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[Wii][FHD] Donkey Kong Country Returns HD Textures Mod [v1.4]
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[Wii][FHD] Donkey Kong Country Returns HD Textures Mod [v1.4]
01-25-2017, 10:09 AM (This post was last modified: 02-17-2017, 06:15 AM by CTCaer.)
#1
CTCaer Offline
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Photo 
Donkey Kong Country Returns HD Textures Mod - v1.4

[Image: prjname.jpg]




[color=#993333]1. Info[/color]

I'm releasing my HD textures pack for Donkey Kong Country Returns.
This Pack has all HUD elements, DK/DD textures, all controllers (Wii/PS/Xbox) , items, backgrounds, mipmaps, fonts and generally what needs retexturing for HD resolutions.

It contains more than 1570 reworked/redrawn/rescaled textures.

Resolution info:
It's made for HD 1080p+
And with internal resolution of 3x Native.

Fonts:
The small, medium and big fonts are optimized for English.
Special characters (e.g. [color=#000000]À, Â, Æ[/color]) for other languages are a little blurry for now.

Controllers:
All controllers are supported. Wii, PS and Xbox.
Included you can find the profile used for Xbox360/One I play.
For more check the installation guide below or inside the Readme.txt

Region:
This was created and tested for All regions of the game.
It supports PAL, NTSC rev0 and NTSC rev1.

Bonus Super Kongs:
Included you can find skins for Donkey and Diddy to make them super albino kongs.
Check how to use them below.
[Image: SuperDD.jpg][Image: SuperDD_DK.jpg]




[color=#993333]2. Video and Screenshots[/color]

Video sample:https://www.youtube.com/watch?v=FjQl05JoS0AThanks to matheusstaffa for the video


Screenshots:
Spoiler: (Show Spoiler)
Title screen, Cranky's shop
Spoiler: (Show Spoiler)
HD:[Image: Title_screen-HD.jpg]
Original:
[Image: Title_screen-LQ.jpg]

HD:
[Image: cranky-HD.jpg]
Original:
[Image: cranky-LQ.jpg]

DK Island
Spoiler: (Show Spoiler)
HD:[Image: island-HD.jpg]
Original:
[Image: island-LQ.jpg]

HD:
[Image: island2-HD.jpg]
Original:
[Image: island2-LQ.jpg]

Modes, Levels summary
Spoiler: (Show Spoiler)
HD:[Image: mode-HD.jpg]
Original:
[Image: mode-LQ.jpg]

HD:
[Image: Summary-HD.jpg]
Original:
[Image: Summary-LQ.jpg]

Level finish, DK Fur and icons
Spoiler: (Show Spoiler)
HD:[Image: level_end-HD.jpg]
Original:[Image: level_end-LQ.jpg]

HD:
[Image: DK_Fur-HD.jpg]
Original:[Image: DK_Fur-LQ.jpg]



[color=#993333]3. Download[/color]

[color=#ff3333]v1.4:[/color]
[color=#3333ff]Mediafire PNG[/color]
Compressed PNG - Lossless
Best Quality


[color=#3333ff]Mediafire DDS[/color]
DXT5 DDS - Lossy
Normal Quality - 2x Faster loading



Fast update from v1.3 to v1.4:
Delete folder "Fonts" from "Dolphin Emulator\Load\Textures\SF8".
And copy the new one from v1.4 pack.




[color=#993333]4. How to use[/color]

Installation:
You need to use a version of Dolphin that supports the new PNG texture format.
To extract the 7z, you will need one of the latest 7Zip that supports LZMA2.

The pack supports PAL, NTSC rev0 and NTSC rev1.

Before playing you need to check the modular Guide inside "SF8_Modular_textures".
Otherwise you will have half the experience.

Copy SF8 folder to "Documents\Dolphin Emulator\Load\Textures.
Then follow the guide inside "SF8_Modular_textures" folder.
Or you can read it here:
Spoiler: (Show Spoiler)
Smart modular textures
The modular textures structure are smartly implemented.
That means that when you copy PS/Xbox controls and/or DK/DD-Super,
Dolphin will replace the base textures with the copied ones.
So there's no need to delete the folders "Controls-All-Wii" and DK/DD-Normal
and also dolphin will not use additional RAM.

Controls
Wii:
If you use Wii remote w/ or w/out skip this step.
The textures are already implemented in the base package.

PS/Xbox:
If you use any Playstation or Xbox controller go inside "SF8_Modular_textures\Controls" folder.
There are 2 types of mapping. 
Type A: Shake - Grabbing = Square/X - R1/RT buttons.
Type B: Shake - Grabbing = R1/RT - Square/X buttons.
Both support w/ nunchuck or wii remote sideways control style.
Copy the folder you chose and put it inside "SF8" folder.
*No need to delete "Controls-All-Wii" folder.


Region textures
Almost all different region textures are implemented inside the base package.
Gallery was not, because of big ram usage with all of them together and prefetching.
Choose PAL or NTSC v1.00 (rev0) or NTSC v1.01 (rev1) and copy the folder inside "SF8".


Super DK Albino
You can play as Super Donkey and Diddy.
Copy the folders "DK-Super" and "DD-Super" inside SF8 folder.
Or you can have only Diddy or Donkey as Super.
No need to delete folders DK-Normal and DD-Normal.
The internal resolution suggested is 3x Native.


Prefetching textures:
You can use Prefetch Custom Textures (load all on startup). 
This will make the loading of textures instant when needed without any stuttering.
It will use 1.6GB additional RAM. 
You can delete "Gallery_All_Regions/Gallery_PAL/NTSC" and "Credits_Gallery" to reduce RAM usage by -570MB when prefetching.


Controllers:
The controls textures are for all Wii/PS/Xbox controllers.

Check the folder "SF8_Modular_textures" for the modular guide on how to choose.
Proposed mapping:
Spoiler: (Show Spoiler)
Type A  ([color=#3333ff]PS[/color]  /  [color=#336633]Xbox[/color]):

--------------------------------
Jump:  [color=#3333ff]X[/color]  /  [color=#336633]A[/color]
Shake:  [color=#3333ff]Square[/color]   /  [color=#336633]X[/color]
Grab:  [color=#3333ff]R1[/color] /  [color=#336633]RT[/color]
Map freelook:   [color=#3333ff]L1[/color]  /  [color=#336633]LT[/color]
Revive (2P):  [color=#3333ff]Triangle[/color] /  [color=#336633]Y[/color]

Type B  (PS  /  Xbox):
--------------------------------
Jump:  [color=#3333ff]X[/color]  /  [color=#336633]A[/color]
Shake:  [color=#3333ff]R1[/color]  /  [color=#336633]RT[/color]
Grab:  [color=#3333ff]Square[/color]  /  [color=#336633]X[/color]
Map freelook:  [color=#3333ff]L1[/color]  /  [color=#336633]LT[/color]
Revive (2P):  [color=#3333ff]Triangle[/color]   /  [color=#336633]Y[/color]



Note:
When you play wii remote sideways,
Freelook texture will be the nunchuck style texture.
To change that replace tex1_24x24_19ca5f20832d67a8_6 with the one you want.
If you play 2P Mode, make sure to map 1 for Nunchuck and A for sideways to Triangle/Y also.
EDIT: Corrected texture filename and added info about 2P.

Included you can also find a profile optimized for Xbox controllers (combine it with Xbox-Type-A textures).

Throw DKCR.ini from the archive inside Documents\Dolphin Emulator\Config\Profiles\Wiimote
And use these lines in DKCR's user config ini to auto load the profile:
Code:
[Controls]
PadType0 = 0
WiimoteSource0 = 1
WiimoteProfile1 = DKCR





[color=#993333]4[/color][color=#993333]. Changelog[/color]
v1.0: 
Original release

v1.1: 
Preliminary fix for NTSC rev1

v1.2 (not released):
Preliminary fixes for NTSC rev0 and NTSC rev1

v1.3:
  • Fixes NTSC rev0 and rev1, now supports all versions of the game
  • Support for Wii and PS controllers
  • Added Type B controller mapping style
  • Support for Wii sideways playing style
  • Added more HD stage backgrounds
  • Added many new HUD HD textures
  • Support for HD 2 players hud
  • Reworked and cleaned countless HD textures
And whatever else I forgot..

v1.4:
  • Reworked numbers for all font sizes. (As pointed out by Khronikos)
    Now all numbers are more readable and complement the font used
  • Added fonts for system warnings (wii remote controller styles change)
  • Fixed a typo at Map Freelook button texture in Controllers guide (Thanks coldnpale)



[color=#993333]5[/color][color=#993333]. [color=#993333]Disclaimer[/color] and [color=#993333]Cr[/color][color=#993333]edits[/color][/color]

You CAN use it as a base to make your own pack for DKCR and release it.
You only need to credit me and PM me.
That's it

Credits:
Admentus        for providing me with NTSC rev0 textures
CDAMJC           for Wii remote wrist strap warning
Jakey455         for Xbox Stick images
matheusstaffa  for the YouTube video


[color=#993333]I hope you have fun with my HD texture pack and if you have any suggestions, contributions, or want to just thank, please do.[/color]
[color=#993333]Have fun stomping![/color]
Win 10, Dolphin 5.0-1905.
i7-5820K, 16GB DDR4, AMD R9 280x DC2T.
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01-25-2017, 02:05 PM (This post was last modified: 01-25-2017, 02:09 PM by Techie Android.)
#2
Techie Android Away
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Looks good. I can see that the HUD and text are HD as well as menus and options but I can't see any differences between the other textures in your screenshots. Could you tell me a specific place to look and maybe I can see some detail that I may have missed? Or maybe I misread, is this a full HD remake of just the HUD, text, menus and options for right now?
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01-25-2017, 06:31 PM (This post was last modified: 01-25-2017, 07:44 PM by Admentus.)
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Looking really great! I was wondering when someone would start a HD Texture Pack for Donkey Kong Country Returns. It is really one of my favorite games on the Wii. Especially the HUD looks great! I don't mind the Xbox Controller interface (I do use a Xbox One Controller after all, it just makes sense).

Keep it up! Any idea's what you intend to finish or how far you would go? Like Techie Android say, I only noticed that the interface is in HD, which works fine enough for me. I don't mind. Ohh, one suggestion, you should also provide the textures in DDS format in addition. Check out Bighead's Custom Texture Tool. It also allows to optimize all the textures.
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01-25-2017, 07:33 PM
#4
CTCaer Offline
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As per section 1. Info of my post, this is a FHD texture pack.
I play in 1080p, so basically I changed all textures that looked crap on this resolution.

I was going to do many other mipmap textures, but I saw in game that the difference was negligible to zero.
So I tried to smart retexture the game and not all textures.

The most problematic textures were actually the whole HUD (menus, life, items, etc) textures.
But I also changed many other. The thing is that many mipmaps on models look good with dolphin's IR upscaling.

So for future updates, I will focus mostly on backgrounds and stationary objects 
and basically whatever my eyes catch and makes me feel that I'm not playing in HD.
Plus textures for PS and Wii controllers.

After these, maybe, I can look into converting the whole game.


I will look into having a DDS pack also. If you have to choose though I would still recommend PNG, because DXT1 textures are lossy and not lossless like PNG.
But I will not use OptiPNG or any other "optimization". OptiPNG is a filesize reduction filter that groups similar colors into one color. It basically reduces quality to save space. There's no difference in decoding speed.


(01-25-2017, 06:34 PM)Paul12 Wrote: The install folder is a complete mess so i did not install. good job on the textures by the way.
If the 7z inside looks crap, please use a newer 7z that supports LZMA2.
I updated the installation info to remark that.
Win 10, Dolphin 5.0-1905.
i7-5820K, 16GB DDR4, AMD R9 280x DC2T.
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01-25-2017, 07:49 PM (This post was last modified: 01-25-2017, 09:19 PM by Admentus.)
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Fair enough. Keep it up! Of course DDS should not replace PNG. It should just be in addition.

One last suggestion through, some additional controller layout schemes would be nice. For example, I had the X button and R trigger switched positions. Of course, I could try to change it myself. But ya know, going the extra mile Wink.

EDIT:
It does seem the NTSC-U version is not that well supported, mostly all the fonts.
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01-25-2017, 10:02 PM
#6
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(01-25-2017, 07:33 PM)CTCaer Wrote: But I will not use OptiPNG or any other "optimization". OptiPNG is a filesize reduction filter that groups similar colors into one color. It basically reduces quality to save space. There's no difference in decoding speed.

OptiPNG can be used losslessly, without reducing quality in any way. The savings from doing it usually aren't especially big, though. And it only saves space on the disk – it doesn't affect how much RAM Dolphin uses since the textures are decoded when stored in RAM.
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01-25-2017, 10:41 PM
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"Plus textures for PS and Wii controllers."

Ah, that's what I wanted to ask. Many people will play this with wii remote (as do I) and it would be a shame to have a nice HUD like this but in between low-res wiimote buttons Wink

Looks great!

@ Admentus: Haven't tried, yet, but why should the NTSC-U version not go well with it? As long as it's English, it should be the same as in Pal, shouldn't it?
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01-25-2017, 11:11 PM (This post was last modified: 01-25-2017, 11:19 PM by Admentus.)
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(01-25-2017, 10:41 PM)StripTheSoul Wrote: @ Admentus: Haven't tried, yet, but why should the NTSC-U version not go well with it? As long as it's English, it should be the same as in Pal, shouldn't it?

You would think so, but the NTSC-U version uses different textures for example for the fonts and logo.
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01-25-2017, 11:16 PM
#9
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(01-25-2017, 07:33 PM)CTCaer Wrote: I was going to do many other mipmap textures, but I saw in game that the difference was negligible to zero.
So I tried to smart retexture the game and not all textures.

The most problematic textures were actually the whole HUD (menus, life, items, etc) textures.
But I also changed many other. The thing is that many mipmaps on models look good with dolphin's IR upscaling.

Sounds good. Great job keep it up.
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01-25-2017, 11:50 PM
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(01-25-2017, 11:11 PM)Admentus Wrote: You would think so, but the NTSC-U version uses different textures for example for the fonts and logo.

Ah, I can confirm this. Bummer :/
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