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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]
02-14-2017, 12:10 AM
#141
CTCaer Offline
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(02-13-2017, 11:04 PM)JosJuice Wrote: Uh, what? Where did you get this from?

From this VideoBackends: GPU Texture Decoding #4467

I just read the commits and has nothing to do with hirestextures.cpp's SOIL_load_image_from_memory function.
I also read the parse_png_file function from SOIL. 
So yeah, my bad.


I wonder, is it worth the trouble to move from SOIL PNG decode to an openCL PNG decoder?
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02-14-2017, 05:41 AM (This post was last modified: 02-14-2017, 05:42 AM by coldnpale.)
#142
coldnpale Offline
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Hey there! Congratulations on the new release! It looks really really cool! Also big thanks for including more than one control options!
A quick question just in case i didn't got something right. 99% I am doing something wrong.
In a text file you say:
"When you play wii remote sideways,
Freelook texture will be the nunchuck texture.
To change that replace tex1_24x24_3a6ba61354e646a1_6 with the one you want."
Are you sure this is the correct file i should replace? I replaced it with an LT button I found in the same folder but nothing seems to change. It still asks for button A to freelook. Also the file you name is a Button B png.
I am using xbox type B.
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02-14-2017, 06:17 AM (This post was last modified: 02-14-2017, 06:19 AM by CTCaer.)
#143
CTCaer Offline
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Yeah, I mixed up the buttons.

It's A so texture tex1_24x24_19ca5f20832d67a8_6
I'll change OP and fix the guide inside archives in next release.

Thanks for pointing that out.

BTW, have in mind that in 2P, if 1st or 2nd player uses wii sideways, A is for revive. I mapped this in Triangle/Y.
So make sure you map A to Y also, if you play 2P.
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02-14-2017, 06:48 AM (This post was last modified: 02-14-2017, 07:22 AM by coldnpale.)
#144
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Thanks, everything works like a charm now. Smile
I tried to map A to Y only, so that I could use just one button for revive and freelook. However, I couldn't find a fitting png so I mapped both LT and Y to A, and replaced that file with an LT .png that was already in the folder.
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02-14-2017, 03:29 PM (This post was last modified: 02-14-2017, 03:33 PM by Khronikos.)
#145
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(02-13-2017, 10:08 PM)CTCaer Wrote: Come on guys, there's no need to argue for this anymore.

Actually I found a font with similar corner cuts, that compliments the current font family used (neuland).

[Image: newfont.png]

I did some preliminary tests and sits very well with the new font, especially compared with original one.

I'm considering adding these fonts to 20pt and 17pt fonts also.

This will take some time, because I need to do it for 14-18 colors and 3 regions.
Additionally, 1.4 will probably have HD system fonts (the ones you see in the warning when you use wii remote sideways).
(The only problem with system fonts is that it also has small letters in addition to capital..)

Whatever you want to do man. That font right there does look amazing though and would fit right in. Smile I like the fonts you are using the only thing I didn't like was the numbers on maps. Otherwise it all looks better than what Nintendo did. And now it looks to be 100% an improvement. I will be continuing to play through with this pack. Classic game it is. And now just about perfect.

A few textures here and there could probably stand to be updated, but yeah not a big deal and probably not worth the time.
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02-15-2017, 12:53 AM
#146
Bighead Offline
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(02-12-2017, 05:14 AM)CTCaer Wrote: For now I customized Bighead's script to use DXT5 format for all textures for maximum quality.
...
I used DXT5 for all textures to avoid color banding and crap DXT1 quality.

Both formats exhibit color banding in some images, but I have never seen that significant of a difference. I have compared the results of DXT1 vs DXT5 in several images in the past (and now again) and came to the conclusion the difference in quality is not enough to merit the 2x increase in file size, which is why I force it on opaque textures in my script and made no option to force DXT5. I'd like to see an example image where DXT5 is so significantly better that it makes no sense to use DXT1. If I were to ever see one, I would make that option. Because as it is now, I really don't understand trying to preserve +-5% quality for a 50% increase in file size, when PNG already exists for the reason of quality. Maybe for a small pack, I guess it would make sense since it won't add up to much. But still...I would like to see an example that would convince me.

Here are my examples, DXT1 vs DXT5 > from PNG to DDS DXT 1/5 back to PNG (so it can be viewed). I tried to pick images that would/should exhibit the most banding (mostly color on black).
Spoiler: (Show Spoiler)
[Image: yNhYOY3.png] [Image: E6VFGan.png]
[Image: 9Z5ITe5.jpg] [Image: 14mZmED.jpg]
[Image: hNVv9lm.png] [Image: 3hZtaY3.png]
[Image: pKr9ZCA.png] [Image: eUQQYzA.png]
[Image: ElxU9eyg.png] [Image: NNPs8UZg.png]
[Image: KCmdsVZ.png] [Image: O5IzFps.png]
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02-16-2017, 09:15 AM (This post was last modified: 02-16-2017, 09:26 AM by CTCaer.)
#147
CTCaer Offline
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Here's my comparison with cartoonish textures:
Spoiler: (Show Spoiler)
[Image: DXT1vsDXT5.png]

My reasoning is that compressing the pack so much, defeats the purpose of quality (I'm not talking about resolution) re-texturing.
For example in many textures I was trying to remove the original 5:6:5 color banding but with DXT1 it comes back.
Also the noise is actually noticeable in HD resolutions for textures that display at 100% or more.
The quality loss is not only 5%, it's way way more (side by side compare, 100% crop).


Here's some stats I collected for PNG/DXT1/DXT5:

PNG:
[color=#339933]Lossless quality (Best)[/color]
[color=#ff3333]Slowest[/color][color=#ff3333] decode. [/color][color=#333333](Prefetching negates the slow texture decoding)[/color]

DXT5:
[color=#ff9933]Good quality. Some artifacts and blurring[/color]
[color=#339933]240% faster decoding than PNG[/color]
Better package compression size than PNG

DXT1:
[color=#ff3333]Adequate quality. Many artifacts, blurring, aliasing and color banding[/color]
[color=#339933]310% faster decoding than PNG[/color]
[color=#ff3333]0.4% color bandwidth of PNG and DXT5[/color]
Better package compression size than PNG


DXT1 vs DXT5:

DXT5:
[color=#339933]Less artifacts and blurring. Almost no aliasing[/color]
[color=#339933]25000% more colors than DXT1 (24bit [8:8:8] vs 16bit [5:6:5]). No color banding[/color]
200% size of DXT1. Nowadays who cares about space
[color=#ff3333]129% slower decoding than DXT1 (or 78% decoding speed of DXT1). [/color][color=#333333](Prefetching negates the slow texture decoding)[/color]
 


So if you have time, please add a button in options to Force DXT5 for people with my taste preferences
and inform user: 2x space, 1.3x slower decoding.


TL;DR: For me, because space is not a problem, the only downside is the 1.3 slower decoding, nothing else. It has many upsides.
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02-16-2017, 09:24 AM
#148
CTCaer Offline
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BTW some update about the pack's v1.4 progress:
  • New numbers font for 20pt, 30pt fonts are ready. 
  • HDfied system fonts. (when wii remote disconnects, info for changing controls style).
  • Fixed typo for wii sideways Map freelook button texture and added info for 2P revive buttons in Controllers guide. You can check OP also for this guide.
TODO:
  • Change numbers to 17pt font textures
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02-17-2017, 12:24 AM
#149
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Honestly I was having a bad day and it was wrong of me to question to your intent from the beginning. Sorry about that. If you want to release higher quality textures, there should be no objections. Thank you for the comparisons, that sure showed me whats up. I have added the option to the latest version (v21.0). You can find it in the Global Options labelled "Force DDS DXT5". I'm a little cramped for space and since it affects all DDS output (aside from material maps) that seemed like a good place for it.
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02-17-2017, 12:34 AM
#150
CTCaer Offline
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Thank you.

This will help me a lot, by having the latest version of your script without the need to change these lines.

Btw, I liked your funny comments inside your script Tongue
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