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Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
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Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
04-30-2017, 09:22 AM
#2,951
Bighead Offline
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(04-30-2017, 01:34 AM)goldenercobra Wrote: Native Compressed Custom Textures was just merged. Can we expect a pack with Internal Minimaps soon?

(04-30-2017, 07:09 AM)Orbital Wrote: Hi, can have the benefit from this : https://github.com/dolphin-emu/dolphin/pull/5279
Can you compress it for the next release please ? (and it will save à lot of Bighead's bandwith Tongue )
EDIT : Someone already compress it : http://www.mediafire.com/file/v7xsqv9xyirgkns/SX4-Internal-mipmaps.7z and it seems to work well Smile

That someone was me, I created that pack to test that PR with. And yes I'm going to redo/reup the DDS pack. That pack you linked has some problems because of some things I've long overlooked with my script. Textures with uncommon dimensions (like 704x704) have 1 too many internal mipmaps. Some of the dynamic mipmaps (lower levels with different images) use the top level to generate the missing end of the chain when it should be using the last mipmap in the chain. Here's a sneak peek that explains the issue better using hypatia's WW pack as an example: http://i.imgur.com/hSts3aM.jpg A smaller issue is opaque textures compressed with DXT1 can have significantly lesser quality than textures compressed with DXT5 (which I can only assume is a bug with DDS Utilities), so there will be an alternative to use Compressonator by AMD which creates higher quality DXT1 textures, and is pretty much on par with "nvdxt.exe" when it comes to the quality of DXT5 textures. Compressonator won't completely replace DDS Utilities, as its still needed for "stitch.exe" and "detach.exe" to work with and create custom internal mipmaps. I have yet to find another program with this functionality.

I've been working on a new version for the past few months that will address these issues + generate slightly higher quality mipmaps, and I was hoping to finish it so it's release lines up with the merge of this PR, but unfortunately its not ready yet. In the meantime this pack can be used which fixes most issues, but I still need to go through and make sure all dynamic mips are correct with the PNG pack before I know for sure that the mips in the DDS pack are correct.

http://www.mediafire.com/file/2qp7fec8wv40rk3/SX4-Internal-mipmaps+%28%2Bfixes%29.7z
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04-30-2017, 10:20 AM
#2,952
Orbital Offline
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Ok thanks for the explanation. i will test this pack
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04-30-2017, 01:46 PM
#2,953
DiBurkle Offline
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Hey guys, im kinda lost here about this "Minimap" stuff. What is the deal with it and how does it improve our experience? It looks to be a big deal, already downloaded the files but gonna wait for the Ishiiruka update to merge the master build so i can try it.

Tks in advance!

PS: @Bighead thank you for your amazing job, you were the first reason that made me wanna play this game, amazing job!
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04-30-2017, 02:07 PM (This post was last modified: 04-30-2017, 02:09 PM by Bighead.)
#2,954
Bighead Offline
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(04-30-2017, 01:46 PM)DiBurkle Wrote: Hey guys, im kinda lost here about this "Minimap" stuff. What is the deal with it and how does it improve our experience? It looks to be a big deal, already downloaded the files but gonna wait for the Ishiiruka update to merge the master build so i can try it.
It's more about DDS textures being able to be uploaded to the GPU in their compressed state resulting in less vram consumption (which seems to help some stuttering). Built-in mipmaps was just a nice added bonus to the feature, I'm not sure if they will actually consume noticeably less ram/vram than external mipmaps. Also, Ishiiruka already has these features.
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05-01-2017, 01:27 AM
#2,955
Safirion Offline
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(04-30-2017, 09:22 AM)Bighead Wrote: That someone was me, I created that pack to test that PR with. And yes I'm going to redo/reup the DDS pack. That pack you linked has some problems because of some things I've long overlooked with my script. Textures with uncommon dimensions (like 704x704) have 1 too many internal mipmaps. Some of the dynamic mipmaps (lower levels with different images) use the top level to generate the missing end of the chain when it should be using the last mipmap in the chain. Here's a sneak peek that explains the issue better using hypatia's WW pack as an example: http://i.imgur.com/hSts3aM.jpg A smaller issue is opaque textures compressed with DXT1 can have significantly lesser quality than textures compressed with DXT5 (which I can only assume is a bug with DDS Utilities), so there will be an alternative to use Compressonator by AMD which creates higher quality DXT1 textures, and is pretty much on par with "nvdxt.exe" when it comes to the quality of DXT5 textures. Compressonator won't completely replace DDS Utilities, as its still needed for "stitch.exe" and "detach.exe" to work with and create custom internal mipmaps. I have yet to find another program with this functionality.

I've been working on a new version for the past few months that will address these issues + generate slightly higher quality mipmaps, and I was hoping to finish it so it's release lines up with the merge of this PR, but unfortunately its not ready yet. In the meantime this pack can be used which fixes most issues, but I still need to go through and make sure all dynamic mips are correct with the PNG pack before I know for sure that the mips in the DDS pack are correct.

http://www.mediafire.com/file/2qp7fec8wv40rk3/SX4-Internal-mipmaps+%28%2Bfixes%29.7z

Oh ! Thank you so much ! I expect that it will reduce the amount of ram consomation because my PC not have so much :p 

Thank you for this project and this maintenance through the years Smile
[Image: z3e038-5.png]
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05-01-2017, 04:24 PM
#2,956
Mr. Parrot Offline
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I created one texture for Makna Forest for this one small area that I found to be a bit too pixelated (it's the secluded area to the left of the Abyss Basin). I hope this new texture is up to your projects standard, and if it is not, could you please tell me how I could improve. I have also included a before and after image with the texture, file to show the difference.
Here is the Google Drive Link: https://drive.google.com/open?id=0B5zFHMfJ3pwyZXM3SjRmdnVQM2c
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05-03-2017, 01:30 AM
#2,957
DiBurkle Offline
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(04-30-2017, 02:07 PM)Bighead Wrote: It's more about DDS textures being able to be uploaded to the GPU in their compressed state resulting in less vram consumption (which seems to help some stuttering). Built-in mipmaps was just a nice added bonus to the feature, I'm not sure if they will actually consume noticeably less ram/vram than external mipmaps. Also, Ishiiruka already has these features.

Oh now i get it, but hey, can you help me find out what setting is this? Im not that good in english and after reading all the settings in the Graphics Menu i couldn't find out where to enable it.
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05-03-2017, 01:36 AM
#2,958
JosJuice Offline
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(05-03-2017, 01:30 AM)DiBurkle Wrote: Oh now i get it, but hey, can you help me find out what setting is this? Im not that good in english and after reading all the settings in the Graphics Menu i couldn't find out where to enable it.

There is no setting for it. Dolphin will use it automatically if the texture pack supports it.
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05-03-2017, 01:44 PM
#2,959
svill Offline
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(03-23-2017, 04:41 AM)Rickv123 Wrote: NPCs shouldn't be too much of a problem. I imagine them being very similar to the other objects I've modified, however the amount of NPCs is the problem here. Modifying thousands of files is gonna take some grinding Tongue .

The grass is a slightly different story...

It has like this system where it draws the amount of grass based on the camera's position and angle. If I modify the draw distance for each level a set amount, it will cause it to glitch and despawn in certain scenario's. I imagine this happens because the numbers don't correctly line up so the game has no idea where and how much grass it has to spawn. So it's a bit of a hassle but I'll probably figure something out at some point.

I just registered to thank everybody that has participated in this project, and specially Rickv123 for his awesome patch. After installing the textures and the patch the game looks awesome!

Rickv123, I have a question/request for you. I play in 21:9 and the game does not render all the objects in the left/right side outside of the 16:9 ratio. I understand the game was designed in 16:9 and we have got pretty far but I after reading your camera's position and angle rendering comment I wonder if it's possible to change the rendering angle in a patch to include 21:9 FOV. Thanks again everybody for your hard work!!
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05-03-2017, 10:47 PM (This post was last modified: 05-03-2017, 10:48 PM by Rickv123.)
#2,960
Rickv123 Offline
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(05-03-2017, 01:44 PM)svill Wrote: I just registered to thank everybody that has participated in this project, and specially Rickv123 for his awesome patch. After installing the textures and the patch the game looks awesome!

Rickv123, I have a question/request for you. I play in 21:9 and the game does not render all the objects in the left/right side outside of the 16:9 ratio. I understand the game was designed in 16:9 and we have got pretty far but I after reading your camera's position and angle rendering comment I wonder if it's possible to change the rendering angle in a patch to include 21:9 FOV. Thanks again everybody for your hard work!!

I don't know how to change the cameras viewport width at this current point in time, however I did try to make the objects spawn at an wider angle but with no luck... Dolphin keeps throwing an error "fifo is overflown by gather pipe cpu thread is too fast" resulting in a crash afterwards, probably due too way to many objects having to be displayed at the same time because of the extra width the game needs to take into account so I gave up. Perhaps I'll try and give it another shot, another time...
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