discover some more names. I'm now close to a 1000 textures missing from the texture pack that are mainly just alternate names for interface elements and character portraits. I'll most likely never find every possible variation and it will probably never be fully complete, but it's getting closer and closer.

Finally finished Sword Valley, it took almost a week. There were so many details in it that it felt like creating 4 maps in one, so progress moved very slowly because I wanted to get it as correct as possible. I think the end result is pretty good. There were some things I couldn't create the way I wanted, and some details were omitted or purposely created "inaccurate" for aesthetics. Hope everyone likes it. The GIMP shot shows the whole map at once.
Comparison Shots: http://i.imgur.com/o7kTTX9.gif
GIMP Comparison: http://i.imgur.com/1yGGjgp.gif
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04-11-2014, 01:26 PM (This post was last modified: 04-11-2014, 01:30 PM by narcku.)
#507
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Sure, here's the link:
Download

Now it's Reyn time..
[Image: mspIctr.png]
Didn't turn out so well Sad
[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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04-12-2014, 07:48 AM
#508
killerpot
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wtf you dont say witch one file to extract i have one 7z is dss 31,6 mo and another one pgn 86,1 mo

what is the file of the 2 i have to extract anser me plz thx for your work all of you!
04-12-2014, 08:33 AM
#509
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(04-12-2014, 07:48 AM)killerpot Wrote: wtf you dont say witch one file to extract i have one 7z is dss 31,6 mo and another one pgn 86,1 mo
It doesn't matter, either one should work. They contain the same textures except one has the textures in PNG format and the other has them in DDS format. The DDS files are smaller but have the same image quality as the PNG files. Someone did some testing and found no noticeable difference in performance between the two, but there might be a difference on slower computers.
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04-12-2014, 09:03 AM (This post was last modified: 04-12-2014, 09:03 AM by Bighead.)
#510
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(04-12-2014, 07:48 AM)killerpot Wrote: wtf you dont say witch one file to extract i have one 7z is dss 31,6 mo and another one pgn 86,1 mo

what is the file of the 2 i have to extract anser me plz thx for your work all of you!

DDS files may load slightly faster than PNG. Some of the larger textures are actually bigger in filesize than their PNG counterparts. DDS also compresses much better, meaning a much smaller file to download. The only sort of speed test I ever did was going back and forth between Colony 9 and Tephra Cave. Using the PNG files I get about 2-4 seconds of lag when switching areas, with DDS that lag is not present. The reason I have uploaded both is purely preference. PNG is easier to view or edit unless you're on Windows 8.1 (maybe Windows 8 too).

The short answer, use the DDS pack if you just want textures in your game.
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