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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
08-20-2021, 04:50 PM
#7,991
legolas119 Offline
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ok, thanks!
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09-05-2021, 05:20 AM
#7,992
Alastor Offline
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Well, time to wait for the next miracle xD
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09-05-2021, 11:24 AM
#7,993
Preai Offline
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do u have UDP Ishiiruka build ?
I want to play just dance thou
i tried a UDP version of your ishiiruka based on dolphin 5.0-3970, but it's ....
Freeze for 5 seconds and crash.
i just want to use UDP Sad
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09-08-2021, 10:21 PM
#7,994
I_Megaman_I Offline
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micro machines gets frozen after seconds of playing on Direct 3D and completely freeze Windows on Open GL while opening the game.

version im using: Ishiiruka.1118(233e73a46).x64

what could be causing that?
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09-15-2021, 06:59 AM
#7,995
sesshowmall Offline
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(08-20-2021, 06:52 AM)Tino Wrote: Sorry, I'm a little to bussy the last year. hope to get some free time to make at least a last version.

Don't worry, take your time. Cool 
Despite some issues, we're grateful for everything you did so far. You've made wonders!
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10-05-2021, 04:41 AM
#7,996
Sword09 Offline
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Please merge with latest Dolphin version.. Custom MEM1 & MEM2 sizes are very useful for mods
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10-09-2021, 05:50 AM (This post was last modified: 10-09-2021, 07:29 AM by Subsonic (Paul). Edit Reason: syntax error + a missing letter )
#7,997
Subsonic (Paul) Offline
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I need help.


So I thought about a project using Ishiiruka's support for material maps. Creating normal maps manually is long and hard, and needs a team of professionals to do it. But there are free software which can do it. Is it as good as manually crafted ones ? No. But it's so much better than nothing. With this kind of software, material maps are easy to do. But doing it on the scale of a game is hard. That's where the community comes in. If a thousand people spend 5 minutes of their time per day doing one or two textures, we can do it for an entire game in just a week or two.
I'm working on a demo to showcase the effects, all of them done with non professional free to use software.

However, I need help simply because I can't get the specularity to work, which is kinda sad as it's in my opinion one of the two best effects with nomal maps.
Let's talk about that equation :

"When using phong lighting you have 2 components, Rim light and specular light, you have to control those components the specular intensity and rim intensity sliders.
The final light equation is Diffuse + Specular + Rim, where diffuse is the default color outputted by normal gc/wii shader, Specular is = specular color * specular texture value * specular intensity slider value,
and RIM = Rim color * (rim calculated intensity ^ rim exponent) * rim intensity slider value * specular texture value. I'm open to sugestion/changes to this equation"

I precise I'm using the latest version. Using older versions doesn't seem to improve this. I've also tried mario galaxy, which is supposed to have full support, yet no effects work even in the latest stable version.
On the game I'm testing (Sonic Unleashed), specularity is the only effect which can't read the material maps.
Firstly, what is "specular color" ? If I'm not wrong, the texture encoder dedicates one channel to specular maps, how can they be colored ?

Secondly, all the effects require a light source to my knowledge. Yet the normal maps and other stuff works without any light source defined, and look the same. How does it work in this scenario, does it find the light source in the game ? Is that another example of ishiiruka interacting with the emulated game's engine, like in f zero gx where the blue falcon specularity is influenced by the light maps I defined ? Is this problem with the light maps not affecting other effects what caused the effects to not work in mario galaxy ? May it is the reason why specularity doesn't work ?
I know specular maps are read by the rim effect (I'm almost sure but I may be wrong here).
Also, regarding the rim effect : it does nothing when I set the specular map texture to pure black, and it does something with a white specular map. But textures seem by default to be affected by the effect, and it's by putting a black specular texture that they stop being affected by the rim effect. Any idea why ?

Also, the specular lighting effect isn't affected by specular maps, but does slightly change the lighting. This shouldn't be possible according to the equation. Is this related to the other thing I talked about earlier where the games seems to have specular maps by default for textures ?

And a last question : For the logo of my project, is it possible to have ishiiruka's logo in it?
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10-13-2021, 01:10 AM
#7,998
Tino Offline
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(10-09-2021, 05:50 AM)Subsonic (Paul) Wrote: I need help.


So I thought about a project using Ishiiruka's support for material maps. Creating normal maps manually is long and hard, and needs a team of professionals to do it. But there are free software which can do it. Is it as good as manually crafted ones ? No. But it's so much better than nothing. With this kind of software, material maps are easy to do. But doing it on the scale of a game is hard. That's where the community comes in. If a thousand people spend 5 minutes of their time per day doing one or two textures, we can do it for an entire game in just a week or two.
I'm working on a demo to showcase the effects, all of them done with non professional free to use software.

However, I need help simply because I can't get the specularity to work, which is kinda sad as it's in my opinion one of the two best effects with nomal maps.
Let's talk about that equation :

"When using phong lighting you have 2 components, Rim light and specular light, you have to control those components the specular intensity and rim intensity sliders.
The final light equation is Diffuse + Specular + Rim, where diffuse is the default color outputted by normal gc/wii shader, Specular is = specular color * specular texture value * specular intensity slider value,
and RIM = Rim color * (rim calculated intensity ^ rim exponent) * rim intensity slider value * specular texture value. I'm open to sugestion/changes to this equation"

I precise I'm using the latest version. Using older versions doesn't seem to improve this. I've also tried mario galaxy, which is supposed to have full support, yet  no effects work even in the latest stable version.
On the game I'm testing (Sonic Unleashed), specularity is the only effect which can't read the material maps.
Firstly, what is "specular color" ? If I'm not wrong, the texture encoder dedicates one channel to specular maps, how can they be colored ?

Secondly, all the effects require a light source to my knowledge. Yet the normal maps and other stuff works without any light source defined, and look the same. How does it work in this scenario, does it find the light source in the game ? Is that another example of ishiiruka interacting with the emulated game's engine, like in f zero gx where the blue falcon specularity is influenced by the light maps I defined ? Is this problem with the light maps not affecting other effects what caused the effects to not work in mario galaxy ? May it is the reason why specularity doesn't work ?
I know specular maps are read by the rim effect (I'm almost sure but I may be wrong here).
Also, regarding the rim effect : it does nothing when I set the specular map texture to pure black, and it does something with a white specular map. But textures seem by default to be affected by the effect, and it's by putting a black specular texture that they stop being affected by the rim effect. Any idea why ?

Also, the specular lighting effect isn't affected by specular maps, but does slightly change the lighting. This shouldn't be possible according to the equation. Is this related to the other thing I talked about earlier where the games seems to have specular maps by default for textures ?

And a last question : For the logo of my project, is it possible to have ishiiruka's logo in it?
1 Specular color is the color of the reflected ligth, advance rendering engines allows to specify specular maps with color support, but ishiiruka implements a simplified version ith only intensity of the specular reflection applyed, so yuo cannot represent materials that change the reflected colour. the simplification is simply to reduce texture memory usage.
2 rim effect is acomplished by "Virtual lights" in the sides of the screen thats the reason behing rim ligthing working even in games with no ligthing.
3 Default specular maps for the games are calulated using a fake value generated from the intensity of the colours in the game textures.
4 Shure no problem with the logo.
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10-14-2021, 02:27 AM
#7,999
Alastor Offline
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Will the new version of ishiiruka support connecting to Call of Duty servers since it was added after official 5.0-11000 build or something...?
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10-15-2021, 08:42 AM
#8,000
notmiguel Offline
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14-10-2021,we still haven't got a new version of Ishiiruka Confused
Hi there,i have moved on from here,go contact me by Discord:
migdotcom#1045
I'll still check here from time to time
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