(01-12-2017, 05:22 AM)yttrium Wrote: Keeping the converter built into Dolphin is really important for my project (Animal Crossing City Folk) because of how the game handles textures. Every single playthrough will be different because of a random seed, and every single season has multiple variants of every type of texture that exists. That means there's a huge number of slightly different textures, and sometimes duplicates of textures, for performance reasons (so they don't have to be edited by the engine during runtime to change per-season).I'm not entirely sure what you mean by this because I never played this game. I can understand why there would be different textures for every season, but as for duplicates... are you talking about this issue? If there are duplicates of the same texture (same pixels, different names), like there used to be with Xenoblade, the need for those duplicates is eliminated as soon as one of them is converted to the new format. In other words, that single texture that was converted to the new format will load in place of every instance of that texture instead of having to need 100s-1000s of the same texture.
(01-12-2017, 05:22 AM)yttrium Wrote: All of that would be well and good if all of my dumpers had used Dolphin 5.0 from the very beginning, but that's not the case. There are still a number of textures using the old format that aren't a part of my save, and while I could ask the original dumper to re-dump those textures, because of how the game functions in relation to time, those textures aren't even a part of their save anymore.Nothing needs to be redumped, Dolphin can convert your custom textures to the new format if you set ConvertHiresTextures in the GFX.ini to True. This is what degasus is proposing to remove as v5.0 can do this, and all packs should be converted to the new format. You just have to play the game until they are all renamed. Converting in this way will also delete all the duplicates that are no longer needed for you.
