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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
01-23-2018, 11:58 PM
#7,111
djneo Offline
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So I did that, but no any visible difference in the game.
Tried convert both textures (main and material) to dds7 and no difference, unfortuatelly.

I see I need to "enable hires textures", where is that magic button please? Smile
Thanks again.
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01-24-2018, 12:15 AM
#7,112
djneo Offline
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..so I can actually see the custom material map working when I enable tesselation and then hit the custom material loading button.
Unfortunately, it will break something and models fall apart kinda. Without the tesselation ON tho, I can't see any change, especially in lightning and self-shadowing, which I was really hoping for...
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01-24-2018, 12:55 AM (This post was last modified: 01-24-2018, 01:02 AM by Tino.)
#7,113
Tino Offline
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that means the game is not using ligthing at all is just simulating it, but when you enable tesselation and click on forced ligthing ishiiruka forces the usage of lights, you should use those options and set tesselation sliders to the minimun value to get the original models but with materials enabled
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01-24-2018, 03:07 AM (This post was last modified: 01-24-2018, 03:08 AM by djneo.)
#7,114
djneo Offline
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Great idea!
Unfortunately the models fall apart no matter what value I set with tessellation sliders,
take a look at the vid Smile

https://www.youtube.com/watch?v=MlIPwLAmqZ8

Any idea?
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01-24-2018, 06:23 AM
#7,115
Tino Offline
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let me see, maybe is not that the geometry is deformed maybe is a problem with culling will try to add an option to force disable culling to see if that changes how the the model are displayed
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01-24-2018, 06:52 AM
#7,116
djneo Offline
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Wow, that would be really awesome, if you somehow make it work!
With @onemoretry LOD hack and your materials enabled, that would be a whole new level! Fingers crossed Smile
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01-24-2018, 11:01 AM (This post was last modified: 01-24-2018, 11:05 AM by Rickv123.)
#7,117
Rickv123 Offline
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@Tino,

Internal mipmaps don't work properly using Ishiiruka.
Here is an example of what I mean

The right side is when using the dolphin-emu (5.0-6208). The left side is using Ishiiruka (1025).
This is excluding the arbitrary suffix.

This is the texture used in this image. I double checked the flags and PixelFormat, and it should all line up, so I don't really understand why it's not working.
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01-24-2018, 11:04 PM
#7,118
Tino Offline
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(01-24-2018, 11:01 AM)Rickv123 Wrote: @Tino,

Internal mipmaps don't work properly using Ishiiruka.
Here is an example of what I mean

The right side is when using the dolphin-emu (5.0-6208). The left side is using Ishiiruka (1025).
This is excluding the arbitrary suffix.

This is the texture used in this image. I double checked the flags and PixelFormat, and it should all line up, so I don't really understand why it's not working.

whit internal mipmaps do you mean mips included in a dds file? can you point me to a download link for those textures?
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01-24-2018, 11:40 PM (This post was last modified: 01-24-2018, 11:41 PM by Rickv123.)
#7,119
Rickv123 Offline
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(01-24-2018, 11:04 PM)Tino Wrote: whit internal mipmaps do you mean mips included in a dds file? can you point me to a download link for those textures?

Here is the full package inluding the .png version.
The textures are converted using TexConv with the following syntax.

'texconv -y -srgb -ft DDS -f {0} -m 1 -o "{1}" "{2}" '

{0} = DGXI_Format ( BC7 )
{1} = outPath
{2} = input

After the textures have been generated, I "manually" append the mipmaps to the original texture and changed their flags and MipMapCount within the header of the .dds file. As far as I'm aware these values should be correct.
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01-25-2018, 12:22 AM
#7,120
Tino Offline
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thanks will test that Smile
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