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Metroid Prime Trilogy - HD Interface Textures (V 1.6 | December 05, 2020)
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Metroid Prime Trilogy - HD Interface Textures (V 1.6 | December 05, 2020)
05-16-2020, 10:26 AM (This post was last modified: 05-16-2020, 10:27 AM by michaelpegaso.)
#11
michaelpegaso Offline
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Thank you very much for the reply. I have tried them and for now it works correctly.
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05-16-2020, 12:16 PM
#12
Terg500 Offline
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(05-16-2020, 10:26 AM)michaelpegaso Wrote: Thank you very much for the reply. I have tried them and for now it works correctly.

I have decided to update the missing textures of the GC versions as well, which include the buttons and old exclusive UI elements removed in the Trilogy like the lock on reticle. I will include them in version 1.2 when I'm done.

[Image: 5rePpKh.jpg]
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05-17-2020, 12:08 AM
#13
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I am already very happy with the current version, but you don't know how happy I am to read this.
Thank you very much for your hard work and share it, I will be attentive to the post.
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05-17-2020, 06:33 AM
#14
Terg500 Offline
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I have released version 1.2. None of the new GameCube textures overwrite any of the Trilogy ones and are included in the main pack. People could simply rename the ID folder to easily switch between games.
Unless someone reports some serious issues with the pack or specific textures that I missed updating (Trilogy or standalone games) or I find myself working on those UI texts again I think I'm done with this pack for now.
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05-17-2020, 10:08 AM
#15
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Amazing, thank you!
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05-17-2020, 10:46 PM
#16
michaelpegaso Offline
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thank you very much, for now they go smoothly in both mp1 and mp2
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05-19-2020, 09:26 PM
#17
Zombie Offline
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the gamecube buttons look really nice... did you make them from scratch yourself or were they derived from a pack somewhere?

also, I wanted to send you a quick PM about some of this work, but yours appear to be disabled. Can you PM me here or on Discord (Zombie
#3438) when you have some free time? Thanks
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05-20-2020, 01:39 AM (This post was last modified: 05-20-2020, 01:48 AM by Bighead.)
#18
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(05-14-2020, 06:14 AM)Terg500 Wrote: In the case of the letter issue I mentioned it's that there are hundreds if not thousands of textures for all the different letter sizes, styles and colors. It would have been much easier if Retro did the coloring of the letters in-game via the game engine and not with separate textures, then each letter style would have needed only one texture.
To add insult to injury most of the special characters and symbols in the smaller letter textures are just a bunch of unrecognizable pixels so I wouldn't even know what they are supposed to be even when comparing them to my letter guide based on the biggest letters you can dumb.

I actually somewhat created a solution for Metroid Prime 2 fonts but never released it publicly (yet). It was supposed to be in the next version of my tool, but I haven't been working on it lately. In short, you only need to recreate each variation of the four main font textures once, and the script will duplicate each color based on the dumps you provide. I'll explain the process below.
https://www.mediafire.com/file/1d06vfxdo8seci3/Custom_Texture_Tool_PS_v47.0.b1.7z/file

The Process: (Show Spoiler)
This works for the four most common font textures in MP2. For the example I upscaled them using xBRZ. These will be your custom textures, the "source" fonts that all recreated textures are based off of. It does not matter which color you choose for the sources, I chose white because it's more the absence of color.

[Image: 9puuqag.png]

Dump all the known variations of font colors, and make sure they are in the "input path" of the texture tool. No need to sort any textures or remove non-fonts, the script will pick out the correct ones.

[Image: om1lwbT.png]

The script now has a "Metroid Prime" mode, and the first option is to sort the font dumps into folders based on color.

[Image: 87x2gAQ.png]

The result should be a folder named "MPSortedFonts" with a bunch of folders that contain the four font textures, separated by hex color.

[Image: sUTSu1V.png]

Remove the "MPSortedFonts" folder from the "~CTT_Generated" folder, as the script skips folders with "~". Now the "MPSortedFonts" folder must be somewhere in the input path. The next Metroid operation of the script allows batch retexturing every color based on your four retextures. The [ ? ] button will show a picture of which custom texture to pick as the source of retexturing the fonts. Again, the color of your custom texture does not matter. Source font textures can be added with drag and drop or the [Base #] button.

[Image: GJ3NDLQ.png] [Image: j5mTrqC.png]

The result should be all the font variations will be recreated from your four base textures, inheriting the colors of the dumps. The dumps are only used as a source of name and color, the retextures will be created from your source fonts.

[Image: ODplecd.png]
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05-20-2020, 04:42 AM
#19
Terg500 Offline
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(05-20-2020, 01:39 AM)Bighead Wrote: I actually somewhat created a solution for Metroid Prime 2 fonts but never released it publicly (yet). It was supposed to be in the next version of my tool, but I haven't been working on it lately. In short, you only need to recreate each variation of the four main font textures once, and the script will duplicate each color based on the dumps you provide. I'll explain the process below.
https://www.mediafire.com/file/1d06vfxdo8seci3/Custom_Texture_Tool_PS_v47.0.b1.7z/file

The Process: (Show Spoiler)
This works for the four most common font textures in MP2. For the example I upscaled them using xBRZ. These will be your custom textures, the "source" fonts that all recreated textures are based off of. It does not matter which color you choose for the sources, I chose white because it's more the absence of color.

[Image: 9puuqag.png]

Dump all the known variations of font colors, and make sure they are in the "input path" of the texture tool. No need to sort any textures or remove non-fonts, the script will pick out the correct ones.

[Image: om1lwbT.png]

The script now has a "Metroid Prime" mode, and the first option is to sort the font dumps into folders based on color.

[Image: 87x2gAQ.png]

The result should be a folder named "MPSortedFonts" with a bunch of folders that contain the four font textures, separated by hex color.

[Image: sUTSu1V.png]

Remove the "MPSortedFonts" folder from the "~CTT_Generated" folder, as the script skips folders with "~". Now the "MPSortedFonts" folder must be somewhere in the input path. The next Metroid operation of the script allows batch retexturing every color based on your four retextures. The [ ? ] button will show a picture of which custom texture to pick as the source of retexturing the fonts. Again, the color of your custom texture does not matter. Source font textures can be added with drag and drop or the [Base #] button.

[Image: GJ3NDLQ.png] [Image: j5mTrqC.png]

The result should be all the font variations will be recreated from your four base textures, inheriting the colors of the dumps. The dumps are only used as a source of name and color, the retextures will be created from your source fonts.

[Image: ODplecd.png]

This looks fantastic and could help so many people that try to do these textures. There's nothing more frustrating than thinking everything is okay, you change and export all the colors only to find out you messed up one of the special symbols, or turned an 8 into a B and so you have to re-do the entire process which is why I had no motivation for it. I will try your tool soon and see how it goes. But then there's still Prime 3's massive amount of texts left.
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05-20-2020, 08:02 AM
#20
Bighead Offline
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I'll check out MP3 eventually, if it's the same situation there it shouldn't be too hard to extend this method to that game too. This was just something I whipped up quickly when I seen Malkierian point out the issue awhile back. At the moment it's hardcoded for MP2 fonts, it checks the first 12 pixels along the top row of each dump to find a match. So while it's unlikely there would be false positives if other textures are thrown into the mix when sorting the fonts, it's also not impossible.
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