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Paper Mario TTYD HD Texture Pack v2.0 (April 3rd, 2023)
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Paper Mario TTYD HD Texture Pack v2.0 (April 3rd, 2023)
01-18-2015, 07:49 AM
#121
StripTheSoul Offline
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Hah, I feel honored, but seriously, I'm just a user with a lot of posts; I have contributed nothing like your pretty textures or something of the kind.
A fellow retexturer is surely a better person to lure him in. But if he's just too busy anyway, well, there's nothing we can do I guess.
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01-18-2015, 07:53 AM
#122
Platinum Lucario Offline
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Looks very nice. I really do hope this Paper Mario TTYD HD texture pack will get even better. I might actually use it someday. ^^
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01-19-2015, 05:23 PM
#123
farcry15 Offline
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Glad to see more being added to this pack Big Grin
Here are all the textures I've made since my last post not already in the current pack. A few ui elements have been redone as well. 
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01-20-2015, 09:32 AM (This post was last modified: 01-20-2015, 09:34 AM by razius.)
#124
razius Away
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I decided to finish the lights i had on my HDD but never retextured (felt like unfinished business). I might have fked the file names because for some weird reason during that session dolphin dumped all the files in duplicate so you should check and fix their name.

This 2MB RAR file contains the PNG files in this screenshot and 3 PSD files with all those variations so you can easily change stuff around. If i were you i'd change the stroke/outline for the Star Power Lights coz each stroke had 2 colors and both in equal amounts (friggin pos compression), that red outline is ugly as hell...

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01-20-2015, 07:27 PM (This post was last modified: 01-20-2015, 08:06 PM by Bighead.)
#125
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So I fixed up the pack ahead of the custom texture format hitting master branch. This will make it much easier to convert, and any bad dimensions can be fixed afterwards. So far it currently has everything that has been posted up to razius's lights. Here is what is different from the main post:
  • Dimension fixes to many textures. Some had bad scaling, some were way too big (read below).
  • Flickering is fixed, very slight stuttering remains. This game is extremely sensitive to high resolution textures (maybe because its Gamecube?), it does not handle above 4x well at all. Some backgrounds by razius were distorted even though the dimensions were correct (perfect 8x). It seems the textures are "refreshed" often, which causes the stutter+flicker because they were so big. Mario was the biggest culprit of all, and there are potentially more that are causing issues.
  • Everything is now further organized into folders to the best of my ability. I never even played this game yet past Rogueport, so yeah.. I just chose organization that made sense.
  • Added a few more missing Mario textures, I tried to replicate the style of whoever did the previous ones (came very close!). There are still more.... but...
  • Most folders have subfolders called "~~NotHD". These folders contain textures that need HD versions made. Because they seem prevalent I figured they are a higher priority than most. Loading these default textures instead of HD textures should cause zero issues for now.
  • This one really sucks, but I had to downscale the game text to 1024x512 from 4096x2048... This really hurts it and blurs it quite a bit, so I included a backup of the old text. Why did I do this? Because after the intro, where the little boat is in the water, and it shows the Paper Mario logo, then transitions to the "Prologue" screen, it never quite makes it there.. and Dolphin crashes. This text IS the cause. Hopefully someone can figure out why. From my limited testing, my guess is anything above 1024* in this game causes funky issues which is a damn shame. Maybe if this text was remade at this resolution it would help, but hopefully a better work-around can be found.

All the "~~NotHD" stuff is textures I'd like to do eventually when I get the time to do more for this, so anyone can feel free to go nuts. I also can't arrange it much better until I play it, some stuff I don't even know where it goes. This puts this pack in a much better state and can be more thoroughly enjoyed without issues, but can obviously be improved. The only thing missing is razius's version of Mario, which quite frankly I like better because the borders for Mario are not supposed to be black, but there are far too many Mario textures for me to fix at the moment.

So here you go Invader, do what you need to do to it. Tongue I also updated that renaming script to match the changes of the last version I did for Xenoblade, but luckily we won't need these types of tools much longer.

Paper Mario TTYD Pack Fixes: http://www.mediafire.com/download/nnftcpgffvn3f88/PM-TTYD-TextureFixes.7z
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01-21-2015, 01:56 AM (This post was last modified: 01-21-2015, 01:57 AM by hellbringer616.)
#126
hellbringer616 Offline
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Strange, is it a texture memory issue? I have been playing with the high res font since i first attempted (and sadly failed..) at contribution to this pack and have noticed zero issues when playing with the font. Unless the font was upgraded since 2013 than i haven't used it.

Also what is this texture format change hitting master? and how will it effect png texture packs? I've been working on a Samurai Warriors 3 texture pack and i'd like to not redo 150 textures (though with your xenoblade talk, i can imagine you feel the same!)
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01-21-2015, 03:54 AM
#127
Invader Offline
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(01-20-2015, 07:27 PM)Bighead Wrote:
  • This one really sucks, but I had to downscale the game text to 1024x512 from 4096x2048... This really hurts it and blurs it quite a bit, so I included a backup of the old text. Why did I do this? Because after the intro, where the little boat is in the water, and it shows the Paper Mario logo, then transitions to the "Prologue" screen, it never quite makes it there.. and Dolphin crashes. This text IS the cause. Hopefully someone can figure out why. From my limited testing, my guess is anything above 1024* in this game causes funky issues which is a damn shame. Maybe if this text was remade at this resolution it would help, but hopefully a better work-around can be found.
What version of Dolphin are you using? I think there was a problem like that a while back. I can't seem to get this to happen to me at all. I'm using 4.0-5152.

(01-20-2015, 07:27 PM)Bighead Wrote:
  • Flickering is fixed, very slight stuttering remains. This game is extremely sensitive to high resolution textures (maybe because its Gamecube?), it does not handle above 4x well at all. Some backgrounds by razius were distorted even though the dimensions were correct (perfect 8x). It seems the textures are "refreshed" often, which causes the stutter+flicker because they were so big. Mario was the biggest culprit of all, and there are potentially more that are causing issues.
Did you try single core? I seem to get flickering during the game start-up screens regardless of whether custom textures are on or not. There's also flickering that's exclusive to custom texture use. I always have it set to single core for this game for that reason. To be honest, I don't know the best way to get this to work for everyone. I'll probably create a separate folder for people using dual core.

(01-20-2015, 07:27 PM)Bighead Wrote:
  • Everything is now further organized into folders to the best of my ability. I never even played this game yet past Rogueport, so yeah.. I just chose organization that made sense.
WHAT? You should definitely give this game a go. It's especially fun the first time through. Big Grin
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01-21-2015, 03:58 AM
#128
StripTheSoul Offline
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I think a lot of people are now waiting with their first playthrough for a decently "finished" pack that has at least the full HUD and all main characters and bosses in HD Big Grin

Wasn't there issues with bounding box and dualcore in this game?
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01-21-2015, 04:11 AM
#129
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(01-21-2015, 03:58 AM)StripTheSoul Wrote: I think a lot of people are now waiting with their first playthrough for a decently "finished" pack that has at least the full HUD and all main characters and bosses in HD Big Grin

Wasn't there issues with bounding box and dualcore in this game?

Some people weren't experiencing it, but I definitely was. Undecided
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01-21-2015, 05:32 AM
#130
Bighead Offline
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(01-21-2015, 03:54 AM)Invader Wrote: What version of Dolphin are you using? I think there was a problem like that a while back. I can't seem to get this to happen to me at all. I'm using 4.0-5152.
It doesn't matter which version I use, it always crashes after the boat leaves the screen. It's really annoying that downscaling that text is the only workaround I found, because it murders it. There must be a reason why it happens that I'm missing. I'll have to test it more later today.

(01-21-2015, 03:54 AM)Invader Wrote: Did you try single core? I seem to get flickering during the game start-up screens regardless of whether custom textures are on or not. There's also flickering that's exclusive to custom texture use.
Certain spots in rogueport, the entire screen freezes for a second and everything flickers. Mario's extremely large textures were causing it for me. The flickering with custom textures is more textures being shown in the wrong order when dual core is enabled. Again maybe I'm missing something here if I'm the only one with this issue.

(01-20-2015, 07:27 PM)Bighead Wrote: WHAT? You should definitely give this game a go. It's especially fun the first time through. Big Grin
Soon! What StripTheSoul said. Tongue

Since you are not getting issues I am, then go by your best judgement. Also, having to disable dual core sounds like a bug with Dolphin and custom textures exclusive to this game because it works with dual core without custom textures enabled. This might be worth letting someone know, to at least figure out if this is indeed a bug or not or a side effect of dual core (+ bounding box?) or something...
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