Thanks for adding! Seeing how it was blank, I re-added all the files that were up there before. Hope that's alright.
Paper Mario TTYD HD Texture Pack v2.3 (October 17th, 2023)
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10-28-2013, 06:36 AM
(This post was last modified: 10-28-2013, 07:02 AM by hellbringer616.)
Added you to the drive. Looking forward to see your work. Just made a back up of the whole drive incase something happens again.
Okay guys we've run into an issue, I've noticed some of the file names are not the same between our versions. Like only half of the mario textures are named properly, Now i am sure thats no-ones fault, but i believe this is due to settings differences between us. So i propose we settle on one set of settings and use that to dump and load textures. I vote OGL for cross platform compatibility as well as DX11 suffers from glitches when replacing the font for this game. I also vote we use EFB to RAM as it fixes bugs in the game so we should plan for those. Any other settings suggestions? 10-28-2013, 08:02 AM
I don't have any experiences with OpenGL/DX11 on this game ..
Is it running with a decent speed with texture cache set to safe and EFB to RAM with OpenGL backend? And is it as accurate as DX9? Actually we have to use it anyway, because DX9 isn't supported anymore .. 10-28-2013, 09:05 AM
I don't think the back-end has anything to do with the file names because as I know all texture packs work with both D3D9 and OpenGL. It's highly unlikely that it's necessary to have separate texture pack for each back-end. Regarding EFB to RAM, why not use the custom texture slax65 made instead? http://forums.dolphin-emu.org/Thread-gc-...#pid289188
10-28-2013, 11:11 AM
I know what the issue is now, I am running with texture cache on fast, while you are on safe, and thats what causes the issues with the file names. i would say we should use fast because it doesn't effect the game at all other than slowing it down. so it would all more to use the texture pack
10-28-2013, 11:48 AM
I always used the safe texture cache because I thought some custom textures could be missed when it's set to "fast" ..
If this isn't the case I will rename all my textures .. But I will take a break this week, spent the whole last week with drawing flurrie .. 10-28-2013, 11:59 AM
I am also in the process of renaming them. I've renamed most of mario and all of the chat bubble
10-29-2013, 04:09 AM
neobrain has created a thread to collect information about D3D11 custom texture issues: https://forums.dolphin-emu.org/Thread-cu...ort-thread If anyone wants to use this texture pack with D3D11, please give him a issue report.
10-29-2013, 05:19 AM
What settings do the Punie glitch fix correspond to? I guess Texture Cache Safe? I can't get it to work...
(10-29-2013, 05:19 AM)Malleoz Wrote: What settings do the Punie glitch fix correspond to? I guess Texture Cache Safe? I can't get it to work... I will do this fix again, because I did a mistake (the punies are shaky) .. There is also something else what is distressing me .. If you run a game for the first time you will have some lags because Dolphin caches the shaders .. This happens everytime a new object with a different shader appears in the game .. If the shader is saved you will have no lags at this part of the game anymore, but with custom textures you constantly will have these lags because the shaders seem to be saved but not for all time .. Also made a thread about this before but haven't got an answer .. In the PAL version you can choose whether to play with 60Hz or 50Hz .. Of course I want 60Hz .. But it's a pain in the ass to play the PAL version of TTYD with custom textures because when there is a lag because of shader cacheing or if you change from windowed mode to full-screen (or the other way) the game always jumps from 60Hz to 50Hz (I think this is the same with Kirbys Return to Dreamland) .. To get 60Hz again you either have to reset or load a save state .. |
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