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Super Mario Galaxy 1 [hires texture pack]
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Super Mario Galaxy 1 [hires texture pack]
12-01-2014, 03:12 AM (This post was last modified: 12-01-2014, 03:22 AM by razius.)
#61
razius Away
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Uploaded the latest version of the pack. The HUD and the World textures can be downloaded separately for each version (RMGE01 and RMGP01).

Don't forget to set [color=#FF0000] Texture Cache[/color] to [color=#FF0000] Safe[/color] in Graphics->Hacks.
[Image: zScEJ0p.png]
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12-01-2014, 03:49 AM (This post was last modified: 12-01-2014, 03:55 AM by StripTheSoul.)
#62
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Nice work!
But could it be you mixed up the two region versions? I think RMGE01 is NA, and RMGP01 is E, isn't it?

EDIT: The same applies to your SMS packs. I guess you just have to switch the links Smile
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12-01-2014, 07:37 AM
#63
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Good to see it's up on Mega now, so won't end up having to mirror it.
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12-01-2014, 11:02 AM (This post was last modified: 12-02-2014, 08:23 AM by razius.)
#64
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(12-01-2014, 03:49 AM)StripTheSoul Wrote: Nice work!
But could it be you mixed up the two region versions? I think RMGE01 is NA, and RMGP01 is E, isn't it?

EDIT: The same applies to your SMS packs. I guess you just have to switch the links Smile

Oooops, fixed links. Thanks a lot!
[Image: zScEJ0p.png]
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12-12-2014, 03:55 AM
#65
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The HUD links aren't working. Check it out now.
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12-25-2014, 07:02 AM (This post was last modified: 12-25-2014, 07:29 AM by CDAMJC.)
#66
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Hello there razius,

I am blown away by your work, simply beautiful.  I have some experience modding textures with MEUITM for PC version Mass Effect and I just found this, and your other mods.  I must say this is simply professional work.  

As to your request in the OP, I have fixed Mario back texture seam.   I have also toned down the dark stripe on his hat (just my preference feel free not to use it) and begun work on the game logo and the scrolling galaxy inside it.  The galaxy is done however I still need to remove the permanent sparkles form the logo.  The Logo is in DDS format because it's the only way I could get a drop shadow with the transparency,  Png just didn't line up right for me:/.  

Attached are the files I would like to contribute to the mod, and the two fixes for Mario, one of which you requested.  I am happy to help and extremely grateful for all of your dolphin texture mods Smile

https://mega.co.nz/#!sJ5ESJzK!sS4v_-FKdP0rXavlpl6cMq_HM4GZqnC-a4NYcKQ6UwA

I have a question. Why did you choose safe versus fast for texture cache on this game and Mario Sunshine, when your other mods use fast?  I ask because with the two that use safe I experience pretty severe hitching when the textures are loaded.  Is this related to the safe setting or simply because so many more objects are textured and therefore textures loaded?  Do you think the stuttering would be minimized if the textures were loaded directly into the rom in tpl format (is it due to the way the emulator loads outside textures or perhaps because the format is png/dds and not in nintendo's native tpl?)? Or maybe not everyone experiences the hitching?  If so what are you doing to avoid it?

Anyway just trying to learn about the modding scene on Dolphin. I really like what I see and want to understand if we can eliminate the stutter (if it's a widespread issue).  With that gone, Galaxy will be a complete show stopper with this mod.

Thanks again,
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12-25-2014, 11:17 AM
#67
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I think the safe/fast choice was because there was some advice going round at some point that loading custom textures only worked with it set to safe. I converted a really old version of this to fast, and it was fine.
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12-25-2014, 12:23 PM (This post was last modified: 12-25-2014, 04:46 PM by razius.)
#68
razius Away
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Most of the files were dumped in the spring of 2012 and i think back then i read somewhere that safe was the choice to go. And i always thought i'd rather use my time retexturing new stuff instead of dumping everything all over. However i dumped Super Paper Mario from scratch last week in order to fix the old files (and retexture new ones).

I think stuttering has to do with the filesize as well. I was (and still am) less concerned about the performance and more about the quality since the performance issues will be fixed sooner or later. The fact the HUD is 8 times the original size means the HUD will be displayed at 100% scale when using an internal resolution of 8x.

Not sure if i said this in the SMG thread but i'm trying to wrap up all the projects and hopefully find someone willing to take over some or all of the projects. If you're interested in taking over SMG1 (fixing current stuff and adding new ones - such as retexturing the other mario costumes based on the already existing template - i'll give yu the PS file) and SMG2 (which shares lots of textured with SMG1) i'd appreciate it. Atm im working on Super Paper Mario and hope to finish it in 2-3 days, after which i'll arrange the unreleased SMG 1 textures.

I've also finished the icons and the fonts for SMG 2 (some fontmaps differ from the SMG 1) while most of the ingame textures and particles are same as in SMG1 so you could build a SMG2 project based on the stuff i've already done (even unreleased stuff i'll share with you) if interested. The life shroom and hungry luma could use a redo but i am really busy with SPM atm

Spoiler: (Show Spoiler)
[Image: smg2icons.png]
[Image: zScEJ0p.png]
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12-29-2014, 11:11 AM
#69
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Hello,

I'd be interested in the resources for sure to continue the mod maybe even into Galaxy 2.

Currently I am experimenting with performance in Galaxy 1. I have converted almost all of textures to dds, I know there is some loss in quality but I keep the original pngs untouched for when the emulator gets better/hardware gets insanely fast. With DDS I notice less stutter but it's still obvious that it's there. However, if I use a custom Dolphin f40ab1a (Ishiiruka-Dolphin) and OpenGl render there is 99.9% less stutter when using DDS. Using PNG the stutter is the same as all version of Dolphin.

They must have come across something in their build that makes the custom texture streaming better when using DDS. I had downloaded it to try to improve performance with Twilight Princess and HD textures however it did very little because the textures are all png. It's a completely different case with Mario Galaxy and dds format. The irony here is that their focus in this custom build is on the DX9 and DX11 plugins which won't even launch Mario Galaxy for me when I select custom textures. But with Opengl I get no stutter and all textures loading even with the huge font size as long as it's in dds format. I am going to message them and maybe we can get these texture loading speed up mods into the main build of Dolphin for all future texture mods.

I tried DDS approach with DXT compression because back when I first started modding ME1 I used png for their high quality and small size. I had terrible stutter and lag doing this with the Unreal Engine. It was because the engine had to decompress the png before loading. This takes time and also once decompressed the file sizes are quite large in the VRAM. I did some research back then and ended up going with current industry standard DXT and on files that lost too much quality, I simply upscaled them before applying DXT compression. The results were very close to original visual fidelity and quality, with over 10x the performance.

I am seeing the same thing here as I convert the textures, very little loss in quality and huge gains in performance, however only with that one version of Dolphin. I will continue to work on this and maybe upload a performance pack if that's ok with you?

I am also going to add textures as I go I'm looking at the toads now...

That's about it for updates...cheers
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12-29-2014, 06:34 PM
#70
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Doesn't dds support lossless compression as well as DTX? That would give the same quality as png but still lower amounts of stutter, as D3D-compliant GPUs (which is all of them) will still have native support, so no CPU-side decoding would be needed.
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