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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-23-2018, 04:15 AM
#7,601
Tino Offline
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(10-22-2018, 05:55 PM)msmalik681 Wrote: This light version of dolphin is amazing it works on my laptop Intel HD graphics thank you very very much !

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10-25-2018, 04:53 AM
#7,602
Nerrel Offline
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I have a question about material maps and the Zelda GC collection.  They don't work in the N64 games, and after searching the thread it seems like per pixel lighting in general can't be used.  In post #4,481 it was mentioned that it might be possible to work around somehow...  Can anyone clarify whether this feature could be made to work or not?  Or is it totally possible due to the way the N64 is being emulated?  

I'm making a texture pack where the extra depth could help a lot.  The panels on Link's belt and all of the geometry and carvings in the background could look much less flat.  I'm working on PJ64 right now (Admentus is porting it for the GC version), but if this ability were added I'd switch over to Dolphin and make full use of it. 
[Image: 43722771830_87e25249f0_b.jpg]
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10-25-2018, 12:18 PM
#7,603
Tino Offline
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(10-25-2018, 04:53 AM)Nerrel Wrote: I have a question about material maps and the Zelda GC collection.  They don't work in the N64 games, and after searching the thread it seems like per pixel lighting in general can't be used.  In post #4,481 it was mentioned that it might be possible to work around somehow...  Can anyone clarify whether this feature could be made to work or not?  Or is it totally possible due to the way the N64 is being emulated?  

I'm making a texture pack where the extra depth could help a lot.  The panels on Link's belt and all of the geometry and carvings in the background could look much less flat.  I'm working on PJ64 right now (Admentus is porting it for the GC version), but if this ability were added I'd switch over to Dolphin and make full use of it. 
[Image: 43722771830_87e25249f0_b.jpg]

the only way to use material maps in those games is to use tessellation, and enable forced ligthing. in tha t way fake ligthing is applyed to the material and the maps can be used.
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10-25-2018, 01:39 PM
#7,604
Nerrel Offline
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^I tried it but the maps still wouldn't load. There is a difference when checking per pixel lighting on and off now, though.
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10-25-2018, 10:56 PM
#7,605
Tino Offline
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@Nerrel: yes pixel ligthing MUST be enabled to use material maps
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10-26-2018, 07:31 AM
#7,606
Nerrel Offline
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It is enabled, but the materials don't appear.  I've tried toggling various settings on or off as well as turning the textures off and back on again but nothing seems to get them to load.  Maybe you can tell me if I'm missing something in the settings:

[Image: 31684677018_dfa63ecf71.jpg]
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10-26-2018, 10:56 AM
#7,607
Tino Offline
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Nerrel your configuration is ok, if the game does not load the material is that id does not supports ligthing at all
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10-26-2018, 11:14 AM
#7,608
Nerrel Offline
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That's a shame, I guess I'll have to stick to regular textures. Thanks for the help.
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10-30-2018, 05:11 AM
#7,609
MikeVincent Offline
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I have a question about phong lighting. I noticed that it seems to only effect objects (characters) in Wind Waker. Is it possible to get these lighting effects on surfaces such as walls, floors and ceilings? 
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10-30-2018, 06:10 AM
#7,610
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(10-30-2018, 05:11 AM)MikeVincent Wrote: I have a question about phong lighting. I noticed that it seems to only effect objects (characters) in Wind Waker. Is it possible to get these lighting effects on surfaces such as walls, floors and ceilings? 
only enablng tesselation and forced ligthing, but this can also cause some isses as they are not prepared for ligthing.
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