Super Mario Galaxy 2 HD Texture Mod
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(08-31-2015, 05:25 AM)StripTheSoul Wrote: There seems to be another texture that makes trouble... you can see it looking up into the tree top when in "Tall Trunk Galaxy"... it's all white there... I wouldn't know how to find the 'faulty' texture, though. Guys, this effect of the white lighting when you look up at the tree top is not because of the texture pack. I deleted pack and it is still there. Is this normal or should we submit a bug? 01-30-2017, 10:37 PM
This is a great texture pack but there will be no more updates?
My specs:
Operating System: Windows 10 x64 Processor/CPU: intel I7 3770 3.4 Ghz Video Card/GPU: Nvidia GeForce 1060 6GB Memory/RAM: 16 GB Dolphin Revision Currently Using: 5.0-xxxx X64 (always the latest) and the latest Ishiiruka for custom textures. I'm still learning english. Please, be patient with me. And, if i make a mistake, please correct me, i will learn a lot this way! 01-31-2017, 03:37 PM
(01-30-2017, 10:37 PM)matheusstaffa Wrote: This is a great texture pack but there will be no more updates? Unless creator is bored there will be no more updates to anticipate sadly. But I would like to know if should submit the that lighting on the tree as a bug, or if it is there because of specific setting. 02-21-2017, 01:49 PM
05-31-2017, 03:16 AM
Can anyone re-up the .DDS format textures please? I've used the custom convertor to convert the PNGs, but the .DDS at DXT1 come out bigger than the original PNGs!
Specs:
i7 2600k o/c @ 4.5ghz 20GB Corsair Vengeance 1600hz RAM 6GB GTX 1060 Windows 10 06-20-2017, 01:58 AM
The DDS version of the texture pack includes 532 files with DXT1 compression and 771 files with DXT5 compression which ends with total of 1303 files. It is 247 Megabytes in size.
The PNG version of the texture pack includes 736 files with total of 1.13 GB. DDS is simply more compressible with ZIP/RAR that's why you get even smaller download size. --------------------------- Proper max-quality DXT Compressed textures can be made by anyone if the lossless PNGs are released to the public. This is a viable solution now that native DXTn usage is supported, there's no need for on-fly compression anymore, and no need for huge RAM requirements. However DXT1/3/5 does look quite noticably worse than lossless PNGs in some cases, generally speaking, BC7 and ASTC are much better in this area. However ASTC is most newest, while BC7 should cover all the hardware for a few years back. If someone is interested in creating an edition with BC7 and/or ASTC compressed textures then this would be helpful as it would give the developers a reason to develop native support for it, which would mean that decoding would be faster (no stuttering) and that you would be able to prefetch them with a lot less RAM usage than previously, just like DXT compressed custom textures work now. If the DXT compressed files come out bigger than PNGs, there's something else wrong either with PNGs or the compressor software, not sure. |
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