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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
11-04-2015, 10:54 PM
#3,281
Roynerer Offline
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(11-04-2015, 12:28 PM)rlaugh0095 Wrote: https://www.youtube.com/watch?v=0ZoDxHyWeNs&feature=youtu.beI put together a tutorial for how i've been making my textures. This is probably the easiest, no skill required way of doing it. By watching this video, you will learn to make normal maps, specular maps, as well as the newly supported displacement maps.

All you need to get started is crazybump and Tino's encoder program. ^.^
Happy creating!

Hey, I followed your tutorial in an attempt to add such effect to some Wind Waker textures (rocks etc.) but when I place all of the exported texture files (from TextureEncoder) into the folder where Dolphin loads the textures for the game, I get no results? The hi-res texture is not even loaded! 

Is there a specific format that the images need to be in? All of the HD texture files for Wind Waker that I have are .JPG, not .PNG.
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11-04-2015, 10:56 PM
#3,282
rlaugh0095 Offline
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Posts: 519
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(11-04-2015, 09:23 PM)Tino Wrote: Yes please that was the reazon i posted a version a list of bugs will really help

1.Failed to compile hull shader
Spoiler: (Show Spoiler)
[Image: a5f0f6c9ec.png][Image: dc1ae8b249.png]
This seems to only happen with tesselation turned on.This warning has popped up in Xenoblade Chronicles, geist, Fragile Dreams so far
After this pops up, if you are in full screen the game hangs until you alt tab to a new window.

2.Fifo Error
[Image: aaa26d4e8e.png] This pops up in xenoblade chronicles with tessellation disabled.
No idea what causes it. It seems random.

3.Bloating small objects such as weapons. 
Happens mainly in games with weapons when you jack up the rounding slider. Weapons become fat and puffy. Good examples of this are in fragile dreams and soul calibur II

4.Lines on the ground and walls. In a lot of  games, random lines occur that allow you to see through to out of bounds with the rounding slider turned even slightly up. Fragile Dreams has this happen quite frequently.


Wells thats all I got for now. I'll keep adding on if I find anything else.

Oh and by the way, does a texture need to be lit to be displaced? I noticed some games have textures that I can't get to do anything like windwaker. Q.Q
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11-04-2015, 10:58 PM
#3,283
rlaugh0095 Offline
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(11-04-2015, 10:54 PM)Roynerer Wrote:
(11-04-2015, 12:28 PM)rlaugh0095 Wrote: https://www.youtube.com/watch?v=0ZoDxHyWeNs&feature=youtu.beI put together a tutorial for how i've been making my textures. This is probably the easiest, no skill required way of doing it. By watching this video, you will learn to make normal maps, specular maps, as well as the newly supported displacement maps.

All you need to get started is crazybump and Tino's encoder program. ^.^
Happy creating!

Hey, I followed your tutorial in an attempt to add such effect to some Wind Waker textures (rocks etc.) but when I place all of the exported texture files (from TextureEncoder) into the folder where Dolphin loads the textures for the game, I get no results? The hi-res texture is not even loaded! 

Is there a specific format that the images need to be in? All of the HD texture files for Wind Waker that I have are .JPG, not .PNG.

I've tried ww myself and have had issues. Let me mess around with it for a bit and i'll get back to you. If you want to add me on skype for faster communication, my name is Rizzo0095.
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11-04-2015, 11:04 PM (This post was last modified: 11-04-2015, 11:05 PM by Tino.)
#3,284
Tino Offline
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(11-04-2015, 10:54 PM)Roynerer Wrote:
(11-04-2015, 12:28 PM)rlaugh0095 Wrote: https://www.youtube.com/watch?v=0ZoDxHyWeNs&feature=youtu.beI put together a tutorial for how i've been making my textures. This is probably the easiest, no skill required way of doing it. By watching this video, you will learn to make normal maps, specular maps, as well as the newly supported displacement maps.

All you need to get started is crazybump and Tino's encoder program. ^.^
Happy creating!

Hey, I followed your tutorial in an attempt to add such effect to some Wind Waker textures (rocks etc.) but when I place all of the exported texture files (from TextureEncoder) into the folder where Dolphin loads the textures for the game, I get no results? The hi-res texture is not even loaded! 

Is there a specific format that the images need to be in? All of the HD texture files for Wind Waker that I have are .JPG, not .PNG.
wind waker does not use lighting for the scenarios only for the characters, with the current implementation ligthing enabled is requeired, if you a re interested in apply displacement without lighting i can add that functionality.
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11-04-2015, 11:16 PM
#3,285
rlaugh0095 Offline
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Posts: 519
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(11-04-2015, 11:04 PM)Tino Wrote:
(11-04-2015, 10:54 PM)Roynerer Wrote:
(11-04-2015, 12:28 PM)rlaugh0095 Wrote: https://www.youtube.com/watch?v=0ZoDxHyWeNs&feature=youtu.beI put together a tutorial for how i've been making my textures. This is probably the easiest, no skill required way of doing it. By watching this video, you will learn to make normal maps, specular maps, as well as the newly supported displacement maps.

All you need to get started is crazybump and Tino's encoder program. ^.^
Happy creating!

Hey, I followed your tutorial in an attempt to add such effect to some Wind Waker textures (rocks etc.) but when I place all of the exported texture files (from TextureEncoder) into the folder where Dolphin loads the textures for the game, I get no results? The hi-res texture is not even loaded! 

Is there a specific format that the images need to be in? All of the HD texture files for Wind Waker that I have are .JPG, not .PNG.
wind waker does not use lighting for the scenarios only for the characters, with the current implementation ligthing enabled is requeired, if you a re interested in apply displacement without lighting i can add that functionality.
Id be fine with that. Is the only downside not having specular lighting on the textures? If the geometry is still altered, it would come in handy for a lot of the cliff sides in the game. Smile
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11-04-2015, 11:17 PM
#3,286
Tino Offline
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(11-04-2015, 10:56 PM)rlaugh0095 Wrote:
(11-04-2015, 09:23 PM)Tino Wrote: Yes please that was the reazon i posted a version a list of bugs will really help

1.Failed to compile hull shader
Spoiler: (Show Spoiler)
[Image: a5f0f6c9ec.png][Image: dc1ae8b249.png]
This seems to only happen with tesselation turned on.This warning has popped up in Xenoblade Chronicles, geist, Fragile Dreams so far
After this pops up, if you are in full screen the game hangs until you alt tab to a new window.

2.Fifo Error
[Image: aaa26d4e8e.png] This pops up in xenoblade chronicles with tessellation disabled.
No idea what causes it. It seems random.

3.Bloating small objects such as weapons. 
Happens mainly in games with weapons when you jack up the rounding slider. Weapons become fat and puffy. Good examples of this are in fragile dreams and soul calibur II

4.Lines on the ground and walls. In a lot of  games, random lines occur that allow you to see through to out of bounds with the rounding slider turned even slightly up. Fragile Dreams has this happen quite frequently.


Wells thats all I got for now. I'll keep adding on if I find anything else.

Oh and by the way, does a texture need to be lit to be displaced? I noticed some games have textures that I can't get to do anything like windwaker. Q.Q
1. dx11 has some limitations in the amount of attributes you can send to a domain shader, xenoblade is using more that the reazon for the compilation fail, but is a safe error because the game will continue to work normally, tessellation will not be applied to the specific material that uses to many attributes. Will disable the warning in the next version.
2. no idea will try to test them
3. that is spected, phong smoothing uses the model normals to calculate how to rownd the shapes, the problem is that some model has incorrect/divergent normals causing bloated model. that is the main reason of the existence of the slider, will try to implove scaling to reduce bloated objects but I will always depend on the game data itself.
4. that is the main issue with tessellation, those lines are the  original triangle edges, in the place you see the lines the tessellation parameters are normalized to patch a bigger error. Due to problems with rounding sometimes the edges displace a little different  in different triangles causing cracks in the geometry, while i find a better fix i patched the code to smooth the edges avoiding cracks.
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11-04-2015, 11:21 PM (This post was last modified: 11-04-2015, 11:24 PM by rlaugh0095.)
#3,287
rlaugh0095 Offline
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Posts: 519
Threads: 28
Joined: Oct 2013
(11-04-2015, 11:17 PM)Tino Wrote:
(11-04-2015, 10:56 PM)rlaugh0095 Wrote:
(11-04-2015, 09:23 PM)Tino Wrote: Yes please that was the reazon i posted a version a list of bugs will really help

1.Failed to compile hull shader
Spoiler: (Show Spoiler)
[Image: a5f0f6c9ec.png][Image: dc1ae8b249.png]
This seems to only happen with tesselation turned on.This warning has popped up in Xenoblade Chronicles, geist, Fragile Dreams so far
After this pops up, if you are in full screen the game hangs until you alt tab to a new window.

2.Fifo Error
[Image: aaa26d4e8e.png] This pops up in xenoblade chronicles with tessellation disabled.
No idea what causes it. It seems random.

3.Bloating small objects such as weapons. 
Happens mainly in games with weapons when you jack up the rounding slider. Weapons become fat and puffy. Good examples of this are in fragile dreams and soul calibur II

4.Lines on the ground and walls. In a lot of  games, random lines occur that allow you to see through to out of bounds with the rounding slider turned even slightly up. Fragile Dreams has this happen quite frequently.


Wells thats all I got for now. I'll keep adding on if I find anything else.

Oh and by the way, does a texture need to be lit to be displaced? I noticed some games have textures that I can't get to do anything like windwaker. Q.Q
1. dx11 has some limitations in the amount of attributes you can send to a domain shader, xenoblade is using more that the reazon for the compilation fail, but is a safe error because the game will continue to work normally, tessellation will not be applied to the specific material that uses to many attributes. Will disable the warning in the next version.
2. no idea will try to test them
3. that is spected, phong smoothing uses the model normals to calculate how to rownd the shapes, the problem is that some model has incorrect/divergent normals causing bloated model. that is the main reason of the existence of the slider, will try to implove scaling to reduce bloated objects but I will always depend on the game data itself.
4. that is the main issue with tessellation, those lines are the  original triangle edges, in the place you see the lines the tessellation parameters are normalized to patch a bigger error. Due to problems with rounding sometimes the edges displace a little different  in different triangles causing cracks in the geometry, while i find a better fix i patched the code to smooth the edges avoiding cracks.
Wow you already have most of these figured out XD  
Nice! 
That would explain why some things in xenoblade displace and why some things do not.

I am curious man, would a modern api like vulcan or dx12 have a higher limitations? :O
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11-05-2015, 12:55 AM
#3,288
Tino Offline
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no idea, will take a look at dx12 docs to see if they have those limitations.
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11-05-2015, 04:04 AM (This post was last modified: 11-05-2015, 04:06 AM by Roynerer.)
#3,289
Roynerer Offline
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I'm not sure if this has already been pointed out or not, but when I enable Tessellation in your latest build, I get a bunch of graphical errors; a lot of the models on screen disappear, everything goes white besides some particle effects/shadows and sometimes models go into a very glitchy wire-frame mode.

Is this a unique problem on my end or is it something you're aware of? I've tried it in Wind Waker, Twilight Princess, Super Mario Galaxy and F-Zero GX.

Also, Tino, I think it would be a good idea for you to add displacement without lighting, so games like Wind Waker can benefit from it Smile
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11-05-2015, 04:11 AM
#3,290
Ramoth Offline
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(11-05-2015, 12:55 AM)Tino Wrote: no idea, will take a look at dx12 docs to see if they have those limitations.

Will tessellation and displacement mapping be available in OpenGL backend too?
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