[color=#212121]I'm in the details, then I will have to review everything again.
I'm posting some pictures of lamps in Tephra , still incomplete[/color]
I'm posting some pictures of lamps in Tephra , still incomplete[/color]
Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
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12-27-2014, 04:12 AM
[color=#212121]I'm in the details, then I will have to review everything again.
I'm posting some pictures of lamps in Tephra , still incomplete[/color] 12-27-2014, 10:26 AM
Wow, I am blown away by the detail on that. It looks amazing! It's hard to believe it's just for a lamp. Out of curiosity, what's the resolution on that? Is it 4 times the size of the original, or are you going even higher?
I'm working with a resolution a bit exaggerated, I know , reaches 16x the original (some that can, and others that are purely vector), so I do the details, then I reduce the more correct value and testing the most efficient way the mipmaps.
I have fun doing details, I think I'm addicted to it
Version 5.7 is out!
Includes all the stuff I mentioned before, but at the last minute decided to add purple Monado FX for narcku's HyperMonado (there was only a beam), added more information to the ReadMe for optional textures, and I adjusted the hierarchy of the Monado retextures. Hopefully this new method will make it much easier to install and switch between Monados and FX. All credits are preserved in the text document. I'm also no longer ending each version in a U, as it used to define the difference between two packs (Users and Contributors) which ended back in 2012. Last I found a great video tutorial on setting up the pack on YouTube by a guy who goes by Sapphire. I asked if I could link to it, he gave the okay, so I added a few links to it in the first post and updated it yet again to hopefully look even nicer. @BrunoFBK: That lamp texture is breathtaking, and that is an addiction worth having.
Hi Bighead great, already downloaded this, I'm testing, nice
I am taking and posting the details I'm working, tested a lens flare with dirt that I had very good results, let images for analysis, had in mind to use another effect but it worked. need a little more yellow Found interesting expose some variations, even if far from the model as an led will help to other parts of the game. Thx 12-28-2014, 01:29 PM
That's very nice, Bighead!
And you too Bruno, that looks fantastic. So good that it makes me wish we could update the models and lighting too, hahaha!
I watched as many textures have the complete package, is awesome, great work Bighead, and everyone here forum, Echoes, and all have fought, and I believe that often do not even have time to play, great job.
sorry for not mentioning all to contributed in this project. Great job for all
Finalized lens glare texture and ~70% of Tephra Cave
I working in new efects of water and others terrains for finalize, need revision and still intend to put and test the macro texture mask for long distances and for not stay so different of original, hope i not take long time for this. i'm posting two images - old and new textures Thx for all 12-29-2014, 01:08 PM
(This post was last modified: 12-29-2014, 01:49 PM by frozenwings.)
Looking great, guys. Your lamp is very impressive, Bruno.
Edit: The tutorial is very nice too, so thank you to Sapphire if he ever reads this. (Dunban is my favorite too!) 12-30-2014, 04:20 AM
Why are L/R Wii controls mapped to L2/R2 (and LT/RT respectively for the Xbox)? Shouldn't they be L1/R1? Looking at Wii Classic Controller Pro pictures L/R are the top shoulder buttons. It makes more sense to use the top shoulder buttons for changing targets/characters than the bottom shoulder buttons when taking into consideration other JRPGs.
Also was the mapping of A button to X (and A on the Xbox controller) done on purpose to imitate other JRPGs' controlling seem (as they tend to use the right button for "Ok" and the bottom for "Cancel" in Japan while it is the other way around in NTSC/PAL regions) or was it a mistake, thinking that A button on Wii is the same as A button on the Xbox? I wouldn't mind the A/B switch but I really don't like the L/R buttons being mapped to the bottom shoulder buttons/triggers. Finally the Playstation Select button should be less rounded on the edges and perhaps a bit more narrow, the way it is now it's I found it hard to recognize it in the beginning. I don't remember any game having an icon for the select button, they usually referred to it by name, so I'm not sure exactly how it should be. Btw thanks for maintaining this pack. The higher resolution fonts and minimap make the game much more enjoyable to me |
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