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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)
05-06-2016, 06:07 AM
#351
Bighead Offline
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Those are mipmap levels. Textures that have an "m" in the filename are a mipmap texture, such as the texture you are seeing: tex1_64x32_m_d942b886ec8b4d4f_4. Mipmaps are used to give an environment the feeling of depth as the texture is tiled farther into the distance. This is not the best example especially since it's Xenoblade, but its the one I have ready: No Mipmaps - With Mipmaps

They can also be internal to the texture itself. Dolphin does not use these levels, but Dolphin Ishiiruka does. My tool by default generates them with the Dolphin format (mip1, mip2, etc) to ensure compatibility with both Dolphins, but can be switched to internal if the pack is only for Ishiiruka.
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05-06-2016, 06:31 AM
#352
TheCrach Offline
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Thanks for that although it is a little confusing, do you think Mipmaps are good for Wind Waker and how long does the Custom Texture Tool usually take to run, Is there anyway to know how much is done and how many images are remaining.
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05-06-2016, 06:38 AM
#353
Bighead Offline
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We should probably take this conversation to this thread or PMs since this is way off topic from paper mario. But to answer your question, mipmaps are always good. If the game developers used them for certain textures there is probably a reason. And there is no way to know how long it will take, it varies depending on the size of the images and how many of them there are. I currently do not count them before running them through a loop.
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05-19-2016, 07:10 AM
#354
Invader Offline
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Minor update with a few new textures and fixes. Big Grin
[Image: 3qpbaX8.png]
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05-20-2016, 04:21 AM
#355
Amon1995 Offline
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Guys I would just like to point out that the slowdown I was getting when entering/exiting pipes has now been fixed in development version: 4.0-9366 Smile

It must be due to the fact that this improvement was made: "OGL: Improve performance of bounding box on NVIDIA drivers".

Thanks to the Dolphin developers. Big Grin
[Image: ldapou54a26.png]
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05-25-2016, 07:59 PM (This post was last modified: 05-25-2016, 08:00 PM by Luminoth Prime.)
#356
Luminoth Prime Offline
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Is there a 16:9 texture for the letter box? Using the Action Replay code for 16:9 has a few weird issues here and there, but the biggest one is that the letter box (for cutscenes and dialogue) doesn't extend all the way to the image edges. Tried fetching my own texture but it didn't show up.
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05-26-2016, 03:29 AM
#357
Invader Offline
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(05-25-2016, 07:59 PM)Luminoth Prime Wrote: Is there a 16:9 texture for the letter box? Using the Action Replay code for 16:9 has a few weird issues here and there, but the biggest one is that the letter box (for cutscenes and dialogue) doesn't extend all the way to the image edges. Tried fetching my own texture but it didn't show up.
This doesn't fix the letterbox but removes it entirely. It's the only workaround I know of right now. This is for the NTSC-U version of the game.

$No Letterbox (credits to Ralf)
0400E3D4 48000070

I found the code here: https://forums.dolphin-emu.org/Thread-ar-gecko-codes-for-paper-mario-the-thousand-year-door-ntsc-u
[Image: 3qpbaX8.png]
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05-27-2016, 12:41 PM
#358
hycloth
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Not sure how it works but since would these textures look better on a 4k monitor or 1080p
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05-28-2016, 05:47 AM
#359
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(05-27-2016, 12:41 PM)hycloth Wrote: Not sure how it works but since would these textures look better on a 4k monitor or 1080p

The higher the resolution the better. Really anything above the Gamecube's native resolution should look pretty good. I don't actually own a 4k monitor so I don't know how much better it looks.

If anyone's wondering how the videos were recorded in 4k click here: (Show Spoiler)
With multiple monitors attached I created a window around 4k resolution spanning across the monitors. I then used the dump frames option. Smile
[Image: 3qpbaX8.png]
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05-28-2016, 06:13 PM
#360
Bighead Offline
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This game has like a magic filter or something so using this pack should most definitely see improvements at any resolution above native. There's a common misconception that textures need to be created at 8x+ the resolution of the original texture to look good in 4k resolution. I do not believe this to be true for almost all textures, environments might be the exception (especially static backgrounds, they probably SHOULD match the monitor resolution for maximum clarity). And in this case, a 4k background will still only be 3840x2160, and some texture packs have textures in the 8192x8192 range! In most cases, it feesl like a waste of resources to load dozens-100s of massive textures into Dolphin. But, there is no downfall to having large textures available as they can be downscaled quite easily, and a higher quality version exists for the further distant future (8k?). But I highly doubt it's necessary for 4k in most circumstances.

Starting with a small example, Goombella's head is a solid 308x265 pixels in the retexture itself. It is slightly upscaled in the screenshot below because of a camera hack, and is showing about 444x382 pixels, but there is almost zero degradation in quality (even without AF/AA). In probably about 95% of the game, the entire Goombella texture will fit in a pixel space of roughly 210x212 - 324x328 at 1080p, meaning the textures are usually never showing at their full resolution.

Spoiler: (Show Spoiler)
[Image: Kvg2B1q.png]
There are a few (natural, non-hacked) closeups however during the course of the game, far and few, but they look like the image above. 4k 'might' be slightly grainier. With all of this I can only assume that even though poor little Goombella was only created at 4x the size of the original textures, she will still look awesome in 4K resolution, especially because of the "magic filter" that I have no idea about. Throw further filters into the mix with a higher IR and it may look even better. I'd be interested in seeing a screenshot of this game in 4k using this texture pack since I'm still on a 1080p monitor. Realistically though, Goombella's texture will just about reach the boundaries of where it would start being stretched with 4K, and this is not including the result of the applied filtering.

One last example is a Doogan in the image below, who is many times larger than he should ever be viewed normally in-game using the free look camera. His retextures are 4x the size of the original textures, and they are still looking pretty sharp when overall size is amplified beyond a reasonable level. First image is crap, 2nd is no AA or AF, 3rd image is 16x AF, and 4th Image is 16x AF and 8x SSAA. The little images in between are about the actual size you will see him in-game to give an idea just how far I zoomed in. You could probably fit 8 or more of him in the zoomed images.

Spoiler: (Show Spoiler)
[Image: cREeYlZ.png]
So to sum up the OMG;TL;DR, It should look almost equally awesome in both 1080p and 4k.
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